Poster Session

Location

Memorial Ballroom, Hall Campus Center

Access Type

Campus Access Only

Entry Number

17

Start Date

4-10-2019 12:00 PM

End Date

4-10-2019 1:15 PM

College

College of Health Sciences

Department

Athletic Training

Abstract

Context: Esports is the casually accepted term for competitive video game competition and is an exploding global phenomenon. The objective of our study was to determine the Health-Related Quality of Life (HRQOL) measurements for professional esports athletes. Methods: Our study was an exploratory descriptive design that was conducted via an online survey. Participants included 7 professional esports athletes within OpTic Gaming, LLC under Infinite Esports & Entertainment. The procedure consisted of emailing and discording a link to an online Google Forms survey that had the questions from the Patient-Reported Outcomes Measurement Information System® (PROMIS-29) Profile v2.1 short form survey. Results: PROMIS scores have a mean of 50 in the U.S. general population. Physical Function (Mean: 54.76, Median: 53, SD: 5.34), Anxiety (Mean: 53.67, Median: 49.40, SD: 7.37), Depression (Mean: 47.83, Median: 47.50, SD: 8.20), Fatigue (Mean: 46.89, Median: 49.40, SD: 9.76), Sleep Disturbance (Mean: 54.41, Median: 52.40, SD: 6.75), Ability to Participate in Social Roles (Mean: 32.29, Median: 32.60, SD: 4.11), Pain Interference (Mean: 45.34, Median: 40.70, SD: 6.84), and Pain Intensity (Mean: 1.71, Median: 1.00, SD: 2.43). Conclusions: Physical function, anxiety, and sleep disturbance all report T-scores above the 50 general population of the US. Depression, fatigue, ability to participate in social roles, and pain interference all report T-scores below the 50 general population of the US.

Faculty Mentor(s)

Dr. Tom Bowman
Dr. Debbie Bradney
Dr. Sean Collins

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Apr 10th, 12:00 PM Apr 10th, 1:15 PM

Quality of Life of Professional Esports Athletes: A Pilot Study

Memorial Ballroom, Hall Campus Center

Context: Esports is the casually accepted term for competitive video game competition and is an exploding global phenomenon. The objective of our study was to determine the Health-Related Quality of Life (HRQOL) measurements for professional esports athletes. Methods: Our study was an exploratory descriptive design that was conducted via an online survey. Participants included 7 professional esports athletes within OpTic Gaming, LLC under Infinite Esports & Entertainment. The procedure consisted of emailing and discording a link to an online Google Forms survey that had the questions from the Patient-Reported Outcomes Measurement Information System® (PROMIS-29) Profile v2.1 short form survey. Results: PROMIS scores have a mean of 50 in the U.S. general population. Physical Function (Mean: 54.76, Median: 53, SD: 5.34), Anxiety (Mean: 53.67, Median: 49.40, SD: 7.37), Depression (Mean: 47.83, Median: 47.50, SD: 8.20), Fatigue (Mean: 46.89, Median: 49.40, SD: 9.76), Sleep Disturbance (Mean: 54.41, Median: 52.40, SD: 6.75), Ability to Participate in Social Roles (Mean: 32.29, Median: 32.60, SD: 4.11), Pain Interference (Mean: 45.34, Median: 40.70, SD: 6.84), and Pain Intensity (Mean: 1.71, Median: 1.00, SD: 2.43). Conclusions: Physical function, anxiety, and sleep disturbance all report T-scores above the 50 general population of the US. Depression, fatigue, ability to participate in social roles, and pain interference all report T-scores below the 50 general population of the US.