Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance
Bibliographic record
Abstract
The massive growth of esports has vitalized the need to study human performance in competitive video gaming. The pressure of competitive play elicits a range of emotional experiences, which can affect players during and beyond a gaming session. In this work, we review the state of the literature concerning the role emotions play in esports performance as well as highlight coping strategies players use to regulate emotions during competitive play. We review the findings of N=32 peer-reviewed articles pertaining to emotions and esports, finding that the emotional experiences elicited by competitive play affect esports performance. In response, players attempt to regulate their emotions to maintain performance; however, efforts to do so vary, as they currently lack effective coping strategies. Lastly, we review the potential of technical interventions in esports training for improving emotion regulation among players. Our findings support knowledge development in esports, and present avenues towards promoting the emotional wellbeing of competitive gamers.
Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.
How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.003 | 0.017 |
| Meta-epidemiology (narrow) | 0.001 | 0.001 |
| Meta-epidemiology (broad) | 0.004 | 0.004 |
| Bibliometrics | 0.007 | 0.008 |
| Science and technology studies | 0.001 | 0.001 |
| Scholarly communication | 0.003 | 0.002 |
| Open science | 0.001 | 0.001 |
| Research integrity | 0.002 | 0.001 |
| Insufficient payload (model declined to judge) | 0.005 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".