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A case for community action: esports, older players, mental health, and social isolation.

Independently commissioned by the International Esports Federation (IESF); Esports Insider and ESG Gaming were humbled to be selected to write a cross-sectional, qualitative industry report of the literature that covers the topics of esports, older players, mental health, and social isolation. 

The topic of mental health in esports is an increasingly crucial aspect of both the professional community and of those who enjoy esports games casually. In a digital age where we connect increasingly online, those who are less digitally literate struggle more and more with an inevitable challenge of loneliness that is not part of the regular dialogue on mental health.   

Thanks to IESF and Busan Metropolitan City, we can cast a light on a topic that is core to the work of ESG Gaming and that we hope can become an increasingly more discussed part of the mental health dialogue in esports. With many countries facing ageing populations, contrasted with the early retirement age of esports players, there is a disparity between how esports is praised for combating loneliness in young people but not being utilised to support those who are ages 50 or above. 

Our research paper is written around two general objectives: 

Objective One:To provide a foundational review paper that can act as an industry anchor point for industry research and action towards supporting mental health in esports across all age demographics. 

Objective Two:To explore the under-researched area of older esports players and provide clear guidance to ensure that this research project is the foundation for future investigations and community action globally. 

We hope with the production and publication of this research, we can engage stakeholders to consider the following three areas of discussion:  

  • Consideration of a further research study looking at player participation, social factors and game types and how these might vary between the Eastern (China, Asia regions) and Western (United Kingdom, Europe and the United States of America regions) regions.

  • Consideration of the gerontological phenomena of the United Kingdom’s Returnships and similar programmes to support re-entry into the workplace for those over 50 years old.

  • Consideration of how esports or virtuality-reality might be an alternative to prescribed medication for mental health conditions or depression.

We are keen to engage stakeholders to map out the next steps, so we can bring this research to alive and make it a living and breathing document. The first such engagement took place at ESI Next Gen Oxford, where a roundtable was convened to hear of the report findings. We are also presenting this research at leading Tech, Esports and Health Conferences including London Tech Week, ESI London and the National Dementia Care Conference.   

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