A case for community action:
esports, older players, mental health and social isolation
INTRODUCTION
This research, and thus, the below paper, has been conducted by commission of the International Esports Federation (IESF) to investigate the role of mental health in the esports community, with a specific emphasis on the role esports could have in the mental health support of older players. Over the past two decades, the esports industry has grown consistently, year-on-year, achieving consistent growth of global industry value and most notably to the onlooker, hundreds of millions of viewers each year (Pannekeet, 2019).
Despite this growth, esports continues to be an activity that is pervasive mainly with the younger generations, which for the purposes of this paper will be considered one of three age categories, younger participants being players up to the age of 25. After the age of 25, players enter a second phase of their player journey which is the age group of 25-50, for most professional players that is post-play and during their professional period as staff or in adjacent industries enjoying games as a hobby.
With that in mind, our elderly category as set by ESG Gaming in their continued work with older players, is 50 and above. Using these three categories we are mobilising the below paper to investigate in detail and draw attention to the ways in which esports is being evidenced as a social tool for combating social isolation across all three categories, with a particular focus on the third category as that is the area of the global population that experiences the greatest instances of social isolation.
To address this, we have outlined two core questions each with a more narrowed ‘specific objective’ within them, these areas follows:
GENERAL OBJECTIVE 1
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.
SPECIFIC OBJECTIVE 1
Consider different esport game genres (i.e. first-person shooter, action, adventure, simulation
video game etc) and make recommendations as to which game genres may be more suitable to bring parents/grandparents and children together to experience play, knowledge, intergenerational and Internalised ageism understanding.
GENERAL OBJECTIVE 2
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.
SPECIFIC OBJECTIVE 2
Consider different game genres (i.e. first-person shooter, action, adventure, simulation video
game etc) and make recommendations as to which game genres may be more suitable for those aged 50 years and over to minimise social isolation and loneliness.
Minimal overlap in literature on Ageing and on Esports
Importantly, as the paper is inherently gerontological in nature, it’s important to consider that this area is intently cross-disciplinary in nature and the impact that has on research is immense, meaning that this review could not possibly cover the full scope of the both esports as a social intervention tool for isolation and for social isolation in elderly people, as both research spheres are currently entirely separate. The following item outlines visually how this research review considers these two spheres of investigation, in terms of where the literature currently stands (left) vs where we hope it to be in the next 2-3 years (right):
ESPORTS AND GAMES AS A PRESCRIPTION FOR MEDICATION
The British Medical Journal suggests over the past decade, antidepressant prescriptions have almost doubled in England (Leung & Chu, 2023), rising to 85.6 million in 2022-23. Over 8.6 million adults in England (nearly 20% of adults) are now prescribed them annually. Those aged 50 – 55 years are the highest users of antidepressants. Finally, the average duration of time for which a person takes an antidepressant has doubled, with around half of the patients now classed as
long-term users.
Source: Medicines Used in Mental Health – England – 2015/16 to 2021/22 | NHSBSA
ESPORTS BENEFITS
Where there was relevant clear literature that connected esports, gaming, and elderly people was looking at gaming as a positive health intervention in elderly people (Hall et al., 2012). Concluding that there is a ‘significant potential’ for games as an interventionist method in elderly mental health.
Hall et al.’s research was carried out as a systematic review of the research literature, conducted through multiple academic databases for works, published between the years 2000 and 2011, looking at digital videogame interventions with adults 65 years of age and older. In the last decade, however, there has not been similar investigation until this paper today.
Whilst we have not been able to instigate the same academic rigour and systematic investigation of global literature on the subject, this literature review provides a qualitative review of the existing findings. From those, we have compiled some examples of esports’ benefits are as follows:
COGNITIVE STIMULATION
Esports require strategic thinking, quick decision-making, and problem-solving skills. Engaging in esports can help older individuals keep their minds active and sharp.
SOCIAL ENGAGEMENTS
Esports provide opportunities for older people to connect with others who share similar interests, whether through online gaming communities or local gaming events. This can combat social isolation and loneliness.
STRESS RELIEF
Playing video games, including esports, can be a great way to unwind and reduce stress. Older
individuals can use gaming as a form of relaxation and escapism.
IMPROVED HAND-EYE COORDINATION
Esports often demand precise and quick movements, which can help improve hand-eye coordination. This can be especially beneficial for older individuals looking to maintain or enhance their motor skills.
FLEXIBILITY AND ADAPTABILITY
Learning and mastering new video games require adapting to changing environments and strategies. This can help older individuals develop flexibility and adaptability, which are essential skills in everyday life.
BONDING WITH YOUNGER GENERATIONS
Esports can provide an opportunity for older individuals to connect with their grandchildren or younger family members who are interested in gaming. It’s a way to bridge generational gaps and build stronger relationships.
ENTERTAINMENT AND ENJOYMENT
Just like any other form of entertainment, esports can be a source of enjoyment and fun for people of all ages. It’s a way to relax, have fun, and experience new challenges.
COMPETITIVE SPIRIT
Esports can satisfy the competitive drive in older individuals. Participating in tournaments
or ranked matches can be a thrilling experience, even if it’s just for fun.
LIFELONG LEARNING
Esports constantly evolve with new games, updates, and strategies. Engaging in esports
can encourage a mindset of lifelong learning, which is beneficial for cognitive health.
PHYSICAL BENEFITS
While esports themselves may not be physically demanding, they can encourage
individuals to maintain a more balanced lifestyle by incorporating regular breaks, stretching exercises, and healthy habits into their daily routines.