Teixeira Mário Coelho, Mendes Gonçalo Aguiar, García-Fernández Jerónimo, Sesinando André Dionísio
Department of Sport and Health, School of Health and Human Development, University of Évora, 7000-727 Évora, Portugal.
Center for Advanced Studies in Management and Economics (CEFAGE-UÉ), University of Évora, 7000-809 Évora, Portugal.
Behav Sci (Basel). 2025 May 2;15(5):620. doi: 10.3390/bs15050620.
The field of esports has been studied from different multidisciplinary perspectives, making it an emerging field with plenty of room for progress. However, it still has underdeveloped areas, such as university esports. The purpose of this study was to analyze student gamers enrolled on higher education courses in Portugal and identify their sociodemographic profile and gaming habits, as well as to assess their interest in university esports. Methodologically, we followed a quantitative-descriptive approach; data were collected between April and June 2024 using an online questionnaire and then analyzed using descriptive and inferential statistical techniques. The sample consisted of 1073 student gamers with regular gaming habits enrolled at 30 public institutions in 2023/2024. Our results show a high level of interest in university esports (n = 579, 54.0%), and the greater the involvement in gaming, the greater the interest. The male gender continues to prevail in this context (n = 770, 71.8%), and the majority play daily (n = 515, 48.0%), between 6 and 10 h a week (n = 322, 30.0%), although there are differences in the various indicators between genders. We identified the most played videogame categories (n = 8) and those that they intend to play (n = 15) in university esports. In conclusion, university esports offer a wide range of options and are played in a context favorable to gaming interest (young adult students), with enormous growth and expression within the esports phenomenon.
电子竞技领域已经从不同的多学科视角进行了研究,使其成为一个有很大发展空间的新兴领域。然而,它仍有一些发展不完善的领域,比如大学电子竞技。本研究的目的是分析葡萄牙高等教育课程中的学生游戏玩家,确定他们的社会人口统计学特征和游戏习惯,并评估他们对大学电子竞技的兴趣。在方法上,我们采用了定量描述方法;2024年4月至6月期间通过在线问卷收集数据,然后使用描述性和推断性统计技术进行分析。样本包括2023/2024学年在30所公立机构注册的1073名有定期游戏习惯的学生游戏玩家。我们的结果显示,学生对大学电子竞技的兴趣很高(n = 579,54.0%),并且参与游戏的程度越高,兴趣就越大。在这方面,男性仍然占主导地位(n = 770,71.8%),大多数人每天都玩(n = 515,48.0%),每周玩6到10小时(n = 322,30.0%),尽管不同性别在各项指标上存在差异。我们确定了大学电子竞技中最常玩的电子游戏类别(n = 8)以及他们打算玩的类别(n = 15)。总之,大学电子竞技提供了广泛的选择,并且是在有利于游戏兴趣的环境(青年学生)中进行的,在电子竞技现象中有着巨大的发展和表现空间。