Abstract:
"Esports" refers to a multi-player video game that is organized and played either
alone or in teams, particularly by professional players. Professional Esports
players may suffer physical and mental health consequences from spending at
least 12 to 14 hours a day in front of screens. This study's primary goal was to
assess the level of physical activity (PAL) and mental health of professional male
Esports athletes in Sri Lanka. Data were gathered from 216 professional male
Esports players, aged from 12 to 45 using the WHO self-reporting questionnaire
20 (SRQ-20) and the International Physical Activity Questionnaire (IPAQ). The
correlation between demographic factors, mental health, and physical health was
examined using Pearson's Chi-squared test, and the risk factor for common mental
disorders (CMD) was identified using binary logistic regression with a 95%
confidence level. The game type (Multiplayer Online Battle Arena, fighting,
tactical shooting, sports games; p = 0.001) and PAL (p = 0.007) are associated with
mental health while the other factors such as age, Highest Education Qualification,
job status, playing time, and sleeping time were not associated with the mental
health level (p > 0.05). In a tactical shooting, Esports players were 3.82 (95% CI;
0.9118, 16.0230) times more likely to be suspicious of CMD than Esports players
who play the sports game. Esports player suspicious for CMD is 1.63 (95% CI;
0.6793, 3.8976) times higher for PAL inactive players compared to the minimally
active player. Furthermore, with each passing year of playing age, the likelihood
of an Esports player being suspected of having CMD increases by 0.89 (95% CI;
0.8304, 0.9535) times. In conclusion, Esports have an impact on players’ PAL and
mental health. By addressing these issues, stakeholders may create a better
atmosphere that promotes the health and long-term success of Sri Lankan Esports
professionals.