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Video gaming and esports have undergone an exponential rise in recent years, evolving into a major entertainment force that captivates individuals across different age groups [1].
JMIR Form Res 2025;9:e60476
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The vast majority (n=46, 90%) of the esports group reported being amateur competitive esports players, not earning any substantial income from competing. Only 5 participants (10%) were semiprofessional players and reported earning a share of their main income from esports (Table 1).
The most popular esports genre was multiplayer web-based battle arenas (n=23, 45%), followed by games from the sports genre (n=12, 24%), and first-person shooters (n=6, 12%).
J Med Internet Res 2023;25:e45063
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Reference 2: On the scientific relevance of esports Reference 33: Will esports result in a higher prevalence of problematic gaming? Reference 55: The psychology of esports: A systematic literature review(https://doi.org/10.1007/s10899esports
JMIR Ment Health 2021;8(3):e21115
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