The Phnom Penh Post

Injury, obesity, stress: eSports starts wising up to health problems

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GROWING concern over health standards in eSports has prompted a new federation to pledge to address the problem, as players fall victim to conditions ranging from wrist injuries to obesity, stress and diabetes.

The retirement of top Chinese player Jian Zihao, better known by his gaming handle “Uzi”, sent tremors through the booming sport, whose revenues are predicted to reach $1.1 billion this year, according to industry analyst firm Newzoo.

The 23-year-old, hailed as an “icon” of the League of Legends game, stepped away from eSports in June, saying “chronic stress, obesity, irregular diet, staying up late and other reasons” had given him Type 2 diabetes. He also had a hand injury.

However, Uzi’s case is far from isolated in a sport where profession­al players can perform up to 500 moves a minute, according to the American Osteopathi­c Associatio­n, and train for hours a day.

A report published by the associatio­n last year said eSports’ “sedentary nature” meant “musculoske­letal injuries of the neck, back, and upper extremitie­s” were likely for athletes, also flagging concerns over gaming addiction and social behaviour disorders.

Alarming warnings are nothing new for eSports, which has met with a mixed welcome from the sporting establishm­ent despite its wildfire popularity, as witnessed by the hundreds of millions who follow big tournament­s online.

Attempts to join the Olympics have so far faltered, for reasons including a lack of cohesion between competing companies, the changing nature of games and basic questions over whether gaming can be considered a sport.

Chris Chan, president of the Global Esports Federation, a new body backed by Chinese gaming giant Tencent, said credibilit­y was a problem, with health and wellbeing one area that needs attention.

“It’s about time that in eSports we looked into all this,” he told AFP.

Chan said the Singaporeh­eadquarter­ed federation, which launched in December and has a focus on “holist ic healt h”, has a lready set up an “education, culture and wellness” commission to guide its work.

“We’ve got some very prominent doctors, who are sitting inside sharing with us,” he said.

‘Pulling in different directions’

Coaches do sometimes think of health. Ahead of eSports’ debut last year in the Southeast Asian Games, a regional multi-sport tournament, physical exercise was part of regular training for many teams.

But Chan said competitio­n between different industry bodies meant important issues, from player wellbeing to corruption, were not being fully addressed.

“We’re a ll pulling in dif ferent directions now,” he said. “Nobody’s addressing t he diversit y . . . t he fa ir play, t he healt h.”

He said GEF was aiming “to be a platform for the ecosystem to bring some credibilit­y to the sports”.

The body has been joined by dozens of national federation­s from around the world, and last month announced a collaborat­ion with the Olympic Council of Asia to promote eSports in Asia.

However, it remains unclear what impact it can have on health and other areas.

eSports’ governance remains a confusing patchwork and the new body has several rivals, including the South Korea-based Internatio­nal Esports Federation.

Remer Rietkerk, head of eSports at Newzoo, said GEF faces “significan­t” challenges to being regarded as the sport’s main federation, not least as it only has the backing of one major game publisher, Tencent.

Tencent owns Riot Games, the maker of League of Legends, backs large tournament­s, and holds investment­s in many other game publishers, but GEF has not yet signed agreements with others.

“To have real meaningful global coordinati­on they need buy-in from publishers because the publishers are the ones who can say yes or no to any kind of event or monetized broadcast occurring,” Rietkerk told AFP.

In eSports, publishers own the rights to games and set rules of play, with governing bodies playing only a limited role.

Alexander Champlin, eSports analyst from consultanc­y Niko Partners, said the GEF’s main role initially was likely to be as an advocacy group.

“But expect them to be a contender as eSports governance does eventually begin to consolidat­e,” he added.

ACROSS

We’re all pulling in different directions now. Nobody’s addressing the diversity . . . the fair play, the health

 ?? AFP ??
AFP
 ??  ?? Chris Chan, president of the Singapore-headquarte­red Global Esports Federation, says he’s invited doctors into his organisati­on to better understand and tackle the physical and mental effects of gaming competitiv­ely.
Chris Chan, president of the Singapore-headquarte­red Global Esports Federation, says he’s invited doctors into his organisati­on to better understand and tackle the physical and mental effects of gaming competitiv­ely.

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