Motivational Factors and Subjective Health Assessment of Adolescents in Mobile Esports

Authors

  • Dmytro Kuzmenko Candidate of Pedagogical Sciences, Doctor of Sciences in Physical Education and Sport, Professor, Associate Professor of the Department of Esports and Information Technologies, National University of Ukraine on Physical Education and Sport, 1, Fizkultury Str., Kyiv, 03150, Ukraine https://orcid.org/0009-0008-6391-763X
  • Nataliia Byshevets Candidate of Pedagogical Sciences, Doctor of Sciences in Physical Education and Sport, Professor, Associate Professor of the Department of Esports and Information Technologies, National University of Ukraine on Physical Education and Sport, 1, Fizkultury Str., Kyiv, 03150, Ukraine https://orcid.org/0000-0001-6118-6580
  • Oleksii Bafadarov Lecturer of the Department of Esports and Information Technologies, Master's Degree, National University of Ukraine on Physical Education and Sport, 1, Fizkultury Str., Kyiv, 03150, Ukraine https://orcid.org/0009-0006-9308-1226
  • Oleksandr Petryk Lecturer (academic staff member) of the Department of Esports and Information Technologies, National University of Ukraine on Physical Education and Sport, 1, Fizkultury Str., Kyiv, 03150, Ukraine https://orcid.org/0000-0003-3387-8410
  • Myroslav Bortnik Lecturer (academic staff member) of the Department of Esports and Information Technologies, National University of Ukraine on Physical Education and Sport, 1, Fizkultury Str., Kyiv, 03150, Ukraine https://orcid.org/0009-0005-0181-8087

DOI:

https://doi.org/10.5281/zenodo.19582106

Keywords:

esports, adolescents, threats, health, motive, skills

Abstract

Relevance. Effective training of mobile esports players is impossible without considering potential threats to their psychosomatic state. Purpose: To investigate the motivational-value orientations of adolescents in mobile esports and their relationship with the self-assessment of gaming skills and subjective health status. Methods: The survey involved 25 adolescents (84.0% male, mean age 16.0 ± 1.8 years). The author's questionnaire "Comprehensive Assessment of Gaming Activity and Psychosomatic State of Mobile Esports Players" was used (blocks: motivation, skills, and health). Statistical processing included: Median (Me) [Q1; Q3], Spearman's rank correlation coefficient (ρ), and the Mann-Whitney U-test. Results: A dominance of intrinsic motivation for mastery was established: the median for the "achieving high results" motive was 5 points. Communication skills received the highest self-assessment (Me=8 points), while self-control received the lowest (Me=7 points). It was found that, unlike purely recreational gaming, in mobile esports, external incentives (material rewards, recognition) are associated with higher levels of self-control among adolescents, indicating the disciplining nature of competitive motivation. A strong statistically significant relationship (p < 0.05) was found between satisfaction with the game, team cooperation, and a positive perception of one's own health. Notably, gaming mastery itself does not statistically significantly affect health assessment (p > 0.05). Conclusions: The development of self-regulation skills and the maintenance of a positive social climate within the team are priority areas for coaching support and the prevention of gaming disorders in adolescents.

Published

2026-04-14

How to Cite

Kuzmenko, D., Byshevets, N., Bafadarov, O., Petryk, O., & Bortnik, M. (2026). Motivational Factors and Subjective Health Assessment of Adolescents in Mobile Esports. Pedagogical Academy: Scientific Notes, (29). https://doi.org/10.5281/zenodo.19582106

Issue

Section

Фізична культура і спорт