| In 2003,the General Administration of Sports China declared e-sports as the 99 th sports event,which was later revised to the 78 th in 2008.In November 2021,e-sports was selected as a sport for the Hangzhou Asian Games.Although both e-sports and online gaming originate from gaming company platforms,they have fundamental differences.E-sports is a competitive sport with strict rules and takes place in a specific time and space.In contrast,online gaming lacks competitiveness,recognized rules,and designated time limits,which may lead to prolonged addiction among young people,including college students,and affect their academic and physical health.The purpose of this paper is to investigate the impact of participating in e-sports,including competition e-sports and leisure e-sports,on the physical and mental health of college students,and draw conclusions and provide corresponding suggestions based on the research purpose.This study uses literature review,questionnaire survey,expert interviews,mathematical statistics,comparative analysis,and experimental methods to investigate the effects of competition e-sports on the physical and mental health of college students.Sixty non-addicted students were selected from 12 colleges and four grades of the university,with 22 males and 8 females in each group.The experimental group participated in competition e-sports,while the control group participated in leisure e-sports.After eight weeks and 32 electronic gaming tests,the study found that the two types of e-sports had different effects on the physical and psychological indicators of college students.Paired sample T-tests were conducted on the data of the two groups before and after the experiment,and independent sample T-tests were conducted between the two groups.The following research results were obtained after the data analysis:1.Four physical indicators,including balance,reaction speed,movement speed,and hand-eye coordination: there was no significant change(P>0.05)in the four indicators of the control group before and after the experiment,while the experimental group showed significant improvement(P<0.05);the change in the experimental group was greater than that of the control group after the experiment,and the change was significant(P<0.05).2.The 10 indicators of psychological qualities include sensitivity to interpersonal relationships,poor mental endurance,anxiety,depression,paranoia,poor adaptability,psychological imbalance,emotional instability,hostility,and somatization.In the experimental group,compared to the control group,there was a significant decrease in the two factors of depression and anxiety after the experiment(P < 0.05),while the average scores of the other 8 indicators showed a decrease,but without significant changes(P > 0.05).Before and after the experiment,the experimental group showed significant improvement in the 5 indicators of sensitivity to interpersonal relationships,poor mental endurance,anxiety,depression,and paranoia(P < 0.05),while the other 5indicators also showed improvement,but without significant changes(P > 0.05).After the experiment,the changes in the 5 factors of anxiety,depression,sensitivity to interpersonal relationships,poor mental endurance,and paranoia were all greater in the experimental group than in the control group,and showed significant improvement(P <0.05),while the average scores of the other 5 indicators showed a decrease,but without obvious changes(P > 0.05).3.The data from the "Young’s Internet Addiction Test" showed that after the experiment,the scores of both the control group and the experimental group were between 0-5 points,indicating that no symptoms of internet addiction appeared.The following conclusions can be drawn:1.Leisure e-sports do not improve the four physical fitness indicators of college students,while competition e-sports significantly improve the four physical fitness indicators of college students.Competition e-sports have a significant improvement in the four physical fitness indicators compared to leisure e-sports.2.Leisure e-sports significantly improve anxiety and depression in college students,but not the other eight factors.Competition e-sports significantly improve interpersonal sensitivity,poor psychological endurance,paranoia,anxiety,and depression symptoms in college students,while the other five factors show no significant improvement.Compared to leisure e-sports,competition e-sports have a significant improvement in reducing daily stress and generating pleasure for college students in terms of interpersonal sensitivity,poor psychological endurance,paranoia,anxiety,and depression,while the other five factors show no significant improvement.3.Under strict and reasonable time and rule control,neither competitive nor leisure e-sports will cause college students to develop internet addiction,and they have a good effect on the physical and mental health of college students.Suggestions:1.Universities should offer elective courses on e-sports and establish campus e-sports clubs: Schools should guide students to engage in electronic games rationally and scientifically,improve students’ physical fitness,and improve their balance,speed,and coordination.2.Schools should integrate e-sports into mental health courses to achieve educational innovation: Understand the psychological status of college students in a timely manner and use reasonable and standardized e-sports to improve the mental health of college students.3.Strengthen the health education and management of e-sports: Schools should strengthen the publicity and education on the harm of internet addiction and encourage students to play games reasonably,avoid excessive addiction,and establish a healthy college gaming environment.4.Standardize game platform construction and purify the network environment:The relevant departments of the country should strengthen the management of e-sports platforms,and companies should conduct standardized real-name verification and anti-addiction system certification to prohibit the appearance of inappropriate information such as pornography and violence in online games. |