Despite the growing popularity of esport, few research can be found in the specific area of the competitive nature of playing video games. More precisely, the research is mostly still of a qualitative and exploratory character. Bearing in mind that esport has been systematically attracting players (and spectators) in Serbia for a decade, and so far there is no research in Serbian on this topic in the field of (sport) psychology, the aim of this paper is to provide a concise systematic overview of previous research, with reference to existing methodological limitations and relevant psychological variables. This would help to define more clearly the boundaries between esport players, traditional athletes, and problematic players.
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Sokić et al. (2020) studied this question.
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