Full participation of people with physical disabilities in active eSports

身体残疾人士充分参与活跃的电子竞技

基本信息

  • 批准号:
    10646057
  • 负责人:
  • 金额:
    $ 8.35万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
  • 财政年份:
    2023
  • 资助国家:
    美国
  • 起止时间:
    2023-06-15 至 2025-05-31
  • 项目状态:
    未结题

项目摘要

ABSTRACT In the United States, 18% of individuals aged 18 and over have a physical disability (defined as a mobility impairment).1 Individuals with physical disabilities are less likely to meet physical activity guidelines than individuals without disabilities, which may be connected to higher likelihood of poor physical and mental health outcomes in the disability community.3 This gap in participation is in large part due to critical barriers to participation.2,4,5 While individuals with physical disabilities have a basic right to full participation in society,6 there are substantial medical, psychological, social, and environmental barriers that make full participation in physical activity difficult.7 Research in this area has, however, largely overlooked a rapidly growing type of physical activity participation: active eSports.2,4,5,8 The promise of active eSports leagues for physical activity promotion among individuals with physical disabilities lies in the fact that, as a virtual sport, it could be easily scaled to reach diverse communities that may not have resources for in-person parasport programming and promote physical activity participation. However, according to preliminary research, individuals with physical disabilities who participate in active eSports may be experiencing substantial inequities that would not be permitted in traditional sport contexts.9 The objective of the proposed grant is to understand full participation6,10 for individuals with physical disabilities in active eSports. More specifically, we seek to extend our previous research on quality parasport participation to the realm of active eSports and answer the question: “What constitutes quality participation for adults with physical disabilities in active eSports?” To answer this question, we will follow the blueprint laid out in our previous development of the Quality Parasport Participation Framework2 and pursue three aims. In Aim 1, we will conduct a scoping review of active eSports research. We will examine existing literature on active eSports among individuals with physical disabilities across the lifespan, with a focus on identifying barriers and benefits to participation, as well as mechanisms linked to experiential aspects of participation. In Aim 2, we will conduct a qualitative investigation seeking to understand experiences and perceptions of active eSports for adults with physical disabilities. Finally, in Aim 3, we will develop a testable conceptual model of participation in active eSports for adults with physical disabilities through a multi-step stakeholder-centered process. eSports is the world’s fastest growing sport, with matches hosted by prominent gatekeepers to the traditional sports world, including the International Olympic Committee.8,11,12 The findings from the proposed research will provide an evidence base for future interventions, as well as a method for assessing full participation, equity, and inclusion of people with physical disabilities in this new, rapidly growing sport.
摘要

项目成果

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Celina Hove Shirazipour其他文献

Celina Hove Shirazipour的其他文献

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