‘I found enjoyment in Esports’
Ian Florance meets Callum Abbott, a sports psychologist who works in Esports.
06 October 2023
When I mentioned that I was interviewing Callum Abbott, a sports psychologist who works in Esports, friends and colleagues tended to react in one of two ways; either asking the question 'What are Esports?' or commenting 'I don't see how playing video games is the same as football or tennis or rugby'. So, at the beginning of our chat, I asked Callum to define Esports.
'They're any form of gaming that involves competition, including elements such as ranking or scoring. These can be what most people know as computer games, like first-person shooters, or they can be e-versions of traditional physical sports – tennis, football, and others. A number of Formula One racing teams have their own Esports teams.' And in what way are they actually sports? 'A good comparison is with darts, which involves highly developed fine motor, as well as cognitive, skills. Generally, I would say that if you consider darts is a sport then so too are Esports.'
Callum's answer made me think about aspects of certain sports where pure physical toning is arguably less important than players' psychological training: baseball, golf, and cricket offer examples. But can Esports compare as a spectacle with competitions like Premier League football and Wimbledon? 'Professional players compete in tournaments around the world in huge arenas, watched by equally large crowds. There are world championships for many games. Money is being pumped in via sponsorship and advertising and tournament champions can earn hundreds of thousands of pounds.' Quick research identified 2022 Esports turnover as nearly 1.5 billion dollars, with 20 per cent of this coming from China alone.
Callum has worked in physical as well as Esports. What are the similarities and what are the differences? 'Obviously, the physical demands and the environments within which the two sorts of sport take place can be different. Esports competitors can compete from their own bedrooms with no audience physically present. It can be a very sedentary pursuit, with players sitting and concentrating for eight to ten hours at a time. One of the major challenges for some people is the transition from home playing to being flown out to perform in front of a large crowd. Traditional and Esports are played by both individuals and teams but members of Esports teams might work on different sides of the world and so never have met each other.'
Callum tells me that another key difference is that Esports is a very young activity and, because of this, understanding of wellbeing and psychological issues are generally at a lower level. 'Over the last few years, players and managers in traditional sports have come to value psychological interventions more and more. In Esports you have to start with some very basic psychoeducation on issues like rest and training habits before addressing more complex areas. But there are real similarities.
Many psychological issues crop up in both areas such as anxiety, confidence, burnout, decision-making and resilience. Like social influencers, sportspeople in both areas can get rich and famous at a very young age, so we do work with them on coping with the implications of this; managing expectations on online systems, and not getting lost in social media. We also have to address the issue of what they do after such a short career. That issue is important in both kinds of sport: it's just more visible because of the extreme shortness of Esports careers and because in such a young area of activity, there are few role models. In addition, talented players are often recruited very young and as such, may not finish their education which adds a further complexity in terms of life after being a pro.'
Esports helps players flourish
Media descriptions of gaming and gamers tend to be rather negative: they paint it as an isolated activity likely to lead to unsociability and more extreme psychological conditions. Callum is keen to highlight positive aspects of the area. 'People who may struggle with, or don't get picked by a traditional sports team for whatever reason can find themselves valued and praised in Esports. Players socialise online, demonstrate teamwork, and strive for goals which allows them to flourish, learning skills that will help them in later life. I feel the problems identified in the media can be overblown. Of course, you find some players have difficulties communicating and regulating emotion and may lead sedentary lives. Simple techniques like reducing screen time and finding accessible physical activities are useful here. There are perfectly well-adjusted players in Esports.'
Drug taking is a problem across all sports. Callum is a UKAD anti-doping adviser. 'Yes, I'm sure there is some drug taking in Esports – not least to improve attention and focus. But I actually haven't come across it.'
There are gender issues in Esports. Some players see it as a male preserve and are actively hostile to gamers with other gender identities. But thankfully, Callum sees that changing. For instance, 'I'm pleased that Team Endpoint, who I work with, have set up a women's Rocket League team and many other teams are following suit. Rocket League is a football game involving rocket-powered cars.'
How did Callum get involved in this fascinating area? 'I have a joint condition that makes things painful when I exercise… which is odd I suppose, for a sports psychologist. So I found enjoyment in Esports. I did still play sports: I joined an American football team at University, but what I mostly got from that was an interest in the diverse ways players prepped in the changing room: from playing music and meditation to punching themselves on the chest. This led to my final year project on the use of sanctioned aggression in sport. But gaming was a release, so I played classic games like Tomb Raider, starting at the age of 10. That linked with an interest in psychology which started from reading Oliver Sacks The Man Who Mistook His Wife For a Hat. I originally thought neuroscience was for me, but I'm now glad I stayed with a broader range of interests.
His degree at York was followed by an MSc in Sport and Exercise Psychology at Loughborough, and then the QSEP2. He worked in retail to help pay for his course, and relevant experiences range from being a Sport Development Coordinator for York Council and mountain biking coach to being a camping instructor in New York State.
'It was at Loughborough I realised how big Esports were. I also began to realise how "mind coaches" in Esports were very visible but could misrepresent research and psychology. I felt there was a real opportunity here to get good information out there and work with players. The whole area was very fluid. There was no overarching governing body and championship winning teams would appear and disappear within a year. It was clear there were unlikely to be full-time jobs in the area, so I worked hard during training and during my placements to build up connections: I delivered workshops and seminars and built up my online brand alongside volunteering in traditional sports. Finally, I got taken on by a team, initially for free. Now half my time is spent on work I generate myself; the other half involves work for the International Federation of Esport Coaches (IFoEC).'
Callum's period of establishing himself taught him many of the skills of building his own business, 'but I do wish the Masters taught people more business skills: how to build a brand and manage expectations, for instance.'
What does the future hold for Esports and psychology in the area? 'More professionalism among the players and teams. In turn, more holistic support for them. We'll not just address performance but safeguarding players who are sometimes recruited and then dropped when performance tails off without any safeguards. In five years' time I'd like to be in a holistic team of experts – psychologists, nutritionists, performance coaches among others – working in an environment and industry that looks after players better. More long-lasting team organisations and the work of IFEC and similar organisations should help create an environment where that is possible.'
Callum also calls for more research and case study material to provide evidence to underpin practice. 'Five years ago there was little research into Esports and we spent our time adapting physical sports strategies and seeing if they worked. Research is now flourishing. Last year there was a lot of material on stress and I was involved in research into what players thought was effective coaching practice. It's pretty exploratory, but we're getting there. The Society's Division of Sport and Exercise Psychology is gradually getting more involved in aspects of Esports.'
Any final points? 'I can't stress enough what the positive benefits are and will be. Esports help the sociability of some young people and teaches core life skills, despite media scare stories.'
Find out more about Callum's work and thinking.