More Than Performance Coaching: A Case Study of Spacetime Psychology

Esports games promote performance cultures with visible ranking systems, encouraging social prestige through success and achievement. We believe this performance culture has artificially narrowed the scope for what is expected from psychology practitioners within the industry. In this case study, we illustrate that performance is only one of many potential success criteria for psychological support within esports. Our case study documents, the work I (Horne) did with Mars, a League of Legends player, within our spacetime approach to process-based therapy. After a needs analysis, we worked together on reducing avoidance and improving acceptance, in line with clinical psychology theory before working on mindfulness, in line with (sport) performance psychology theory; these psychology interventions were done alongside encouraging exercise participation. Quantitative results showed large to huge improvements in mindfulness and acceptance (0.8 ≤ g ≤ 2.5), and Mars’s qualitative feedback reflected these improvements as well as reporting better performance under pressure and stress and regular exercise participation. In our reflections, we encourage philosophically informed, flexible, individualized approaches to psychological support and further encourage the development of performance and well-being simultaneously through their shared underlying processes.

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Publication Details

Journal
Journal of Electronic Gaming and Esports
Published
2025-01-01
DOI
https://doi.org/10.1123/jege.2025-0004
Primary Topic
Creativity in Education and Neuroscience
Type
article
Field-Weighted Citation Impact
0.00
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article

More Than Performance Coaching: A Case Study of Spacetime Psychology

Benjamin T. Sharpe, George Horne, Laura D. Swettenham
Journal of Electronic Gaming and Esports
Creativity in Education and Neuroscience
article

More Than Performance Coaching: A Case Study of Spacetime Psychology

Benjamin T. Sharpe, George Horne, Laura D. Swettenham
article en

Abstract

Esports games promote performance cultures with visible ranking systems, encouraging social prestige through success and achievement. We believe this performance culture has artificially narrowed the scope for what is expected from psychology practitioners within the industry. In this case study, we illustrate that performance is only one of many potential success criteria for psychological support within esports. Our case study documents, the work I (Horne) did with Mars, a League of Legends player, within our spacetime approach to process-based therapy. After a needs analysis, we worked together on reducing avoidance and improving acceptance, in line with clinical psychology theory before working on mindfulness, in line with (sport) performance psychology theory; these psychology interventions were done alongside encouraging exercise participation. Quantitative results showed large to huge improvements in mindfulness and acceptance (0.8 ≤ g ≤ 2.5), and Mars’s qualitative feedback reflected these improvements as well as reporting better performance under pressure and stress and regular exercise participation. In our reflections, we encourage philosophically informed, flexible, individualized approaches to psychological support and further encourage the development of performance and well-being simultaneously through their shared underlying processes.

Journal of Electronic Gaming and EsportsVol. 3(1)
University of Chichester (GB), RAGT Seeds (United Kingdom) (GB), Liverpool John Moores University (GB)
Openalex Percentile: Top 72%
Creativity in Education and Neuroscience
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More Than Performance Coaching: A Case Study of Spacetime Psychology — Benjamin T. Sharpe, George Horne, et al. · Journal of Electronic Gaming and Esports (2025) | TGRS Research Map | TGRS