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International Journal of Esports
The study sets esports wellness support against growing public concern about digital-life harms and mental health.
This study examines how esports companies support the wellness of their communities, set against growing public concern about digital-life harms and mental health. Its central claim is that such support is uneven and largely reactive. Across a sample of 70 companies spanning developers, game titles, platforms, streamers, and tournament operators, roughly half of developers and publishers and 54 percent of game titles had some wellness policy, programme, or partnership, whereas only 16 percent of tournament platforms and 25 percent of gaming platforms did. Overall, only about 41 percent of organisations showed any publicly disseminated wellness initiative.
The most common measures are rudimentary, typically codes of conduct or community behaviour standards (around 30 percent), rather than substantive interventions. Initiatives specifically addressing gaming disorder are rare, at about 7 percent, and health-related partnerships appear in roughly 11 percent of the sample. Many efforts are triggered by high-profile incidents rather than planned prevention, and they tend to sit outside the competitive environment itself.
The authors conclude that wellness support is fragmented and would benefit from common protocols and integrated, in-platform solutions modelled on healthcare practice. Their recommendations rest on UK regulatory and public-health sources, including the 2019 Online Harms White Paper, a 2020 government response to a parliamentary inquiry into addictive technologies, and NHS and WHO guidance on gaming disorder, alongside esports platform policy developments from 2018 to 2020. The excerpt presents these sources as context rather than outcome data, so the findings chiefly describe the current state of provision rather than measured effects on player wellbeing.
Niko Partners · 2026