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Esports book set to change the game

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Published
7 May 2026

The world’s first dedicated esports psychology textbook focused on optimising player performance.

In 2023, more than 11 million Australians tuned in to watch the Matildas compete in the Women’s World Cup semi-final, making it the most-watched sporting event in the nation’s history. 

Moments like these show the powerful pull of sport and how competition unites audiences and fosters a sense of community. 

Beyond the pitch, a similar momentum is building in the gaming world. Australia’s esports scene is smashing records of its own and shows no signs of slowing down. 

The Intel Extreme Masters (IEM) tournament held at Melbourne’s Rod Laver Arena in 2025 marked Australia’s largest esports event to date. The threeday competition brought the world’s best CounterStrike 2 players together to compete for a $1 million prize pool. 

The event sold out Rod Laver Arena and attracted more than 1.25 million live online viewers, setting a new Australian record for esports viewership. 

Globally, competitive gaming continues to grow in reach, prize money, and popularity and is estimated to reach a global audience of 640 million in 2026. 

One significant challenge for competitors has been the absence of a dedicated performance psychology resource tailored to the unique demands of competitive gaming. 

There’s no question that esport is emerging as a major sporting force, but as it grows, key gaps remain. 

“Esports is growing so quickly that we’re essentially building the plane while we’re flying it,” said Dr Dylan Poulus, Senior Lecturer in Southern Cross University’s Faculty of Health. 

In traditional sports such as football, cricket, or tennis, athletes and coaches can draw on decades of established performance psychology literature. 

In contrast, esports has grown rapidly without an equivalent foundation – until now. 

Dr Poulus and his co-editor Benjamin Sharpe (University of Chichester, UK) have spent two-years shaping their new textbook, The Psychology of Esports Performance. 

“Esport competitors have long lacked psychological performance guidance that’s designed specifically for their unique competition environment. This book is about filling this gap and putting that foundation in place.”

Dr Dylan Poulus smiles to camera in front of a computer screen

“This is the world’s first academic book dedicated to the psychology of esports performance. It includes evidence-based strategies to support esport athletes’ performance, preparation, and wellbeing.  

“We’ve translated complex, jargon-heavy research into something practical and usable, which brings together evidence-based insights grounded in expertise,” said Dr Poulus. 

Although the demands of esports have similarities with traditional sports, the performance demands of competitive gamers differ. Competitive gamers depend on a unique mix of psychological, cognitive, and motor abilities. 

The chapters explore a wide range of topics including cognitive processes, decision-making, teamwork, mental skills development, stress, burnout, addiction, toxicity, ethics, and directions for future research. 

“As esports continues to grow, this book will serve as a valuable guide for coaches, competitors, educators, and anyone supporting esports players.  

“But it’s really for anyone looking to better understand esports performance and its environment. So whether you’re a school teacher, university lecturer, parent, or even a young player, you can pick it up, understand it, and take something useful away,” said Dr Poulus. 

The content combines peer-reviewed research with practical insights from leading experts across the global esport’s community. 

“Our contributors are the top voices and minds in their fields and include academic researchers and practitioners working directly with esports athletes, teams and organisations,” said Dr Poulus. 

One of these contributors is Southern Cross PhD candidate, Mason Drew who led a key chapter of the book, which examines the psychological impacts of toxicity in esports. 

“Mason’s contribution to the book is such a fantastic addition and highlights Southern Cross University’s commitment to building future research capacity and expertise in the world of esports,” said Dr Poulus. 

As esports continues its rapid rise, resources like this new textbook aim to ensure the sport grows with the same foundation and expertise seen in traditional sport. 

This world-first book is another example of how Southern Cross is at the forefront of esports psychology, helping define what credible, evidence-based practice looks like as the sport evolves. 

Quick facts 

  • What is esports? Esports is competitive video gaming where players or teams compete in organised tournaments for prizes and recognition. Popular games like League of Legends and Fortnite are played professionally and watched by global audiences, in person and online.  
  • Esports audience is expected to reach a global audience of 924 million by 2030 and reach $5.1 billion in revenue in 2026.  
  • Why is it increasing in popularity? Esports is growing due to easy access, anyone with internet can play or watch. There’s also a strong appeal to younger, digital-native audiences. Streaming platforms like Twitch make it simple for fans worldwide to follow competitions live. 

Media contact

content@scu.edu.au