DPDylan R. Poulus

Dylan R. Poulus

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Dylan R. Poulus has a total of 100 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Addiction, Burnout, and Depression in Esports

    by Phil Birch, Dylan R. Poulus, Rebecca Wong, Benjamin T. Sharpe, Atheeshaan Arumuham

    Addiction, burnout, and depression pose significant challenges to esports given the unique demands placed on performers within high-pressure competitive environments. This chapter provides a comprehensive examination of current understanding by exploring theoretical frameworks, empirical insights, and interventions designed to support players navigating the multifaceted mental health challenges of esports. We examine competing models of mental health, contrasting the traditional bipolar model with the more contemporary dual-continuum model (which recognises mental health and mental illness as related but distinct constructs). The chapter applies Self-Determination Theory to understand how satisfaction of basic psychological needs for competence, autonomy, and relatedness influences susceptibility to addictive disorders and mental health outcomes. We synthesise empirical research on addiction, examining prevalence rates and contributing factors such as motivation, environmental influences, and personality traits. The chapter reviews evidence on psychological burnout, characterised by physical and emotional exhaustion, reduced sense of accomplishment, and performance devaluation, alongside research on depression and anxiety prevalence among esports players. We identify critical research gaps, including the need for industry-wide mental health guidelines, enhanced assessment methodologies, longitudinal research designs, and practical implementation strategies that integrate mental health support at individual, team, and organisational levels to promote sustainable performance and player well-being.

  • Psychological Impacts of Toxicity in Esports

    by Mason Drew, Rachel Kowert, Oliver Leis, Dylan R. Poulus

    This chapter examines the complex phenomenon of toxicity in esports, highlighting how harmful behaviours are not merely individual acts but are often embedded within the social and structural systems of competitive gaming. It explores the multifaceted roots of toxicity, including anonymity, platform design, cultural norms, and performance pressure, while also considering how strategic abuse is sometimes incentivised or normalised within the esports ecosystem. Drawing on psychological, sociological, and media studies literature, the chapter identifies a spectrum of toxic behaviours, from trash talk to targeted harassment, and outlines their psychological impacts on players and communities. Key recommendations are presented for mitigating toxicity through design choices, regulatory frameworks, and community leadership. Ultimately, the chapter calls for a cultural shift towards inclusivity, respect, and player well-being, positioning toxicity reduction as a shared responsibility among developers, organisers, and players.

  • The Psychology of Esports Performance

    by Benjamin T. Sharpe, Dylan R. Poulus

    This is the first book to focus on the psychology of esports and competitive gaming, bridging the gap between traditional sports psychology and the unique

  • Introduction to Esports Psychology

    by Benjamin T. Sharpe, Dylan R. Poulus

    This chapter establishes esports psychology as a distinct interdisciplinary field that addresses the unique cognitive, emotional, and technological demands of competitive video gaming. We explore the historical evolution of esports from informal arcade competitions to a globalized professional industry, examining how competitive gaming has developed distinctive psychological challenges that differ fundamentally from traditional sports. These challenges include rapid decision-making under extreme time pressure, complex multitasking demands, virtual team dynamics across digital platforms, and the psychological impacts of “always-on” practice environments. The chapter highlights unique stressors such as online toxicity, massive global spectatorship through streaming platforms, public scrutiny via social media, and the cognitive load of prolonged screen-based training and competition. We argue that the field requires esports-specific theoretical frameworks and methodologies rather than simply adapting traditional sports psychology approaches. The chapter demonstrates the need for targeted interventions that address the distinctive characteristics of esports, including the technological mediation of performance, career precocity among young players, and the intersection of digital and physical performance demands.

  • Closing Remarks

    by Benjamin T. Sharpe, Dylan R. Poulus

    As we conclude this comprehensive exploration of esports psychology, we stand at a critical intersection in the field's development. The chapters in this book have mapped the psychological terrain of competitive gaming, from cognitive processes and mental skills training to team dynamics and mental health concerns, providing a foundation for understanding the unique demands placed on esports competitors. The rapid evolution of esports presents both unprecedented opportunities and significant challenges for psychological research and practice. The digital nature of competition offers rich data streams that can illuminate decision-making processes, attentional patterns, and interpersonal dynamics with remarkable precision. Yet this same technological landscape constantly shifts beneath our feet, requiring adaptive frameworks rather than static models. Perhaps most striking is the tension between optimization and sustainability in esports performance. The competitive pressures, technological immersion, and blurred boundaries between esports professional and personal life create a psychological environment unlike traditional sports.

  • Open Access

    The psychological landscape of elite rugby league: a scoping review

    by Courtney Humphreys, Caitlin Liddelow, Dylan Poulus

    Rugby league is a high-intensity, full-contact team sport played in over 60 nations (International Rugby League, 2024; Lane et al., 2023). It originated in 1895, following a schism in rugby union o...


  • Open Access

    Stressors and coping among esports coaches

    by Oliver Leis, Dylan R. Poulus, Michael G. Trotter, Faye Didymus, Laura D. Swettenham


  • Top Cited Papers

    Mental health and well‐being in esports: A scoping review

    by Dylan Poulus, Mitchell Nicholson, Emmanuel Obine, Mason Drew, Krista Fisher, Stewart Vella, Zac Seidler, Benjamin T. Sharpe

    The growing popularity of esports has sparked interest in understanding how esports participation might pose unique mental health challenges and opportunities for players. To address this, this scoping review aimed to systematically map mental health and well‐being research in esports. Specifically, we sought to (1) describe the methodological characteristics of existing studies, (2) synthesise findings on mental health and well‐being outcomes and (3) identify gaps to guide future research and practice. A systematic search identified 10,348 records, of which 89 studies met the inclusion criteria. Results reveal a nuanced picture in which indicators of mental well‐being, such as intrinsic motivation, self‐efficacy and psychosocial skills, can coexist with mental ill‐health symptoms, including anxiety and gaming addiction. Prevalence estimates varied widely, with anxiety reported in 38%–82% of players and depressive symptoms in 25%–37%. These outcomes appear to vary depending on factors such as player experience, coping strategies and the competitive environment, highlighting how indicators of well‐being (e.g., motivation and confidence) can co‐occur with symptoms of distress (e.g., anxiety), reflecting the dynamic nature of mental health in esports. While research in this area has recently proliferated, the majority of studies were cross‐sectional (56.2%), with only 6.7% longitudinal and 4.5% intervention based. Significant gaps remain, including methodological inconsistencies, a lack of longitudinal and intervention studies and limited inclusion of diverse populations (e.g., various genders, geographical location and competitive settings). This review underscores the need for standardised measurement tools to accurately ascertain the prevalence, severity and nature of mental health challenges in esports. There is also a need for gender‐balanced samples and tailored mental health frameworks that reflect the unique pressures of this population, such as performance demands, digital toxicity and irregular schedules. Future research should develop and evaluate evidence‐based interventions and organisational policies aimed at safeguarding player well‐being.