ABSTRACT VIEW
STUDY ON THE INFLUENCE OF E-SPORTS ON THE MENTAL STRESS RESISTANCE OF COLLEGE STUDENTS
B. Cheng, Z. Bayasgalan
Mongolian University of Science and Technology (MONGOLIA)
In recent years, with the popularity of e-sports increasing year by year, e-sports has become popular among college students. However, due to the different views on e-sports at home and abroad, this paper takes the college students participating in e-sports in many universities in China as the research object, combined with interviews, surveys, statistical analysis and other methods, to analyze whether participating in e-sports can improve the psychological ability to withstand pressure. This paper examines college students' participation in e-sports from four dimensions: gender, frequency, game type and duration.

Firstly, through the validity and reliability analysis, the Klonbach Alpha coefficient of each variable is greater than 0.7, indicating that all dimensions of the questionnaire have good internal consistency and high overall reliability and validity. It can be seen from the data of the questionnaire structure validity factor analysis that the factor load ranges from 0.641 to 0.786, and all the measured factors meet above 0.6, which indicates that the questionnaire factor structure has good convergence validity and structural validity.

According to the survey, in previous studies, participation in e-sports was usually dominated by men and fewer women, but in this study, the ratio of men to women reached 51.54% and women 48.86%. This shows that the proportion of female college students participating in e-sports has significantly increased. The duration of participation in esports for both men and women is mainly concentrated between 1-2 hours. Among the frequency of participating in e-sports, college students who participated in e-sports once a day, once a week and once a month accounted for 63.39% of the sample size, reflecting the popularity and popularity of e-sports among college students.

As for the participation types of e-sports, this study found that in the past, college students mainly participated in MOBA (multiplayer online tactical competitive games) and fps(first-person shooter games) e-sports games, but now, through the questionnaire survey found that due to the diversity of e-sports, college students now mainly participate in virtual sports (ar) e-sports. The number of users accounts for 21.13% of the game types, which shows that virtual sports e-sports is gradually becoming a new favourite of college students.

In the study of psychological stress resistance, through regression analysis, p=0.000 (p<0.005), it is found that MOBA, fps, strategy and virtual sports (ar) e-sports have a significant impact on the improvement of psychological stress resistance. This shows that these types of e-sports games can effectively improve the psychological resistance of college students. On the contrary, regression analysis showed that p=0.4 (p>0.005) indicates that card games have no significant effect on improving psychological stress resistance, which may be because card games do not significantly improve players' psychological challenge and stimulation.

According to the research results, it is hoped that college students can develop scientific and reasonable emotional learning strategies to improve their emotional management ability. Through proper participation in e-sports, college students can learn how to better improve their psychological ability to withstand pressure, to face various pressures in college, such as social, family, personal, employment pressure, etc., to lay a more solid foundation for their life path.

Keywords: Mental health, esports training, resistance to pressure, psychological teaching, emotion management.