664 results on '"esport"'
Search Results
2. Older people in the world of esport: a qualitative study.
- Author
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Esnard, Catherine, Haza, Marion, and Grangeiro, Rebeca
- Subjects
RETIREMENT ,INTERGENERATIONAL communication ,OLDER people ,PSYCHOLOGICAL well-being ,NINTENDO video games - Abstract
Introduction: The inclusion of older players in the gaming world is growing rapidly, leading to the emergence of specific categories for them at major esport events. The aim of this study is to analyze the psychological issues faced by older people when engaging with the competitive context of esport. Materials and methods: The study was conducted in 2021 within the French association Silver Geek, which offers digital workshops using Nintendo Wii consoles to older people living in retirement homes and organizes annual amateur competitions between teams of older adults. This qualitative study involved 16 participants (eight women, eight men) aged 63 to 97 years. Semi-structured interviews were used to explore the motivations, emotional wellbeing, and social impact of esport on older people. Results: The results show that older people who participate in esport are motivated by the discovery and mastery of new game skills, as well as the pleasure of performance through social comparison. All experience a psychological well-being that translates into intense positive emotions. Moreover, the esport context, whether during the pre-competition workshops or the competitions themselves, proved to be a strong vector for positive social relationships, especially with the young e-sports coaches. However, this activity had little impact on existing family relationships. Conclusion: This study highlights the potential of esport as a recreational activity to promote mental health and social integration in older adults. The challenge for future research is to identify the levers that will enable this activity to become a true medium for intergenerational communication. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Female students' participation (over the years) in esports and its implications on psychological conditions, communication, and virtual gaming risks
- Author
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Berliana Berliana, Nina Sutresna, Ivan Rivan Firdaus, Dandi Elfanni, Yuski Ardiyansi, Jusuf Blegur, and Ayuning Maharesti
- Subjects
Gender ,psychology ,communication ,virtual gaming risks ,eSport ,Sports ,GV557-1198.995 - Abstract
eSport is a sport of choice and is quite popular, especially among young people, including women. This virtual sport has been developed entirely with various ways to play. At the same time, there is a negative paradigm of eSport games for women in Indonesia, including damaging vision, causing numbness in the hands, forgetting to eat, being introverted, and using harsh language. From a cultural perspective, women who play eSport are considered to violate the nature of women because they reflect masculine characteristics. This study uses quantitative research with a causal-comparative design to examine the effect of female students' participation in playing eSports on psychological development, communication skills, and the risks of virtual games. The research data were analyzed descriptively and inferentially (Multivariate Analysis of Variance). The analysis results prove a simultaneous influence between eSport participation (duration of playing) and female students' psychological conditions, communication, and virtual game risks. In partial testing, eSport participation only significantly affected the communication skills variable of female students, while the other two variables did not. Future research needs to conduct qualitative investigations to explore the clinical experiences of female gamers that help them train their communication skills. Given the existence of various gender discriminatory behaviours in eSports, female gamers may have good communication to protect themselves from the threat of discrimination, or vice versa.
- Published
- 2024
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4. Older people in the world of esport: a qualitative study
- Author
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Catherine Esnard, Marion Haza, and Rebeca Grangeiro
- Subjects
older people ,esport ,psychological well-being ,qualitative study ,social psychology ,Psychology ,BF1-990 - Abstract
IntroductionThe inclusion of older players in the gaming world is growing rapidly, leading to the emergence of specific categories for them at major esport events. The aim of this study is to analyze the psychological issues faced by older people when engaging with the competitive context of esport.Materials and methodsThe study was conducted in 2021 within the French association Silver Geek, which offers digital workshops using Nintendo Wii consoles to older people living in retirement homes and organizes annual amateur competitions between teams of older adults. This qualitative study involved 16 participants (eight women, eight men) aged 63 to 97 years. Semi-structured interviews were used to explore the motivations, emotional well-being, and social impact of esport on older people.ResultsThe results show that older people who participate in esport are motivated by the discovery and mastery of new game skills, as well as the pleasure of performance through social comparison. All experience a psychological well-being that translates into intense positive emotions. Moreover, the esport context, whether during the pre-competition workshops or the competitions themselves, proved to be a strong vector for positive social relationships, especially with the young e-sports coaches. However, this activity had little impact on existing family relationships.ConclusionThis study highlights the potential of esport as a recreational activity to promote mental health and social integration in older adults. The challenge for future research is to identify the levers that will enable this activity to become a true medium for intergenerational communication.
- Published
- 2024
- Full Text
- View/download PDF
5. EVALUATION OF THE EATING HABITS OF POLISH ESPORTS PLAYERS USING THE QUICK DIET SURVEY (QDS).
- Author
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Szot, Monika and Frączek, Barbara
- Subjects
HEALTH behavior ,DIETARY patterns ,FOOD habits ,SPORTS nutrition ,PHYSICAL fitness ,VEGETARIANS - Abstract
Background: A healthy diet is crucial for the health and physical fitness of both traditional sports and esports athletes. The present study aimed to assess the eating behaviors of elite Polish esports players using the QDS questionnaire. Methods: The survey was conducted on a group of 188 men aged 18-29 years, and a proprietary standardized questionnaire for rapid dietary assessment (QDS) was used. A chi-square test was used for the statistical analysis, assuming a significance level of p<0.05. Results: The results indicate that the largest percentage of esports players surveyed adhered to the dietary recommendations related to fluid intake (75%), fluid replacement during exercise (72.3%), consuming cereal products (67.6%), the recommended number of meals (62.2%), and adequate hydration after exercise (60.1%). The study found that the most common dietary mistakes were usage of dietary supplements without consulting a doctor or nutritionist (75.9%), low consumption of meat substitutes (66.5%), and inadequate intake of recommended products such as pulses (64.4%), fish (62.8%), vegetables (53.3%), and whole grain cereal products (51.1%). Most study participants were players characterized by low (44.7%) and average (40.4%) levels of following dietary recommendations, as indicated by the nutrition score used. A higher level of rational dietary choices was observed in 14.9% of the group. Statistical analysis revealed no significant differentiation of the analyzed dietary behaviors between professional and semi-professional players (p > 0.05). Conclusion: The Quick Diet Survey (QDS) questionnaire used in the study is a valuable and reliable tool for rapid diet assessment. Therefore, the high prevalence of unhealthy eating behaviors among esports players highlights the need for nutrition education. [ABSTRACT FROM AUTHOR]
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- 2024
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6. THE DIGITAL DEVELOPMENT OF EU MEMBER STATES AND ITS EFFECT ON ESPORT PERFORMANCE
- Author
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Anikó MOLNÁR and Anetta MÜLLER
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eu ,european union ,digital development ,digital divide ,esport ,Geography. Anthropology. Recreation ,Geography (General) ,G1-922 - Abstract
The examination of sports performance in relation to various macroeconomic variables has long occupied researchers in the field of sports economics. Similar interest surrounds esports, which has become one of the fastest developing types of "new media" in recent years. In esports, as well as in the video game industry besides creative content production, technology and digitization play a decisive role. In our research, we draw a parallel between digitization, the economy and sports performance in an area researched by relatively few. Based on the Digital Society and Economy Composite Index (DESI) published annually by the European Commission, we examine the digitization of the Member States of the European Union and whether a link can be found between esports performance and the digital development of each Member State. In the first part of the research cluster analysis was used in order to map the pattern of digital development across the EU, where four main direction was found, based on which four groups, namely “digital winners”, “digital laggards”, “technology-“ and “user focused” states were identified. After which regression analysis was used in order to examine whether digital development has any effect on esports performance.
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- 2023
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7. Refleksje nad postrzeganiem charakteru gier wideo, e-sportu i ich możliwych zagrożeń w kontekście akademickich i potocznych rozważań
- Author
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Piotr Klimczyk
- Subjects
cyberpsychologia ,esport ,agresja ,uzależnienie ,ludyczność ,Education ,Social Sciences - Abstract
Celem artykułu jest zwrócenie uwagi na stronniczość – nie tylko w dyskursie potocznym, ale też akademickim – dotyczącą gier wideo i e-sportu. Traktowanie wspomnianych zjawisk jako inherentnie negatywnych (modelujących zachowania agresywne, uzależniających, nieposiadających żadnych walorów rozwijających osobowość) prowadzić może do niedostrzegania zalet i korzyści płynących z gier oraz do pomijania w rozważaniach akademickich tej sfery aktywności człowieka w badaniach, przez co wiedza naukowa na ich temat pozostaje niepełna i zapełniana przez relatywnie nielicznych badaczy. Przytoczenie, w głównej mierze, zagranicznych wyników badań ma na celu zaproponowanie innej optyki dla postrzegania gier wideo i e-sportu oraz ma być próbą odparcia zarzutów kierowanych w ich stronę.
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- 2024
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8. AI-enabled prediction of sim racing performance using telemetry data
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Fazilat Hojaji, Adam J. Toth, John M. Joyce, and Mark J. Campbell
- Subjects
E-racing ,Artificial intelligence ,Machine learning ,Esport ,Simulated racing ,Electronic computers. Computer science ,QA75.5-76.95 ,Psychology ,BF1-990 - Abstract
Despite the emerging and rapid progress of esports, approaches for ensuring high-quality analytics and training among professional and amateur esports teams are lacking. In this paper, we demonstrate how the application of data science techniques and Machine Learning (ML) approaches in esports, particularly in sim racing science, can illuminate the most important in-game metrics that dictate performance. Thus, using a professional racing simulator and MoTec i2 Pro (v1.1.5, Australia), we gathered extensive telemetry data from 174 participants, who completed 1327 laps on the Brands-Hatch circuit in the Assetto Corsa Competizione (v1.9, KUNOS Simulazioni). We clustered the obtained laps based on performance (lap-time), and then identified driving behaviors within performance groups. We also analyzed the feature subset obtained from a hybrid feature selection approach using two correlation analyses and three ML models.The best model achieved a prediction accuracy of 97.19%, demonstrating that the model effectively captured the critical factors that influenced driving performance during a lap. The results confirm that average speed is the most important metric, followed by lateral acceleration, steering angle, and lane deviation. Our analyses offer key metrics for refining training tools and techniques in sim racing performance improvement.
- Published
- 2024
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9. Esports y espectacularización de eventos. El caso League of legends.
- Author
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Martín Ramallal, Pablo and Jódar Marín, Juan Ángel
- Subjects
SEMIOTICS ,YOUNG adults ,ANIMATED television programs ,ESPORTS ,DISCOURSE analysis ,WORLD championships ,BRAND name products - Abstract
Copyright of Doxa Comunicación is the property of Fundacion Universitaria San Pablo - CEU and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
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10. A Study of Motor Functional Asymmetry Indicators in Different Sportsmanship Level Esports Athletes
- Author
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Svitlana Рiatysotska, Leonid Podrіgalo, Vyacheslav Romanenko, Andrii Yefremenko, Yuliia Petrenko, and Hanna Poltoratska
- Subjects
esport ,psychophysiological research ,functional asymmetry ,reaction time ,elite esports athletes ,amateur esports athletes ,Sports ,GV557-1198.995 - Abstract
Purpose. to research and analyze of the indicators of functional asymmetry in different sportsmanship level esports athletes. Methods. the study involved 20 middle-aged athletes (18±1.53) years old, divided into groups according to their sportsmanship. Group 1: elite players of semi-professional teams in CS:GO and DOTA 2 disciplines, n=10, age (19.2±0.50) years. Group 2: amateur CS:GO and DOTA 2 players, n=10, age (18.2±1.04) years. The functional asymmetry of the movements of the upper limbs was determined using a special program for tablet computers running iOS, developed at the departments of martial arts, computer science and biomechanics of the KhSAPC. Results. It has been established that in terms of the number of clicks per unit of time, elite esports athletes are dominated by amateurs by 5.54% on the left and 5.14% on the right hand; in terms of visual motor reaction time, elite esports athletes prevail by 5.54% on the left hand and 5,07% on the right hand; elite esports athletes showed a 13.3% shorter left-hand click duration, but amateurs showed a 6,83% shorter right-hand click duration. Conclusions. Players with a higher level of preparedness tend to have less asymmetrical movements. In the proposed test, elite athletes demonstrate a greater number of movements per unit of time; at the 2nd stage of testing, the differences are significant (p
- Published
- 2023
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11. THE DIGITAL DEVELOPMENT OF EU MEMBER STATES AND ITS EFFECT ON ESPORT PERFORMANCE.
- Author
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MOLNÁR, Anikó and MÜLLER, Anetta
- Subjects
ESPORTS ,VIDEO game industry ,HIGH technology industries ,CLUSTER analysis (Statistics) ,REGRESSION analysis - Abstract
The examination of sports performance in relation to various macroeconomic variables has long occupied researchers in the field of sports economics. Similar interest surrounds esports, which has become one of the fastest developing types of "new media" in recent years. In esports, as well as in the video game industry besides creative content production, technology and digitization play a decisive role. In our research, we draw a parallel between digitization, the economy and sports performance in an area researched by relatively few. Based on the Digital Society and Economy Composite Index (DESI) published annually by the European Commission, we examine the digitization of the Member States of the European Union and whether a link can be found between esports performance and the digital development of each Member State. In the first part of the research cluster analysis was used in order to map the pattern of digital development across the EU, where four main direction was found, based on which four groups, namely "digital winners", "digital laggards", "technology-" and "user focused" states were identified. After which regression analysis was used in order to examine whether digital development has any effect on esports performance. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
12. Examination of Differences in Pre-Competition Anxiety and Big Five Personality Traits in Esport Players and Athletes
- Author
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Haris Šunje and Elvis Vardo
- Subjects
big five model ,esport ,sports ,competition anxiety ,History of scholarship and learning. The humanities ,AZ20-999 - Abstract
The primary aim of the paper is to conduct research on the personality traits and pre-competition anxiety of Esports and sports players, in addition to confirming differences in personality and pre-competition anxiety between the two examined groups. The research has been conducted on 67 (N=67) subjects, 30 of whom are semi-professional or professional gamers who participate in state-level and regional-level competitions. The remaining 37 subjects are the highest-ranked athletes in Bosnia and Herzegovina. The t-test, a type of inferential statistic, has been used to determine statistical differences in disposition between the arithmetic means of the two groups, using BFI-44 (α=0.78) and CSAI-2 (α=0.60) measuring instruments. It has been anticipated that the Esports players are ranked lower at Extraversion (E) and Agreeableness (A) levels, while their Neuroticism (N) level is higher compared to the results of the athletes. The research indicates that all of the three hypotheses regarding the Big Five Model have been confirmed – on the scale of Extraversion (E) with significance levels of p=0.000 (p
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- 2023
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13. Relationship Between Physical Activity, Healthy Lifestyle Behavior And Physical Fitness Of Palu City Esport Players
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Rendy Rionaldy Iskandar Alam, Setya Rahayu, and Agus Raharjo
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physical activity ,healthy lifestyle ,physical fitness ,esport ,Sports ,GV557-1198.995 - Abstract
Research Objectives 1) Analyze the Level of Physical Fitness 2) Analyze the relationship between physical activity and physical fitness. 3) Analyze the relationship between healthy living behaviour and physical fitness. 4) Analyzing the relationship between physical activity, healthy living behaviour and physical fitness in Palu City sports players. This research is a quantitative correlational study; the sample in this study was esports players in Palu City, totalling 160 people. Data collection techniques and instruments used include questionnaires and multistage fitness test documentation. The variables in this study are physical activity, healthy living behaviour and physical fitness. Data analysis techniques use prerequisite tests and hypothesis testing. The results in this study are 1) The physical fitness level of esports players in Palu City is in a good category with a percentage of 76%. 2) The relationship between physical activity and physical fitness is in the weak correlation category. 3) The relationship between living behaviour and physical fitness is in the fragile correlation category. 4) The relationship between physical activity, healthy living behaviour, and physical fitness is in the weak correlation category. The conclusion of this study shows that the physical fitness level of Palu City sport players is in the sufficient category; the lack of physical activity and the application of healthy living behaviours greatly affect the quality of physical fitness of Palu City esports players
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- 2023
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14. The relative risks of different forms of sports betting in a U.S. sample: A brief report
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Joshua B. Grubbs and Shane W. Kraus
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Gambling ,sports betting ,behavioral addiction ,Esport ,Online gambling ,fantasy sports ,Psychiatry ,RC435-571 - Abstract
Background: The 21st century has brought substantial changes to the manners in which people gamble and the types of things on which people gamble. These changes are particularly stark in the United States, where, over the past five years, sports betting has gone from being legal in only one location to being legal throughout the majority of the country, often via mobile applications and online betting websites. Method: In March of 2022, a sample of the U.S. population (n = 2806, Mage[SD] = 48.9[17.2]; 1365[48.6%] men; response rate = 87.6%) and an oversample of sports-wagering adults in the U.S. (n = 1557, Mage[SD] = 41.7[15.3]; 1043[67%] men; response rate = 78.7%) were recruited via YouGov. Participants completed measures of gambling activities, including various forms of sports betting, as well as measures of problem gambling activities. Results: In general, people who gamble on sports, when compared to people who do not bet on sports, reported greater frequency of gambling engagement (averaging between monthly and weekly play),a wider variety of gambling activities (with the majority reporting past year engagement in four or more gambling activities), and higher rates of problem gambling. Multinomial logistics regression revealed no distinct associations between any specific form of sports gambling and higher risk, instead demonstrating that breadth and depth of gambling engagement were the best predictors of high-risk gambling behaviors. Conclusions: In general, sports gambling is broadly associated with greater engagement in both breadth of gambling activities and frequency of gambling play. Additionally, people who gamble on sports seem to be at higher risk of problem gambling than people who do not bet on sports. However, in analyses controlling for breadth and depth of gambling activities, these links are attenuated, suggesting that the risks associated with sports gambling behaviors are related to the greater degree of gambling engagement.
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- 2023
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15. Incidence of organizational culture on the sporting performance of eSport teams.
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Soria Maldonado, Juan and Fernández Lorenzo, Angie
- Subjects
CORPORATE culture ,PRINCIPAL components analysis ,SPORTS teams ,ESPORTS ,CAUSAL models ,TEAMS in the workplace ,ORGANIZATIONAL performance ,TEAMS ,SPORTS - Abstract
Copyright of PODIUM- Revista de Ciencia y Tecnologia en la Cultura Física is the property of Universidad de Pinar del Rio and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
16. Türkiye’de Twitch Yayıncılığı: Yayıncı ve İzleyici Deneyimleri Üzerine Bir İnceleme
- Author
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Erol İlhan, Adalet Görgülü Aydoğdu, and Burcu Emiroğlu
- Subjects
sosyal medya ,dijital oyun ,canlı yayın ,twitch ,espor ,social media ,digital games ,live broadcast ,esport ,Journalism. The periodical press, etc. ,PN4699-5650 - Abstract
Her gün milyonlarca kullanıcının bir araya gelerek yayın yaptığı, etkileşimde bulunduğu canlı yayın akış platformu Twitch, hem üretim hem tüketimde büyük bir hızla büyümektedir. Dijital oyun pazarının merkezi haline gelen Twitch, dünyanın en çok ziyaret edilen platformlarından biri olmuştur. Bu çalışma izleyici ve yayıncıların Twitch’e yönelik yaklaşımlarını ve deneyimlerini inceleyerek, Twitch’in dinamiklerini ortaya koymayı amaçlamaktadır. Bu amaçla çalışmada Şubat-Nisan 2021 tarihleri arasında tesadüfi olarak seçilen yedi Twitch yayıncısı ve yedi Twitch izleyicisiyle çevrimiçi derinlemesine görüşmeler gerçekleştirilmiştir. Bu kapsamda izleyicilerin ve yayıncıların Twitch’te kendilerini nasıl sunduklarını anlamaya yönelik yarı yapılandırılmış görüşme formu hazırlanmış ve yapılan görüşmeler nitel değerlendirmeye tabi tutulmuştur. Çalışma sonucunda Twitch’in başarısının içeriğin kalitesinden çok izlenme oranlarıyla ölçüldüğü ortaya konulmuştur. Araştırmada, diğer sosyal medya sitelerine göre daha az bilinir olmasına rağmen Twitch’in, Türkiye’de hem izleyici hem yayıncı açısından büyük bir ivme kaydettiği ve dünyayla yarışabilecek düzeyde yayınlar yaptığı görülmüştür. Çalışmada, sunduğu yenilikçi yaklaşımlarla Twitch’in yerini sağlamlaştırdığına işaret edilmektedir.
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- 2022
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17. Safer esports for players, spectators, and bettors: Issues, challenges, and policy recommendations.
- Author
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CZAKÓ, ANDREA, KIRÁLY, ORSOLYA, KONCZ, PATRIK, YU, SHU M., MANGAT, HARSHDEEP S., GLYNN, JUDITH A, ROMERO, PEDRO, GRIFFITHS, MARK D, RUMPF, HANS-JÜRGEN, and DEMETROVICS, ZSOLT
- Subjects
- *
ESPORTS , *GAMBLING , *GAMES industry , *GAMBLING industry , *SPECTATORS - Abstract
The present paper provides an overview of the possible risks, harms, and challenges that might arise with the development of the esports field and pose a threat to professional esports players, spectators, bettors and videogame players, including underage players. These include physical and mental health issues, gambling and gambling-like elements associated with videogames and esports, the challenges arising from pursuing a career in esports, the unique difficulties women face, and a need for supporting professional esports players. It briefly discusses possible responses and suggestions regarding how to address and mitigate these negative consequences. It emphasizes the need for cooperation and collaboration between various stakeholders: researchers, policymakers, regulators, the gaming industry, esports organizations, healthcare and treatment providers, educational institutes and the need for further evidence-based information. [ABSTRACT FROM AUTHOR]
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- 2023
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18. Study of the psychomotor abilities of athletes in cyclic sports, martial arts and esports.
- Author
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Piatysotska, Svitlana, Mulyk, Viacheslav, Huba, Anatolyi, Dolgopolova, Nataliia, Yefremenko, Andrii, and Zhernovnikova, Yana
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MARTIAL arts ,ESPORTS ,ATHLETES ,SPORTS ,TAE kwon do - Abstract
Purpose: to conduct a comparative analysis of psychomotor abilities in athletes of cyclic sports (short track), martial arts (karate, taekwondo) and esports (CS:GO). Materials, participants and methods: The study involved athletes of percussion martial arts (n=10, age 18,9±0,12, candidates for master of sports), elite players of semi-professional CS:GO teams (n=10, age 19,2±0,50), short track speed skaters (n=10, age 19±0,09, masters of sports). The choice reaction time, the frequency of local movements (60-second tapping test), and the reaction time to a change in the size of the object (Size-test) were determined. Research results. Esports athletes have the best reaction time of choice and tapping test compared to other athletes. The wrestlers showed the best reaction to distinguishing the size of an object in the Size-Test. Skaters have high rates of complex reaction time and frequency of movements. The duration of the tapping test has a likely inverse relationship with the frequency of tapping. Conclusions. It was found that esports athletes have a significantly better choice reaction time (p<0,05) than martial arts athletes. The results of short track skaters do not have significant differences with martial arts and esports athletes (p>0.05). The results of the tapping test in terms of the total number of movements and the average number for 5 s in esports athletes tend to be higher compared to short track speed skaters and martial arts athletes. The fastest response time to a change in the size of an object in the Size-test was shown by martial arts athletes, the slowest by short-track skaters. This reflects the trend towards better results of this type of reaction in martial arts athletes compared to short track speed skaters and esports athletes. [ABSTRACT FROM AUTHOR]
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- 2023
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19. EXAMINATION OF DIFFERENCES IN PRE-COMPETITION ANXIETY AND BIG FIVE PERSONALITY TRAITS IN ESPORT PLAYERS AND ATHLETES.
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Šunje, Haris and Vardo, Elvis
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ANXIETY ,SOCIAL sciences ,ESPORTS ,ATHLETES ,COGNITIVE ability - Abstract
Copyright of Social Sciences & Humanities Studies / Društvene i Humanističke Studije (DHS) is the property of Faculty of Humanities & Social Sciences, University of Tuzla and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
20. Refleksje nad postrzeganiem charakteru gier wideo, e-sportu i ich możliwych zagrożeń w kontekście akademickich i potocznych rozważań.
- Author
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Klimczyk, Piotr
- Subjects
SCIENTIFIC knowledge ,VIDEO games ,ATTENTIONAL bias ,ACADEMIC discourse ,RESEARCH personnel - Abstract
Copyright of Kultura i Wychowanie is the property of Akademii Humanistyczno-Ekonomicznej and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
21. Les polítiques d’igualtat en matèria esportiva a Catalunya.
- Author
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Rovira, Anna, Puig, Núria, Soler, Susanna, Vilanova, Anna, and Serra, Pedrona
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WOMEN'S sports , *GENDER inequality , *ESPORTS , *GOVERNMENT policy , *GENDER stereotypes , *SPORTS , *ACHIEVEMENT - Abstract
Historically, the presence of women at different levels and in different sectors of sports in Catalonia has been limited by gender stereotypes and by the weight that traditional male roles have in our society. Currently, in spite of the remarkable improvements achieved, the situation of women is not comparable with their male counterparts, which is why gender equality policies in sports are still indispensable. The aim of this article is, firstly, to provide a brief framework that conceptualises the origin of Catalan gender equality policy in sports and, secondly, to analyse in depth the “Programa Dones i Esports” (Women and Sports Programme) — the document that sets policy trends on this matter in Catalonia. In order to complement these two aims, international and national policies that help better understand the programme developed in Catalonia are presented. Proposals suggested in the mentioned policies are also included as measures that could be potentially implemented at the Catalan level. It is concluded that, even though important achievements have been made, there are still challenges in the six strategic areas established in “Programa Dones i Esports” and there is also the need to carry out systematic and continuous evaluations of the actions promoted within the framework of this sports policy. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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22. Esport and simracing markets - The effects of COVID-19, difficulties and opportunities.
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KOVÁCS, JÓZSEF MÁRTON and SZABÓ, ÁGNES
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ESPORTS ,COVID-19 ,SOCIAL marketing - Abstract
The esport industry is emerging and constantly changing. The pandemic has had a significant impact on esport and its markets and has affected the whole ecosystem. The focus of this paper, besides esport, is simracing: due to the limitations on physical events, motorsports have had to convert their races to the digital world. The aims of the article are: (1) to identify the changes in the esport and simracing world and markets caused by the pandemic, (2) to examine the difficulties and challenges that the industry is facing, and (3) to explore the opportunities for the further development of the business. Our research methodology involved in-depth interviews with industry professionals from different backgrounds. The results show that esport and simracing need to become more economically sustainable, and changes are required in all related markets. This article identifies such opportunities. Despite the difficulties, esport will continue to be a major player in the digital world and in the world of sports. [ABSTRACT FROM AUTHOR]
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- 2022
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23. Exploring on Gender Perception in eSports Gamers
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Jinhee Kim and Dayoun Lim
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esport ,gender perception ,stereotype ,sexual harassment ,gender equality ,Sports ,GV557-1198.995 - Abstract
Purpose The purpose of this study is to investigate gender perception of eSports gamers. Methods 8 male gamers in the professional team were selected purposeful and snowball sampling. Data were collected through face-to-face and online interviews, and analyzed by content analysis and classification analysis. Results Esport gamers explained their indirect experiences with female gamers. The results are as follows. First, it was confirmed that the number of female gamers was small and they had a negative stigma image, and this consistently reproduced the gender role stereotype of female gamers in digital games. Second, in the game world, men are swearing, verbal abuse, and sexual harassment against female gamers, which suggests that female gamers are viewed as targets of sexual play from the perspective of the strongest. Third, eSports male gamers are characterized by being conservative or open to gender perceptions by age. We discussed what to need in eSports which is male dominated area should give to opportunity for equality education. Conclusions In-depth understanding of gender perception in e-sports players should be prioritized in order to change gender perception. Therefore, it would be an important research topic bring to discuss. This paper is expected to be a beneficial material for eSports gender studies and stimulate to discuss gender imbalance.
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- 2021
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24. Level of physical activity of Indonesian esport athletes in the piala Presiden esport 2019
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Sandey Tantra Paramitha, Muhamad Fahmi Hasan, Marisa Noviyanti Fajrah Ilsya, Leni Anggraeni, and Muhammad Gilang Ramadhan
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ipaq ,life style ,esport ,athlete ,Sports ,GV557-1198.995 - Abstract
Background: In the past years, Esport has been a phenomenon. It lies in a discussion of whether accepting esport as a part of sport categories or not. In fact, many argue about this because it has an impact on the physical activity and lifestyle of the players. This study focuses on the analysis of physical activity and lifestyle of esport athletes competing in annual sporting events throughout Indonesia. Method: In this study data collected from 50 athletes consisting of all men. The measurement method used in measuring the level of physical activity is the International Physical Activities Questionnaire (IPAQ). Result: From the completed questionnaire, it was found that the level of physical activity of the athletes reached 3120.2 (± 24.3) METs. This figure shows that athletes are still included in the category of high physical activity. Conclusion: The average level of physical activity of esport athletes is in the high category.
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- 2021
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25. ASSESSING SKILLS TRANSFER FROM COMPUTER GAMING TO ACADEMIC LEARNING : AN EXPERIMENTAL DESIGN
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Sjödén, Björn, Trotter, Michael, Sjödén, Björn, and Trotter, Michael
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The relationship between computer games and academic learning has been a topic for research and debate over decades. Here, we present an updated, theory-driven experimental design for assessing how specific skills that players train in commercial computer games may transfer and be subsequently applied to study-relevant tasks in a school context. As theoretical starting points, we posit that i) skills transfer from such seemingly disparate domains as gaming and studying can be better understood on the metacognitive level of self-regulation of one’s progress towards a goal, and ii) what drives learning in both domains can be understood in terms of their “core mechanics”, or means of interaction, towards this goal. Drawing from the evidence-based approaches described by Schwarz et al. (2016), we identified specific core mechanics for learning in the popular esport game League of Legends (LoL). Whilst a multiplicity of learning mechanisms are present in computer gaming, we focus on deliberate practice as an overarching concept for the driving interactions for learning that can be empirically investigated. We describe how students’ use of these learning mechanics can be assessed empirically by observing how students plan, perform and reflect upon a study task. Our hypothesis is that training these strategies from computer gaming can facilitate their application to studying, by means of skills transfer from one domain to the other. We present a tentative experimental design of how this can be assessed, and hence proper supports be developed, by observing how students engage in self-guided deliberate practice in the game (LoL) and in their academic studies, respectively.
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- 2024
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26. Futbol sala a la teva butxaca: accés obert a la recopilació, anàlisi i estratègia personalitzada
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Universitat Politècnica de Catalunya. Departament de Ciències de la Computació, Godoy Balil, Guillem, Roca i Villanueva, Pere, Universitat Politècnica de Catalunya. Departament de Ciències de la Computació, Godoy Balil, Guillem, and Roca i Villanueva, Pere
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Aquest projecte se centra en el desenvolupament d'una aplicació mòbil de suport a la recopilació i l'anàlisi d'estadístiques de futbol sala, tant a escala individual com col·lectiva. La solució proposada permet la creació de perfils de jugadors i equips, i inclou un sistema complet de recopilació d'estadístiques durant els partits, destinat a avaluar-ne el seu rendiment. També inclou una pantalla d'estil pissarra tàctica, que els usuaris poden utilitzar per crear i mostrar estratègies o jugades. El desenvolupament s'ha dut a terme usant Android Studio i el llenguatge de programació Java. Durant el projecte, s'ha fet servir una metodologia iterativa. A cada iteració, primer se seleccionaven nous reptes, s’exposava la idea i es proposava una solució general. A continuació es realitzava el disseny tenint en compte tant la usabilitat com l'experiència d'usuari, per garantir així un producte intuïtiu i fàcil d'utilitzar. Seguidament, es passava a la implementació, a on es codificava la funcionalitat planificada, mirant de crear un codi eficient i mantenible. Després es testejava per tal de garantir l'eficàcia i qualitat establertes, a més d’identificar possibles errors i corregir-los. El resultat és una aplicació a l'abast de tothom, que proporciona una eina robusta per a la creació de perfils i recopilació d'estadístiques. Aquesta eina està dirigida a jugadors, entrenadors i seguidors de l'esport, amb l'objectiu de facilitar l'anàlisi i ajudar en la presa de decisions., Este proyecto se centra en el desarrollo de una aplicación móvil de apoyo a la recopilación y análisis de estadísticas de fútbol, tanto a escala individual como colectiva. La solución propuesta permite la creación de perfiles de jugadores y equipos, e incluye un sistema completo de recopilación de estadísticas durante los partidos, destinado a evaluar su rendimiento. También incluye una pantalla de estilo pizarra táctica, que los usuarios pueden utilizar para crear y mostrar estrategias o jugadas. El desarrollo se ha llevado a cabo usando Android Studio y el lenguaje de programación Java. Durante el proyecto, se ha utilizado una metodología iterativa. En cada iteración, primero se seleccionaban nuevos retos, se exponía la idea y se proponía una solución general. A continuación, se realizaba el diseño teniendo en cuenta tanto la usabilidad como la experiencia de usuario, para garantizar así un producto intuitivo y fácil de usar. Seguidamente, se pasaba a la implementación, donde se codificaba la funcionalidad planificada, buscando crear un código eficiente y mantenible. Después, se testeaba para garantizar la eficacia y calidad establecidas, además de identificar posibles errores y corregirlos. El resultado es una aplicación accesible para todos, que proporciona una herramienta robusta para la creación de perfiles y la recopilación de estadísticas. Esta herramienta está dirigida a jugadores, entrenadores y aficionados al deporte, con el objetivo de facilitar el análisis y ayudar en la toma de decisiones., This project focuses on the development of a mobile application to support the collection and analysis of football statistics, both on an individual and collective level. The proposed solution allows the creation of player and team profiles and includes a comprehensive system for collecting statistics during matches, aimed at evaluating performance. It also includes a tactical board-style screen that users can use to create and display strategies or plays. The development was carried out using Android Studio and the Java programming language. During the project, an iterative methodology was used. In each iteration, new challenges were selected, the idea was presented, and a general solution was proposed. Then, the design was carried out considering both usability and user experience, ensuring an intuitive and easy-to-use product. Next, the implementation took place, where the planned functionality was coded, aiming to create efficient and maintainable code. Afterward, testing was conducted to ensure the established effectiveness and quality, as well as to identify and correct potential errors. The result is an application accessible to everyone, providing a robust tool for creating profiles and collecting statistics. This tool is aimed at players, coaches, and football fans, with the goal of facilitating analysis and aiding in decision-making.
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- 2024
27. Elements per espais multiesportius
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Universitat Politècnica de Catalunya. Departament d’Enginyeria Gràfica i de Disseny, López Membrilla, Manuel, Plana Casademont, Alba, López Cañaveras, Carla, Universitat Politècnica de Catalunya. Departament d’Enginyeria Gràfica i de Disseny, López Membrilla, Manuel, Plana Casademont, Alba, and López Cañaveras, Carla
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En l'actualitat els espais multiesportius que compten amb elements com porteries de futbol sala, cistelles de bàsquet i pals de voleibol, requereixen grans esforços per part dels usuaris pel moviment d'aquests elements esportius en la posició de joc. Això fa que les estructures els hi manqui en el disseny enginyeria i innovació. El present treball busca dissenyar tres propostes d'elements multiesportius de mecanisme automàtic i afavorir el muntatge i desmuntatge dels elements de manera senzilla i sense requerir grans esforços per part dels usuaris que l'utilitzin. Els elements que s'han treballat són: porteria de futbol sala o handbol, pals i xarxa de voleibol i cistella de bàsquet. Totes les estructures compten de diferents mòduls: mòdul del component en qüestió de l'esport, mòdul de l'ancoratge i mòdul de l'estructura situada a terra. El fet que estiguin organitzades per mòduls permet conèixer de manera més senzilla les parts de cada proposta d'esport i interpretar més bé la funcionalitat que té cada mòdul. S'han treballat tots els mòduls amb el màxim nombre de peces comunes i de peces estandarditzades per tal de facilitar la fabricació i el cost dels tres projectes. Aquestes peces comunes i comercials, han permès més senzillesa en les compres del material d'aprovisionament que es necessita per a fabricar cada esport., Nowadays, multisport spaces that have elements such as indoor soccer goals and basketball baskets, require great efforts by users due to the movement of these sports elements in the playing position. This makes the structures lack engineering and design innovation. The present work seeks to design three proposals of multisport elements in an automatic way and to facilitate the assembly and disassembly of the elements in a simple way and without requiring efforts on the users who use them. The elements that have been worked on are: indoor soccer or handball goal, volleyball sticks and net and basketball basket. All the structures have different modules: module of the sport component, module of the anchor and module of the structure. All proposals have been worked with the maximum number of common parts and standardized parts to facilitate the manufacture and cost of the three projects. These common and standardized parts have allowed for greater simplicity in purchasing the procurement material needed to manufacture each sport. In addition, the fact that all the structures are in modules makes it easier to know the parts of each sport proposal and to better interpret the functionality of each module.
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- 2024
28. Detección de conductas negativas en chats de videojuegos competitivos
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Cacheda, Fidel, Universidade da Coruña. Facultade de Informática, Rivas Rodriguez, Nicolás, Cacheda, Fidel, Universidade da Coruña. Facultade de Informática, and Rivas Rodriguez, Nicolás
- Abstract
[Resumen]: El auge de los eSports ha contribuido al aumento de los jugadores en videojuegos como “Counter-Strike”, “Valorant” o “League of Legends”. Si bien esto es algo positivo, al juntar a personas de diferentes regiones como si de una red social se tratase, también arrastra consigo una nube de toxicidad que, por el bien de estas mismas comunidades, debe ser controlada. En este trabajo se aborda este problema combinando el potencial que ofrece BERT, uno de los principales modelos de procesamiento del lenguaje natural, junto al uso de algoritmos de aprendizaje supervisado. Para esto, siguiendo la metodología CRISP-DM como base y partiendo de un conjunto de datos que recoge mensajes enviados por jugadores del videojuego ”DoTA 2”, se han entrenado y evaluado, mediante una estrategia de validación cruzada anidada, dos modelos de clasificación basados en redes neuronales y un clasificador basado en aprendizaje máquina con la finalidad de comprobar si se trata de una tarea la cual se pueda resolver mediante estos métodos., [Abstract]: The rise of eSports has contributed to de increase in players in videogames such as ”Counter-Strike”, ”Valorant”, and ”League of Legends”. While this seems to be positive, as it brings together people from different regions much like a social network, it also carries with it a large amount of toxicity that , for the sake of these communities, must be controlled. This work aims to address this issue by combining the potential of BERT, one of the leading models in natural language processing, with the use of supervised learning algorithms. To this end, following the CRISP-DM methodology as a basis and starting from a dataset that collects messages sent by players of the video game ”DoTA 2”, two neural network-based classification models and a machine learning classifier were trained and evaluated using a nested cross-validation strategy to determine whether this task can be effectively addressed using these methods.
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- 2024
29. Participant en alçada: cultura, joves i esport: centre cívic a Cerdanyola del Vallès
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Lladó i Porta, David, Valor Montero, Jaume, Fernández Salas, Elena, López Alonso, Ignacio, Salazar Junyent, Albert, Blanco Granado, Jaime, Padial Ibarrola, Mikel, Lladó i Porta, David, Valor Montero, Jaume, Fernández Salas, Elena, López Alonso, Ignacio, Salazar Junyent, Albert, Blanco Granado, Jaime, and Padial Ibarrola, Mikel
- Abstract
En el context de transformació de la N-150 en la futura Avinguda del Vallès, es proposa la rehabilitació de las naus industrials que originalment eren la seu de la coneguda empresa Uralita. Ens trobem amb una arquitectura noucentista envoltada de polèmica pel seu passat obscur en relació a les patologies generades als treballadors a causa de l'exposició continua al fibrociment. Amb aquesta preexistència material i realitat social, es planteja la transformació d'aquestes naus en espais saludables per les persones i sostenibles a nivell mediambiental, així com la incorporació d'un programa dirigit a tota la població centrat en tres grups programàtics: l'activitat física, la cultura i la gent jove. Es conserven les tres naus perpendiculars a la N-150, així com la galeria que les uneix, obrint dos grans espais urbans mitjançant l'enderroc de la resta d'edificacions. D'aquesta manera aquestes obertures urbanes permeten la relació amb l'Avinguda del Vallès, alhora que organitzen els accessos a les naus de projecte. La proposta entén les virtuts de l'arquitectura industrial i aposta per mantenir i ressaltar valors arquitectònics com l'alçada lliure o les vistes llargues. S'incorpora una estructura de fusta CLT, afegint una alçada que permet donar cabuda al programa, des d'una perspectiva sostenible i respectuosa amb la preexistència., En el contexto de transformación de la N-150 en la futura Avenida del Vallès, se propone la rehabilitación de las naves industriales que originalmente eran la sede de la conocida empresa Uralita. Nos encontramos con una arquitectura novecentista rodeada de polémica por su pasado oscuro en relación a las patologías generadas a los trabajadores a causa de la exposición continúa al fibrocemento. Con esta preexistencia material y realidad social, se plantea la transformación de estas naves en espacios saludables por las personas y sostenibles a nivel medioambiental, así como la incorporación de un programa dirigido a toda la población centrado en tres grupos programáticos: la actividad física, la cultura y la gente joven. Se conservan las tres naves perpendiculares a la N-150, así como la galería que las une, abriendo dos grandes espacios urbanos mediante el escombro del resto de edificaciones. De este modo estas aperturas urbanas permiten la relación con la Avenida del Vallès, a la vez que organizan los accesos a las naves de proyecto. La propuesta entiende las virtudes de la arquitectura industrial y apuesta para mantener y resaltar valores arquitectónicos como la altura libre o las vistas largas. Se incorpora una estructura de madera CLT, añadiendo una altura que permite dar cabida en el programa, desde una perspectiva sostenible y respetuosa con la preexistencia., In the context of the transformation of the N-150 into the future Avenida del Vallès, the rehabilitation of the industrial buildings that were originally the headquarters of the well-known company Uralita is proposed. We find a noucentist architecture surrounded by controversy due to its dark past in relation to the pathologies generated by workers due to continuous exposure to fiber cement. With this material preexistence and social reality, the transformation of these buildings into healthy spaces for people and sustainable at an environmental level is proposed, as well as the incorporation of a program aimed at the entire population focused on three programmatic groups: physical activity, culture and young people. The three industrial units perpendicular to the N-150 are preserved, as well as the gallery that joins them, opening two large urban spaces through the rubble of the rest of the buildings. In this way, these urban openings allow the relationship with Avenida del Vallès, while organizing access to the project buildings. The proposal understands the virtues of industrial architecture and is committed to maintaining and highlighting architectural values such as free height or long views. A CLT wooden structure is incorporated, adding a height that allows it to accommodate the program, from a sustainable perspective and respectful of the pre-existence.
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- 2024
30. Impact of Strategic Communication on Fan Loyalty: A Case Study of Karmine Corp in Esport
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Chalvin, Augustin and Chalvin, Augustin
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This thesis studies the communication of the "Karmine Corp" through its social networks. The Karmine Corp, or KCORP, is a French esports team founded in 2020 and based in Paris, France. Founded by streamers, it is now the most popular team in France and one of the best-known in Europe. The team's history of success has made it popular on social networks. The comparison between esports (digital competition) and 'classic' sports is also discussed, with arguments put forward by researchers from all sides, enabling us to reflect on the future place or not of esports in sporting competitions. The central theme of this thesis is the analysis of the team's communication and its influence on the current and future evolution of the esports industry. The team's modern communication strategy, based on the fans' satisfaction and loyalty, differs from anything done before in this field, and it can explain the team's popularity. By analyzing the team's social network evolution and specific key posts by doing a netnography, comparing the media evolution of the players before and after they joined the club, and surveying committed fans, this study provides a wealth of data that demonstrates the revolution that KCORP is bringing to the world of esports and the impact of a committed community on a field who need credit to exist.
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- 2024
31. Gamers och Esportares självskattade livstillfredsställelse : En kvantitativ tvärsnittsstudie
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Engberg, David and Engberg, David
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En kvantitativ tvärsnittsstudie som undersökts via en digital frågeenkät i syfte att se omdet fanns en korrelation mellan antal spelade timmar och självuppskattad livstillfredsställelsebland gamers och esportare.Livstillfredsställelse beskrivs enligt Kobau et al. (2010) som “Ett dynamiskt och relativttillstånd där man maximerar sin fysiska, mentala och sociala funktion i samband med stödjandemiljöer för att leva ett fullständigt, tillfredsställande och produktivt liv”. Denna definition går isamma linje som World Health Organization WHO (2012) definition av livskvalité. Till grundför studien ligger den exponentiella tillväxten inom spelbranschen med sina 3,22 miljarderdeltagare, där man kan anse att forskningen för dess potentiella negativa och positiva effekter ärobalanserade och fokuserade på olika områden och avgörande faktorer.I studien deltog 51 respondenter varav 49 med kompletta enkätsvar. Den insamlade datananalyserades med hjälp av statistikprogrammet SPSS och analysverktyget Spearmansrankkorrelationskoefficient.Studiens resultat visade på att det inte finns en signifikant korrelation mellan antalspelade timmar och självuppskattad livstillfredsställelse bland gamers och esportare. Resultatetgår alltså inte i hand med stora delar av tidigare forskning. Framtida forskning bör därför iakttapotentiella bakomliggande faktorer till gamers och esportares livstillfredsställelse, så som detsociala umgänget via Discord och Teamspeak där större delar av gamers och esportarekommunicerar och socialiserar sig i samband med spelandet., A quantitative cross-sectional study investigated via a digital questionnaire in order to see whether there was a correlation between number of hours played and self-rated life satisfaction among gamers and esports players. Life satisfaction is described according to Kobau et al. (2010) as “A dynamic and relative condition in which one maximizes one's physical, mental and social functioning in connection with supporting environments to live a full, fulfilling and productive life”. This definition goes into the same line as the World Health Organization WHO (2012) definition of quality of life. Basis for the study, the exponential growth lies within the gaming industry with its 3.22 billion participants, where one can consider the research for its potential negative and positive effects unbalanced and focused on different areas and decisive factors. 51 respondents took part in the study, of which 49 provided complete survey responses. The collected data was analyzed using the statistical program SPSS and the analysis tool Spearmans rank correlation coefficient.The results of the study showed that there is no significant correlation between numbers hours played and self-rated life satisfaction among gamers and esports players. The result thus does not go hand in hand with large parts of previous research. Future research should therefore take note potential underlying factors to gamers' and esporters' life satisfaction, such as that social interaction via Discord and Teamspeak where larger parts of gamers and esports playerscommunicates and socializes in connection with playing.
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- 2024
32. Computer Gaming and Academic Learning : Targeting the Role of Esport in School
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Sjödén, Björn, Trotter, Michael, Sjödén, Björn, and Trotter, Michael
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The role of computer games in school is a controversial topic.An increasing number of upper secondaryschools offer three-year programs with an “esport profile” within aesthetics and media. Marketingsuggests that esport can attract students who are interested inplaying computer games, but the scholasticvalue of esport remains to be clarified. Whereas “gamification”is an established term for transformingeducational and other formal practices into game-like activities, little has been saidabout its counterpart“schoolification”: how originally playful and informal practices are transformed to fit within schoolcurricula and syllabi for achieving academic goals. We discussthe relevance of esport in secondaryeducation, a working hypothesis isthat the potential benefitsof esport in academic learning is moreabouthowstudents learn thanwhatthey learn. Specifically, we present and discuss and propose howself-regulated learning (SRL) asa framework can facilitate skills transfer from esport to academiclearning. Using examples from multiplayer games, we elaborate on how co-regulation through socialinteraction can be used as a means for developing SRL. We conclude by suggesting how esport andeducational researchers may usethe SRL framework to address empirical questions about esport inrelation to academic studies.
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- 2024
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33. Judging athletic movement in moving images : a critique of agonic reason in representations of alpine sport, seen through the Paltrow v. Sanderson ski crash trial
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Jonasson, Kalle, Eriksson, Jonnie, Jonasson, Kalle, and Eriksson, Jonnie
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This paper concerns the judgement and critique of athletic movement in moving images. Inspired by the ski crash trial case of Paltrow v. Sanderson, and by comparing different media representations of downhill skiing, the essay outlines a framework that discerns as well as connects elements of movement and images, developing the concept of the ‘diorama’ in relation to Deleuze’s notion of the diagram and Kant’s idea of critique. Thus, moving images featuring elite alpine skier Mikaela Shiffrin, fictional character James Bond, and an official skiing game for the international ski federation (World Cup Ski Racing, FIS) figure as comparative material to the animation that played a central role in the celebrity trial. Diorama and diagram are posited on a continuum to assess when and how judgement takes place in each of the exhibits. The essay concludes by discussing how the judging of athletic movement in moving images contributed to Paltrow winning the case, and theoretically by connecting this finding to dioramas and diagrams as tools apt for a framework aiming at the critique of athletic movement in moving images. © 2024 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
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- 2024
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34. Editorial: eSports and digitalization of sports
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Ivo van Hilvoorde
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eSport ,digitalization ,technologies ,integrity ,values ,governance ,Sports ,GV557-1198.995 - Published
- 2022
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35. Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces
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Emily Jane Hayday and Holly Collison
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communities ,esport ,gaming ,gender ,social inclusion ,sport for development ,toxicity ,Sociology (General) ,HM401-1281 - Abstract
With an emphasis on virtual engagement, creativity, and diverse competitive platforms, eSport is being explored as a new activity to achieve development outcomes within the Sport for Development (SfD) movement (Kidd, 2008). Research has shown the potential of eSport to provide opportunities for social interaction, bonding, and building social capital (Trepte, Reinecke, & Juechems, 2012). This exploratory research, conducted in 2019, examines the current eSport landscape and utility of eSport as a space to enact social inclusion and more specifically, in-line with SfD agendas and goals, positive experiences for women and girls. Three interactive focus groups were conducted in the UK and USA (N = 65) involving key stakeholders, including game publishers, SfD organisations, eSport teams, tournament organisers, and gamers. Supplementary interviews (N = 16) were conducted to allow for richer accounts and perspectives to be examined. Findings exposed the contested notion of social inclusion within online gaming communities as evidenced by the dominant masculine dynamics of digital spaces. Consistently those engaged in eSport claimed social inclusion and inclusivity were the most significant features and offering to the SfD movement. Yet, simultaneously the same voices exposed toxicity in the form of gender inequality and discrimination as the challenge embedded within eSport among its rapidly growing participants and spectators. This article empirically examines gender dynamics within eSport spaces, using Bailey’s social inclusion theory and Lefebvre’s spatial theory, and critically presents new opportunities to the field of SfD.
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- 2020
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36. An ethical reflection on drug use in eSport
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Sungjoo Park, Dayoun Lim, and Jinhee Kim
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esport ,cognitive enhancement drug ,cheating ,ethical issues ,wada ,Sports ,GV557-1198.995 - Abstract
Purpose Highly popular these days, eSport is inviting increasing scholarly attention and research. Scholarly work on eSport, however, remains focused on whether eSport is a “real” sport, that is, its sporting qualities and status, excluding ethical issues. This paper analyzes ethical issues about cognitive enhancement drugs often associated with eSport in order to suggest guidelines for resolving these issues. Methods First, environmental features of eSport are examined to find out types of cheating in eSport, as well as the ways eSport athletes are exposed to drugs. Next, ethical issues of cognitive enhancement drug use and why they are important are discussed, drawing upon multiple scholars. Last, this paper argues that the ban on drug use conventionally implemented in sport is not appropriate to eSport due to the characteristics of eSport. The paper concludes with possible future approaches to this issue. Results The ban lists administered by ESIC and WADA would not work for the need of eSport athletes and even run a risk of stunting the growth of eSport industries. It is thus important to think up an appropriate drug-related policy for eSport. Preemptive education for eSport athletes is also required to promote the ethical consciousness and judgment regarding drug use. Conclusions Insofar as eSport’s huge popularity leads to the increased status of eSport athletes, thereby exerting much influence on young people, ethical questions about eSport, drug use in particular, need to be urgently discussed for the sake of eSport’s wholesome development.
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- 2020
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37. ESports in Russia as a Marketing Object and Social Phenomenon
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Vladimir V. Solodnikov and Viktoriya I. Timofeeva
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esport ,actors ,esports industry development expectations ,attitudes to esports ,Sociology (General) ,HM401-1281 ,Urban groups. The city. Urban sociology ,HT101-395 - Abstract
The article discusses the relatively new concept of computer sports. Computer sports (or eSports) have so far been studied mainly by representatives of business and marketing. The attention of researchers was mainly attracted by its target audience, both players and spectators, the main types and criteria of eSports disciplines, as well as indicators of commercial success. Based on the results of four author’s qualitative local studies and secondary data analysis, the article successively describes the key actors in the Russian eSports market: eSports organizations, advertisers/sponsors, media platforms covering tournaments, participating teams and spectators. The main interconnected structural components of the organization / units of the holding (eSports arenas, advertising agency and the teams themselves) are considered. Also presented are expert assessments from eSports competitors, allowing the evaluation of not only the peculiarities of the recruitment of eSports competitors, but also of the degree of their amateurism/professionalism, the attitude toward age restrictions on competitors and toward state control over the development of eSports, the potential of eSports as an advertising market and, generally, the current state of the eSports market in Russia, as well as its prospects for development.
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- 2020
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38. Sleep Characteristics in Esport Players and Associations With Game Performance: Residual Dynamic Structural Equation Modeling
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Frode Moen, Marte Vatn, Maja Olsen, Jan Arvid Haugan, and Vera Skalicka
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sleep ,esport ,game performance ,sleep staging ,stress ,Sports ,GV557-1198.995 - Abstract
The current study aimed to examine sleep characteristics of esport players and the stipulated effects of game performance on consecutive sleep characteristics using residual dynamic structural equation modeling (RDSEM). A sample of 27 Counterstrike players with a mean age of 18½ years participated in the current study. Sleep was detected over a period of 56 days with a Somnofy sleep monitor that utilizes an impulse radio ultra-wideband puls radar and Dopler technology, and weekly game performance was reported by the players. The results showed that esport players' sleep characteristics were in the lower levels of recommended guidelines and that sleep onset started later and sleep offset ended later in the morning compared with athletes from other traditional sports. The esport players displayed stable patterns in sleep onset, sleep offset, time in bed, sleep efficiency and non-REM respiration rates per minute (NREM RPM). On the between-person level, esport players with better game performance spent more time sleeping (r = 0.55) and scored lower on NREM RPM (r = −0.44). Unstandardized within-person cross-lagged paths showed that better game performance predicted subsequent earlier sleep offset. The within-level standardized estimates of the cross-lagged paths revealed that participants with better game performance spent subsequently more time in deep sleep (0.20), less time in light sleep (−0.14), less time in bed (−0.16), and displayed lower NREM RPM (−0.21), earlier sleep offset (−0.21), and onset (−0.09). The findings of better game performance being related to better sleep are discussed in terms of existing knowledge on how stress responses elicitated by poor performance might impact on non-REM respiration rates and sleep.
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- 2022
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39. Personality and Coping in League of Legends Pro Players.
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Pereira, Rafael, Sancineto da Silva Nunes, Carlos Henrique, and Gervasio Pires, Jeferson
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- *
PERSONALITY , *NEUROTICISM , *CONSCIENTIOUSNESS , *ESPORTS , *INVENTORIES - Abstract
Personality has been identified as a predictor of Coping strategies in the context of traditional sport. In this study, we investigated the association between measurements of Big Five Factor and coping strategies in professional League of Legends (LOL) players. 138 people participated, aged between 16 and 37 years (M=21.24, SD=3.77), who answered the Big Five Inventory and Athletic Coping Skills Inventory-28. Correlations were made between the scores of these instruments, and regression of coping skills in personality factors. Neuroticism and Conscientiousness are associated with the use of Coping skills, which suggests that personality is a relevant variable in understanding the use of adaptative strategies to deal with adversity while playing LOL, however, other studies should be carried out in the future. [ABSTRACT FROM AUTHOR]
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- 2022
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40. UTJECAJ TIMSKE KOMUNIKACIJE U VIDEO IGRAMA NA REZULTAT I OSJEĆAJE IGRAČA.
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Prevarek, Valentina and Grmuša, Tanja
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COMMUNICATIVE competence ,VIDEO game competitions ,VIDEO games ,ESPORTS ,LIFE skills ,INTERNATIONAL communication - Abstract
Copyright of Media, Culture & Public Relations is the property of Croatian Communication Association / Hrvatsko Komunikolosko Drustvo and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
41. Jeu vidéo et compétition eSport au service du bien être des seniors
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Marion Haza-Pery and Catherine Esnard
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motivation ,jeux vidéo ,senior ,dépressivité ,esport ,Social history and conditions. Social problems. Social reform ,HN1-995 - Abstract
La loi de l’adaptation de la société au vieillissement du 1er janvier 2016 traduit une forte mobilisation autour de la problématique de la socialisation de nos aînés. Elle prévoit un budget de 700 millions d’euros afin d’assurer l’accompagnement indispensable aux seniors ; d’une part, par le développement de la « silver économie », réorganisant la société en accordant une place centrale aux personnes âgées et, d’autre part, par la possibilité d’une autonomie de qualité, par l’aménagement des infrastructures urbaines, des logements, des services communs et la revalorisation de leurs allocations. Dans ce contexte social, l’association Silver Geek lutte contre « l’illectronisme » des seniors, en proposant des ateliers d’initiation au numérique pour les personnes âgées, via une approche ludique, utilisant tablettes et consoles de jeux. L’activité eSport se développe chez les seniors dans des lieux sociaux, des centres hospitaliers, des Résidences Autonomies ou encore des EHPAD. Ces pratiques vidéoludiques, comme le bowling sur la console Nintendo Wii U, entraînent des améliorations de l’état de santé physique et cognitive, de la mobilité et de la sociabilité des seniors.Au-delà de ces bénéfices, notre recherche 2vies’UP vise à interroger les enjeux psychiques et psychosociaux spécifiques, non pas du jeu vidéo en lui-même, mais de la compétition eSport, notamment sur les motivations d’accomplissement et la dépressivité des seniors. Nous proposons de présenter, ici, les premiers résultats.
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- 2021
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42. Esport: Between internet gaming addiction and traditional sport
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Sokić Jelena and Crvenko Aleksandra
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esport ,internet gaming addiction ,esport motivation ,player's mental health ,Sports ,GV557-1198.995 - Abstract
Despite the growing popularity of esport, few research can be found in the specific area of the competitive nature of playing video games. More precisely, the research is mostly still of a qualitative and exploratory character. Bearing in mind that esport has been systematically attracting players (and spectators) in Serbia for a decade, and so far there is no research in Serbian on this topic in the field of (sport) psychology, the aim of this paper is to provide a concise systematic overview of previous research, with reference to existing methodological limitations and relevant psychological variables. This would help to define more clearly the boundaries between esport players, traditional athletes, and problematic players.
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- 2020
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43. FEATURES OF MENTAL ACTIVITY OF STUDENTS – eSPORT PLAYERS
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Vlada Igorevna Pishchik, Galina Anatolyevna Molokhina, Elena Anatolyevna Petrenko, and Yuliya Vladimirovna Milova
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thinking ,logical thinking ,critical thinking ,thinking styles ,youthful age ,esport ,Education (General) ,L7-991 ,Engineering (General). Civil engineering (General) ,TA1-2040 - Abstract
The study of the peculiarities of thinking of young people professionally engaged in computer gaming activity is a new and little-studied topic in cognitive psychology. The article presents the results of empirical research of peculiarities of thinking of students-e-sport players and students engaged in computer gaming activities or amateur players. The sample consisted of students-eSports players and students who are not engaged in eSports aged 17 to 20 years. Such techniques were applied: «Intelligence structure test» by Amthauer, R. (IST), «Test of critical thinking» by Starkey, L., the technique «Thinking style» by Belousova, A. K., «Brief indicative test (BIT)» by Busin, V.N., Vanderlik, E.F. The article presents data proving the fact that students who spend more than four hours a day playing computer games have a relatively lower level of logical and critical thinking than students who do not play computer games. The results demonstrate statistical connections between the indicators of gaming activity and the peculiarities of thinking. The factors influencing the low level of formation of logical and critical thinking among students-eSports players are discussed.
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- 2019
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44. L’alumnat de cicle inicial de primària millora la concentració jugant a tennis taula
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Míriam Segura-Meix and Mònica Moratalla-Blanch
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atenció ,concentració ,esport ,índex de control de la impulsivitat ,tennis taula ,Theory and practice of education ,LB5-3640 - Abstract
INTRODUCCIÓ. La concentració de l’alumnat a l’escola és motiu d’ocupació i preocupació dels docents. Són molts els professionals que intenten trobar estratègies acadèmiques adequades per augmentar-la i permetre a l’alumnat assolir un nivell d’aprenentatge superior i amb menys temps. MÈTODE. L’estudi, realitzat a partir del test CARAS-R de Thurstone i Yela de 2012, ha permès verificar i donar suport a la hipòtesi plantejada per mitjà d’una metodologia quantitativa. Al mateix temps s’ha analitzat l’índex de control de la impulsivitat i s’ha vist una millora en el seu grau de reflexió davant les situacions quotidianes. RESULTATS. La concentració de l’alumnat participant en la recerca ha augmentat un 27,98 % en el grup experimental (26 participants) i un 5,05 % en el grup de control. DISCUSSIÓ. En aquesta recerca hem demostrat que la pràctica del tennis taula ha contribuït a la millora de la concentració dels infants que han estat sotmesos a una proposta d’introducció d’aquest esport respecte a un grup de control amb les mateixes característiques. Finalment, es planteja la possibilitat de fer un estudi ampliant la mostra i allargant-lo en el temps per analitzar els resultats a llarg termini.
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- 2021
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45. CONSIDERATIONS REGARDING THE DEVELOPMENT OF THE eSPORTS PHENOMENON
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Mihai Constantin Răzvan BARBU, George Bogdan BURCEA, Dragoş Laurenţiu DIACONESCU, Marius Catalin POPESCU, Ioan TURCU, and Paula APOSTU
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eSport ,Professional video gaming ,Competitive video gaming. ,Special aspects of education ,LC8-6691 ,Sports ,GV557-1198.995 - Abstract
eSports (Electronics Sports or short for esports, e-sports) is the term used in multiplayer computer games competitions, most of them organized and dedicated to professional players. Nowadays, esports has become a real industry, generating profits for the hardware companies, for the event organizers, but especially for the players, who can reach record receipts from the awards given at different events around them. Esports has slowly evolved into a cultural phenomenon. Across Asia, North America and Europe, the best pro gamers are competing for a share in hundreds of thousands of dollars at each tournament, watched by thousands if not millions of people around the globe. The present paper aims to present some theoretical aspects regarding the connection between sport and society, and also the development of electronic sport in Romania. REZUMAT. Considerații cu privire la dezvoltarea fenomenului eSport. eSports (Electronics Sports sau prescurtare pentru eSports, e-sport) este termenul folosit în competițiile de jocuri pe computer multiplayer, majoritatea organizate și dedicate jucătorilor profesioniști. În zilele noastre, eSports a devenit o adevărată industrie, generând profituri pentru companiile de hardware, pentru organizatorii de evenimente, dar mai ales pentru jucători, care pot ajunge la încasări record din premiile acordate la diferite evenimente din jurul. eSportul a evoluat încet într-un fenomen cultural. În toată Asia, America de Nord și Europa, cei mai buni jucători profesioniști concurează pentru o cotă de sute de mii de dolari la fiecare turneu, urmăriți de mii, dacă nu chiar de milioane de oameni din întreaga lume. Prezenta lucrare își propune să prezinte câteva aspecte teoretice referitoare la conexiunea dintre sport și societate, precum şi dezvoltarea sportului electronic din România. Cuvinte cheie: eSport; Jocuri video profesionale; Jocuri video competitive.
- Published
- 2020
- Full Text
- View/download PDF
46. Examination of the Hungarian esport ecosystem throgh international examples
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Anikó Molnár, János Sánta, and Gergely Gábor Ráthonyi
- Subjects
esport ,esport ecosystem ,Hungarian esport ,national review ,Agriculture ,Regional planning ,HT390-395 - Abstract
Esport was very close to be medal awarded competition at the 2022 Asian Games, finally esport excluded from the Asian Games but all is not lost that is delayed. We have come a long way since the first real esport tournament, for which the first-place prize was a year-long Rolling stone magazine subscription. Nowadays in the digitalized world esport develops faster than any other sport, and plays an important role in the entertainment industry as well. Stadiums are crowded, streams are watched by millions worldwide, and the pace doesn’t seem to ease up in the future either. As Hungary is trying to step onto international waters, our main goal was to make a comprehensive review of the Hungarian esport ecosystem analyzing the national picture of electronic sport. Although there is not much domestic literature regarding the topic, as a secondary research we choose to use available Hungarian papers to piece together a comprehensive picture. We move on step by step through the biggest stakeholders: the publishers, the biggest domestic competitions, the most successful players, platforms, brands and of course the fans in domestic circles. JEL code: Z29 ARTICLE IN PRESS!
- Published
- 2020
47. Educación física e inclusión: un estudio bibliométrico.
- Author
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Marín-Suelves, Diana and Ramon-Llin Más, Jesus
- Published
- 2021
- Full Text
- View/download PDF
48. Güçlü ve Zayıf Yönleri ile Espor: Yönetici ve Akademisyen Bakış Açısına Dayalı Nitel Bir Çalışma.
- Author
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ASLAN, Tunahan and ÇOKNAZ, Dilşad
- Abstract
Copyright of Journal of Sports Sciences Research / Spor Bilimleri Araştırmaları Dergisi is the property of Journal of Sport Sciences Researches / Spor Bilimleri Arastirmalari Dergisi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
49. Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen.
- Author
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Wechsler, Konstantin, Bickmann, Peter, Rudolf, Kevin, Tholl, Chuck, Froböse, Ingo, and Grieben, Christopher
- Subjects
ESPORTS ,ATHLETES ,VISUAL memory ,DISTRACTION ,PROFESSIONAL sports - Abstract
High performance in multiple object tracking paradigms is associated with well-trained visuo-spatial abilities, visual memory, and divided attention. These abilities are essential for both traditional sport and eSport. The present study compared the tracking performance of professional as well as amateur eSport players and traditional sportsmen. Professional eSport players outperformed amateurs, while no other group differences were found. Positive association of eSport playtime and tracking performance as well as elevated tracking scores of the entire study cohort compared to normal population indicate a connection of eSport and sport activity and tracking performance. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
50. CONSIDERATIONS REGARDING THE DEVELOPMENT OF THE eSPORTS PHENOMENON.
- Author
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RĂZVAN, BARBU MIHAI CONSTANTIN, BOGDAN, BURCEA GEORGE, LAURENŢIU, DIACONESCU DRAGOŞ, CATALIN, POPESCU MARIUS, IOAN, TURCU, and PAULA, APOSTU
- Subjects
MULTIPLAYER games ,ESPORTS - Abstract
Copyright of Studia Universitatis Babes-Bolyai, Educatio Artis Gymnasticae is the property of Babes-Bolyai University, Cluj-Napoca, Romania and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2020
- Full Text
- View/download PDF
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