Search results for "eSports"
showing 10 items of 211 documents
Psychological Profile in Female Cyclists and Its Relationship with Age, Training Parameters, Sport Performance, and Injury Incidence.
2021
Previous studies have highlighted the importance of psychology on sports performance and its relationship with the incidence of sport injuries. The objectives of the present investigation were: (1) to analyze the psychological profile of female cyclists as a function of age, training parameters, sport performance, and injuries suffered and (2) to design a model to predict their psychological profile. Sixty-one female cyclists participated in the study. Differences were found as a function of a competitive category for team cohesion (F = 5.035
Trolligans : Conceptual Links Between Trolling and Hooliganism in Sports and Esports
2023
Both game-based trolling and hooliganism have existed in some form since the inception of online gaming and professional sports respectively. The two share many characteristics: provocation of an opposing entity, the tendency to taunt or trash-talk others based on their social or individual identity, and disruptive and/or destructive behaviour. However, despite this and the increasing similarity between the worlds of traditional sports and esports, research on the two negatively perceived phenomena has remained largely separate. The present article aims to both link and distinguish the two types of behaviour in terms of what motivates them, the agents involved, and the spaces in which they…
Veiktspējas izsekošanas lietotņu saskarnes dizaina stilistika
2021
Bakalaura darba “Veiktspējas izsekošanas lietotņu saskarnes dizaina stilistika” mērķis ir, balstoties uz teorētisko un empīrisko pētījumu, izstrādāt veiktspējas izsekošanas lietotnes dizainu un vizuālo identitāti biedrībai “BIOGAMING”. Darba teorētiskajā daļā apskatīti saskarnes dizaina pamata grafiskie elementi, kāda ir to nozīme un lietojums saskarnes dizaina ietvaros, kā arī tiek izpētīta dizaina domāšana, tās posmi un metodes, kuras tajos pielieto, paralēli aplūkojot tās praktisko pielietojumu mobilās lietotnes izstrādē. Empīriskajā daļā veikta veiktspējas izsekošanas lietotņu saskarnes dizainu paraugu analīze un noskaidrotas šī tipa lietotņu raksturīgās stilistiskās iezīmes. Balstoties…
Scope of service-learning in physical education teacher education: a mixed methodological approach
2019
Esta investigación compara el desarrollo de la competencia docente, del alumnado en didáctica de la educación física (n = 96), a través de dos modalidades de intervención de un mismo programa de aprendizaje-servicio. El estudio se aborda utilizando los métodos mixtos con triangulación metodológica. El apartado cuantitativo se afronta a través de un diseño cuasi-experimental de grupos no equivalentes con dos grupos experimentales, utilizando la rúbrica para medir la competencia docente al aplicar juegos motores y expresivos (Capella, Gil, Chiva, & Martí, 2015). La vertiente cualitativa se desarrolla analizando diversas historias de vida de relatos múltiples cruzados. Igualmente, también se r…
Foundations for Esports Curricula in Higher Education
2021
Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live e…
The Ethical and Political Contours of Institutional Promotion in Esports : From Precariat Models to Sustainable Practices
2020
This study evaluated five early cases in which esport developer Riot Games made rulings regarding activities and infractions by members of various institutions related to its product, League of Legends. The findings of this study support future theoretical exploration of other esports in seeking a fuller understanding of issues related to consent, power differentials, and roles and behaviors expected of the institutional activities of players and teams in competition. Increased investigation of these—and other—issues from an ethical standpoint could lead to a framework that not only would facilitate future study but also bring opportunities for improvements in practices in concert with nece…
Prevenció de lesions en l'handbol
2019
El document forma part dels materials docents programats mitjançant l'ajut del Servei de Política Lingüística de la Universitat de València Article relacionat en la prevenció de lesions en la pràctica de l'handbol
A milestone in the era of esports: The Olympics through the lens of virtual reality
2022
Whether the International Olympic Committee (IOC) ever includes electronic sports (esports) in the official program of the Olympic Games, the popularity of competitive gaming continues to grow—sports present a modern audience powerhouse the world cannot fail to notice. By the end of 2025, the number of viewers in esports is expected to reach 640.8 million and revenue growth of 1,866.2 billion U.S. dollars (Gough, 2022). Over 170 colleges in the United States have established varsity esports teams and offer esports players' educational opportunities, including partial or full scholarships (Lyman, 2022). Esports has also found its place in schools, largely influencing the youth (Rothwell and …
Elektronisen ja perinteisen urheilun vertailua
2017
Elektroninen urheilu, eli videopelien pelaaminen kilpailullisesti, on kasvattanut suosiota ja on merkittävä osa joidenkin elämää. Elektroninen urheilu on myös luonut monille ihmisille mahdollisuuden nousta suosioon e-urheilijana. Kyseessä on kuitenkin suhteellisen tuore ilmiö, joka muuttaa muotoaan edelleen ja sen tämänhetkinen tila on epävakaa. Tässä tutkielmassa pyritään selvittämään elektronisen urheilun ”urheilullistamiseen” liittyviä haasteita. Pääpainona pyritään saamaan jonkinlainen käsitys, voiko elektronista urheilua luokitella urheiluksi. Playing video games competitively, also known as electronic sports, is a phenomenon which has lately grown in popularity and has become a great …
The Role of Emotions and Motivations in Sport Organizations
2020
In sport organizations, a stance aimed at creating a positive emotional and social climate may be necessary. This study examines athletes' individual psychosocial factors that are linked to sports practice and sports performance. These factors include individual motivation, emotions, and beliefs. The main objective is to create a hierarchy of emotional and motivational factors that sport organizations can use to increase athletes' commitment. The Analytic Hierarchy Process (AHP) is used to do so. This method enables analysis of priorities and criteria to support decision-making. The results show that motivation, defined here as the drive that leads individuals to develop plans to achieve th…