Search results for "pelaajat"
showing 10 items of 41 documents
Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers
2022
Kraemer, WJ, Caldwell, LK, Post, EM, Beeler, MK, Emerson, A, Volek, JS, Maresh, CM, Fogt, JS, Fogt, N, Häkkinen, K, Newton, RU, Lopez, P, Sanchez, BN, and Onate, JA. Arousal/stress effects of “Overwatch” eSports game competition in collegiate gamers. J Strength Cond Res XX(X): 000–000, 2022—To date, no physical response data are available for one of the most popular eSport games, Overwatch. The purpose of this investigation was to describe the stress signaling associated with competitive Overwatch play and to understand how acute hormonal responses may affect performance. Thirty-two male college-aged gamers (age: 21.3 ± 2.7 years; estimated time played per week: 18 ± 15 hours) completed the…
Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games
2021
This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…
Online Communities and Gambling Behaviors : a Systematic Review
2022
Abstract Purpose of Review The internet and virtual environments have enabled the formation of online communities around a variety of interests. Online communities focused on gambling are increasingly popular and attract users to interact and share ideas and experiences with likeminded others. This study reviews evidence from the latest research examining the role of online communities in gambling behaviors and gambling problems. Recent Findings A systematic literature search resulted in 17 studies. Research shows that online communities are used for diverse reasons like discussing gambling experiences and problems, sharing tips, and celebrating winnings with others. These reasons of online…
Predicting domain-specific actions in expert table tennis players activates the semantic brain network.
2018
Motor expertise acquired during long-term training in sports enables top athletes to predict the outcomes of domain-specific actions better than nonexperts do. However, whether expert players encode actions, in addition to the concrete sensorimotor level, also at a more abstract, conceptual level, remains unclear. The present study manipulated the congruence between body kinematics and the subsequent ball trajectory in videos of an expert player performing table tennis serves. By using functional magnetic resonance imaging, the brain activity was evaluated in expert and nonexpert table tennis players during their predictions on the fate of the ball trajectory in congruent versus incongruent…
Clustering ball possession duration according to players’ role in football small-sided games
2022
This study aimed to explore which offensive variables best discriminate the ball possession duration according to players specific role (defenders, midfielders, attackers) during a Gk+3vs3+Gk football small-sided games. Fifteen under-15 players (age 13.2±1.0 years, playing experience 4.2±1.0 years) were grouped according to their positions (team of defenders, n = 5; team of midfielders, n = 7; team of attackers, n = 3). On each testing day (n = 3), each team performed one bout of 5-min against each team in a random order, accounting for a total of nine bouts in the following scenarios: i) defenders vs midfielders; ii) defenders vs attackers; iii) midfielders vs attackers. Based on video, a …
Verkkopelin pelaaminen ja pelaajien vuorovaikutus
2014
Tämän tutkielman tavoitteena oli tutkia ja analysoida verkkopelin pelaamista ja siihen liittyvää vuorovaikutusta. Tavoitteena oli selvittää, miten ja miksi lapset pelaavat verkkopeliä ja millaista vuorovaikutusta pelaamiseen liittyy. Lisäksi haluttiin selvittää, miten lapsille suunnattua verkkopeliä voitaisiin kehittää. Tutkimus toteutettiin laadullisin menetelmin. Aineisto kerättiin haastattelemalla ja havainnoimalla verkkopelin pelaajia yksilö-, pari- ja ryhmätilanteissa. Tutkimukseen osallistui yhdeksän 7–12-vuotiasta lasta. Tutkimustilanteissa lapset pelasivat verkkopeliä ja samalla heitä haastateltiin pelaamisesta. Tutkimustilanteissa pelattiin Ylen tuottamaa Boforia…
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
2020
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…
Two Overwatch Player Profiles
2022
AbstractWe pursue Overwatch player profiles via a statistical cluster analysis of survey data from the UK (N = 1089) and the USA (N = 417). The profiles are based on the players’ activity, challenge, and experiential preferences as well as motivations. Our analytical process produces six esports player clusters, two of which with Overwatch. The first (OW1) plays mainly Overwatch and Fortnite on a console, and they enjoy diverse types of non-competitive play elements more than other esports players. The second cluster (OW2) plays mainly Overwatch and League of Legends on a PC, and despite appearing more “competitive”, they did not report more competitive preferences. We suggest that the alle…
‘School, family and then hockey!’ Coaches’ views on dual career in ice hockey
2017
Despite the extensive research into coaches’ roles in supporting athletic development and motivation for sport, few studies have examined coaches’ attitudes and practices towards athletes’ dual careers. The present study extends European research into athletes’ dual careers by examining Finnish ice hockey coaches’ attitudes and practices surrounding players’ education. Ten male coaches aged 27–52 participated in semi-structured interviews. The data were analysed with an existential-narrative theoretical framework and with thematic and structural narrative analysis. Three composite vignettes were created entitled ‘supporting athletic development and players in reaching their own goals’, ‘enj…