Search results for "pelaajat"
showing 10 items of 41 documents
Let's Play pelikokemuksellisen muistitiedon tuottajana
2017
Position specific physical demands in different phases of competitive matches in national level women’s football
2023
The purpose of the present study was twofold: to investigate position-specific physical match demands of national level women’s football; and to examine if demands change during a match (comparison between first and second half and in 15-minute intervals). Seven teams from the Finnish National League participated in the study. Eighty-five players met the inclusion criteria, and a total of 340 individual match observations from 68 individual matches were included for analysis. The Polar Team Pro -player tracking system (with 10 Hz GPS units, including 200 Hz tri-axial accelerometer, gyroscope, magnetometer and HR monitor) was used to assess positional data and HR response of the players. Thi…
Suomalaisen 16-20 -vuotiaan maajoukkuejääkiekkoilijan fyysinen profiili vuosina 1997-2000
2000
Tommi Tikka 2000. Suomalaisen 16-20 -vuotiaan maajoukkuejääkiekkoilijan fyysinen profiili vuosina 1997-2000. Liikuntafysiologian pro gradu -tutkielma. Jyväskylän Yliopisto, liikuntabiologian laitos. 92 s ja 14 liitesivua. Tämän tutkielman tavoitteena oli sekä kuvailla maajoukkuepelaajien fyysistä profiilia että analysoida muutoksia heidän fyysisessä profiilissaan vuosina 1997-2000. Koehenkilöinä toimivat Suomen Jääkiekkoliiton valitsemat (16-, 17-, 18- ja 20-vuotiaiden mj.) maajoukkuepelaajat. Pelaajat testattiin Vierumäen testilaboratoriossa touko-kesäkuun vaihteessa vuosina 1997-2000. Testeihin kuuluivat antropometriset mittaukset, pitkä polkupyöräergometritesti, Wingate-testi ja kevennys…
Perceptions concerning successful development of Finnish players involved in the National Football League (NFL)
2017
Development of American Football in Finland is largely influenced by its licensed participants and Finland's American Football Union (Suomen Amerikkalaisen Jalkapallon Liitto, SAJL). To increase competitive excellence and the level of competition at national and international levels requires certain psychological skills in supportive environments, which later have to be turned into opportunities. Multiple large-scale studies (Bloom, 1985; Csikszentmihalyi, Rathunde, Whalen, & Wong, 1993) on talent development in a vast number of areas (art, music, sport, science), show that helping individuals enhance competence is not just hand picking talented people and introducing financial contribution…
Unelmana NHL - yksilön tavoitteenasetteluohjelmalla päämäärään
2002
Exergaming usage : hedonic and utilitarian aspects
2017
There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and…
Study of Zumba game playing experience, related to previous knowledge of Zumba
2014
The focus of this research is to make an analysis of the experiences of Xbox Kinect Zumba game players in correlation to the real Zumba classes. Through the observation of the Zumba game, specifically using the Xbox Kinect motion detection technology, the researcher intends to create a user experience similar to the real classroom experience and/or create a situation pleasant enough to interest the subjects in real Zumba classes or further game playing, despite of their preconceptions about the game/activity. Negative results will be used to pinpoint what is lacking in this situation and environment to achieve the level of comfort and enjoyment required. The researcher intends to show that …
Vuorovaikutus pelaajayhteisöissä
2022
Challenge types in gaming validation of video game challenge inventory (CHA)
2020
Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N = 813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey data (N = 5…
An Ethical Perspective on Loot Box Purchasing : Examining Psychosocial Antecedents and the Association with Indebtedness
2023
Loot boxes are popular random reward mechanisms in digital games, attracting players to invest real money to enhance their gaming experiences. Loot boxes share striking similarities to gambling and might contribute to one’s economic strain, but more research is needed on the underlying vulnerabilities and motivational traits in loot box purchasing. This paper examines associations with self-reported increase in loot box purchasing and debt problems during the first year of the COVID-19 pandemic. International survey data were collected in 2021, consisting of Finnish, Swedish, and British respondents (N = 2,991) aged 18 to 75. Partial least squares modeling was used as an analytical techniqu…