Search results for "player"
showing 10 items of 87 documents
ANALYSIS OF SERUM BIOMARKERS IN YOUNG SOCCER PLAYERS BEFORE AND AFTER A TWO-WEEK PRECOMPETITIVE TRAINING
2009
Anthropometry and body composition of young soccer players
2022
Background: Body composition and other anthropometric measurements are important factors influencing the overall performance of an athlete. Together with motor coordination, physical fitness, physical, functional, and psychosocial conditions, as well as learned technique and tactics, a player's sports potential and probability of success can be determined. Aim of the study: Our study aimed to describe anthropometric variables and body composition of young soccer players of various ages. Materials and methods: A cross-sectional study was carried out among 61 young soccer players in the under-15, under-16, and under-19 categories. We used a bioimpedance analyzer to measure the following indic…
Assessment of selected body composition parameters and nutritional habits of American football players in Poland: a prospective and observational stu…
2021
Introduction: American football is becoming a more and more popular sport in Poland. People practicing this sport have specific nutritional needs. A balanced and rational diet is very important in the process of training an athlete. Not only composition of the body, but also the proper diet is important of the results achieved, deciding on the athlete’s success or failure. The aim of the study is to assess the body composition and nutritional behavior of American football players. Materials and methods: The study was conducted among 46 participants from the American football club ‘Towers Opole’. They were split into 2 groups, senior (n = 31) and junior (n = 15). The following measurements w…
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…
Challenge Types in Gaming : Validation of Videogame 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 answers 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 comprehensive 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…
Music Performance Anxiety : Use of Coping Strategies by Tertiary Flute Players
2013
This article presents part of a master´s degree research, which focused on investigating causes, symptoms, and strategies used by tertiary flute players to cope with music performance anxiety in the performance of an unaccompanied flute work in recital of evaluative character. However, it will present only the results on strategies of twelve flute students from three music colleges in Brazil to cope with music performance anxiety. Seven of participants were male, and five were female. The procedures of collection and analyses of data occurred as in the study by Siw Nielsen (1999), that is, through the behavioral observation of the participants in the recital, and verbal reports by semi-stru…
Why Do Players Misuse Emotes in Hearthstone? : Negotiating the Use of Communicative Affordances in an Online Multiplayer Game
2018
This paper examines player-to-player interaction in Hearthstone: Heroes of Warcraft (Blizzard Entertainment, 2004). The game designers have attempted to limit what they see as negative interaction by forcibly limiting player-to-player social interaction. Based on an analysis of forum discussions, this empirical study illustrates how players utilize Hearthstone's restricted communication affordances for negative and insulting purposes, and how players negotiate their shared symbolic reality concerning this type of interaction, labeled "Bad Manner(s)" or "BM". The continuous debate over an issue which ultimately cannot be solved shows that players care deeply about the game and the surroundin…
Multi-agent control architecture for RFID cyberphysical robotic systems initial validation of tagged objects detection and identification using Playe…
2016
International audience; The objective of this paper is to describe and validate a multi-agent architecture proposed to control RFID Cyber-Physical Robotic Systems. This environment may contain human operators, robots (mobiles, manipulators, mobile manipulators, etc.), places (workrooms, walls, etc.) and other objects (tables, chairs, etc.). The proposed control architecture is composed of two types of agents dispatched on two levels. We find at the Organization level a Supervisory agent to allow operators to configure, manage and interact with the overall control system. At the Control level, we distinguish the Robots agents, to each robot (mobiles, manipulators or mobile manipulators) is a…
Distributed $n$-player approachability and consensus in coalitional games
2015
We study a distributed allocation process where, at each time, every player: i) proposes a new bid based on the average utilities produced up to that time, ii) adjusts such allocations based on the inputs received from its neighbors, and iii) generates and allocates new utilities. The average allocations evolve according to a doubly (over time and space) averaging algorithm. We study conditions under which the average allocations reach consensus to any point within a predefined target set even in the presence of adversarial disturbances. Motivations arise in the context of coalitional games with transferable utilities (TU) where the target set is any set of allocations that makes the grand …
Changes in Drop Out Intentions: Implications of the Motivational Climate, Goal Orientations and Aspects of Self-Worth across a Youth Sport Season
2021
The main objective of this work was to study the motivational antecedents of the intention to drop out of youth sport from the postulates of the achievement goal theory (AGT), placing special emphasis on the motivational climate that coaches create in their teams. Specifically, we analyzed whether changes in the perception of the motivational climate between the beginning and the end of the season predicted changes in players’ goal orientations, whether these, in turn, predicted changes in self-esteem and contingent self-esteem, and finally, whether the latter predicted the intention to drop out. Participants in the study were 552 players (Mage = 11.23, SD = 1.14), who completed the questio…