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result(s) for
"Esports"
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Predicción de fortaleza mental desde la satisfacción de las necesidades básicas en jugadores de deportes electrónicos de CABA y GBA
2022
Introducción: Los deportes electrónicos han llegado para quedarse. Estudios anteriores han demostrado que los deportistas de esports poseen similares características, como la satisfacción por competir, que los de deportes tradicionales. Sin embargo, siendo un área todavía en crecimiento, pocos estudios los han abordado en Latinoamérica. El presente estudio tuvo como objetivo determinar la relación y los predictores de la fortaleza mental desde la satisfacción de las necesidades básicas en jugadores aficionados de esports de Ciudad Autónoma de Buenos Aires y Gran buenos Aires, Argentina. Método: Para esto se constituyó una muestra de 426 participantes (85% masculino), con una media de edad de 22 años (D.E = 3.67), los cuales contestaron la Basic Needs Satisfaction in Sport Scale (BNSSS) y el cuestionario Mental Toughness Index (MTI), al igual que un cuestionario sociodemográfico. Resultados: Los resultados indicaron una fuerte relación entre ambas variables, especialmente con las dimensiones de satisfacción de la competencia y percepción de elección, siendo también las principales predictoras de la fortaleza mental. Conclusiones: Estos resultados aportan nueva evidencia empírica a esta área en formación, como así también brindas distintas cuestiones a tenerse en cuenta para desarrollar la fortaleza mental y el éxito deportivo en los esports.
Journal Article
The tournament
by
Sanders, DaVaun, author
in
Fathers and sons Fiction.
,
eSports (Contests) Fiction.
,
Minecraft (Game) Fiction.
2024
Jett Warner receives a coveted invitation to the Southwest Regional Minecraft Tournament, but with unpredictable rules and the sudden need for a partner, he reluctantly teams up with his father, and the duo will need to work as a team in order to win.
CHILDBOOK
Mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast
by
Jang, Wooyoung William
,
Baker III, Thomas A
,
Tsuji, Yosuke
in
Communication
,
Computer & video games
,
Consumer behavior
2021
PurposeRecently, Jang and Byon (2020) found that esports recreational gameplay consumption is causally linked to esports online media consumption. In the context of esports, live-streaming content (by individual creators) is a new type of media consumption, which should be distinguished from esports event broadcast. Extending Jang and Byon’s finding, the purpose of this study is to examine the mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast because it allows the games to be more accessible to viewers due to two-way communication. In order to test for stability of the mediating effect of esports live content streaming, we examined the hypothesized model across the three genres (i.e. imagination [n = 224], physical enactment [n = 195], sport simulation [n = 179]).Design/methodology/approachData (N = 598) were collected via an online survey from individuals who had experienced esports recreational gameplay. A total of 15 items with five dimensions (i.e. esports recreational gameplay, esports content live streaming, esports event broadcast, streamer identification, and pro-player identification) were adapted from existing studies. The two identification constructs and gender were used as control variables.FindingsThe model fit of the measurement model was found to be acceptable via CFA. The results of SEM indicated that the intention of esports content live streaming consumption played a full mediation role in the relationship between esports recreational gameplay behavior and the intention of esports event broadcast consumption. Additionally, we found the mediating effect of esports content live streaming across the three genres.Originality/valueThis study contributes to literature related to the esports consumer behavior by conceptualizing esports content live streaming and found that esports content live streaming represents a mechanism that underlies the relationship between esports recreational gameplay intention and esports event broadcast consumption.
Journal Article
The endocrine system in sports and exercise
by
Kraemer, William J.
,
Rogol, Alan David
in
Endocrine glands
,
Endocrine System -- physiology
,
Exercise
2005,2008
This valuable new addition to the Encyclopaedia of Sports Medicine series provides a comprehensive and logical look at the principles and mechanisms of endocrinology as related to sports and exercise. It looks at growth hormone factors involved in exercise and the endocrinology of sport competition. It considers various factors and stresses on the body that may alter sporting performance. It covers topics from the acute responses and chronic adaptations of the human endocrine system to the muscular activity involved in conditioning exercise, physical labor, and sport activities. This book is an essential reference for helping to plan better programs of physical fitness, to prepare for sports competitions, and to manage the medical care of athletes.
Antecedents and consequence associated with esports gameplay
2020
Purpose
Grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) (Venkatesh et al., 2012), the purpose of this paper is to examine the antecedents and consequence associated with esports gameplay by proposing the Esports Consumption (ESC) model, including six determinants of esports gameplay intention (hedonic motivation, habit, price value, perceived effort expectancy, social influence and flow) and behavioral consequence (media consumption intention of esports events) that were linked to esports gameplay.
Design/methodology/approach
The proposed model was tested using the data (n=348) that were collected from esports consumers at two points in time. Per the technology adoption theories (i.e. TAM, UTAUT2), the authors incorporated a temporal separation when measuring the relationship between playing intention and playing behavior. For the purpose of data analysis, CFA and SEM were used to examine the hypothesized model.
Findings
As a result, four determinants (i.e. hedonic motivation, price value, effort expectancy and flow) were identified as the critical factors influencing esports consumers’ esports gameplay intention. Furthermore, the bootstrap method procedure verified that a sequential relationship among esports gameplay intention, esports gameplay and media consumption of esports events.
Originality/value
Theoretically, it has developed a research model that explains various triggers resulting from esports gameplay intention, which is causally linked to esports gameplay and media consumption behavior. Practically, the primary implication has to do with providing information regarding esports consumers’ playing behavior with esports game publishers, which organize esports events and leagues.
Journal Article
Beneficios cognitivos, psicológicos y personales del uso de los videojuegos y esports: una revisión
El objetivo del presente trabajo es realizar una revisión de estudios sobre los beneficios cognitivos, psicológicos y personales del uso de los videojuegos y esports. Para ello, se utilizaron las bases de datos Google Académico y Psicodoc. El volumen total de referencias fue de 51.800 documentos, publicados entre los años 2012 y 2018, de los que se seleccionaron 26 trabajos representativos sobre la temática. Los resultados de la revisión tienden a indicar que el empleo regular de los videojuegos y esports mejoran las capacidades cognitivas, habilidades psicológicos y el desarrollo de valores de las personas. Se concluye que los videojuegos y los esports pueden ser una herramienta útil para el entrenamiento y evaluación mental, en el que queda por definir las horas diarias óptimas de uso para su beneficio y la necesidad de compaginar con otras actividades (estudios, actividad física, hábitos de descanso…), retos a abordar dentro de la Psicología del Deporte.
Journal Article