Results for ' eSports'

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  1. eSport Gaming: The Rise of a New Sports Practice.Llorens Mariona Rosell - 2017 - Sport, Ethics and Philosophy 11 (4):464-476.
    Over recent years, the eSport phenomenon has grown in players and audience. The broadcast of certain eSport events have become worldwide mass events. Conceiving eSport gaming as an actual sports practice is not yet common, but it is current issue that deserves careful attention. This article stands on the idea that eSport gaming could be considered a sport and it examines some reasons on that regard. First of all, the piece will elucidate what the practice of gaming involves and if (...)
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  2.  13
    Esports, real sports and the Olympic Virtual Series.Jim Parry & Jacob Giesbrecht - 2023 - Journal of the Philosophy of Sport 50 (2):208-228.
    Despite reservations over the status of esports as sports, the International Olympic Committee (IOC) has, for policy reasons, encouraged International Federations to pursue links with providers of ‘virtual and simulated’ sports, in part by the introduction of an event, the Olympic Virtual Series, first held in 2021. In providing an account of ‘virtuality’ and ‘simulation’, we query the theoretical basis of the Olympic Virtual Series. In particular, we query the IOC’s use of the term ‘virtual’ in the description of (...)
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  3. Movement compression, sports and eSports.Michael Hemmingsen - 2023 - European Journal for Sport and Society:1-19.
    In this paper I argue for the usefulness of the concept of ‘movement compression’ for understanding sport and games, and particularly the differences between traditional sport and eSport (as currently practised). I suggest that movement compression allows us to distinguish between different activities in terms of how movement quality (in the sense of the qualities the movement possesses, rather than that the movement is of ‘high quality’) affects outcome. While it applies widely, this concept can in particular help us to (...)
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  4.  44
    The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics.Yujun Xu - 2023 - Sport, Ethics and Philosophy 17 (3):356-368.
    The field of eSports is undergoing a process of developing and evolving with irresistible forces. The process witnesses the ever-refreshing and hybrid meanings and definitions of Sports and eSports in the digital era of technology empowerment and advancing artificial intelligence. This paper calls us to re-construct the meanings and sporting values of eSports, re-evaluate the eSports landscape, going beyond the debate ‘Are eSports Sports?’ and move to re-examine the contextual nature and values of Sports and (...)
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  5.  10
    Adaptive Esports for People With Spinal Cord Injury: New Frontiers for Inclusion in Mainstream Sports Performance.Laura Tabacof, Sophie Dewil, Joseph E. Herrera, Mar Cortes & David Putrino - 2021 - Frontiers in Psychology 12.
    Introduction: People with Spinal Cord Injury are at risk of feeling socially disconnected. Competitive esports present an opportunity for people with SCI to remotely engage in a community. The aim of this study is to discuss barriers to esports participation for people with SCI, present adaptive solutions to these problems, and analyze self-reported changes in social connection.Materials and Methods: We presented a descriptive data collected in the process of a quality improvement initiative at Mount Sinai Hospital. In 2019, (...)
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  6.  5
    Sustaining eSports Industry and Regulatory Focus: Empirical Evidence From Chinese Universities.Gongyan Zhao, Yue Cheng, Xinggue Liu & Wentao Meng - 2022 - Frontiers in Psychology 13.
    This study examined the factors that affect the attitude and behavioral intentions toward electronic sports among students of higher education institutions based on the technology acceptance model. The conditional impact of preventive regulatory focus was analyzed in various aspects developed on the regulatory focus theory. These aspects comprised of perceived usefulness, perceived ease of use, and perceived risk on the attitude toward eSports. Accordingly, data were collected from 293 students of higher education institutions in China's Henan Province, presenting a (...)
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  7.  17
    Esports: The Chess of the 21st Century.Matthew A. Pluss, Kyle J. M. Bennett, Andrew R. Novak, Derek Panchuk, Aaron J. Coutts & Job Fransen - 2019 - Frontiers in Psychology 10.
    For many decades, researchers have explored the true potential of human achievement. The expertise field has come a long way since the early works of de Groot (1965) and Chase and Simon (1973). Since then, this inquiry has expanded into the areas of music, science, technology, sport, academia and art. Despite the vast amount of research to date, the capability of study methodologies to truly capture the nature of expertise remains questionable. Some considerations include (i) the individual bias in the (...)
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  8.  8
    The sportization of esports and its implications in the near future of sport.Pere Molina, Fernando Gómez-Gonzalvo & Javier Valenciano-Valcárcel - forthcoming - Sport, Ethics and Philosophy:1-15.
    Esports have transformed playing video games into a competitive activity that bears similarities to sports and the processes of sportization. Taking as a starting point the concept of sports as competitive games, the objective of this work is to analyse the sportization of esports, as well as the impact of esports on the concept of sports and their implications on sports in the immediate future. Sports and esports are two different realities that interact with each other. (...)
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  9.  14
    Esport.Andrew Edgar - 2019 - Sport, Ethics and Philosophy 13 (1):1-2.
  10.  16
    Ontology and interdisciplinary research in esports.Tom Brock - forthcoming - Sport, Ethics and Philosophy:1-17.
    Research into esports is proliferating (Bányai et al. 2019; Pizzo et al. 2022; Reitman et al. 2020) and now covers a variety of academic disciplines, including business and management (Scholz 2019)...
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  11.  7
    Let the Body’n’Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes.Anna Lisa Martin-Niedecken & Alexandra Schättin - 2020 - Frontiers in Psychology 11.
    The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several hours of training in front of the PC or console, eSports athletes need optimal cognitive, physical and mental training. However, a gap exists in eSports specific (...)
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  12.  14
    Estudos Sociais do Esporte: vicissitudes e possibilidades de um campo em formação.Edison Gastaldo - 2010 - Logos: Comuniação e Univerisdade 17 (2):6-15.
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  13.  21
    Mulheres e esporte: processo civilizador ou (des) civilizador.Hugo Rodolfo Lovisolo - 2010 - Logos: Comuniação e Univerisdade 17 (2):29-38.
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  14.  31
    Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement.Cem Abanazir - 2021 - Sport, Ethics and Philosophy 16 (4):397-412.
    Esports’ rise in popularity has led the Olympic Movement (OM) to consider esports as a possible addition to the Olympic programme. A positive stance on the part of the OM towards certain aspects of esports has become apparent in recent years. However, the OM has expressly stated that while it is values-based, the esports industry is commercially driven. This article aims to take a tenable step towards the conceptualisation of the relationship between esports and ‘values’. (...)
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  15.  6
    The Impact of eSports Industry Knowledge Alliances on Innovation Performance: A Mediation Model Based on Knowledge Sharing.Longfei Yue, Yiwen Zheng & Meng Ye - 2022 - Frontiers in Psychology 13.
    This study investigates the associations among member ability, member relationships, knowledge sharing, and innovation performance in eSports industry knowledge alliance. A survey strategy and purposive sampling were applied, and the analysis was conducted on a sample of 311 senior managers from the China eSports Association. The hypotheses were tested using SPSS 24.0 software and AMOS 24.0 software. This study shows that member ability and member relationships have both a direct and indirect effect on innovation performance. Firstly, member ability, (...)
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  16.  7
    Ética nos esportes: revisitando a questão do doping à luz do debate sobre aprimoramento humano.Marcelo de Araújo - 2016 - Prometeus: Filosofia em Revista 9 (20).
    O uso de certas drogas e de certos procedimentos para fins de melhoramento do desempenho nos esportes é banido pelas autoridades esportivas. Mas como pretendo mostrar neste artigo, alguns dos principais argumentos contra o uso de tecnologias para aprimoramento nos esportes são problemáticos. Autores como, por exemplo, Michael Sandel se comprometem com uma concepção metafísica de natureza humana na defesa da manutenção das regras que proíbem o uso de doping. Essa concepção de natureza humana, como procuro mostrar no artigo, é (...)
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  17.  48
    Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even athletic. The type (...)
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  18.  26
    Mechanical Keyboards and Crystal Arrows: Incorporation in Esports.D. Ekdahl - 2021 - Journal of Consciousness Studies 28 (5-6):30-57.
    Screen-based virtual worlds have been described as fundamentally disembodying. Contrary to this, the aim of this article is to provide a phenomenological analysis of bodily presence in one case of screen-based virtuality. By integrating phenomenology with qualitative research methodologies, I explore esports practitioners’ experiences of bodily presence in League of Legends (LoL). Here, descriptions from real-life esports practitioners are analyzed within the phenomenological framework of ‘incorporation’. My analysis shows that the practitioners’ experience and engage with their virtual world (...)
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  19.  19
    Stress and Coping in Esports and the Influence of Mental Toughness.Dylan Poulus, Tristan J. Coulter, Michael G. Trotter & Remco Polman - 2020 - Frontiers in Psychology 11.
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  20.  22
    Democracia e esportes em Atenas.Fábio de Souza Lessa - 2008 - Synthesis (la Plata) 15:59-75.
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  21.  30
    The Play of Champions: Toward a Theory of Skill in eSport.Lasse Juel Larsen - 2022 - Sport, Ethics and Philosophy 16 (1):130-152.
    This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport events on Twitch, YouTube, and AfreecaTV and is supported by discussions, reflections and evaluations with eSport players. The case material of this article includes the games Clash Royale (CR), StarCraft 2 (SC2), Counter-Strike: Global Offensive (CS:GO), and online battle arenas (mobas) such as League of Legends (LOL) and Defense of the (...)
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  22.  11
    The Play of Champions: Toward a Theory of Skill in eSport.Lasse Juel Larsen - 2022 - Sport, Ethics and Philosophy 16 (1):130-152.
    This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport events on Twitch, YouTube, and AfreecaTV and is supported by discussions, reflections and evaluations with eSport players. The case material of this article includes the games Clash Royale (CR), StarCraft 2 (SC2), Counter-Strike: Global Offensive (CS:GO), and online battle arenas (mobas) such as League of Legends (LOL) and Defense of the (...)
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  23.  95
    Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even athletic. The type (...)
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  24. Embodied involvement in virtual worlds: the case of eSports practitioners.David Ekdahl & Susanne Ravn - 2019 - Sport, Ethics and Philosophy 13 (2):132-144.
    eSports practice designates a unique set of activities tethered to competitive, virtual environments, or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive (...)
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  25.  53
    Social bodies in virtual worlds: Intercorporeality in Esports.David Ekdahl & Susanne Ravn - 2021 - Phenomenology and the Cognitive Sciences 21 (2):293-316.
    As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners’ experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the (...)
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  26.  3
    Comunicação e Esporte.Ronaldo George Helal - 2010 - Logos: Comuniação e Univerisdade 17 (2).
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  27.  10
    Life After Esports: A Grand Field Challenge.Tim D. Smithies, Adam J. Toth, Eoin Conroy, Niall Ramsbottom, Magdalena Kowal & Mark J. Campbell - 2020 - Frontiers in Psychology 11.
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  28.  8
    Examining the Impact of School Esports Program Participation on Student Health and Psychological Development.Michael G. Trotter, Tristan J. Coulter, Paul A. Davis, Dylan R. Poulus & Remco Polman - 2022 - Frontiers in Psychology 12.
    This study examined the influence of 7 high school esports developmental programs on student self-regulation, growth mindset, positive youth development, perceived general health and physical activity, and sport behaviour. A total of 188 students originally participated, with 58 participants completing both pre- and post-program information. At baseline, no significant differences were found between youth e-athletes and their aged-matched controls. The analysis for the observation period showed a significant interaction effect for the PYD confidence scale, with post-hoc comparisons showing a (...)
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  29.  10
    Perception of Hong Kong Teenagers and Young Adults on Esports Participation: A Qualitative Study Using Theory of Planned Behavior.Ming Yu Claudia Wong, Pak-Kwong Chung, Kailing Ou & Ka-Man Leung - 2021 - Frontiers in Psychology 12.
    Esports is a rapidly growing industry worldwide, and it is making significant inroads in Hong Kong as well. However, owing to debates regarding the distinction between Esports and video gaming and the potential negative effects of engaging in Esports, its development in Hong Kong is still in its infancy. Therefore, this qualitative study investigated the perceptions and attitudes of teenagers and young adults toward Esports development and engagement, using the theory of planned behavior. Twenty-five teenagers and (...)
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  30.  6
    The Sportification of Amateur-level Competitive Computer Gaming: The Case of a Student Esports Club.N. S. Aleinikov - 2020 - Sociology of Power 32 (3):91-113.
    This article presents the results of an empirical study of the “sportification” of amateur-level competitive computer gaming. How do amateur players, who are unlikely to become professional esports players, turn what is considered to be enjoyable entertainment into a collective activity that demonstrates traits traditionally associated with professional sports, such as self-discipline, a focus on achieving results and overcoming personal limitations? Ethnographic research, consisting of in-depth interviews and participant observations, was conducted in the last quarter of 2019 based on (...)
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  31.  18
    Jogos Olímpicos de Berlim 1936: o uso do esporte para fins nada esportivos.Filipe Fernandes Ribeiro Mostaro - 2012 - Logos: Comuniação e Univerisdade 19 (1).
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  32.  12
    Usos e abusos da obra de Hans Ulrich Gumbrecht: o caso do esporte espetáculo.Luiz Guilherme Burlamaqui - 2016 - Logos: Comuniação e Univerisdade 23 (1).
    Resenha do livro de HELAL, R. & AMARO, F. Esporte e mídia: a contribuição de Hans Ulrich Gumbrecht.
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  33. Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports.Amir Z. Abbasi, Saima Nisar, Umair Rehman & Ding H. Ting - 2020 - Frontiers in Psychology 11.
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  34.  3
    A milestone in the era of esports: The Olympics through the lens of virtual reality.Bogdan Anðelić, Antonino Bianco, Nemanja Maksimović, Nikola Todorović & Patrik Drid - 2022 - Frontiers in Psychology 13.
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  35.  15
    Apontamentos filosóficos para uma análise do esporte moderno: desdobramentos para a Educação Física.Matheus Bernardo Silva - 2015 - Filosofia E Educação 7 (3):139.
    Tem-se como objetivo analisar o esporte moderno, compreendendo que o mesmo é um dos conteúdos que compõe o objeto de conhecimento da Educação Física escolar. Para essa análise utilizou-se como aporte teórico o materialismo histórico-dialético, realizando um aprofundamento das categorias objetivação, apropriação, humanização e alienação. Com base nessas categorias conclui-se que o esporte moderno é um fenômeno social composto por inúmeras riquezas materiais e imateriais produzidas pelo ser humano no decorrer da história. Entretanto, no âmbito do modo de produção capitalista, (...)
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  36.  12
    Impact of victory and defeat on the perceived stress and autonomic regulation of professional eSports athletes.Sergio Machado, Leandro de Oliveira Sant'Ana, Luis Cid, Diogo Teixeira, Filipe Rodrigues, Bruno Travassos & Diogo Monteiro - 2022 - Frontiers in Psychology 13.
    Competitive sports involve physiological, technical and psychological skills, which influence directly on individuals’ performance. This study aims to investigate the levels of perceived stress and Heart Rate Variability before and after matches with victory and defeat in professional eSports athletes. Our hypothesis was that the winners would have better autonomic and stress responses after match, thus corroborating the literature on neurocardiac connections. Fifty male eSport players were selected players from 10 different Brazilian teams. The experiment was carried out in (...)
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  37.  6
    The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise.Adam J. Toth, Magdalena Kowal & Mark J. Campbell - 2019 - Frontiers in Psychology 10.
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  38.  12
    The Association Between Personality Traits and eSports Performance.Piotr Matuszewski, Paweł Dobrowolski & Bogdan Zawadzki - 2020 - Frontiers in Psychology 11.
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  39.  14
    Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player.Fanni Bányai, Ágnes Zsila, Mark D. Griffiths, Zsolt Demetrovics & Orsolya Király - 2020 - Frontiers in Psychology 11.
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  40.  4
    Social Atmospherics, Affective Response, and Behavioral Intention Associated With Esports Events.Wooyoung W. Jang, Kyungyeol A. Kim & Kevin K. Byon - 2020 - Frontiers in Psychology 11.
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  41.  14
    Corrigendum: Impact of victory and defeat on the perceived stress and autonomic regulation of professional eSports athletes.Sergio Machado, Leandro de Oliveira Sant'Ana, Luis Cid, Diogo Teixeira, Filipe Rodrigues, Bruno Travassos & Diogo Monteiro - 2022 - Frontiers in Psychology 13.
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  42.  11
    Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives.Adam J. Toth, Cornelia Frank, David Putrino & Mark J. Campbell - 2021 - Frontiers in Psychology 12.
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  43.  9
    Physiological and Cognitive Functions Following a Discrete Session of Competitive Esports Gaming.Amber Sousa, Sophia L. Ahmad, Tamzid Hassan, Kyle Yuen, Peter Douris, Hallie Zwibel & Joanne DiFrancisco-Donoghue - 2020 - Frontiers in Psychology 11.
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  44.  4
    Book Review: Els jocs i els esports Tradicionals. Tradicionari. [The Traditional Games and Sports. Traditionari]. [REVIEW]Biel Pubill-Soler - 2020 - Frontiers in Psychology 11.
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  45.  5
    Ethics and legal problems.Josh Gregory - 2020 - Ann Arbor, Michigan: Cherry Lake Publishing.
    Esports competitions have become a world-wide phenomenon with millions of viewers and fans. Learn about how esports competitions deal with things from gambling to cheating software. Aligned with curriculum standards, these books also highlight key 21st Century content including information, media, and technology skills. Engaging content and hands-on activities encourage creative and design thinking. Book includes table of contents, glossary, index, author biography, and sidebars.
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  46. O surfe brasileiro e as mídias sonora e audiovisual nos anos 1980.Rafael Fortes - 2010 - Logos: Comuniação e Univerisdade 17 (2):90-105.
    Esporte midiático por excelência, o surfe estabeleceu uma série de relações com a cultura (música, televisão, cinema), incluindo imbricações com a cultura pop. Estas manifestações foram fundamentais para a divulgação da modalidade e a construção de uma imagem em torno da mesma para o público externo, assim como a discussão e a configuração de valores para os membros de sua subcultura. No Brasil, este processo teve notável força durante a década de 1980. O artigo mapeia as imbricações entre surfe e (...)
     
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  47.  12
    A Motivational Model Explaining Performance in Video Games.Rame Hulaj, Markus B. T. Nyström, Daniel E. Sörman, Christian Backlund, Sebastian Röhlcke & Bert Jonsson - 2020 - Frontiers in Psychology 11:512185.
    Esports are a rapidly growing phenomenon and understanding of factors underlying game performance are therefore of great interest. The present study investigated the influence of satisfaction of basic psychological needs (competence, autonomy, and relatedness), type of motivation (amotivation, external regulation, introjected regulation, identified regulation, integrated regulation, and intrinsic motivation), and number of matches played (time on task) on individuals’ performance on a matchmaking rating (MMR) in the video game Defence of the Ancients 2 (Dota 2). Collected data from 315 (...)
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  48.  15
    Physical Activity Levels of Adult Virtual Football Players.Ana M. Pereira, Evert Verhagen, Pedro Figueiredo, André Seabra, António Martins & João Brito - 2021 - Frontiers in Psychology 12.
    Esports, including virtual football, are a worldwide phenomenon. Yet, little is known about the physical activity levels of individuals engaged in virtual football game play. Therefore, we aimed to perform a preliminary evaluation of the levels of physical activity, sedentarism, and habits of physical training of adults engaged with virtual football in Portugal. This was a cross-sectional investigation based on a structured online survey using the International Physical Activity Questionnaire and a set of questions regarding habits of physical training. (...)
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  49.  33
    Virtue(al) games—real drugs.John T. Holden, Anastasios Kaburakis & Joanna Wall Tweedie - 2018 - Sport, Ethics and Philosophy 13 (1):19-32.
    The growth of esports as a recognized, organized, competitive activity in North America and Europe has evolved steadily from one of the most prominent sport industries in several Asian countries. Esports, which is still pursuing a widely accepted governance structure, has struggled to control the factors that typically act as a breeding ground for sport corruption. Within the esports industry, there is alleged widespread use of both prescription and off-label use of stimulants, such as modafinil, methylphenidate, and (...)
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  50.  9
    Uma partida em imagens: Instagram, Futebol e Materialidades da Comunicação.Ronaldo George Helal, Fausto Amaro & Débora Gauziski - 2012 - Logos: Comuniação e Univerisdade 19 (2).
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