Objectives:Recently,the global esports industry has experienced remarkable growth,leading to an expansion in the scale and influence of professional player communities.However,despite this outward growth,systems to pr...Objectives:Recently,the global esports industry has experienced remarkable growth,leading to an expansion in the scale and influence of professional player communities.However,despite this outward growth,systems to protect players’mental health remain inadequate.Comprehensive analysis of structural risk factors,including performance pressure,public evaluation,and career instability,remains insufficient.This study,aimed to explore stressors encountered by esports athletes,coping strategies,and the role of social support systems in safeguarding mental health.Using the transactional model of stress and coping,the job demands–resources model,and social support theory,the study adopts an integrated perspective to examine challenges faced by athletes in the competitive esports environment.Methods:A qualitative case study was conducted involving in-depth interviews and nonparticipant observations with 11 esports athletes who competed at national or international levels,as well as two team managers.Thematic analysis identified recurring patterns in the data,and credibility was ensured through triangulation and cross-review among researchers.Results:Esports athletes experience multiple interacting stressors,including performance demands,emotional strain duringmatches,and continuous evaluation on socialmedia.In response,they employed coping strategies—problem-focused,emotion-focused,and avoidance-based,which provided temporary relief but often led to burnout and self-regulation failure owing to absence of support systems.Social support networks had ambivalent effects:while offering comfort,they also intensified pressure through negative feedback and high expectations from fans and online communities.Conclusion:The findings show that mental health issues among esports athletes are not only related to individual factors but are closely linked to performance-driven structures,competitive environments,and social relationships.This study integrates the transactional model of stress and coping,the JobDemands–Resourcesmodel,and social support theoryto provide comprehensive analysis.It also offers practical recommendations,including psychological counseling,emotional labor programs,and improved communication with families and fan communities.展开更多
Don't be surprisod if someone tolls you that you can win a world championship by playing online games.Competitive online gaming,or eSports,has debuted as a demonstration sport at the 18th Asian Games held in Jakarta.
Background:With the rapid growth of digital learning environments,esports has emerged as a popular form of school-based activity that promotes teamwork,motivation,and engagement.However,limited research has examined h...Background:With the rapid growth of digital learning environments,esports has emerged as a popular form of school-based activity that promotes teamwork,motivation,and engagement.However,limited research has examined how participation in esports relates to students’psychological and academic development.To address this gap,the present study identified structural relationships between perceived psychological well-being,social support,academic engagement,and school-life satisfaction among students participating in school-based esports activities.Methods:We surveyed 588 students who competed in on-campus esports tournaments across 15 secondary schools in Gwangju Metropolitan City,South Korea.Psychological well-being,social support,academic engagement,and school-life satisfaction were measured using five-point Likert scales.Confirmatory factor analysis and structural equation modeling(SEM)were employed to test the hypotheses,and mediation effects were assessed via bootstrapping(1000 resamples,95%confidence interval)and competing model analysis.Results:The results showed that psychological well-being has significant positive effects on social support(β=0.899,p<0.001)and academic engagement(β=0.427,p<0.01).Social support positively predicted school-life satisfaction(β=0.804,p<0.001).Psychological well-being did not directly influence this outcome;instead,it exerted an indirect effect via social support(indirect effect=0.676,95%confidence interval[0.549,0.782]),indicating that social support functioned as a full mediator.Conclusion:Overall,the results demonstrate that school-based esports activities may serve as educational contexts that enhance students’overall satisfaction with school experiences through increased social support.Importantly,these findings highlight the unique psychosocial mechanisms of esports participation,including digital identity,online belonging,and virtual collaboration,which extend beyond traditional educational activities.Because the impact of academic engagement may depend on the quality of participation,future esports programs should incorporate support systems that foster autonomous and collaborative engagement and include digital-citizenship education.展开更多
This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports indus...This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports industry,which has given rise to a new and rapidly growing global market known as“eSports”.eSports are a confluence of innovation,strategy,and marketing,in which players,or gamers,come together and compete with the same intensity and commitment as professional athletes.Gamers participate in local,national,and worldwide competitions that are broadcast over a variety of media,and are sponsored by large transnational companies/brands.For these companies,the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment.In this article,we propose a conceptual framework through which we can analyze the business repercussions of this new technology from an integral perspective that takes into account players,sports clubs,publishers,sponsors(brands),spectators and broadcasters.Through this analysis of representative companies from the eSports sector,we explore their evolution and future tendencies,like virtual-reality and augmented reality.The industry participants agree that such groundbreaking these technologies are going to be crucial to the future of eSports because they will be the new way of playing and a marketing revolution.This project seeks to stimulate further research into the profound technological transformation the entertainment sector is now undergoing with the digitalization and implementation of immersive technologies.Special attention will be paid to the institutionalization and professionalization of video game competitions and their progressive homologation with traditional sports.展开更多
Training specificity is imperative for successful performance of the elite athlete.Virtual reality(VR)has been successfully applied to a broad range of training domains.However,to date there is little research investi...Training specificity is imperative for successful performance of the elite athlete.Virtual reality(VR)has been successfully applied to a broad range of training domains.However,to date there is little research investigating the use of VR for sport training.The purpose of this study was to address the question of whether virtual reality(VR)training can improve real world hockey shooting performance.Twenty four volunteers were recruited and randomly selected to complete the virtual training intervention or enter a control group with no training.Four primary types of data were collected:(1)participant’s experience with video games and hockey,(2)participant’s motivation toward video game use,(3)participant’s technical performance on real-world hockey,and(4)participant’s technical performance in virtual hockey.One-way multivariate analysis of variance(ANOVA)indicated that the intervention group demonstrated significantly more real-world hockey accuracy(F(1,24)=15.43,p<0.01,E.S.=0.56)while shooting on goal than their control group counterparts(intervention M accuracy=54.17%,SD=12.38,control M accuracy=46.76%,SD=13.45).One-way multivariate analysis of variance(MANOVA)repeated measures indicated significantly higher outcome scores on real-world accuracy(35.42%versus 54.17%;ES=1.52)and velocity(51.10 mph versus 65.50 mph;ES=0.86)of hockey shooting on goal.This research supports the idea that virtual training is an effective tool for increasing real-world hockey skill.展开更多
Trajectory prediction and interpretation are crucial in various domains for optimizing movements in complex environments.However,understanding how diverse contextual factors-environmental,physical,and social-influence...Trajectory prediction and interpretation are crucial in various domains for optimizing movements in complex environments.However,understanding how diverse contextual factors-environmental,physical,and social-influence moving strategies is challenging due to their multifaceted nature,which complicates quantification and the derivation of actionable insights.We introduce an interpretable analytics workflow that addresses these challenges by innovatively leveraging ensemble learning for context-aware trajectory prediction.Multiple base predictors simulate diverse moving strategies,while a decision-making model assesses the suitability of each predictor in specific contexts.This approach quantifies the impact of contextual factors by interpreting the decision-making model’s predictions and reveals possible moving strategies through the aggregation of base predictors’outputs.The workflow comes with T-Foresight,an interactive visualization interface that empowers stakeholders to explore predictions,interpret contextual influences,and devise and compare moving strategies effectively.We evaluate our approach in the domain of eSports,specifically MOBA games.Through case studies with professional analysts,we demonstrate T-Foresight’s effectiveness in illustrating player moving strategies and providing insights into top-tier tactics.A user study further confirms its usefulness in helping average players uncover and understand advanced strategies.展开更多
文摘Objectives:Recently,the global esports industry has experienced remarkable growth,leading to an expansion in the scale and influence of professional player communities.However,despite this outward growth,systems to protect players’mental health remain inadequate.Comprehensive analysis of structural risk factors,including performance pressure,public evaluation,and career instability,remains insufficient.This study,aimed to explore stressors encountered by esports athletes,coping strategies,and the role of social support systems in safeguarding mental health.Using the transactional model of stress and coping,the job demands–resources model,and social support theory,the study adopts an integrated perspective to examine challenges faced by athletes in the competitive esports environment.Methods:A qualitative case study was conducted involving in-depth interviews and nonparticipant observations with 11 esports athletes who competed at national or international levels,as well as two team managers.Thematic analysis identified recurring patterns in the data,and credibility was ensured through triangulation and cross-review among researchers.Results:Esports athletes experience multiple interacting stressors,including performance demands,emotional strain duringmatches,and continuous evaluation on socialmedia.In response,they employed coping strategies—problem-focused,emotion-focused,and avoidance-based,which provided temporary relief but often led to burnout and self-regulation failure owing to absence of support systems.Social support networks had ambivalent effects:while offering comfort,they also intensified pressure through negative feedback and high expectations from fans and online communities.Conclusion:The findings show that mental health issues among esports athletes are not only related to individual factors but are closely linked to performance-driven structures,competitive environments,and social relationships.This study integrates the transactional model of stress and coping,the JobDemands–Resourcesmodel,and social support theoryto provide comprehensive analysis.It also offers practical recommendations,including psychological counseling,emotional labor programs,and improved communication with families and fan communities.
文摘Don't be surprisod if someone tolls you that you can win a world championship by playing online games.Competitive online gaming,or eSports,has debuted as a demonstration sport at the 18th Asian Games held in Jakarta.
文摘Background:With the rapid growth of digital learning environments,esports has emerged as a popular form of school-based activity that promotes teamwork,motivation,and engagement.However,limited research has examined how participation in esports relates to students’psychological and academic development.To address this gap,the present study identified structural relationships between perceived psychological well-being,social support,academic engagement,and school-life satisfaction among students participating in school-based esports activities.Methods:We surveyed 588 students who competed in on-campus esports tournaments across 15 secondary schools in Gwangju Metropolitan City,South Korea.Psychological well-being,social support,academic engagement,and school-life satisfaction were measured using five-point Likert scales.Confirmatory factor analysis and structural equation modeling(SEM)were employed to test the hypotheses,and mediation effects were assessed via bootstrapping(1000 resamples,95%confidence interval)and competing model analysis.Results:The results showed that psychological well-being has significant positive effects on social support(β=0.899,p<0.001)and academic engagement(β=0.427,p<0.01).Social support positively predicted school-life satisfaction(β=0.804,p<0.001).Psychological well-being did not directly influence this outcome;instead,it exerted an indirect effect via social support(indirect effect=0.676,95%confidence interval[0.549,0.782]),indicating that social support functioned as a full mediator.Conclusion:Overall,the results demonstrate that school-based esports activities may serve as educational contexts that enhance students’overall satisfaction with school experiences through increased social support.Importantly,these findings highlight the unique psychosocial mechanisms of esports participation,including digital identity,online belonging,and virtual collaboration,which extend beyond traditional educational activities.Because the impact of academic engagement may depend on the quality of participation,future esports programs should incorporate support systems that foster autonomous and collaborative engagement and include digital-citizenship education.
文摘This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports industry,which has given rise to a new and rapidly growing global market known as“eSports”.eSports are a confluence of innovation,strategy,and marketing,in which players,or gamers,come together and compete with the same intensity and commitment as professional athletes.Gamers participate in local,national,and worldwide competitions that are broadcast over a variety of media,and are sponsored by large transnational companies/brands.For these companies,the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment.In this article,we propose a conceptual framework through which we can analyze the business repercussions of this new technology from an integral perspective that takes into account players,sports clubs,publishers,sponsors(brands),spectators and broadcasters.Through this analysis of representative companies from the eSports sector,we explore their evolution and future tendencies,like virtual-reality and augmented reality.The industry participants agree that such groundbreaking these technologies are going to be crucial to the future of eSports because they will be the new way of playing and a marketing revolution.This project seeks to stimulate further research into the profound technological transformation the entertainment sector is now undergoing with the digitalization and implementation of immersive technologies.Special attention will be paid to the institutionalization and professionalization of video game competitions and their progressive homologation with traditional sports.
文摘Training specificity is imperative for successful performance of the elite athlete.Virtual reality(VR)has been successfully applied to a broad range of training domains.However,to date there is little research investigating the use of VR for sport training.The purpose of this study was to address the question of whether virtual reality(VR)training can improve real world hockey shooting performance.Twenty four volunteers were recruited and randomly selected to complete the virtual training intervention or enter a control group with no training.Four primary types of data were collected:(1)participant’s experience with video games and hockey,(2)participant’s motivation toward video game use,(3)participant’s technical performance on real-world hockey,and(4)participant’s technical performance in virtual hockey.One-way multivariate analysis of variance(ANOVA)indicated that the intervention group demonstrated significantly more real-world hockey accuracy(F(1,24)=15.43,p<0.01,E.S.=0.56)while shooting on goal than their control group counterparts(intervention M accuracy=54.17%,SD=12.38,control M accuracy=46.76%,SD=13.45).One-way multivariate analysis of variance(MANOVA)repeated measures indicated significantly higher outcome scores on real-world accuracy(35.42%versus 54.17%;ES=1.52)and velocity(51.10 mph versus 65.50 mph;ES=0.86)of hockey shooting on goal.This research supports the idea that virtual training is an effective tool for increasing real-world hockey skill.
基金supported in part by the U.S.National Science Foundation under Grant No.IIS-2427770.
文摘Trajectory prediction and interpretation are crucial in various domains for optimizing movements in complex environments.However,understanding how diverse contextual factors-environmental,physical,and social-influence moving strategies is challenging due to their multifaceted nature,which complicates quantification and the derivation of actionable insights.We introduce an interpretable analytics workflow that addresses these challenges by innovatively leveraging ensemble learning for context-aware trajectory prediction.Multiple base predictors simulate diverse moving strategies,while a decision-making model assesses the suitability of each predictor in specific contexts.This approach quantifies the impact of contextual factors by interpreting the decision-making model’s predictions and reveals possible moving strategies through the aggregation of base predictors’outputs.The workflow comes with T-Foresight,an interactive visualization interface that empowers stakeholders to explore predictions,interpret contextual influences,and devise and compare moving strategies effectively.We evaluate our approach in the domain of eSports,specifically MOBA games.Through case studies with professional analysts,we demonstrate T-Foresight’s effectiveness in illustrating player moving strategies and providing insights into top-tier tactics.A user study further confirms its usefulness in helping average players uncover and understand advanced strategies.