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Protecting the Mental Health of Esports Players:A Qualitative Case Study on Their Stress,Coping Strategies,and Social Support Systems
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作者 Young-Vin Kim Hyunkyun Ahn 《International Journal of Mental Health Promotion》 2025年第9期1301-1334,共34页
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
关键词 esports esports athletes players’mental health multifaceted stressors coping strategies social support systems job demands-resources model performance-driven demands
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New eSports for you——PGL的2007梦想
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《电子竞技》 2007年第5期44-45,共2页
2月6号,PGL组委会召开了2007年启动仪式发布会。在发布会上, PGL公布了全年赛事计划和重大的海外合作项目。在2007年PGL的视频直播将覆盖全年的比赛,从4月份开始,每天都可以看到PGL通过视频直播的比赛。此外,PGL还将与德国ESL和GIGATV... 2月6号,PGL组委会召开了2007年启动仪式发布会。在发布会上, PGL公布了全年赛事计划和重大的海外合作项目。在2007年PGL的视频直播将覆盖全年的比赛,从4月份开始,每天都可以看到PGL通过视频直播的比赛。此外,PGL还将与德国ESL和GIGATV进行深度合作。而这一切,需要从2006年开始说起。 展开更多
关键词 PGL New esports for you ESL 视频直播 电子竞技
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ESPORTS的脚步 中国电子竞技这几年
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作者 枫风 《计算机应用文摘》 2003年第16期9-12,共4页
关键词 电子游戏 “电子竞技游戏” esports 中国
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World eSports Masters 赛事冬天的一股韩式暖流
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作者 粥脂弱 《电子竞技》 2008年第23期32-33,共2页
其实说实话,才一年没举办而已,为什么却让人有种度日如年的感觉。后来多亏了别人提醒了一下,因为从2005年开始到2006年初,WEG一口气办了4届,包括最后一场给人留下深刻印象的杭州大师赛。所以在接近两年的时间内都没有WEG的气息,的确给... 其实说实话,才一年没举办而已,为什么却让人有种度日如年的感觉。后来多亏了别人提醒了一下,因为从2005年开始到2006年初,WEG一口气办了4届,包括最后一场给人留下深刻印象的杭州大师赛。所以在接近两年的时间内都没有WEG的气息,的确给人一种久别了的感觉。 展开更多
关键词 World esports Masters WEM MGC
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Should eSports Be Categorized as Sports Events?
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《ChinAfrica》 2018年第11期12-13,共2页
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.
关键词 Should esports Be Categorized as Sports Events
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Structural Relationships between Perceived Psychological Well-Being,Social Support,Academic Engagement,and School-Life Satisfaction among Students Participating in School Esports Activities
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作者 Gwang-Soo Oh Je-Seong Lee Myeong-Hun Bae 《International Journal of Mental Health Promotion》 2025年第11期1729-1745,共17页
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
关键词 esports psychological well-being social support academic engagement school-life satisfaction physical education
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记者图片
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《电子竞技》 2025年第3期29-39,共11页
2月9日,丹麦Blast工作室,Tundra Esports3∶0击败Gaimin Gladiators,拿下了BLAST Slam第二赛段的冠军。值得一提的是,和第一赛段相比,此次BLAST Slam II的峰值观众又有明显的上升,从20万上升到了28万,追平了在DOTA2项目上深耕多年的ESL ... 2月9日,丹麦Blast工作室,Tundra Esports3∶0击败Gaimin Gladiators,拿下了BLAST Slam第二赛段的冠军。值得一提的是,和第一赛段相比,此次BLAST Slam II的峰值观众又有明显的上升,从20万上升到了28万,追平了在DOTA2项目上深耕多年的ESL ONE系列赛事。在TI因为奖金减少而关注度锐减的当下,对于一个仅仅举办第二届的短赛期、非版权方主办的赛事而言,这是一个值得关注的进步。 展开更多
关键词 BLAST Slam Tundra esports
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电子竞技的名与实——电子竞技与体育关系的比较研究 被引量:57
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作者 宗争 《成都体育学院学报》 CSSCI 北大核心 2018年第4期1-8,共8页
电子竞技(Esports)已经成为当代发展最快,且最重要的文化现象之一。电子竞技称谓的演变与确定,标志着它已经成为一种独立的活动形式;同时,电子竞技(Esports)之名,又与"体育"(Sports)有直接的关联,电子竞技是否属于体育运动,... 电子竞技(Esports)已经成为当代发展最快,且最重要的文化现象之一。电子竞技称谓的演变与确定,标志着它已经成为一种独立的活动形式;同时,电子竞技(Esports)之名,又与"体育"(Sports)有直接的关联,电子竞技是否属于体育运动,仍然是一个争论不休,有待商榷的问题。基于这两个关键性的问题,文章援引比较文学词源学的追溯方法,结合文化研究的基本路径,对"电子竞技"的名称与实质进行了历史性的爬梳,对这一新兴文化现象的源流和影响进行梳理,并特别关注了电子竞技研究在中国学术界的地位。厘清电子竞技的名与实,是对电子竞技研究进行学术规范的第一步,也是至关重要的一步,同时也有助于阐明电子竞技与体育的关系问题。 展开更多
关键词 电子竞技 esports 电子游戏 体育 文化研究
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The Emerging eSport Market:Analyzing the Impact of Virtual and Augmented Reality
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作者 Silvia Cacho-Elizondo Jose-Domingo Lazaro Alvarez Victor-Ernesto Garcia 《Chinese Business Review》 2020年第2期37-54,共18页
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
关键词 esports ENTERTAINMENT VIDEOGAMES Virtual-Reality(VR) Augmented-Reality(AR)
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Impact of Virtual RealityTraining on Real-World Hockey Skill: An Intervention Trial
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作者 Matthew Buns 《Journal of Sports Science》 2020年第1期8-16,共9页
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
关键词 Virtual training hockey skill video games esports
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T-Foresight:Interpret moving strategies based on context-aware trajectory prediction
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作者 Yueqiao Chen Jiang Wu +1 位作者 Yingcai Wu Dongyu Liu 《Visual Informatics》 2025年第3期109-121,共13页
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
关键词 Moving strategy INTERPRETABILITY Visual analytics Context-aware trajectory prediction esports data
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电子娱乐在中国渐入主流媒体视野
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作者 鸦嘴兽 《大众软件》 2003年第8期130-130,共1页
日前记者获悉,央视第五套节目体育频道将于近期开播自行制作的有关电子娱乐的节目。据了解,这将是电子娱乐在中国发展近20年来,这种娱乐形式首次进入国家主流媒体的报道视野。为了让大家能进一步了解有关详情,我们在第一时间独家专... 日前记者获悉,央视第五套节目体育频道将于近期开播自行制作的有关电子娱乐的节目。据了解,这将是电子娱乐在中国发展近20年来,这种娱乐形式首次进入国家主流媒体的报道视野。为了让大家能进一步了解有关详情,我们在第一时间独家专访了中央电视台体育节目中心主任马国力先生(以下简称“马”)。 展开更多
关键词 电子娱乐节目 主流媒体 中国 中央电视台体育节目中心 中国电子竞技产业 esports概念
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