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Journal articles on the topic 'Competitive video game'

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1

Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.

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Abstract The purpose of this article is to investigate whether competition hypothesis (Anderson and Carnagey, 2009) contributes to the General Aggression Model when video game genre is entered into the relationship between video game use and self-reported physical aggression. A pre-test (n=93) taken randomly from the research sample employed categorized the game genres as violent and/or competitive. 1,170 adolescents (ages 12–18) completed the written survey. Online shooter games and fight’em up games, categorized as both violent and competitive, were positively related to self-reported physic
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Griffiths, Robert P., Matthew S. Eastin, and Vincent Cicchirillo. "Competitive Video Game Play." Communication Research 43, no. 4 (2015): 468–86. http://dx.doi.org/10.1177/0093650214565895.

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Hawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.

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Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game playe
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the gam
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Roebuck, Andrew J., Aurora J. B. Dubnyk, David Cochran, Regan L. Mandryk, John G. Howland, and Victoria Harms. "Competitive action video game players display rightward error bias during on-line video game play." Laterality: Asymmetries of Body, Brain and Cognition 23, no. 5 (2017): 505–16. http://dx.doi.org/10.1080/1357650x.2017.1374965.

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Benoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.

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In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a pro
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Hosokawa, Takayuki, and Masataka Watanabe. "Primate prefrontal neuronal activity during a competitive video game." Neuroscience Research 58 (January 2007): S15. http://dx.doi.org/10.1016/j.neures.2007.06.084.

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9

Erickson, Luke V., and Dorothy Sammons-Lohse. "Learning through video games: The impacts of competition and cooperation." E-Learning and Digital Media 18, no. 1 (2020): 1–17. http://dx.doi.org/10.1177/2042753020949983.

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The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal finance lesson on credit scores through individual play. The research questions focused on differences in participant performance, engagement, and attitude. The participants in the study consisted of adults from traditional extension and outreach audiences
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Johnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.

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This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to independent and niche games and older games; and the live streaming of the creation
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Williams, Deborah A., and Jack O. Jenkins. "Role of Competitive Anxiety in the Performance of Black College Basketball Players." Perceptual and Motor Skills 63, no. 2 (1986): 847–53. http://dx.doi.org/10.2466/pms.1986.63.2.847.

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Scores on an Atari video game, Martens's Competitive Anxiety Scale and Life Experience Survey, and coaches' ratings of actual performance over 10 home basketball games were obtained for 8 black players and 7 black controls. Several significant ( p ≤ .01) correlations of anxiety and performance with stress were low to moderate and encourage a full-scale study with a larger sample and standardized measures.
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Hrabec, Ondřej. "Categorizing Play Styles in Competitive Gaming." International Journal of Gaming and Computer-Mediated Simulations 9, no. 4 (2017): 62–88. http://dx.doi.org/10.4018/ijgcms.2017100104.

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This article addresses the concept of play style, which has been insufficiently explored in research on video game players despite the diversity of empirically observable play styles in competitive gaming. The main proposition of this article is that play style is a pattern that predicts players' behavior, their perceptions and their interactions. A qualitative analysis was conducted to better understand the term “style” in gamer culture based on an extensive examination of players' texts and interviews with professional gamers and commentators. The results identify categories corresponding to
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Donaldson, Scott. "Mechanics and Metagame." Games and Culture 12, no. 5 (2015): 426–44. http://dx.doi.org/10.1177/1555412015590063.

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This article examines the significance of two types of expertise in the popular multiplayer video game League of Legends. Previous research into multiplayer games has explored a variety of expertise models, some which concern only a player’s mastery of the controls and some which take negotiation of a game’s sociocultural context into account. This article analyzes play in League of Legends through the lens of a binary model of expertise, outlining examples of the in-game and out-of-game practices used by players in their pursuit of competitive success. I argue that forms of out-of-game or “me
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Faust, Kyle, Joseph Meyer, and Mark D. Griffiths. "Competitive and Professional Gaming." International Journal of Cyber Behavior, Psychology and Learning 3, no. 1 (2013): 67–77. http://dx.doi.org/10.4018/ijcbpl.2013010106.

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Competitive and professional gaming, in which video game players participate in tournaments, offers numerous opportunities for much-needed research and enhanced knowledge about digital technology. To date, competitive gaming has received scant scientific attention, even though it may foster the development of adaptive skills or, in other instances, carry adverse consequences. Examining the lifestyles and successes of competitive gamers can increase our knowledge of gaming and yield useful information about extreme or excessive involvement in digital technology. Studying the most successful com
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Pearcy, Mark. "America’s Army." International Journal of Gaming and Computer-Mediated Simulations 4, no. 2 (2012): 19–36. http://dx.doi.org/10.4018/jgcms.2012040102.

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America’s Army is a first-person “shooter” online video game produced by the U.S. Army and freely available on the Internet. Ostensibly a recruitment tool, the game constitutes a “mimetic” experience that encompasses real-life Army codes, regulations, and behaviors, approximating an authentic military experience, including realistic missions that involve violence. This article considers the educational role of such mimetic games, practical impediments to its inclusion in classrooms, and the conceptual demands the use of such games may place on teachers and students. Additionally, this article
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Puthiyakath, Hashim Hamza, and Manash Pratim Goswami. "Is Over the Top Video Platform the Game Changer over Traditional TV Channels in India? A Niche Analysis." Asia Pacific Media Educator 31, no. 1 (2021): 133–50. http://dx.doi.org/10.1177/1326365x211009639.

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Since the outbreak of COVID-19 and the consequent national lockdown, the usage of over the top (OTT) platforms has significantly increased in India. The growing popularity of video streaming has made a substantial impact on the traditional TV channels during pandemic times. The purpose of this study is to examine the competition, coexistence and competitive superiority of OTT and TV in providing consumer satisfaction. The study adopted the niche theory to empirically measure the degree of gratification fulfilled by OTT and TV, the similarity between OTT and TV and the competitive superiority o
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Ksiadzyna, Michal. "A GLOBALLY COMPETITIVE LOCAL CLUSTER: ANALYSIS OF VIDEO GAME INDUSTRY IN WROCLAW, POLAND." Zeszyty Naukowe Politechniki Częstochowskiej Zarządzanie 32, no. 1 (2018): 214–27. http://dx.doi.org/10.17512/znpcz.2018.4.20.

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18

Petryk, Oleksandr, Alexander Meleshchenko, and Anastasiia Volobuieva. "Esports Clubs’ Work in Media Spaces: Distinctive Features." Current Issues of Mass Communication, no. 28 (2020): 28–42. http://dx.doi.org/10.17721/2312-5160.2020.28.28-42.

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On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially among professional gamers” (IGN, 2015). The history of esports began in the late 20th century with the game Quake, which allowed users to play together through a LAN or internet network. Since then, a tremendous number of new esports leagues have emerged. Every year, game publishers promote esports disciplines; create a media space around them, an
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19

Puspitasari, Ira, Elzha Odie Syahputra, Indra Kharisma Raharjana, and Ferry Jie. "The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory." Journal of Information Systems Engineering and Business Intelligence 4, no. 2 (2018): 131. http://dx.doi.org/10.20473/jisebi.4.2.131-138.

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One of the key success factors in video game industry, including multiplayer video game (MVG), is the user’s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly inconvenient issue. Thus, maintaining the user’s enthusiasm in playing MVG for a long time is challenging for most games. The solution to prolong the users’ engagement can be initiated by identifying all factors that facilitate the continuance use of playing MVG. This study applied uses and gratifications theory to examine seven variables (enjo
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20

Thomas Courtier, Devlyn, and John DeLooper. "Hosting a Super Smash Bros. Tournament at the Hudson County Community College Library." Library Hi Tech News 34, no. 1 (2017): 11–16. http://dx.doi.org/10.1108/lhtn-10-2016-0048.

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Purpose The purpose of this paper is to describe how the Hudson County Community College Library hosted a Super Smash Bros. for Wii U Tournament as part of its Fall 2015 and Spring 2016 programming, and discuss what it learned from hosting the event. Design/methodology/approach This paper details how a community college library planned, hosted and learned from its experience running a Super Smash Bros. for the Wii U Tournament. It will also describe how the library continued to use this experience to plan additional video game-based programming. Findings The Super Smash Bros. for the Wii U Tou
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Колісник, О. В., та Є. П. Гула. "ВТІЛЕННЯ КОНЦЕПТІВ ГЕЙМ-ДИЗАЙНУ ПРИ РОЗРОБЛЕННІ ІГРОВОГО ПРОЕКТУ «МАВКА» В УМОВАХ ЗАПИТІВ СУЧАСНОСТІ". Art and Design, № 1 (13 травня 2019): 77–86. http://dx.doi.org/10.30857/2617-0272.2019.1.7.

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The purpose of the study is to identify the features of creating a competitive game-design and its implementation in the game project "Mavka", adapted to the modern needs of the target audience, both from the standpoint of artistic and expressive means and technological limitations, and stylistic features caused by the genre of the project. Methodological basis of the study is a comparative method of analysis of successfully implemented game projects, which allowed to reveal the essential characteristics of the latter. The analysis of the functioning of avatars in game design was made possible
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Cho, Yongjoo, and Kyoung Shin Park. "The Chongchong Step Master Game for Gait and Balance Training." Multimodal Technologies and Interaction 4, no. 3 (2020): 56. http://dx.doi.org/10.3390/mti4030056.

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Exercise can help to improve health, strengthen vitality and prevent brain disease, especially for the elderly. Exercise games, or exergames, which combine both exercise and video gaming, train people in a fun and competitive manner to lead a healthy lifestyle. Exergames promote more physical effort and have the potential to contribute to physical education. This research presents a full-body virtual reality exercise game called the Chongchong Step Master, which is designed to improve gait and balance function and prevent dementia in the elderly. This system used Kinect sensors to accurately r
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McLean, Lavinia, and Mark D. Griffiths. "Moral Disengagement Strategies in Videogame Players and Sports Players." International Journal of Cyber Behavior, Psychology and Learning 8, no. 4 (2018): 1–25. http://dx.doi.org/10.4018/ijcbpl.2018100101.

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Research in the area of video game play and sports psychology has suggested that specific strategies are often employed by players to justify aggressive behaviour used during gameplay. The present study investigates the relationship between game play and moral disengagement strategies in a group of 605 adults who played violent videogames or regularly played competitive sports. The results suggest that sports players were more likely than violent game players to endorse moral disengagement strategies. The video gamers were more likely to use a specific set of moral disengagement strategies (i.
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Wibowo, Tony. "Studi Faktor Pendukung Popularitas Multiplayer Online Battle Arena dengan Pendekatan Kuantitatif." Ultima InfoSys : Jurnal Ilmu Sistem Informasi 12, no. 1 (2021): 1–7. http://dx.doi.org/10.31937/si.v12i1.1951.

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One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation.
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Lobel, Adam, Rutger C. M. E. Engels, Lisanne L. Stone, and Isabela Granic. "Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior." Psychology of Popular Media Culture 8, no. 1 (2019): 76–87. http://dx.doi.org/10.1037/ppm0000159.

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Ammannato, Giulio, and Francesca Chiesi. "Playing With Networks." European Journal of Psychological Assessment 36, no. 6 (2020): 973–80. http://dx.doi.org/10.1027/1015-5759/a000608.

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Abstract. Video gaming behavior may offer information about the players and the widespread diffusion of this form of entertainment produces a staggering amount of data about gaming behaviors. The aim of the current study was to investigate the possibility to use the information about the way the player acts and reacts in a competitive video game to assess personality traits inside the HEXACO space. Deep learning was used to train deep neural networks that classified a sample of players ( N = 41) with different personality traits by how they play in a Massive Online Battle Arena (MOBA) video ga
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García-Lanzo, Samuel, and Andrés Chamarro. "Basic psychological needs, passion and motivations in amateur and semi-professional eSports players." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 36, no. 2 (2021): 59–68. http://dx.doi.org/10.51698/aloma.2018.36.2.59-68.

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Electronic sports (eSports) are a category of video games that are played competitively following rules, either in teams or individually. Currently, the top videogame is League of Legends (LoL), a game in the genre known as Multiplayer Online Battle Arena (MOBA) with more than 100 million monthly active players worldwide. Re­search has shown that video games can satisfy basic psychological needs and be experienced as a passion, and that passion is a useful construct to help understand the different motivational patterns of video game use. In addition, no relevant studies have been found with p
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Reitman, Jason Ginsberg. "Distributed Cognition and Temporal Knowledge in League of Legends." International Journal of Gaming and Computer-Mediated Simulations 10, no. 1 (2018): 23–41. http://dx.doi.org/10.4018/ijgcms.2018010102.

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Elite video game competition provides a setting for studying how digitally connected teams handle massive amounts of information that no individual could manage on their own. This article discusses observations of the University of California, Irvine's scholarship League of Legends teams' practices and competitions from fall 2016 through spring 2017. The observations explore the nature of distributed cognition of time and temporal information in a high-pressure, competitive environment. The capacity and strategies of these teams to maintain high levels of coordination, while sitting at desktop
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DIXON, GORDON, and PETER KARBOULONIS. "DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE." Journal of Enterprising Culture 08, no. 04 (2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.

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This paper examines the entertainment software industry within a market perspective. It addresses marketing issues such as acquisitions, mergers, franchising, direct investment, and collaborative arrangements, in an industry where there is significant change in business activity. New entrants in this highly competitive and high value market are identified as being more likely to be developers rather than publishers. Consumer spending in Europe alone for games and interactive entertainment is expected to rise to US $6.1 billion within three years, and by 2002 on-line game players are expected t
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Adachi, Paul J. C., and Teena Willoughby. "The Longitudinal Association Between Competitive Video Game Play and Aggression Among Adolescents and Young Adults." Child Development 87, no. 6 (2016): 1877–92. http://dx.doi.org/10.1111/cdev.12556.

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Stawarz, Paweł. "Enhancing Game Agent Pathfinding Through Dynamic Graph Reweighting." International Journal of Pattern Recognition and Artificial Intelligence 34, no. 04 (2019): 2059010. http://dx.doi.org/10.1142/s0218001420590107.

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This paper proposes a computationally inexpensive algorithm that utilizes player data to optimize nonplayer character pathfinding in a competitive, multiplayer environment and focuses on imitating the player behavior. The algorithm’s input consists of player statistics gathered during the current and previous matches with additional time and space context, similar in design to influence maps. The input is then enriched with two additional, novel variables, allowing easy online fine-tuning of the output. The obtained result influences the final edge values of the map graph. Any known pathfindin
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Fernández-Leo, Antonio, Carlos D. Gómez-Carmona, Javier García-Rubio, and Sergio J. Ibáñez. "Influence of Contextual Variables on Physical and Technical Performance in Male Amateur Basketball: A Case Study." International Journal of Environmental Research and Public Health 17, no. 4 (2020): 1193. http://dx.doi.org/10.3390/ijerph17041193.

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Currently, most basketball research is focused on professional and elite players. Studies at the amateur level are important to explain the physical and technical demands of competition and thus improve players’ and teams’ performance. The purpose of the present study was to describe the competitive demands of an amateur-level basketball team and to analyze the influence of different situational variables on the physical and technical performance indicators. Eleven amateur senior basketball players participated in six official final-round games during the 2018/2019 season. External, internal l
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Ruvalcaba, Omar, Jeffrey Shulze, Angela Kim, Sara R. Berzenski, and Mark P. Otten. "Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play." Journal of Sport and Social Issues 42, no. 4 (2018): 295–311. http://dx.doi.org/10.1177/0193723518773287.

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Despite the growing popularity of eSports, the poor representation of women players points to a need to understand the experiences of female players during competitive gaming online. The present study focuses on female gamers’ experiences with positive and negative feedback and sexual harassment in the male-dominated space of eSports. In Study 1, gender differences were analyzed in online gamers’ experience with feedback from other players and spectators during online play. In Study 2, gender differences were analyzed in observations of real gameplay that focused on the types of comments spect
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Banasik, Benjamin Jozef. "Walter Day." Fieldwork in Religion 14, no. 2 (2020): 160–80. http://dx.doi.org/10.1558/firn.40558.

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This article examines the life of Walter Day, a key figure in the history of competitive video gaming and whose involvement in this industry has been connected to his own spiritual beliefs and directions. Here, the influence of Day, the former owner of Twin Galaxies and creator of the first International Scoreboard, will be presented by examining the history of his life. A pivotal religious experience of Day, while under the influence of LSD in the 1960s, will be shown to have directly informed his decision to join the Eastern influenced new religious movement of Transcendental Meditation unde
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Lert-Asavapatra, Pachoke. "THE FACTORS INFLUENCING ATTITUDE OF “ESPORTS” PEOPLE IN BANGKOK, THAILAND." EUrASEANs: journal on global socio-economic dynamics, no. 3(16) (June 25, 2019): 32–40. http://dx.doi.org/10.35678/2539-5645.3(16).2019.32-40.

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Electronic Computer Sport is a video game competition, characterized by using virtual space competitive features, which are generated by computer programs. The development of e-sports, on the one hand, implies the emergence of new industries, forms of commercial activity with a high investment attractiveness. On the other hand, critics of the e-sports concept in Thailand are increasingly claiming the negative consequences of its development, such as an increase in the young people dependence on gadgets, a change in their consciousness and attitude, an increase of young people unreadiness to li
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Inoue, Yuki. "Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors." Sustainability 11, no. 3 (2019): 726. http://dx.doi.org/10.3390/su11030726.

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Technological platforms such as hardware or systems form platform ecosystems, which are communities orchestrated by platform providers, outside complementors such as software providers, and consumers. Previous studies have suggested that a winner-takes-all situation among platform ecosystems could be induced by interactions between complementors and consumers. However, our observation of the Japanese video game market over the last 30 years indicated that complementors (i.e., software providers) usually seek to avoid winner-takes-all situations and, instead, promote symbiotic situations. Using
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Kostiukevych, Viktor, Natalia Shchepotina, and Tetiana Vozniuk. "Monitoring and Analyzing of the Attacks of the Football Team." Teorìâ ta Metodika Fìzičnogo Vihovannâ 20, no. 2 (2020): 68–76. http://dx.doi.org/10.17309/tmfv.2020.2.02.

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The article describes a methodological approach to monitoring and analyzing attacks of a highly qualified football team.
 The aim of the research is to develop a methodology for monitoring and analyzing attacks of highly qualified football teams, taking into account various models of the game tactics.
 Material and methodology. The competitive activity of the national football teams at the 2018 World Cup was studied. Research methodology: analysis and generalization of the literature sources, lesson observation, video analysis of competitive activities, methods of mathematical statis
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Razzac, Amal Abdel, Linda Salahaldin, Salah Eddine Elayoubi, Yezekael Hayel, and Tijani Chahed. "A Game Theoretical Real Options Framework for Investment Decisions in Mobile TV Infrastructure." Asia-Pacific Journal of Operational Research 34, no. 04 (2017): 1750014. http://dx.doi.org/10.1142/s0217595917500142.

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This work presents a strategic investment framework for mobile TV infrastructure. We address the question of whether an operator should enter the mobile TV market and, if yes, how and when to do so. We perform a capacity and QoS analysis that shows that Mobile TV is not a simple added-on service but requires new planning strategies that need heavy investments. We consider two possible settings: a competitive mobile TV network where a digital video broadcasting (DVB) operator and a cellular network operator build their independent networks and a cooperative setting where the TV network is mainl
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Gernigon, Christophe, Walid Briki, and Katie Eykens. "The Dynamics of Psychological Momentum in Sport: The Role of Ongoing History of Performance Patterns." Journal of Sport and Exercise Psychology 32, no. 3 (2010): 377–400. http://dx.doi.org/10.1123/jsep.32.3.377.

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Borrowing the dynamical systems perspective, two studies aimed to examine the potential properties of nonlinearity and history dependence of psychological momentum. Male regional-level table tennis players were asked to empathize with players in a very important contest by watching two video scenarios of a table tennis game in two separate sessions. The videos presented two inverted scenarios in which score gaps gradually increased or decreased. Competitive anxiety, self-confidence (Study 1), and goal involvement states (Study 2) were measured before each point. Cognitive and somatic anxieties
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Scanlan, Aaron T., Ben J. Dascombe, Andrew P. Kidcaff, Jessica L. Peucker, and Vincent J. Dalbo. "Gender-Specific Activity Demands Experienced During Semiprofessional Basketball Game Play." International Journal of Sports Physiology and Performance 10, no. 5 (2015): 618–25. http://dx.doi.org/10.1123/ijspp.2014-0407.

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Purpose:To compare game activity demands between female and male semiprofessional basketball players.Methods:Female (n = 12) and male (n = 12) semiprofessional basketball players were monitored across 3 competitive games. Time–motion-analysis procedures quantified player activity into predefined movement categories across backcourt (BC) and frontcourt (FC) positions. Activity frequencies, durations, and distances were calculated relative to live playing time (min). Work:rest ratios were also calculated using the video data. Game activity was compared between genders for each playing position a
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Nabli, Mohamed Ali, Nidhal Ben Abdelkrim, Imed Jabri, Tahar Batikh, Carlo Castagna, and Karim Chamari. "Fitness Field Tests’ Correlation With Game Performance in U-19-Category Basketball Referees." International Journal of Sports Physiology and Performance 11, no. 8 (2016): 1005–11. http://dx.doi.org/10.1123/ijspp.2015-0276.

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Purpose:To examine the relation between game performance, physiological responses, and field-test results in Tunisian basketball referees. Methods:Computerized time–motion analysis, heart rate (HR), and blood lactate concentration [La–] were measured in 15 referees during 8 competitive games (under-19-y-old Tunisian league). Referees also performed a repeated-sprint test (RSA), Yo-Yo Intermittent Recovery Test level 1 (YYIRTL1), agility T-test, and 30-m sprint with 10-m lap time. Computerized video analysis determined the time spent in 5 locomotor activities (standing, walking, jogging, runnin
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Gawrysiak, Joey, Rick Burton, Seth Jenny, and Dylan Williams. "Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review." Physical Culture and Sport. Studies and Research 86, no. 1 (2020): 1–14. http://dx.doi.org/10.2478/pcssr-2020-0008.

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AbstractWhile discussion and media coverage of esports (i.e., organized competitive video gaming) has dramatically increased since 2016, the use of esports by established consumer brands has not been emphasized in the sport marketing and sponsorship literature. Though appearing in limited sport management research, esports is a non-traditional sport form that generated just under $1.2 billion in revenue as an industry in 2019. However, many non-endemic traditional consumer brands have resisted capitalizing on esports brand-building opportunities. This paper provides a literature review of the
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McDonald, Kelsey R., John M. Pearson, and Scott A. Huettel. "Dorsolateral and dorsomedial prefrontal cortex track distinct properties of dynamic social behavior." Social Cognitive and Affective Neuroscience 15, no. 4 (2020): 383–93. http://dx.doi.org/10.1093/scan/nsaa053.

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Abstract Understanding how humans make competitive decisions in complex environments is a key goal of decision neuroscience. Typical experimental paradigms constrain behavioral complexity (e.g. choices in discrete-play games), and thus, the underlying neural mechanisms of dynamic social interactions remain incompletely understood. Here, we collected fMRI data while humans played a competitive real-time video game against both human and computer opponents, and then, we used Bayesian non-parametric methods to link behavior to neural mechanisms. Two key cognitive processes characterized behavior
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Schmierbach, Mike, Qian Xu, Anne Oeldorf-Hirsch, and Frank E. Dardis. "Electronic Friend or Virtual Foe: Exploring the Role of Competitive and Cooperative Multiplayer Video Game Modes in Fostering Enjoyment." Media Psychology 15, no. 3 (2012): 356–71. http://dx.doi.org/10.1080/15213269.2012.702603.

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Myers, Brian. "Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games." Games and Culture 14, no. 7-8 (2017): 763–80. http://dx.doi.org/10.1177/1555412017732855.

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Recent scholarship in gaming studies has challenged the field to investigate and critique the hard core gaming audience (stereotypically seen as straight, White, cis-gendered male gamers) in a way that does not reinforce either the perceived marginalization of gamers or broader social hierarchies of gender, sexuality, and class. This article demonstrates a way to acknowledge the complexity of this audience without dismissing its most virulent tendencies via practice theory and weak theory. Using data drawn from a qualitative survey of 393 self-identified first-person shooter video game players
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Hamari, Juho, and Max Sjöblom. "What is eSports and why do people watch it?" Internet Research 27, no. 2 (2017): 211–32. http://dx.doi.org/10.1108/intr-04-2016-0085.

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Purpose The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach The study employs the motivations scale for sports consumption which is one of the most widely applied measur
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Walkowski, Maciej, and Weronika Kempińska. "Characteristics of the Chinese Gaming and Esports Market. Applications for Polish Game Manufacturers." Przegląd Politologiczny, no. 3 (September 15, 2020): 87–108. http://dx.doi.org/10.14746/pp.2020.25.3.7.

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Worldwide, information and communication technologies (ICT) are creating a new post-industrial revolution, the pace, scope and importance of which are unprecedented, without being reflected in the past. Its best manifestation is the Type 4.0 Industrial Revolution. having a huge impact today not only on the living and working conditions of billions of people, but also on the directions of specialization of production and the profits accompanying them. These changes can be described as a revolution based on information, an expression of increasing human knowledge and its application. One of the
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Strikalenko, E., O. Shalar, R. Andrieieva, and I. Zhosan. "Peculiarities of technical and tactical actions of female volleyball players of different playing roles of VK “Muroy”." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 4(124) (September 4, 2020): 86–93. http://dx.doi.org/10.31392/npu-nc.series15.2020.4(124).17.

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The aim is to study the peculiarities of technical and tactical actions of volleyball players of various playing roles of the VK "Murov" team. Material and Methods: The study involved 14 players of various playing roles, playing in the women's volleyball team "Murov" (Azerbaijan). All volleyball players have a high level of fitness and have participated in competitions of various levels. The age range of female volleyball players ranges from 18 years old (libero) to 28 years old (binder). The most experienced in the team are the tie players (26 years old) and the least the libero (19 years old
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Morris-Binelli, Khaya, Sean Müller, and Peter Fadde. "Use of Pitcher Game Footage to Measure Visual Anticipation and Its Relationship to Baseball Batting Statistics." Journal of Motor Learning and Development 6, no. 2 (2018): 197–208. http://dx.doi.org/10.1123/jmld.2017-0015.

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Professional baseball batters’ (N = 105) visual anticipation of pitch type and location were measured using a video-based temporal occlusion test and correlated with their baseball batting statistics. Participants watched in-game footage of skilled baseball pitchers that was temporally occluded at the point of ball release, and at 80 ms and 200 ms after ball release. Participants made written predictions of pitch type and location. Results indicated there was a significant positive correlation between anticipation of combined pitch type and location 80 ms after ball release with slugging perce
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Sobko, I. N. "The preparation for the year main competition teams in basketball with hearing impairments with innovative technologies." Physical education of students 18, no. 5 (2014): 30–37. http://dx.doi.org/10.15561/20755279.2014.0506.

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Purpose : develop and prove experimentally comprehensive training program on the Ukrainian national team basketball with hearing impairment in the annual cycle for the major competitions. Material : The study involved 12 basketball hearing impaired 20-25 years old - female players team of Ukraine on basketball. Also analyzed the test results and competitive activity 12 basketball players with hearing impairments - Lithuanian team players. Results : We showed the need for a qualitative change in the training process through the development and application of innovative technologies. This allows
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