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Journal articles on the topic 'Esport'

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1

Ramos, Andres, Joar Svensson, and Natalia Stambulova. "Navigating the Unknown." Scandinavian Journal of Sport and Exercise Psychology 6 (July 5, 2024): 33–41. http://dx.doi.org/10.7146/sjsep.v6i.140390.

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The purpose of this study was to explore career development narratives of esport players. Three Swedish professional Counter-Strike: Global Offensive players were interviewed about their careers. Two of the participants had retired and one was still active. Their competition level ranged from top 10 nationally to top-20 internationally. The interview transcripts were analyzed using a holistic-form structural analysis, which resulted in three overarching narratives (i.e. performance, relational and sink or swim complemented by multiple narrative threads (e.g., discovery, relational). Due to the
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Skubida, Dominika. "Can Some Computer Games Be a Sport?" International Journal of Gaming and Computer-Mediated Simulations 8, no. 4 (2016): 38–52. http://dx.doi.org/10.4018/ijgcms.2016100103.

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This paper focuses on the problem of social legitimization of eSport in the context of traditional sports. Its objective is to investigate knowledge and attitudes towards eSports, as well as their recognition as legitimate sports. The first part of the paper consists of the definition and differentiation between eSport and eSports. The second part provides an analysis of various definitions of sport and comparison of main qualities of eSport and sport. The third part includes identification of the most problematic features of eSports in public opinion and their analysis.
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Edgar, Andrew. "Esport." Sport, Ethics and Philosophy 13, no. 1 (2019): 1–2. http://dx.doi.org/10.1080/17511321.2019.1558558.

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Ward, Michael R., and Alexander D. Harmon. "ESport Superstars." Journal of Sports Economics 20, no. 8 (2019): 987–1013. http://dx.doi.org/10.1177/1527002519859417.

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We analyze the careers of Esports professional players. The Esport industry has been able to monetize growing spectator demand to offer tournament prize money amounting to US$113 million in 2017. A few hundred players, out of tens of thousands, earn enough to remain professional gamers exclusively. We examine three aspects of professional Esport player careers. First, a “superstar” effect leads to increases in the top prizes drawing amateurs into the professional ranks. Next, while age and experience affect player performance, player ability remains difficult to assess. Finally, career exits r
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Kurnia, Aditya Achmad, and Rimsky K. Judiseno. "PERAN STATSMAN PADA MOBILE LEGEND PROFESIONAL LEAGUE TOURNAMENT 2018 oleh RevivaLTV." Bisnis Event 1, no. 2 (2020): 25–29. http://dx.doi.org/10.32722/bev.v1i2.5404.

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Mobile Legend Professional League (MPL) adalah kompetisi permainan gadget terbesar dan paling bergengsi di Asia Tenggara yang akan menampilkan sebuah game yang bernama Mobile Legend: Bang Bang. Mobile Legend Professional League telah menjadi salah satu turnamen esport yang sangat dinanti oleh semua penggemar permainan mobile legend dan juga penikmat acara esport turnamen, karena Mobile Legend Professional League dianggap akan menjadi acara turnamen esport gadget terbesar di Asia Tenggara. Dalam kegiatan turnamen esports, divisi Statsman memiliki peran penting pada acara turnamen esport yaitu m
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Egliston, Ben. "‘Seeing isn’t doing’: Examining tensions between bodies, videogames and technologies ‘beyond’ the game." New Media & Society 22, no. 6 (2019): 984–1003. http://dx.doi.org/10.1177/1461444819875078.

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Broadcasts of esport have come to function as technological intermediaries that shape how individuals engage with videogames in an everyday capacity. This article focuses on the moments of bodily tension when spectators of esport attempt to emulate techniques and strategies derived from broadcasts of esport matches. I present findings from a wider study which reveal three tensions: (1) antagonistic relations between players’ bodily faculties and techniques shown in esports, enculturated through esports’ popularity, and its perpetuation of bodily mastery and technological competency as key ways
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DiFrancisco-Donoghue, Joanne, and Jerry R. Balentine. "Collegiate eSport." Current Sports Medicine Reports 17, no. 4 (2018): 117–18. http://dx.doi.org/10.1249/jsr.0000000000000477.

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Funk, Daniel C., Anthony D. Pizzo, and Bradley J. Baker. "eSport management: Embracing eSport education and research opportunities." Sport Management Review 21, no. 1 (2018): 7–13. http://dx.doi.org/10.1016/j.smr.2017.07.008.

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9

KASHOGIE, Natanael Axelino Antari, and Hilda Yunita WONO. "Uc Esport Instagram Management." International Journal of Environmental, Sustainability, and Social Science 5, no. 2 (2024): 260–64. http://dx.doi.org/10.38142/ijesss.v5i2.973.

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Marketing using the internet or electronic media has experienced a significant increase. The development of this technology is increasingly mushrooming because the internet makes it easier to search for information and communicate quickly and remotely. One of them is carrying out promotional activities on social media. The activity promoted on social media is UC Esports. UC Esport is one of the SMEs popular with many people because it plays MOBA games such as Mobile Legends, Valorant, PUBG, etc. UC Esport faces problems because fewer players are visiting UC Esport's Instagram to buy products a
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Berliana, Berliana, Nina Sutresna, Ivan Rivan Firdaus, et al. "Female students' participation (over the years) in esports and its implications on psychological conditions, communication, and virtual gaming risks." Retos 62 (November 11, 2024): 682–90. http://dx.doi.org/10.47197/retos.v62.109593.

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eSport is a sport of choice and is quite popular, especially among young people, including women. This virtual sport has been developed entirely with various ways to play. At the same time, there is a negative paradigm of eSport games for women in Indonesia, including damaging vision, causing numbness in the hands, forgetting to eat, being introverted, and using harsh language. From a cultural perspective, women who play eSport are considered to violate the nature of women because they reflect masculine characteristics. This study uses quantitative research with a causal-comparative design to
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Kocak, Umut Ziya. "Are eSports more than just sitting? A study comparing energy expenditure." Journal of Comparative Effectiveness Research 11, no. 1 (2022): 39–45. http://dx.doi.org/10.2217/cer-2021-0223.

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Aim: To investigate the energy expenditure of amateur eSport athletes between sitting and an eSport gaming session. Materials & methods: Eleven amateur male eSport athletes (age: 21.73 ± 3.50 years, weight: 76.00 ± 12.51 kg, height: 1.81 ± 0.06 m) were included. After recording the resting values, eSports playing values were recorded using an open circulation oxygen consumption analyzer (QuarkCPET, COSMED, Albano Laziale, Italy). Also, action per min (APM) scores were recorded. Results: When comparing the respiratory frequency, metabolic equivalent of task values and energy expenditure val
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Luu, Anh, Avory Winans, Rema Suniga, and Vicki A. Motz. "Reaction Times for Esport Competitors and Traditional Physical Athletes are Faster than Noncompetitive Peers." Ohio Journal of Science 121, no. 2 (2021): 15–20. http://dx.doi.org/10.18061/ojs.v121i2.7677.

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Reaction time (RT), time to respond to a stimulus, has been shown to be faster among traditional physical athletes and esport competitors than nonathletes/noncompetitors; however, no comparison has been made between traditional physical athletes and esport competitors. This research examined RTs of healthy 18 to 22 year-old college football athletes, esport competitors, and a control group (n = 12 for each group). RT (ms) to visual (color cue test, ruler drop test), auditory (sound cue test), and tactile stimuli (probe grabbing test) was collected in duplicate. RTs for individual tests and cal
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Kurniawan, Faidillah. "E-Sport dalam Fenomena Olahraga Kekinian." Jorpres (Jurnal Olahraga Prestasi) 15, no. 2 (2020): 61–66. http://dx.doi.org/10.21831/jorpres.v15i2.29509.

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Fenomena eSport akhir-akhir ini mungkin bisa dibilang sedang naik daun. Ada yang menarik dalam ajang Asian Games 2018. Electronic sport (eSport) masuk sebagai salah satu cabang olahraga (cabor) yang dipertandingkan. E-Sport merupakan olahraga digital yang terorganisir dengan pelatihan khusus seperti halnya atlet profesional sepak bola, bulutangkis, ataupun basket. Pertama kali budaya eSport berkembang adalah dari sebuah kompetisi game. Menariknya, kompetisi game ini bahkan sudah ada sejak lama, tepatnya pada tahun 1972, pada masa yang mungkin ketika itu komputer masih amat jarang, tak ada inte
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Willimczik, Klaus. "eSport „ist“ nicht Sport – eSport und Sport haben Bedeutungen." German Journal of Exercise and Sport Research 49, no. 1 (2019): 78–90. http://dx.doi.org/10.1007/s12662-019-00569-2.

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Wu, Yu-Tai, Jon-Chao Hong, Yu-Feng Wu, and Jian-Hong Ye. "eSport Addiction, Purchasing Motivation and Continuous Purchasing Intention on eSport Peripheral Products." International Journal of e-Education, e-Business, e-Management and e-Learning 11, no. 1 (2021): 21–33. http://dx.doi.org/10.17706/ijeeee.2021.11.1.21-33.

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eSport games have become a significant trend among modern society. Many related peripheral products have been launched in large numbers, and the craze has brought huge consumer market, especially in China with its large population. However, there is currently little research on the purchase motivation of eSports. Therefore, based on the Self-determination theory and the Theory of planned behavior, a research model is proposed and the structural equation model is verified. In this study, the Chinese eSports players were invited to fill in the online questionnaire by means of intentional samplin
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Smithies, T., A. Toth, and M. Campbell. "P104 The Impact of Total Sleep Deprivation on Performance in the Esport ‘Rocket League’." Sleep Advances 4, Supplement_1 (2023): A72—A73. http://dx.doi.org/10.1093/sleepadvances/zpad035.189.

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Abstract Preliminary findings from this study were presented as a poster (P376) at Sleep Europe 2022 (https://doi.org/10.1111/jsr.13740). Introduction Sleep loss is presumed by academics and esport (organised competitive video-game play) athletes to be an in-game esport performance hindrance, primarily due to its well understood effects on multiple domains of cognitive performance. However, the effects of acute sleep loss specifically on esports performance have not been explored. We aimed to elucidate whether total sleep deprivation degrades in-game performance in the popular esport ‘Rocket L
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Gapanovich, Anna V., and Irina V. Gapanovich. "Cyber Sports vs. E-Sports: On the Conceptual Framework." Jurist 3 (March 23, 2023): 29–33. http://dx.doi.org/10.18572/1812-3929-2023-3-29-33.

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The article discusses the features of esports and the differentiation of the specified concept is carried out with the term “computer sport”. The authors conclude than the term “computer sport” is the category of public law and doesn’t feature the use of such a result of intellectual activity as videogame during the esport competitions. The article indicates that esport differs from computer sport because of the format of competition not the equipment, i.e. that the competitions are conducted in the virtual space. The authors justify that not any game may be the basis of esport, but only the o
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Apriani, Kissi, and Doddy Yuono. "PUSAT ESPORT JAKARTA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 1 (2019): 204. http://dx.doi.org/10.24912/stupa.v1i1.3957.

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Industri dalam pariwisata menjadi industri yang mengembangkan kota baik dalam ranah sosial ekonomi dan budaya. Industri pariwisata yang baik ialah industri yang dapat menghadirkan cross-branding tidak hanya lokal namun hingga internasional. Dalam konteks Metropolis, Kategori Sport tourism diharapkan dapat menjadi pilihan pariwisata yang baru dengan kombinasi beberapa program dan fungsi (Mix-Use). Besarnya antusias turnamen E-Sport dalam Asian Games 2018 yang diadakan di Indonesia menjadi lahan referensi utama dalam kategori pengunjung dan pemilihan karakter lokasi, sedangkan pada event Indones
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19

Durán Gonzalez, Javier, Jonathan Velasco Fernández, Brandon David Iza Ordoñez, and Borja Laguía Morales. "Esport i felicitat." Apunts Educació Física i Esports, no. 130 (November 30, 2017): 18–28. http://dx.doi.org/10.5672/apunts.2014-0983.cat.(2017/4).130.02.

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20

Nadhira Faza Putri Kosasih and Umar Yusuf Supriatna. "Pengaruh Kesabaran terhadap Kecemasan Bertanding pada Atlet Esport Klub UNFAEDAH." Bandung Conference Series: Psychology Science 2, no. 3 (2022): 650–57. http://dx.doi.org/10.29313/bcsps.v2i3.2803.

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Abstract. When approaching a match, UNFAEDAH's esports athletes often feel worried about their performance. These concerns lead to competition anxiety, which will affect the athlete's performance. It was found that achieving success in esports requires mental abilities. Patience is a mental strength, which is the ability to regulate, control, and direct thoughts, feelings, and actions. Based on this phenomenon, the problems in this study are formulated as follows: (1) What is the level of patience in the UNFAEDAH’s athletes? (2) What is the level of competitive anxiety in UNFAEDAH’s athletes?
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21

Kadewa, Angellita Larrya Putri, and Timmy Setiawan. "PENERAPAN ARSITEKTUR DIGITAL KONTEMPORER TERHADAP FASILITAS PELATIHAN TIM NASIONAL ESPORT & HUB CIKINI." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 5, no. 2 (2023): 1507–18. http://dx.doi.org/10.24912/stupa.v5i2.24296.

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Most esports athletes retire at the age of 22-24 years, and the average professional player will last for 2-3 years. Esports in Indonesia is often seen as just a hobby and lacks financial support and adequate infrastructure. The negative stigma about professional gamers and game fans also makes it difficult for esports to be accepted by the wider community. Some people still think that games are just a hobby that cannot be equated with physical sports that require athletic skills and physical activity. While professional athletes also need a lot of concentration, dedication, practice, preparat
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Park, Sungjoo, Dayoun Lim, and Jinhee Kim. "An ethical reflection on drug use in eSport." Korean Journal of Sport Science 31, no. 2 (2020): 306–17. http://dx.doi.org/10.24985/kjss.2020.31.2.306.

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Purpose Highly popular these days, eSport is inviting increasing scholarly attention and research. Scholarly work on eSport, however, remains focused on whether eSport is a “real” sport, that is, its sporting qualities and status, excluding ethical issues. This paper analyzes ethical issues about cognitive enhancement drugs often associated with eSport in order to suggest guidelines for resolving these issues. Methods First, environmental features of eSport are examined to find out types of cheating in eSport, as well as the ways eSport athletes are exposed to drugs. Next, ethical issues of co
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Nelson, Hannah, Silvio Valladão, R. Taylor Sanders, Roy Harnish, Alex Milenkovic, and Thomas Andre. "Effects Of Esport Specific Supplementation On Esport Performance And Physiological Measurements." Medicine & Science in Sports & Exercise 52, no. 7S (2020): 1092–93. http://dx.doi.org/10.1249/01.mss.0000687540.26865.32.

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Pintér, Róbert. "A gamer bennük van – Az eNET Internetkutató, az Esportmilla és az Esport1 közös magyar videojátékos és e-sport kutatásának főbb eredményei." Információs Társadalom 18, no. 1 (2018): 107. http://dx.doi.org/10.22503/inftars.xviii.2018.1.7.

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A tanulmány az eNET, Esportmilla és Esport1 videojáték és e-sport kutatásának főbb kutatási eredményeit mutatja be. A két kutatás számos témát felölelt, ezek közül a tanulmány először a videojáték kutatás eredményeit ismertetve kitér arra, hogy mennyien játszanak videojátékkal idehaza és ehhez mik a főbb motivációik. Foglalkozik annak vizsgálatával, hogy a nem játszók körében mennyire elterjedtek a videojátékosokkal kapcsolatos negatív sztereotípiák, illetve milyen a szülők viszonya a témához. Ezt követően bemutatja, hogy min és mit játszanak a játékosok, illetve mekkora az e-sport játékkal já
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Szabella, Olivér. "Korunk virágzó biznisze? Az e-sport iparág bemutatása." Információs Társadalom 18, no. 1 (2018): 66. http://dx.doi.org/10.22503/inftars.xviii.2018.1.5.

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A digitális világ fejlődésének köszönhetően a videojátékok és a professzionalizmus együttes megjelenését figyelhetjük meg. Ezt a jelenséget nevezhetjük e-sportnak. Az ezzel foglalkozó szubkultúra gyökerei visszavezethetőek a ’70-es és ’80-as évekre, azonban maga az e-sport csak a közelmúltban alakult ki. Ennek ellenére hatalmas fejlődésen ment át, manapság már diverzifikált, így a megértéséhez megfelelő tipológia is szükséges. Bonyolult versenyrendszerekkel rendelkezik, nemzetközi szövetség segíti a fejlődését, és komoly kapcsolódási pontokat fedezhetünk fel a hagyományos sportok és az e-sport
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Wen, Kellie, and Roswita Oktavianti. "Peran Brand Ambassador Perusahaan E-Sport dalam Menumbuhkan Loyalitas Penggemar." Kiwari 2, no. 4 (2023): 662–71. http://dx.doi.org/10.24912/ki.v2i4.27274.

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This research aims to find out about the role of ESport company brand ambassadors in growing fan loyalty. ESports or electronic sports is a term for the competitive world of multi- player video game games or competitions. Meanwhile, brand ambassadors are individuals or groups appointed as icons or identities to represent certain products as the best image representation of a product, so that consumers can be attracted and invited to buy or use the product with expertise and attractiveness. The theory used to support this research is public opinion. This study uses a qualitative method. Data co
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Oliveira Júnior, Antônio Washington de, and Lucélia dos Santos Bezerra. "HOTBALL ESPORT: UMA MODALIDADE DE ESPORTE COLETIVO DE CONTATO COM CARACTERÍSTICAS INCLUSIVAS." REVISTA ELETRÔNICA AMPLAMENTE V2, N1 (2023): 139–52. http://dx.doi.org/10.47538/ra-2023.v2n2-09.

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Setiawan, Ruben William, Abigail Rosandrine Kayla Putri Rahadi, and Yerik Afrianto Singgalen. "Sentiment and Topic Analysis of Aftermovie Piala Presiden eSports 2019 (Onic Esport)." Journal of Information System Research (JOSH) 5, no. 3 (2024): 841–52. https://doi.org/10.47065/josh.v5i3.5036.

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This research addresses the research problem of sentiment classification and topic analysis in the context of the Aftermovie Piala Presiden Esports 2019 (Onic Esport), employing the CRISP-DM methodology. Leveraging a dataset comprising 1830 posts, sentiment analysis was conducted on 191 posts using Vader and TextBlob algorithms, revealing the distribution of polarity values: 7.41% negative, 58.02% neutral, and 34.57% positive sentiments. Furthermore, the study evaluates the performance of classification algorithms, such as k-nearest Neighbors (k-NN), Support Vector Machine (SVM), and Decision
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Akbar, Rizki, and Grendi Hendrastomo. "Dinamika dalam Relasi Sosial Tim UNY Esport." Jurnal Perspektif 7, no. 2 (2024): 331–40. http://dx.doi.org/10.24036/perspektif.v7i2.970.

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Penelitian ini bertujuan untuk mengungkap realitas dalam relasi sosial yang berkembang di anggota UNY Esport, baik dalam dunia nyata maupun virtual dengan fokus pada dinamika kompleks dalam esport. Fenomena ini menyoroti bagaimana teknologi tidak hanya membentuk dan memelihara hubungan sosial, tetapi juga terkadang menjadi hambatan dalam pembentukan interaksi sosial di era digital. Penelitian ini menarik untuk diteliti karena dapat memberikan wawasan yang mendalam tentang pengaruh digitalisasi terhadap struktur dan kualitas relasi sosial dalam masyarakat modern. Teori yang digunakan dalam pene
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Vargas-Olarte, Carlos Eduardo. "eSport como factor económico." Libre Empresa 17, no. 1 (2020): 63–92. http://dx.doi.org/10.18041/1657-2815/libreempresa.2020v17n1.7127.

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En el campo del entretenimiento deportivo, se presenta un hecho que es notorio debido a: 1. un crecimiento exponencial del número de practicantes, audiencias y aficionados 2. una alta rentabilidad de los negocios con perspectivas de un crecimiento significativo en los próximos años. Se trata del eSport (Deporte Electrónico), una actividad que no es reconocida como disciplina deportiva por el Comité Olímpico Internacional, debido a dos factores: 1. Al énfasis que se le coloca al movimiento físico como atributo principal para ser considerada una disciplina deportiva. 2. Al rechazo general de los
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Chandra, Steven, and Timmy Setiawan. "PUSAT SIMULASI ESPORT JAKARTA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 1 (2019): 184. http://dx.doi.org/10.24912/stupa.v1i1.4004.

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Indonesia merupakan negara yang beragam dengan menggunakan pariwisata sebagai salah satu sumber devisa terbesar dengan 10,4 juta turis dengan peningkatan 7,2% per tahun pada 2016. Dalam lima tahun ke depan, pemerintah menargetkan kunjungan 20 juta wisatawan asing, dengan target pemasukan devisa Rp 260 triliun. Indonesia merupakan negara pengguna dan pemain e-sport dengan peringkat ke-16 di dunia dengan lebih dari 43 juta orang Indonesia menyumbang menjadi pemain e-sport dengan dibantu Architourism. Namun dengan jumlah pengguna di cabang olahraga yang termasuk baru ini, Indonesia belum memiliki
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Park, Sungjoo. "Is eSport ‘Real’ Sport?" Korean Journal of Physical Education 59, no. 3 (2020): 47–58. http://dx.doi.org/10.23949/kjpe.2020.5.59.3.47.

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Libor, Christine. "Juristische Forschungsstelle zu eSport." AfP 50, no. 2 (2019): 141. http://dx.doi.org/10.9785/afp-2019-500216.

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Borggrefe, C. "eSport – Eine gesellschaftspolitische Herausforderung." Deutsche Zeitschrift für Sportmedizin 2019, no. 4 (2019): 89–90. http://dx.doi.org/10.5960/dzsm.2019.376.

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Yonathan Lukar and Arfat Umbola. "Komunitas dan Youth Esport." Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2, no. 4 (2024): 240–43. http://dx.doi.org/10.62027/praba.v2i4.176.

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Communities individuals or people who have similar characteristics such as geography, culture, race, religion, or equal socio-economic conditions. A community is also a group of people with similar characteristics or interests who live together in a larger society. E-sports (electronic sports) is a term for video game competitions connected to devices such as computers or smartphones, usually played collectively, where the players are professionals. This community can be used to gather or group people's interests, especially in esports or video games. In fact, the public still has negative pre
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Takakura, Nobuari, You Hiramatsu, Tomoaki Takanashi, et al. "Acupuncture for eSport athletes." Acupuncture in Medicine 38, no. 2 (2019): 121–22. http://dx.doi.org/10.1177/0964528419848751.

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Karadakis, Kostas, and Maria Manus Painchaud. "Esport Knowledge, Skills, and Abilities: Perspectives from Subject Matter Experts." Athens Journal of Sports 9, no. 2 (2022): 79–100. http://dx.doi.org/10.30958/ajspo.9-2-2.

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Esport is a growing form of entertainment because of technological advancements, increased online gaming participation and competition, and technology access. Esport shares traditional sport characteristics, with players, spectators, competition, and entertainment. As the esport industry continues to grow, career offerings in esport-specific and traditional positions has demonstrated an increase in need for trained and prepared individuals. Therefore, the purpose of this study was to identify the knowledge, skills, and abilities (KSA) an individual seeking employment in the esport industry sho
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Paramitha, Sandey Tantra, Muhamad Fahmi Hasan, Marisa Noviyanti Fajrah Ilsya, Leni Anggraeni, and Muhammad Gilang Ramadhan. "Level of physical activity of Indonesian esport athletes in the piala Presiden esport 2019." Jurnal SPORTIF : Jurnal Penelitian Pembelajaran 7, no. 1 (2021): 71–83. http://dx.doi.org/10.29407/js_unpgri.v7i1.15642.

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Background: In the past years, Esport has been a phenomenon. It lies in a discussion of whether accepting esport as a part of sport categories or not. In fact, many argue about this because it has an impact on the physical activity and lifestyle of the players. This study focuses on the analysis of physical activity and lifestyle of esport athletes competing in annual sporting events throughout Indonesia. Method: In this study data collected from 50 athletes consisting of all men. The measurement method used in measuring the level of physical activity is the International Physical Activities Q
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Nur Pratama, Luthfi Aditya, Erlan Suwarlan, and Irfan Nursetiawan. "Pengembangan Komunitas Elektronik Sport di Kabupaten Ciamis." Journal of Indonesian Rural and Regional Government 8, no. 1 (2024): LAYOUTING. http://dx.doi.org/10.47431/jirreg.v8i1.379.

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Penelitian ini dilatarbelakangi oleh belum optimalnya pengembangan komunitas Elektronik Sport di Kabupaten Ciamis. Penelitian ini bertujuan mengetahui pengembangan komunitas elektronik sport di Kabupaten Ciamis. Kabupaten Ciamis merupakan salah satu Kabupaten di Provinsi Jawa Barat dengan potensi besar di bidang esport, banyak sekali talenta yang bisa bersaing dikancah nasional. Sudah banyak komunitas-komunitas dibidang esport yang lahir diciamis sendiri, namun belum bisa bersaing dalam turnamen besar esport nasional seperti di Piala Presiden Esport yang digelar setiap tahunnya. Metode yang di
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Wechsler, Konstantin, Peter Bickmann, Kevin Rudolf, Chuck Tholl, Ingo Froböse, and Christopher Grieben. "Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen." International Journal of eSports Research 1, no. 1 (2021): 1–17. http://dx.doi.org/10.4018/ijer.20210101.oa2.

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High performance in multiple object tracking paradigms is associated with well-trained visuo-spatial abilities, visual memory and divided attention. These abilities are essential for both traditional sport and esport. The present study compared the tracking performance of professional as well as amateur esport players and traditional sportsmen. Professional esport players outperformed amateurs, while no other group differences were found. Positive association of esport playtime and tracking performance as well as elevated tracking scores of the entire study cohort compared to normal population
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Stanković, Lazar. "ANALIZA MOTIVACIJE GLEDALACA I KOMUNIKACIJE NA DRUŠTVENIM MEDIJIMA NA PRIMERU ESPORTA." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 37, no. 10 (2022): 1594–96. http://dx.doi.org/10.24867/19gi02stankovic.

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Cilj rada i sprovedenog istraživanja bio je sticanje uvida u motivatore koji pokreću publiku da gleda eSport, kanale putem kojih publika prati eSport, kao i komunikaciju na društvenim mrežama koju publika ostvaruje sa ostalim članovima eSport ekosistema.
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Muharram, Isnanto, M. Furqon Hidayatullah, and Slamet Riyadi. "The Expectations of eSport Becomes Part of Sports." International Journal of Multicultural and Multireligious Understanding 11, no. 5 (2024): 361. http://dx.doi.org/10.18415/ijmmu.v11i5.5649.

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The development of science and technology in the 21st century is increasingly rapid, as can be seen by the race of telecommunications companies to create communication tools that offer convenience. As a global industry considered from a financial perspective, eSport is receiving attention from various circles and is being developed to increase competition interest and financial benefits. Sports usually include forms of physical exercise that require strength, endurance, and motor skills. Sports and eSport are different. eSport players don't always move physically despite participating in compe
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Smith, Matthew, Benjamin Sharpe, Atheeshaan Arumuham, and Phil Birch. "Examining the Predictors of Mental Ill Health in Esport Competitors." Healthcare 10, no. 4 (2022): 626. http://dx.doi.org/10.3390/healthcare10040626.

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Few research studies have examined the predictors of mental ill health in esports. This study addresses that gap by investigating stressors, sleep, burnout, social phobia anxiety and mental ill health in esport athletes. An online survey was disseminated to competitive student esport athletes (n = 313) residing in the UK. The survey included measures of stressors resulting from competing in esports, sleep quality, burnout, and social phobia, as well as outcome measures of mental ill health. Hierarchical regression analyses examined these relationships. All the hypotheses were supported, with s
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Ye, Jhen-Ni, Jian-Hong Ye, Chih-Mei Wang, and Jon-Chao Hong. "Development of 5 Cs Educational Value Scale for eSport Games." International Journal of Technology in Education and Science 5, no. 3 (2021): 362–74. http://dx.doi.org/10.46328/ijtes.215.

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With the growing popularity of eSport games, eSport-related issues have gradually gained attention and discussion in academic research. However, the positive benefits (values) brought by playing eSport have not received too much attention in current research. Therefore, after reviewing related research in the past, this study proposed that eSport has the 5 Cs educational Value of cultivating the cooperative attitude, communication skills, critical thinking, self-confidence and continuous improvement attitude based on the three-domain model (TDM) of cognitive, affective and psychomotor, and dev
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Cai, Lin, Zengsong Huang, Qiujin Feng, Xiaoming Chang, and Kexin Yan. "Co-Transformation of Digital Health and eSport in Metaverse: Moderating Effects of Digital Personality on Mental Health in Multiplayer Online Battle Arena (MOBA)." International Journal of Environmental Research and Public Health 20, no. 1 (2022): 760. http://dx.doi.org/10.3390/ijerph20010760.

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Mental health issues (e.g., social exclusion, depression, anxiety, and burnout) became highly prevalent in the global eSport industry. Likewise, the eSport trend in China also dramatically increased, while the attitudes and behaviours of the players also impacted their intentions to utilize video gaming. As China became the epicentre of the online video gaming industry, especially MOBA, it primarily influenced young athletes to adopt video gaming strategies for training purposes. Still, preventive measures are needed for video gaming addictions by athletes to improve their overall eSport perfo
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Karhulahti, Veli-Matti. "Reconsidering Esport: Economics and Executive Ownership." Physical Culture and Sport. Studies and Research 74, no. 1 (2017): 43–53. http://dx.doi.org/10.1515/pcssr-2017-0010.

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AbstractThis article starts with a literary review of the conceptual frames through which esport has been labeled academically. It shows how the concept of “electronic” has been taken as the core term for labelingesport, often accompanied by a strong emphasis on “professionalism.” The literary review is followed by the submission of an alternative conceptual frame based on the economic notion of executive ownership, which provides a theoretical grounding for esport as a cultural phenomenon. In accordance with the above, the article concludes with a reframed look at the history of esport and su
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Bisberg, Alexander J., and Rogelio E. Cardona-Rivera. "SCOPE: Selective Cross-Validation over Parameters for Elo." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 116–22. http://dx.doi.org/10.1609/aiide.v15i1.5233.

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It is crucial to develop reusable methods for explaining and evaluating esports given their popularity and diversity. Quantifying skill in an esport has the potential to improve win prediction, matchmaking, and storytelling for these games. Arpad Elo’s skill modeling system for chess has been adapted to many games and sports. In each instance, the modeler is challenged with tuning parameters to optimize for some metric, usually accuracy. Often these approaches are one-off and lack consistency. We propose SCOPE, a framework that uses grid search cross-validation to select optimal parameters for
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Hayday, Emily Jane, and Holly Collison. "Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces." Social Inclusion 8, no. 3 (2020): 197–208. http://dx.doi.org/10.17645/si.v8i3.2755.

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With an emphasis on virtual engagement, creativity, and diverse competitive platforms, eSport is being explored as a new activity to achieve development outcomes within the Sport for Development (SfD) movement (Kidd, 2008). Research has shown the potential of eSport to provide opportunities for social interaction, bonding, and building social capital (Trepte, Reinecke, & Juechems, 2012). This exploratory research, conducted in 2019, examines the current eSport landscape and utility of eSport as a space to enact social inclusion and more specifically, in-line with SfD agendas and goals,
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Sokić, Jelena, and Aleksandra Crvenko. "Esport: Between internet gaming addiction and traditional sport." TIMS. Acta 14, no. 2 (2020): 117–26. http://dx.doi.org/10.5937/timsact14-29292.

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Despite the growing popularity of esport, few research can be found in the specific area of the competitive nature of playing video games. More precisely, the research is mostly still of a qualitative and exploratory character. Bearing in mind that esport has been systematically attracting players (and spectators) in Serbia for a decade, and so far there is no research in Serbian on this topic in the field of (sport) psychology, the aim of this paper is to provide a concise systematic overview of previous research, with reference to existing methodological limitations and relevant psychologica
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Macedo, Tarcízio. "Monopolio y diversidad de configuraciones sociales en los esports: una contribución brasileña." Hipertext.net, no. 29 (November 29, 2024): 223–37. http://dx.doi.org/10.31009/hipertext.net.2024.i29.18.

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Esport es un término que ha ganado popularidad en los últimos años para describir los deportes electrónicos, una manera específica de participar en juegos digitales competitivos que se llevan a cabo con la ayuda de dispositivos tecnológicos. Su expansión ha llevado a que se convierta en un fenómeno global con múltiples impactos a nivel local, impulsando el aumento de equipos tanto aficionados como profesionales de jugadores dedicados a esta actividad en distintos países. El objetivo de este artículo es cuestionar el monopolio de las representaciones ejercido por el esport profesional. Este con
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