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1

Ninomiya, Yuka, Takuma Miyashita, Motohiko Miyachi, Kunji Matsuda, and Kouki Takahashi. "Exercise intensity during walking football game." Japanese Journal of Physical Fitness and Sports Medicine 69, no. 4 (2020): 335–41. http://dx.doi.org/10.7600/jspfsm.69.335.

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2

Riswandi, Iwan, and Tatag Mulyanto. "Efektivitas Layanan Informasi Bahaya Bermain Game Online menggunakan Media Flipchart dalam Mengurangi Intensitas Bermain Game Online Disekolah Siswa Kelas VII SMP Negeri 3 Setukabupaten Bekasi." Malahayati Nursing Journal 6, no. 11 (2024): 4560–67. http://dx.doi.org/10.33024/mnj.v6i11.14280.

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ABSTRACT Education comes from the basic word didik. In Indonesian Dictionary, the word didik is defined as the process of "maintaining and giving training (teachings, guidance, guidance) regarding morals and intelligence of the mind. Knowing the Effectiveness of Information Services through flipchart media in reducing the intensity of playing online games. Quasy experimental research with a two-group pre-post test research design with a sample of 52 students. The results of the descriptive analysis showed that the intensity of playing online games before being given information services on the dangers of playing online games was 33 or 63.5% who had a very high intensity of playing online games, 12 or 23% of students who had a high intensity of playing online games, 3 or 5.8% of students who had a moderate intensity of playing online games, and 4 or 7.7% of students who had a very low intensity of playing online games, While after being given information services on the dangers of playing online games, there was a reduction of 9 or 17.3% who had a very high intensity of playing online games, there were 10 or 19.2% of students who had a high intensity of playing online games, there were 27 or 52% of students who had a moderate intensity of playing online games, and there were 6 or 11.5% of students who had a very low intensity of playing online games. Based on the results of the study proved that information services on the dangers of playing online games accompanied by flipchart media are effective in reducing the intensity of playing online games. Keywords: Online Game, Flipchart Media, Intensity of Playing Online Games. ABSTRAK Pendidikan berasal dari kata dasar didik. Dalam Kamus Bahasa Indonesia, kata didik didefinisikan sebagai proses “memelihara dan memberi latihan (ajaran, tuntunan, pimpinan) mengenai akhlak dan kecerdasan pikiran. Mengetahui Efektifitas Layanan informasi melalui media flipchart dalam mengurangi intensitas bermain game online. Penelitian pra-eksperimental-semu (quasy experimental research) dengan desain penelitian pre-post test dua kelompok dengan sampel 52 siswa. Hasil analisis deskriptif menunjukan bahwa intensitas bermain game online sebelum diberikan layanan informasi bahaya bermain game online yaitu 33 atau 63,5 % yang memiliki intensitas bermain game online sangat tinggi, 12 atau 23 % siswa siswa yang memiliki intensitas bermain game online tinggi, 3 atau 5,8% siswa yang memiliki intensitas bermain game online sedang, dan 4 atau 7,7 % siswa yang memiliki intensitas bermain game online sangat rendah, sedangkan sesudah diberikan layanan informasi bahaya bermain game online maka terjadi pengurangan yaitu 9 atau 17,3 % yang memiliki intensitas bermain game online sangat tinggi, ada 10 atau 19,2 % siswa yang memiliki intensitas bermain game online tinggi, ada 27 atau 52 % siswa yang memiliki intensitas bermain game online sedang, dan ada 6 atau 11,5 % siswa yang memiliki intensitas bermain game online sangat rendah. Berdasarkan hasil penelitian membuktikan bahwa layanan informasi bahaya bermain game online disertai media flipchart efektif dalam mengurangi intensitas bermain game online. Kata Kunci: Game Online, Media Flipchart, Intensitas Bermain Game Online.
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Iaia, F. Marcello, Rampinini Ermanno, and Jens Bangsbo. "High-Intensity Training in Football." International Journal of Sports Physiology and Performance 4, no. 3 (2009): 291–306. http://dx.doi.org/10.1123/ijspp.4.3.291.

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This article reviews the major physiological and performance effects of aerobic high-intensity and speed-endurance training in football, and provides insight on implementation of individual game-related physical training. Analysis and physiological measurements have revealed that modern football is highly energetically demanding, and the ability to perform repeated high-intensity work is of importance for the players. Furthermore, the most successful teams perform more high-intensity activities during a game when in possession of the ball. Hence, footballers need a high fitness level to cope with the physical demands of the game. Studies on football players have shown that 8 to 12 wk of aerobic high-intensity running training (>85% HRmax) leads to VO2max enhancement (5% to 11%), increased running economy (3% to 7%), and lower blood lactate accumulation during submaximal exercise, as well as improvements in the yo-yo intermittent recovery (YYIR) test performance (13%). Similar adaptations are observed when performing aerobic high-intensity training with small-sided games. Speed-endurance training has a positive effect on football-specific endurance, as shown by the marked improvements in the YYIR test (22% to 28%) and the ability to perform repeated sprints (~2%). In conclusion, both aerobic and speed-endurance training can be used during the season to improve high-intensity intermittent exercise performance. The type and amount of training should be game related and specific to the technical, tactical, and physical demands imposed on each player.
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Karapanagiotis, S., S. Gambazza, A. Brivio, and C. Colombo. "175 Exercise intensity during interactive video game." Journal of Cystic Fibrosis 13 (June 2014): S91. http://dx.doi.org/10.1016/s1569-1993(14)60311-8.

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Sacheck, Jennifer M., Helen M. Rasmussen, Meghan M. Hall, Tamar Kafka, Jeffrey B. Blumberg, and Christina D. Economos. "The Association Between Pregame Snacks and Exercise Intensity, Stress, and Fatigue in Children." Pediatric Exercise Science 26, no. 2 (2014): 159–67. http://dx.doi.org/10.1123/pes.2013-0067.

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To investigate the association between pregame snacks varying in macronutrient content and exercise intensity, physiological stress, and fatigue in young soccer players. One hour before a 50-min soccer game, children (n = 79; 9.1 ± 0.8 y) were randomly assigned to consume a raisin-, peanut-butter-, or cereal-based snack. Body mass index, blood glucose, and salivary measures of stress (cortisol and immunoglobulin A-IgA) were measured pre- and post-game. Exercise intensity was measured by accelerometry. Self-administered questionnaires were used to assess diet quality and fatigue. Analysis of covariance was used to examine the relationship between pregame snacks and biochemical outcomes. Postgame glucose and cortisol increased [12.9 ± 21.3 mg/dL (p < .001) and 0.04 ± 0.10 μg/dL (p < .05), respectively] and IgA decreased −2.3 ± 9.6 μg/mL; p < .001) from pregame values. The pregame snack was not associated with exercise intensity or post-game outcome; however, children consuming the cereal-based (high-sugar and high-glycemic index (GI)) snack exercised more intensely than the 2 lower-GI snack groups (p < .05). Children who consumed the high-sugar, high-GI snack also reported more symptoms of fatigue (p < .05). A high-sugar, high-GI pregame snack was associated with exercise intensity and fatigue but not changes in blood sugar or stress biomarkers following a soccer game in children.
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6

Innocent, Troy, and Dale Leorke. "Heightened intensity: Reflecting on player experiences in Wayfinder Live." Convergence: The International Journal of Research into New Media Technologies 25, no. 1 (2019): 18–39. http://dx.doi.org/10.1177/1354856518822427.

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Location-based games use smartphones and other location-aware devices to incorporate their players’ actions in everyday, physical spaces – the streets and public spaces of the city – into the virtual world of the game. Scholars and designers of these games often claim that they reconfigure their players’ relationship with the people and environment around them. They argue these games either engage and immerse players more deeply in the spaces of the game or distance and detach them from the physical environment through the screen interface. To date, however, relatively few detailed empirical studies of these games have been undertaken to test out and critique these claims. This article presents a study of the 2017 iteration of the location-based augmented reality game Wayfinder Live, in which players use their phones to search for and scan urban codes hidden across Melbourne’s laneways, alleys, and public spaces. Players of the game were interviewed and invited to reflect on their experience. This article relates these experiences to the design and development of the game, particularly to five play design principles that characterize its approach to haptic play in urban space. We begin by outlining these principles and the motivations behind them. Then, drawing on an analysis of the player interviews, we evaluate the impact of the game on their perception of the city.
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Armiandeni, Ni Made Yeshika, Ni Luh Putu Dina Susanti, and Ni Wayan Manik Parwati. "Hubungan Intensitas Bermain Game Online dengan Tingkat Stress dan Kecerdasan Emopsional Remaja Pada Era New Normal." Jurnal Gema Keperawatan 16, no. 1 (2023): 170–80. http://dx.doi.org/10.33992/jgk.v16i1.1999.

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An online game is a game that can be accessed through electronic media connecting to an internet network. Addiction to playing online games has an impact on someone’s mental health namely stress and emotional intelligence. This study aimed to determine the correlation between the intensity of online game playing toward stress levels and emotional intelligence in the new normal era. This study was quantitative research with a correlational design. There were 157 adolescents who played an online game at Perumahan Griya Nugraha recruited as a sample of this study which was selected through convenience sampling. The data were collected using a questionnaire and analyzed using Spearman’s Rho test. The finding showed a positive correlation between the intensity of online game playing and stress level with p-value 0,001 dan r = 0,451. There was a negative correlation between the intensity of playing the online game and emotional intelligence with p-value 0,001 dan r = -0,550. it can be concluded that there is a correlation between the intensity of playing online games toward stress levels and emotional intelligence.
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Johnston, Rich D., Tim J. Gabbett, and David G. Jenkins. "Influence of Number of Contact Efforts on Running Performance During Game-Based Activities." International Journal of Sports Physiology and Performance 10, no. 6 (2015): 740–45. http://dx.doi.org/10.1123/ijspp.2014-0110.

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Purpose: To determine the influence the number of contact efforts during a single bout has on running intensity during game-based activities and assess relationships between physical qualities and distances covered in each game. Methods: Eighteen semiprofessional rugby league players (age 23.6 ± 2.8 y) competed in 3 off-side small-sided games (2 × 10-min halves) with a contact bout performed every 2 min. The rules of each game were identical except for the number of contact efforts performed in each bout. Players performed 1, 2, or 3 × 5-s wrestles in the single-, double-, and triple-contact game, respectively. The movement demands (including distance covered and intensity of exercise) in each game were monitored using global positioning system units. Bench-press and back-squat 1-repetition maximum and the 30−15 Intermittent Fitness Test (30−15IFT) assessed muscle strength and high-intensity-running ability, respectively. Results: There was little change in distance covered during the single-contact game (ES = −0.16 to −0.61), whereas there were larger reductions in the double- (ES = −0.52 to −0.81) and triple-contact (ES = −0.50 to −1.15) games. Significant relationships (P < .05) were observed between 30–15IFT and high-speed running during the single- (r = .72) and double- (r = .75), but not triple-contact (r = .20) game. Conclusions: There is little change in running intensity when only single contacts are performed each bout; however, when multiple contacts are performed, greater reductions in running intensity result. In addition, high-intensity-running ability is only associated with running performance when contact demands are low.
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Jiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.

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Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The results demonstrate that game habit formation is formed more naturally with automatic control mechanisms, influenced by play intensity, flow experience, and self-efficacy, and the effect of play intensity towards game habit is interacted by network externality.
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Sit, Cindy H. P., Jessica W. K. Lam, and Thomas L. McKenzie. "Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels." International Journal of Pediatrics 2010 (2010): 1–6. http://dx.doi.org/10.1155/2010/218586.

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Introduction. Interactive electronic games are popular and are believed to contribute to physical activity accrual. The purpose of this study was to examine children's electronic game use during conditions in which they had free access to selecting interactive and seated screen-based versions of electronic games and during the interactive versions had free choice in making adjustments to the activity intensity.Methods. We systematically observed 60 Hong Kong primary school children during two 60-minute game sessions while simultaneously recording their game mode choices and physical activity levels using SOFIT (System for Observing Fitness Instruction Time).Results. When given free choice, children spent more than half of their available time participating in interactive versions of games. These versions of games provided significantly more moderate-to-vigorous physical activity and greater energy expenditure than the computer screen versions. Children with the opportunity to modify intensity levels spent more time playing the interactive versions and accrued more physical activity.Conclusions. The tenets of behavioral choice theory were supported. Access to new-generation interactive games, particularly those with modifiable intensity levels, may facilitate children's participation in physical activity.
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Feng, Zijun, Lei Zheng, and Jiayin Jiang. "The Impact of Exercise Load and Intensity on the Performance of China U24 3x3 Women Teams." International Journal of Social Sciences and Public Administration 4, no. 2 (2024): 434–43. http://dx.doi.org/10.62051/ijsspa.v4n2.57.

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This study analyzed the exercise load and exercise intensity of the China U24 3x3 women team in multiple games, combined with the performance data of the players in the game, and explored the impact of these factors on exercise performance. The results showed that there was a significant positive correlation between load intensity and average heart rate, and high load intensity usually led to a higher average heart rate. In addition, performance data such as scoring and rebounding were also significantly correlated with load intensity and load volume. Players with higher scores often underwent higher load volume and load intensity in the game. This shows that in high-intensity games, players' physical fitness and performance are closely related, and reasonable monitoring and management of load intensity are crucial to improving player performance and reducing the risk of injury. The study also showed that there were significant differences in load volume and load intensity between the U24 Blue Team and the U24 Red Team in different games, further emphasizing the importance of load management in game strategy and physical training. This study provides empirical evidence for basketball teams to formulate scientific training plans and game strategies, and emphasizes the importance of exercise load and intensity management to improve the overall performance of the team and the individual performance of the players.
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Feng, Zijun, Jiayin Jiang, and Lei Zheng. "The Impact of Exercise Load and Intensity on the Performance of China U24 3x3 Women Teams." International Journal of Education and Humanities 16, no. 3 (2024): 107–13. http://dx.doi.org/10.54097/4jtpea47.

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This study analyzed the exercise load and exercise intensity of the China U24 3x3 women team in multiple games, combined with the performance data of the players in the game, and explored the impact of these factors on exercise performance. The results showed that there was a significant positive correlation between load intensity and average heart rate, and high load intensity usually led to a higher average heart rate. In addition, performance data such as scoring and rebounding were also significantly correlated with load intensity and load volume. Players with higher scores often underwent higher load volume and load intensity in the game. This shows that in high-intensity games, players' physical fitness and performance are closely related, and reasonable monitoring and management of load intensity are crucial to improving player performance and reducing the risk of injury. The study also showed that there were significant differences in load volume and load intensity between the U24 Blue Team and the U24 Red Team in different games, further emphasizing the importance of load management in game strategy and physical training. This study provides empirical evidence for basketball teams to formulate scientific training plans and game strategies, and emphasizes the importance of exercise load and intensity management to improve the overall performance of the team and the individual performance of the players.
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Fahsadilla, Syehan, and Doddy Hendro Wibowo. "Is playing online games associated to students' emotional intelligence?" INSPIRA: Indonesian Journal of Psychological Research 5, no. 1 (2024): 95–101. http://dx.doi.org/10.32505/inspira.v5i1.8280.

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The emergence of emotional intelligence in students amidst the rampant trend of playing online games has both positive and negative impacts. This study examines the relationship between the level of involvement in online games and students' emotional intelligence. The research design is correlational, utilizing an accidental sampling technique with a total sample of 169 students from Salatiga. Data was collected using the Emotional Intelligence Scale and an instrument for online game playing intensity. The data analysis method employed was descriptive analysis using the instruments of online game-playing intensity and emotional intelligence as primary data in this study. The results indicate no significant relationship between online game-playing intensity and emotional intelligence. This suggests that the intensity of playing online games does not influence emotional intelligence.
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Sánchez, Rubén Portes, Rafael Manuel Navarro Barragán, Julio Calleja-González, Miguel Ángel Gómez-Ruano, and Sergio Lorenzo Jiménez Sáiz. "Physical Persistency across Game Quarters and during Consecutive Games in Elite Junior Basketball Players." International Journal of Environmental Research and Public Health 19, no. 9 (2022): 5658. http://dx.doi.org/10.3390/ijerph19095658.

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Given the intermittent nature of basketball and the different demands that occur during playing time that are specific to every level of competition, the ratio of accelerations/decelerations and the intensity level across quarters were evaluated in female elite junior basketball players (n = 48; age: 16.8 ± 0.7 years; height: 1.76 ± 0.07 cm; body mass: 67.2 ± 6.2 kg). The following variables were analyzed to determine physical persistency across game quarters:(a) total distance covered (m), (b) high-intensity running (HIR) (14–21 km·h−1) distance covered (m), (c) sprint (21–30 km·h−1) distance covered (m), (d) total accelerations (n), (e) total decelerations (n), (f) relative accelerations (n·min−1), (g) relative decelerations (n·min−1), (h) ratio of acceleration/deceleration (A/D), (i) total jumps (j) relative jumps (n·min−1) (k) player load (AU). using the WIMU PRO® system. Higher but shorter acceleration intensity occurred during the last quarters due to the tight results of the matches. The results suggest that high-intensity efforts such as sprints and HIR seem to increase the A/D ratio (guard and forward positions). Therefore, specific conditioning, as well as eccentric strength training, could be included by practitioners in training programs to improve the performance of these positions during competition, especially as a prior preparation to a game-congested event. Centers seem to have a more variable performance through quarters than do other positions, perhaps highlighting the need for specific conditioning strategies.
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Simpson, Marni J., David G. Jenkins, and Vincent G. Kelly. "Workload Differences Between Training Drills and Competition in Elite Netball." International Journal of Sports Physiology and Performance 15, no. 10 (2020): 1385–92. http://dx.doi.org/10.1123/ijspp.2019-0971.

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Purpose: To examine potential differences in internal and external workload variables between playing positions and between training drills and games within an elite netball team during training and competition. Methods: Nine elite female netballers were monitored during 15 games and all training sessions over 28 weeks. Workload variables assessed were relative PlayerLoad (PL per minute), accelerations, decelerations, jumps, changes of direction, high-intensity events, medium-intensity events, low-intensity events, PL in a forward direction, PL in a sideways direction, PL in a vertical direction, and summated heart-rate zones using heart-rate monitors and inertial measurement units. Results: Conditioning and match play during training were the only drills that matched or exceeded game workloads. Workloads during small-sided games were lower than game workloads for all variables. In games, goalkeeper, goal attack, and goal shooter had a greater frequency of jumps compared with other positions. Midcourt positions had a greater frequency of low-intensity events in a game. Conclusions: Workloads during small-sided games were lower than game workloads across all external and internal variables; therefore, netball staff should modify these small-sided games if they wish them to develop game-based qualities. Specific game workload variables indicate that there are differences within some positional groups; coaches need to be aware that positional groupings may fail to account for differences in workload between individual playing positions.
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Ogoh, Shigehiko, Anna Oue, Hironori Watanabe, et al. "An Evaluation of Change in the Physical Output in Female Youth Football Players During a Game." European Journal of Sport Sciences 2, no. 2 (2023): 1–7. http://dx.doi.org/10.24018/ejsport.2023.2.2.49.

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This study evaluated the time-to-time aerobic and anaerobic exercise intensities, calculated using the Global Positioning System (GPS), using laboratory measurements of individual physical fitness throughout the game in each female youth football player. In addition, we examine if the anaerobic exercise index calculated by only GPS data presents this evaluation to examine its validity. In the laboratory, the oxygen uptake (V̇O2) matched with moving speed was identified during an incremental exercise test on the treadmill, and the ventilatory (anaerobic) threshold was also analysed to identify individual aerobic and anaerobic exercise intensities. Using these laboratory data, time-to-time changes in individual relative running intensity (aerobic and anaerobic) were visualised from individual GPS data during a football game, and an individual’s sprint output (ability) during the game was evaluated. An index of running intensity and the percentage of anaerobic exercise over the game provided by the GPS software (equivalent distance index [%EDI] and anaerobic index [AI]) did not present the actual individual exercise intensity (ICC(2,1), absolute agreement=−0.031; P=0.596) and percentage of anaerobic exercise (ICC(2,1), absolute agreement=−0.003; P=0.698) values during the game, respectively. These findings suggest that only GPS measurement cannot present the individual actual exercise intensity during a football game because of different individual fitness levels to the same running speed.
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Iqlimah, Siti Nur Faizatul, and Hazim Hazim. "Can the intensity of playing online games affect interest in learning?" Psikostudia : Jurnal Psikologi 12, no. 3 (2023): 409. http://dx.doi.org/10.30872/psikostudia.v12i3.11515.

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The different levels of student interest in learning and also the influencing factors, including of playing online games. How often the students spend their time playing online games and whether or not they have high interest in learning. This research aims to determine the relationship between the intensity of playing online games and students interest in learning at MI Darul Fikri Wonoayu. The hypothesis of this research is that there is a relationship between the intensity of playing online games and students interest in learning at MI Darul Fikri Wonoayu. This research uses a quantitative approach with product moment correlation approach. The sample in this research was 31 students and the data was taken by using purposive sampling technique. This research consists of 35 scale items uses an intensity scale for playing online games and a scale for the students learning interest. The results of the research show that there is a significant relationship between the intensity of playing online games and students learning interest in MI DArul Fikri Wonoayu, with a coefficient value of 0,3044. Thus, the hhigher the intensity of the students plaing online games, the lower the students interest in learning. In contrast, the lowerthe intensity of playing online games, the higher the students interest in learning. Tingkatan minat belajar siswa yang berbeda-beda dan juga factor-faktor yang mempengaruhiinya, sebagai contoh intensitas bermain game online. Seberapa sering siswa ini menghabiskan waktunya untuk bermain game online dan seberapa tinggi minat belajar yang dimiliki siswa. Penelitian ini emiliki tujua untuk mengetahui adanya hubungan antara intensitas bermain game online terhadap minat belajar siswa di MI Darul Fikri Wonoayu. Hipotesis penelitian yaitu adanya hubungan antara intensitas bermain game online dengan minat belajar siswa di MI Darul Fikri Wonoayu. Penelitian ini menggunakan pendekatan kuantitatif, dengan korelasi product moment. Sampel dalam penelitian ini berjumlah 31 orang siswa, dengan teknik pengambilan sampel yaitu purposive sampling. Skala yang digunakan dalam penelitian ini yaitu model skala likert, dengan jumlah 35 butir soal yang menggunakan skala intensitas bermain game online dan skala minat belajar siswa. Hasil penelitian ini menunjukkan adanya hubngan signifikan antara intensitas bermain game online dengan minat belajar siswa di MI Darul Fikri Wonoayu, dengan nilai koefisien 0,3044. Maka semakin tinggi intensitas bermain game online maka semakin rendah minat belajar siswa, begitupun sebaliknya semakin rendah intensitas bermain game online maka semakin tinggi minat belajar siswa di MI Darul Fikri Wonoayu.
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Rufaidah, Anna, Dian Renata, Sri Utami, Afiatin Nisa, Hengki Satrianta, and Sabrina Dachmiati. "Intensitas Bermain Game Online Terhadap Perilaku Prososial Siswa." Guidance 20, no. 02 (2023): 204–14. http://dx.doi.org/10.34005/guidance.v20i02.2735.

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Prosocial behavior was expected to grow and develop in students. In fact there were still students who have not been able to develop prosocial behavior due to many factors, one of which is the effect of the intensity of playing online games. This study aims to determine the contribution of the intensity of playing online games to students' prosocial behavior. This research uses a quantitative approach with the type of ex-post facto. The population in this study were all students of SMP Negeri 137 Jakarta with a total of 230 students. Samples were drawn randomly which were estimated using the Slovin formula with an error degree of 5% so that the number of samples was known to be 147 students. Data was collected through the technique of playing online game intensity scales and prosocial behavior. Data were analyzed descriptively and inferentially. The research results show that: a. the intensity of playing online games is in the medium category, b. prosocial behavior in the low category, and c. the intensity of playing online games has a significant effect on students' prosocial behavior.
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Polechoński, Jacek, Karolina Kostorz, and Piotr Polechoński. "Using Ankle Weights as an Effective Way to Increase the Intensity of Physical Activity While Playing Immersive Virtual Reality Games on an Omnidirectional Treadmill." Applied Sciences 13, no. 20 (2023): 11536. http://dx.doi.org/10.3390/app132011536.

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Active virtual reality games (AVRGs) have become more and more popular. As the intensity of this form of physical activity (PA) may be insufficient to achieve health-related benefits, it is worth looking for solutions that increase the intensity of PA. The main aim of the study was to evaluate the effect of leg loading in the form of ankle weights (AWs) on the PA intensity of young adults playing AVRGs using an omnidirectional treadmill. The enjoyment of the game and users’ perceptions of the usefulness of this type of exercise were also evaluated. The study involved 26 university students. Each participant played an AVRG game on an omnidirectional treadmill twice, without and with ankle weights (2 kg per leg). The intensity of PA was evaluated using a heart rate monitor. The attractiveness of the game was assessed using the Physical Activity Enjoyment Scale (PACES). The study found that the percentage of maximum heart rate in participants playing AVRGs without ankle weights was significantly lower than that observed when playing with the weights. In both cases, PA intensity was high. A survey showed that the weights attached to the ankles did not affect the perceptions of the enjoyment of the game. The use of ankle weights appears to be an effective and simple way to increase the intensity of physical exercise during AVRGs based on locomotor movements performed with the lower limbs, especially since, according to study participants, such a procedure does not negatively affect the enjoyment of the game. Due to the high intensity of PA while playing VR games using an omnidirectional treadmill, it can be assumed that regular use of this solution is likely to provide health benefits.
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Fox, Jordan L., Hugo Salazar, Franc Garcia, and Aaron T. Scanlan. "Peak External Intensity Decreases across Quarters during Basketball Games." Montenegrin Journal of Sports Science and Medicine 10, no. 1 (2021): 25–29. http://dx.doi.org/10.26773/mjssm.210304.

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The purpose of this study was to compare peak external intensities across game quarters in basketball. Eight semi-professional male players were monitored using accelerometers. For all quarters, peak intensities were determined via moving averages for PlayerLoad/minute (PL·min-1) using sample durations of 15 s, 30 s, 1 min, 2 min, 3 min, 4 min, and 5 min. Linear mixed models and effect sizes (ES) were used to compare peak intensities between quarters for each sample duration. Small decreases in peak PL·min-1 occurred between Quarters 1 and 4 for all sample durations (ES = 0.21-0.49). Small decreases in peak PL·min-1 were apparent between quarters 1 and 2 for 30-s, 1-min, and 3-min sample durations (ES = 0.24-0.33), and between quarters 3 and 4 for 2-5-min sample durations (ES = 0.20-0.24). Peak intensities decline across quarters with game progression in basketball, providing useful insight for practitioners to develop game-specific training and tactical strategies.
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Rizkiana, Afitria. "The Effectiveness of Scheduling Activities to Reduce the Intensity of Playing Online Games in Children." Al Misykat : Journal of Islamic Psychology 1, no. 1 (2023): 1–16. http://dx.doi.org/10.24269/almisykat.v1i1.6712.

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The problem of online game addiction harms children. One of the negative impacts of online game addiction is related to schools, so special treatment is needed. The subjects who participated in this study were those who were diagnosed with online game addiction problems. Assessments carried out to diagnose subjects included interviews, observations, and the Video game Addiction Scale for Children. The intervention used is scheduling activities. The intensity of the subject's online game playing was reduced after the intervention was given. The duration of playing online games was originally an average of 2.4 hours per day in 1 week, after the intervention, it became 0.4 hours per day in 1 week. Subjects spend more time studying, doing homework, fishing or sleeping during the day. The score of the Video game Addiction Scale for Children also changed from 83 (high) to 58 (medium).
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Li, Xueting. "Emotion Regulation and Parasocial Relationships in Female-Oriented Games: A Quantitative Analysis of the Chinese Female Gaming Market." Advances in Economics, Management and Political Sciences 141, no. 1 (2024): 72–84. https://doi.org/10.54254/2754-1169/2024.ga18922.

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In recent years, female-oriented games have gained widespread popularity in mainland China, resulting in an expanding player demographic. Current research on these games primarily focuses on their social impacts, with some studies investigating social anxiety, parasocial interactions, and purchase intentions. However, there is a lack of research examining the effects of emotion regulation strategies and emotional needs in female-oriented games. This study utilized an online survey to investigate emotion regulation strategies, emotional need fulfillment, parasocial relationships with game characters, and both in-game and out-of-game purchasing behaviour among 212 adult female players. The results indicate a mutually reinforcing effect between parasocial relationship intensity and the level of emotional fulfillment. Romantic parasocial relationship intensity is a positive predictor for out-of-game purchases while negatively impacting in-game purchases. Additionally, the fulfillment of emotional closeness positively predicts out-of-game purchases. Cognitive reappraisal, as an emotion regulation strategy, moderates the relationship between parasocial relationships and out-of-game purchases. Furthermore, the fulfillment of emotional closeness mediates the relationship between romantic parasocial relationships and in-game purchasing behaviour.
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Di Lemme, Stephanie, Lorenzo Accurso, Tristan Castonguay, Maryse Fortin, Richard DeMont, and Geoffrey Dover. "Less Total-Body Fat and Lower-Extremity Fat Are Associated with More High-Intensity Running during Games in Female University Soccer Players." Applied Sciences 14, no. 19 (2024): 8992. http://dx.doi.org/10.3390/app14198992.

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This study examined the relationship between body composition and on-field, in-game physical performance in female collegiate soccer players. Body composition, including total mass, fat mass, and lean tissue mass for the lower extremities and total body, was measured in 10 starting players using dual energy x-ray absorptiometry (DXA). On-field, in-game physical performance was tracked via a global positioning system (GPS) over 14 regular-season games, measuring total distance and distance covered in six speed zones. Players covered 4544.7 ± 495.2 m in the first half of the game and significantly less distance in the second half (3356.5 ± 1211.7 m, p = 0.004). A repeated measures ANOVA revealed decreased distances in jogging, low-, and moderate-intensity running during the second half compared to the first half of the game (p < 0.001). Lower total-body fat mass, total-body fat percentage, and lower-extremities fat mass were correlated with greater distances at moderate- and high-intensity running during the second half and entire game (r values from −0.644 to −0.745, p < 0.01 to 0.04). These findings suggest that body composition can influence the distance covered at moderate- and high-intensity running speed during competitive games. Training strategies aimed at reducing fat mass and incorporating high-intensity training may benefit female soccer players and enhance team success.
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Robert, Maxime, Laurent Ballaz, Raphael Hart, and Martin Lemay. "Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console." Physical Therapy 93, no. 8 (2013): 1084–91. http://dx.doi.org/10.2522/ptj.20120204.

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Background Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. Objective The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. Design This was a cross-sectional study. Methods Ten children (7–12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. Results No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. Limitations A limitation of this study was the relatively small and heterogeneous sample. Conclusions For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could obtain exercise-related benefits similar to those obtained by children without CP while playing with an active video game console.
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Iskandar, Fahmi Rahman, Syarip Hidayat, and Nana Ganda. "Dampak Permainan Mobile Legend terhadap Motivasi Belajar Siswa Sekolah Dasar." EduBasic Journal: Jurnal Pendidikan Dasar 1, no. 2 (2019): 116–22. http://dx.doi.org/10.17509/ebj.v1i2.26599.

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The impact of mobile games now has a major influence on elementary students' learning motivation. The impact varies based on the intensity playing the game. This study aims to determine the impact of the intensity of playing a mobile legend game on the learning motivation of elementary school students in Bayongbong district. This research is a descriptive qualitative study with 10 students with high tendency of playing mobile legend games as research subjects Data was collected through interviews and FGD (forum group discussion) with students’ parents. The results were presented and grouped into three categories based on the intensity of playing time with the impact on learning motivation. The middle category (sometimes playing) resulted by 40% has no impact on learning motivation. The high intensity category (often playing) obtained 40% of respondents and the impact begins to decrease students’ learning motivation. The very high intensity category (always playing) gained 20 % and it make the respondents’ hav no learning motivation. This result showed that the intensity of playing mobile legend game has an impact on elementary school students' learning motivation. Teachers and parents should take this issue as relevant concern to guide their children achive better academic result.
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Somasse, Gbetonmasse, Alexander Smith, and Zachary Chapman. "Characterizing Actions in a Dynamic Common Pool Resource Game." Games 9, no. 4 (2018): 101. http://dx.doi.org/10.3390/g9040101.

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We conducted a dynamic common pool resource experiment and found large differences among groups in the total benefits (surplus) obtained from the resource. To shed light on the factors underlying the differences, we characterized individual appropriation decisions as irresponsible, sustainable, or constructive, and defined a measure of the intensity of such actions. We then examined the relationships between group-level success and the frequency and intensity of the individual actions, finding that the average intensity of irresponsible actions was the best predictor of group success. We interpreted this as suggestive evidence that policies aimed at preserving and maximizing the benefits of renewable resources should above all else aim to reduce the intensity of irresponsible actions.
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Stanula, Arkadiusz, and Robert Roczniok. "Game Intensity Analysis of Elite Adolescent Ice Hockey Players." Journal of Human Kinetics 44, no. 1 (2014): 211–21. http://dx.doi.org/10.2478/hukin-2014-0126.

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Abstract The purpose of this study was to determine ice-hockey players’ playing intensity based on their heart rates (HRs) recorded during a game and on the outcomes of an incremental maximum oxygen uptake test. Twenty ice-hockey players, members of the Polish junior national team (U18), performed an incremental test to assess their maximal oxygen uptake (V̇ O2max) in the two week’s period preceding 5 games they played at the World Championships. Players’ HRs at the first and second ventilatory thresholds obtained during the test were utilized to determine intensity zones (low, moderate, and high) that were subsequently used to classify HR values recorded during each of the games. For individual intensity zones, the following HRs expressed as mean values and as percentages of the maximal heart rate (HRmax) were obtained: forwards 148-158 b⋅min-1 (79.5-84.8% HRmax), 159-178 b⋅min-1 (85.4-95.6% HRmax), 179-186 b⋅min-1 (96.1-100.0% HRmax); defensemen 149-153 b⋅min-1 (80.0-82.1% HRmax), 154-175 b⋅min-1 (82.6- 94.0% HRmax), 176-186 b⋅min-1 (94.5-100.0% HRmax). The amount of time the forwards and defensemen spent in the three intensity zones expressed as percentages of the total time of the game were: 54.91 vs. 55.62% (low), 26.40 vs. 22.38% (moderate) and 18.68 vs. 22.00% (high). The forwards spent more time in the low intensity zone than the defensemen, however, the difference was not statistically significant. The results of the study indicate that using aerobic and anaerobic metabolism variables to determine intensity zones can significantly improve the reliability of evaluation of the physiological demands of the game, and can be a useful tool for coaches in managing the training process.
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Kiili, Kristian, Siuko Juho, Elizabeth Cloude, and Muhterem Dindar. "Demystifying the Relations of Motivation and Emotions in Game-Based Learning." International Journal of Serious Games 10, no. 4 (2023): 93–112. http://dx.doi.org/10.17083/ijsg.v10i4.629.

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Accumulating evidence indicates that game-based learning is emotionally engaging. However, little is known about the nature of emotions in game-based learning. We extended previous game-based learning research by examining epistemic emotions and their relations to motivational constructs. One-hundred-thirty-one (n=131) 15–18-year-old students played the Antidote COVID-19 game for 25 minutes. Data were collected on their epistemic emotions, flow experience, situational interest, and satisfaction that were measured after the game-playing session. Learners reported significantly higher intensity levels of positive epistemic emotions (excitement, surprise, and curiosity) than negative ones (boredom, anxiety, frustration, and confusion). The co-occurrence network analyses provided new insights into the relationships between motivational and emotional states, where high-intensity flow experience, situational interest, and satisfaction co-occurred the most often with positive epistemic emotions. Results also revealed that a high-intensity flow can be experienced without high levels of situational interest in the topic. That is, gameplay can engage learners even though the learning topic does not interest them. This highlights the importance of intrinsically integrating the learning content with core game mechanics, ensuring the processing of the learning content. The study demonstrated that epistemic emotions, flow experience, satisfaction, and situational interest reveal different qualities of game-based learning. The results suggest that at least flow, situational interest, and epistemic emotions should be measured to understand different dimensions of engagement in game-based learning. Overall, the study advances prior research by clarifying relationships between epistemic emotions and motivational constructs.
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Ermidis, Georgios, Rasmus C. Ellegard, Vincenzo Rago, Morten B. Randers, Peter Krustrup, and Malte N. Larsen. "Exercise Intensity and Technical Involvement in U9 Team Handball: Effect of Game Format." International Journal of Environmental Research and Public Health 18, no. 11 (2021): 5663. http://dx.doi.org/10.3390/ijerph18115663.

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The purpose of this study was to quantify the exercise intensity and technical involvement of U9 boys’ and girls’ team handball during different game formats, and the differences between genders. Locomotor activity (total distance, distance in speed zones, accelerations, and decelerations), heart rate (HR), and technical involvement (shots, goals, and duels) metrics were collected during various 15 min game formats from a total of 57 Danish U9 players (37 boys and 20 girls). Game formats were a small size pitch (20 × 13 m) with 3 vs. 3 players and offensive goalkeepers (S3 + 1) and 4 vs. 4 players (S4), a medium size pitch (25.8 × 20 m) with 4 vs. 4 (M4) and 5 vs. 5 (M5) players, and a large size pitch (40 × 20 m) with 5 vs. 5 (L5) players. Boys and girls covered a higher total distance (TD) of high-speed running (HSR) and sprinting during L5 games compared to all other game formats (p < 0.05; ES = (−0.9 to −2.1), (−1.4 to −2.8), and (−0.9 to −1.3) respectively). Players covered the highest amount of sprinting distance in L5 games compared to all other game formats (p < 0.01; ES = 0.8 to 1.4). In all the game formats, players spent from 3.04 to 5.96 min in 180–200 bpm and 0.03 min to 0.85 min in >200 bpm of the total 15 min. In addition, both genders had more shots in S3 + 1 than M5 (p < 0.01; ES = 1.0 (0.4; 1.7)) and L5 (p < 0.01; ES = 1.1 (0.6; 2.2)). Team handball matches have high heart rates, total distances covered, and high-intensity running distances for U9 boys and girls irrespective of the game format. Locomotor demands appeared to be even higher when playing on larger pitches, whereas the smaller pitch size and fewer players led to elevated technical involvement.
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Naughton, Geraldine, and John Carlson. "Intensity of Sports Participation in Circumpubertal Children." Pediatric Exercise Science 2, no. 1 (1990): 57–64. http://dx.doi.org/10.1123/pes.2.1.57.

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The heart rate intensity during 20 minutes of sports participation by circumpubertal children was monitored several times over a season. The competitive games’ mean absolute heart rates for basketball, badminton, netball, and tennis were 170, 159, 168, and 162 bts·min−1 (or 72, 75, 69, and 67% of heart rate maximum), respectively. The mean abolute heart rates for 20 minutes of participation under practice conditions for badminton, basketball, netball, and tennis were 149, 157, 144, and 135 bts·min−1, or 73, 75, 69, and 67% of heart rate maximum. At the 0.05 level of probability there was a significant difference between the heart rate intensities under competitive game and practice situations in the badminton, netball, and tennis groups. The difference between intensities of competitive games and practices was nonsignificant in the basketball players. The study concluded that participation in practice and game conditions was positive in providing the potential for a training stimulus.
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Sastra, Komang Galang Nadi, and Hendri Kurniawan. "Playing games online increases risk of hypertension, tachycardia, and tachypnea." Jurnal Edukasi Ilmiah Kesehatan 3, no. 1 (2025): 39–44. https://doi.org/10.61099/junedik.v3i1.110.

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Introduction: Game Online is a virtual world game site connected via the internet. Playing a game online intensely and with a high level of difficulty will trigger an increase in the production of adrenaline hormones, thus affecting blood pressure, pulse rate, and breathing. This study aims to determine the relationship between playing online games and blood pressure, pulse rate, and breathing rhythm. Research Methodology: The study used a quantitative research method, a non-experimental type with a cross-sectional design. The sampling technique was purposive sampling with a sample size of 84 people. The research variables were measured using a digital sphygmomanometer, pulse oximeter, and manual respiratory examination. Data was analyzed using SPSS 25 with the Pearson product-moment test and linear regression. Result: the majority of the sample was playing games online 7 times a week (56%), with a duration of 3 hours a day (41.7%). The results of the Pearson test showed that the intensity of playing online games was positively correlated with blood pressure (p<0.05; r=0.529), pulse rate (p<0.05; r=0.482), and respiration (p<0.05; r=0.269). The results of the linear regression test proved that the intensity of playing online games affected blood pressure (p<0.05; R-square=0.347), pulse rate (p<0.05; R-square=0.232), and respiration (p<0.05; R-square=0.072). Conclusion: It can be concluded that there is a positive relationship between the intensity of playing online games with blood pressure, pulse, and respiratory frequency. The higher the intensity of playing online games, the higher the value of the three physiological indicators. In addition, the intensity of playing online games has also been shown to affect blood pressure, pulse, and breathing. These findings suggest that intensive online gaming activities can have an impact on the body's physiological condition
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Fox, Jordan L., Jesse Green, and Aaron T. Scanlan. "Not All About the Effort? A Comparison of Playing Intensities During Winning and Losing Game Quarters in Basketball." International Journal of Sports Physiology and Performance 16, no. 9 (2021): 1378–81. http://dx.doi.org/10.1123/ijspp.2020-0448.

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Purpose: To compare peak and average intensities encountered during winning and losing game quarters in basketball players. Methods: Eight semiprofessional male basketball players (age = 23.1 [3.8] y) were monitored during all games (N = 18) over 1 competitive season. The average intensities attained in each quarter were determined using microsensors and heart-rate monitors to derive relative values (per minute) for the following variables: PlayerLoad, frequency of high-intensity and total accelerations, decelerations, changes of direction, jumps, and total inertial movement analysis events combined, as well as modified summated-heart-rate-zones workload. The peak intensities reached in each quarter were determined using microsensors and reported as PlayerLoad per minute over 15-second, 30-second, 1-minute, 2-minute, 3-minute, 4-minute, and 5-minute sample durations. Linear mixed models and effect sizes were used to compare intensity variables between winning and losing game quarters. Results: Nonsignificant (P > .05), unclear–small differences were evident between winning and losing game quarters in all variables. Conclusions: During winning and losing game quarters, peak and average intensities were similar. Consequently, factors other than the intensity of effort applied during games may underpin team success in individual game quarters and therefore warrant further investigation.
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Anderson, Axel, and Lones Smith. "Dynamic Deception." American Economic Review 103, no. 7 (2013): 2811–47. http://dx.doi.org/10.1257/aer.103.7.2811.

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We characterize the unique equilibrium of a competitive continuous time game between a resource-constrained informed player and a sequence of rivals who partially observe his action intensity. Our game adds noisy monitoring and impatient players to Aumann and Maschler (1966), and also subsumes insider trading models. The intensity bound induces a novel strategic bias and serial mean reversion by uninformed players. We compute the duration of the informed player's informational edge. The uninformed player's value of information is concave if the intensity bound is large enough. Costly obfuscation by the informed player optimally rises in the public deception. (JEL D82, D83, G14)
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Janusch, Holger. "The Breakdown of International Negotiations: Social Conflicts, Audience Costs, and Reputation in Two-Level Games." International Negotiation 21, no. 3 (2016): 495–520. http://dx.doi.org/10.1163/15718069-12341340.

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This article examines whether the two-level game can theoretically explain negotiation breakdowns without referring to uncertainty alone. For this purpose, social conflicts are integrated in the two-level game. In this light, the classical hypothesis that smaller win-sets increase the risk of a negotiation breakdown can no longer be maintained. Instead, conflict intensity – and thereby the risk of breakdown – correlates with the intersection of the win-sets in the form of an inverted U-curve. It follows that negotiations are most likely to break down when the intersection of the win-sets is perceived as medium-sized, because the bargaining space and thereby the potential of conflict intensity is largest/highest. Furthermore, the insertion of social conflicts into the equation runs counter to the hypothesis that issue linkages facilitate international cooperation. On the contrary, issue linkages increase the risk that goal conflicts, in particular, intensify each other by spreading from one issue to another.
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Belozo, Felipe Lovaglio, Eliel Calazans Ferreira, Guilherme Vinicius Moreira Grandim, et al. "EFFECT OF GAME FORMAT ON THE INTENSITY OF SOCCER TRAINING." Revista Brasileira de Medicina do Esporte 24, no. 2 (2018): 149–52. http://dx.doi.org/10.1590/1517-869220182402181159.

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ABSTRACT Introduction: During training in games, it is essential to know how to correctly manipulate the formats of the games (size of field and number of players). Objective: The aim of this study was to evaluate the influence of three different game formats on the kinematic variables of training in soccer players. Methods: For this purpose, eleven U-20 soccer players participated in three games formats, Gr+3vs3+Gr, Gr+6vs6+Gr and Gr+10vs10+Gr in two conditions (experimental and conceptual). Through videogametry, it was possible to determine the range of speeds covered by the players during the games and to correlate with the ventilatory threshold (VT) evaluation individually to establish four different intensity zones (low intensity, moderate intensity, moderate/high intensity or high intensity). Results: It was verified that in the experimental games, when increasing the size of the field there were significant increases in the intensity of the game. In the conceptual games, there were only significant increases of the field Gr+10vs10+Gr for the games Gr+6vs6+Gr and Gr+3vs3+Gr. Conclusion: It is concluded that the format of the games has a significant effect on the movement of players. Level of Evidence III; Case-control study.
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Skoki, Arian, Alessio Rossi, Paolo Cintia, Luca Pappalardo, and Ivan Štajduhar. "Extended Energy-Expenditure Model in Soccer: Evaluating Player Performance in the Context of the Game." Sensors 22, no. 24 (2022): 9842. http://dx.doi.org/10.3390/s22249842.

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Every soccer game influences each player’s performance differently. Many studies have tried to explain the influence of different parameters on the game; however, none went deeper into the core and examined it minute-by-minute. The goal of this study is to use data derived from GPS wearable devices to present a new framework for performance analysis. A player’s energy expenditure is analyzed using data analytics and K-means clustering of low-, middle-, and high-intensity periods distributed in 1 min segments. Our framework exhibits a higher explanatory power compared to usual game metrics (e.g., high-speed running and sprinting), explaining 45.91% of the coefficient of variation vs. 21.32% for high-, 30.66% vs. 16.82% for middle-, and 24.41% vs. 19.12% for low-intensity periods. The proposed methods enable deeper game analysis, which can help strength and conditioning coaches and managers in gaining better insights into the players’ responses to various game situations.
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Zeroth, Julia A., Lynnda M. Dahlquist, and Emily C. Foxen-Craft. "The effects of auditory background noise and virtual reality technology on video game distraction analgesia." Scandinavian Journal of Pain 19, no. 1 (2019): 207–17. http://dx.doi.org/10.1515/sjpain-2018-0123.

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Abstract Background and aims The present study was designed to evaluate the relative efficacy of two video game display modalities – virtual reality (VR) assisted video game distraction, in which the game is presented via a VR head-mounted display (HMD) helmet, versus standard video game distraction, in which the game is projected on a television – and to determine whether environmental context (quiet versus noisy) moderates the relative efficacy of the two display modalities in reducing cold pressor pain in healthy college students. Methods Undergraduate students (n=164) were stratified by sex and self-reported video game skill and were randomly assigned to a quiet or a noisy environment. Participants then underwent three cold pressor trials consisting of one baseline followed by two distraction trials differing in display modality (i.e. VR-assisted or standard distraction) in counter-balanced order. Results Participants experienced improvement in pain tolerance from baseline to distraction in both display modality conditions (p<0.001, partial η2=0.41), and there was a trend toward greater improvement in pain tolerance from baseline to distraction when using the VR HMD helmet than during standard video game distraction (p=0.057, partial η2=0.02). Participants rated pain as more intense when experienced with concurrent experimental background noise (p=0.047, partial η2=0.02). Pain tolerance was not influenced by the presence or absence of background noise, and there was not a significant interaction between display modality and noise condition. Though exploratory sex analyses demonstrated a significant three-way interaction between noise condition, sex, and display modality on pain intensity (p=0.040, partial η2=0.040), follow-up post-hoc analyses conducted for males and females separately did not reveal significant differences in pain intensity based on the interaction between noise condition and display modality. Conclusions As expected, video game distraction both with and without an HMD helmet increased pain tolerance; however, the two display modalities only marginally differed in efficacy within the population under study. The effect of auditory background noise on pain was mixed; while pain tolerance did not vary as a function of the presence or absence of background noise, the addition of noise increased pain intensity ratings. The interaction between participant sex, noise condition, and distraction modality on pain intensity trended toward significance but would require replication in future research. Implications Results suggest that video game distraction via HMD helmet may be superior to standard video game distraction for increasing pain tolerance, though further research is required to replicate the trending findings observed in this study. Though it does not appear that background noise significantly impacted the relative efficacy of the two different video game display modalities, the presence of noise does appear to alter the pain response through amplified pain intensity ratings. Further research utilizing more sophisticated VR technology and clinically relevant background auditory stimuli is necessary in order to better understand the impact of these findings in real-world settings and to test the clinical utility of VR technology for pain management relative to standard video game distraction.
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Jiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "An Antecedent Study of Mobile Social Game Addiction vs. Virtual Goods Purchase." International Journal of Technology and Human Interaction 18, no. 1 (2022): 1–20. http://dx.doi.org/10.4018/ijthi.2022010105.

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This study aims to investigate how cognitive antecedents impact on social game addiction and virtual properties purchase among Generation Y players in Malaysia. Using a quantitative method with 341 Generation Y gamers and analysed via structural equation modeling through a two-step analysis approach, the results demonstrate that social game addiction is influenced by enjoyment, play intensity and self-control. The purchase intention of virtual goods is affected by flexibility and play intensity. However, social game addiction has no impact on a gamer’s intentional purchase of virtual items. A player’s income level interacts with the relationship between flexibility and likelihood of virtual property purchase, which could be insightful for gaming publishers and vendors.
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Johnston, Rich D., Tim J. Gabbett, and David G. Jenkins. "The Influence of Physical Fitness and Playing Standard on Pacing Strategies During a Team-Sport Tournament." International Journal of Sports Physiology and Performance 10, no. 8 (2015): 1001–8. http://dx.doi.org/10.1123/ijspp.2015-0005.

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Purpose:To assess the influence of playing standard and physical fitness on pacing strategies during a junior team-sport tournament.Methods:A between-groups, repeated-measures design was used. Twenty-eight junior team-sport players (age 16.6 ± 0.5 y, body mass 79.9 ± 12.0 kg) from a high-standard and low-standard team participated in a junior rugby league tournament, competing in 5 games over 4 d (4 × 40-min and 1 × 50-min game). Players wore global positioning system (GPS) microtechnology during each game to provide information on match activity profiles. The Yo-Yo Intermittent Recovery Test (level 1) was used to assess physical fitness before the competition.Results:High-standard players had an initially higher pacing strategy than the low-standard players, covering greater distances at high (ES = 1.32) and moderate speed (ES = 1.41) in game 1 and moderate speed (ES = 1.55) in game 2. However, low-standard players increased their playing intensity across the competition (ES = 0.57–2.04). High-standard/high-fitness players maintained a similar playing intensity, whereas high-standard/low-fitness players reduced their playing intensities across the competition.Conclusions:Well-developed physical fitness allows for a higher-intensity pacing strategy that can be maintained throughout a tournament. High-standard/low-fitness players reduce playing intensity, most likely due to increased levels of fatigue as the competition progresses. Low-standard players adopt a pacing strategy that allows them to conserve energy to produce an “end spurt” in the latter games. Maximizing endurance fitness across an entire playing group will maximize playing intensity and minimize performance reductions during the latter stages of a tournament.
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Septyanto Dwibowo, Ahmad Raif Satyaka, and Wiwik Sulistyaningsih. "Intensitas Bermain Game Online dan Empati pada Remaja." As-Syar i: Jurnal Bimbingan & Konseling Keluarga 6, no. 3 (2024): 1218–36. https://doi.org/10.47467/as.v6i3.6009.

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Playing online games is a common activity among adolescents in Indonesia as a form of entertainment, and it often becomes an influence on the development of empathy, especially in teenagers. This research aims to determine whether there is a difference in empathy among adolescents based on the intensity of online gaming. The game genre studied is MOBA (Multiplayer Online Battle Arena), which is played by 10 people, with each team consisting of 5 players. One match is estimated to last between 10-30 minutes or longer, and the objective is to destroy the opposing team's base. This game requires a high level of teamwork and social interaction among team members. The study uses the Basic Empathy Scale (BES) as a tool to measure empathy, which assesses two components of empathy: affective and cognitive. To measure the intensity of online gaming, the researchers collected data on the average amount of time spent playing online games per week. There were 108 respondents in this study, aged 15-18 years, who played MOBA games and resided in Jabodetabek. Using the ANOVA analysis method, the results showed a significant difference in empathy based on the intensity of online gaming, with a significance value of 0.027 (p-value <0.05). Significant differences in empathy were found between adolescents with moderate and high levels of online gaming intensity (p-value 0.02 <0.05). However, there was no significant difference between the low and moderate groups (p-value 0.547 >0.05), nor between the high and low groups (p-value 0.054 >0.05). Adolescents with high gaming intensity tend to have higher levels of empathy. In the context of MOBA games, which are typically played with friends and require intensive social interaction, it can be concluded that games with high social interaction (in this study, the MOBA genre) are associated with higher empathy. These findings align with other studies that have found that social interaction in games can enhance empathy.
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41

Yang, Wancheng, Yurong Yang, and Donglei Wang. "HIGH-INTENSITY PHYSICAL ABILITY TRAINING OF TEENAGER BASKETBALL PLAYERS." Revista Brasileira de Medicina do Esporte 28, no. 2 (2022): 89–92. http://dx.doi.org/10.1590/1517-8692202228022021_0472.

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ABSTRACT Introduction: The antagonism of basketball is very prominent during the game. Athletes with good physical fitness will have great advantages in basketball games. Objective: To study the influence of physical exercise on the physical fitness of young athletes. Methods: This article uses mathematical statistics to investigate and analyze the physical training status of young basketball players. Results: After studying various training methods, we found that impedance training can improve the physical fitness of young athletes. Basketball physical training includes strength, speed, endurance, sensitivity, etc. Conclusion: Young basketball players need to adopt a variety of training methods. Group sports can effectively improve the physical fitness of young basketball players and increase the winning probability of the team in the game. Level of evidence II; Therapeutic studies - investigation of treatment results.
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Fahrizal, Yanuar, and Friska Dwi Aprilia. "Family communication experience among students who are addicted to online games." Bali Medical Journal 10, no. 3 (2021): 1239–43. http://dx.doi.org/10.15562/bmj.v10i3.2858.

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Background: Someone who plays online games continuously will experience feelings of extreme pleasure and want to play the games repeatedly, resulting in online game addiction. The high prevalence of online game addiction causes poor relationships between children and parents since children are too busy playing online games. A considerable amount of time spent playing online games also causes university students to lack opportunities for social interactions. This study aims to explore family communication experiences among university students addicted to online games.Methods: This study adopted a qualitative method with a phenomenological approach, involving eight respondents. The data were collected using in-depth interviews, observations, and documentation. The Indonesian Online Game Addiction Questionnaire was distributed to the participants to determine who fitted into the addiction criteria.Result: This study resulted in five themes as follows: students’ awareness of the importance of family communication; the intensity of communication between students and their parents; the changes in students’ contact with family due to online game addiction; the impact of parenting style on students’ online game addiction; and online game addiction as the cause of conflicts between students and their parents.Conclusion: Parenting style contributes to online game addiction. Online game addiction among students causes changes, especially in the intensity and need for communication with parents despite students’ good awareness of the importance of maintaining contact with their parents.
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González-Rodenas, Joaquín, Ferran Calabuig, and Rafael Aranda. "Effect of the Game Design, the Goal Type and the Number of Players on Intensity of Play in Small-Sided Soccer Games in Youth Elite Players." Journal of Human Kinetics 49, no. 1 (2015): 229–35. http://dx.doi.org/10.1515/hukin-2015-0125.

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Abstract The aim of this study was to compare the effects of game design modification, the type of the goal and the number of players on the intensity of play in small-sided soccer games (SSGs) in youth elite players. Twenty young soccer players (age 13.7 ± 0.5 years, body mass 57.4 ± 7.8 kg, body height 1.67 ± 7.8 m, maximal heart rate 201.1 ± 8.2 beats/min) performed three types of SSGs (possession play (PP) vs. regular goals (RG) vs. small goals (SG)) in both four-a-side and six-a-side formats. The heart rate responses were recorded and analysed as an indicator of the intensity of play. The four-a-side format obtained higher intensity of play than six-a-side for PP (p<0.05), but not for SG and RG. SG showed higher intensity of play than RG for four-a-side (p<0.001), but not for six-a-side. PP registered higher intensity of play than RG (p<0.05), but not than SG in four-a-side, whereas in six-a-side no differences were found between the three formats. In conclusion, the modification of variables such as the number of players, the game design and the type of the goal influences the intensity of play in small-sided soccer games in youth players.
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Serdukov, V. I., N. A. Serdyukova, and S. I. Shishkina. "Mathematical Single-Player Computer Game Model to Reproduce Duel Fight of Tanks." Mathematics and Mathematical Modeling, no. 3 (September 20, 2020): 29–42. http://dx.doi.org/10.24108/mathm.0320.0000225.

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In improving computer games, which reproduce a battle of tanks, two tasks can be distinguished: increasing a collection of game tools to represent virtual prototypes of real tank models and ensuring a realistic game. To solve these problems, a tool is necessary that allows us to compare gaming capabilities of virtual tank brands with combat capabilities of their real prototypes. A mathematical model of a computer game that reproduces a duel battle of tanks can be used as the tool. The specified model satisfies the following requirements: the sequence of operations reproduced in the model is in line with the sequence of operations implemented by the player in the course of the game; the maximum amount of ammunition that a tank can use in a model must correspond to the amount of tank ammunition. The duel lasts until one of the tanks is hit, or until all the gunshots available to hit the enemy are expended. It is necessary to find the probabilities of possible outcomes of a duel battle, the mathematical expectation of its duration, the mathematical expectation of the ammunition consumption of each side.The solution to the problem is obtained by constructing a mathematical model according to the scheme of Markov random process with discrete states and continuous time. It is implemented as a program for a model of a duel battle of tanks and can be used when developing a computer game of the genre of tank simulators to assess the gaming capabilities of the virtual tanks in a duel battle from the data on the amount of their ammunition and on the intensity of the game process transition from one state to another; for selecting the intensity values of the game process transition from one state to another, based on the data on the estimated game capabilities of virtual tanks in a duel battle. Thus, game participants can use this model to conduct their own research. Developers of computer games can use it for setting up the game and setting such intensity values of the game process transition from one state to another, at which the gaming capabilities of virtual tanks will correspond to the combat capabilities of their real prototypes on the battlefield.
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Reza, Teofanda. "Intensitas bermain game online mobile playerunknown’s battleground (PUBG) dengan kecenderungan agresivitas pada dewasa awal." Cognicia 8, no. 1 (2020): 118–30. http://dx.doi.org/10.22219/cognicia.v8i1.11749.

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Mobile online gaming is now the trend is mobile battleground playerunknown’s game (PUBGM). In that type of game Battle Royale game, players are required to compete to survive and kill other players. This gives rise to controversy one of which is related as a result of aggressiveness. This research aims to know the relationship between the intensity of playing online games with aggressiveness. The study uses a quantitative research approach with correlational research design. The subject in this study amounted to 201 participants taken using the Purposive sampling technique by assigning special characteristics that fit the research objectives. The instruments used are the Likert scale Brief Aggression Questionnaire (BAQ) and the intensity scale. The result from this study was analyzed using SPSS 25 with product moment Pearson correlation technique where the coefficient of determination (R2) amounted to 0.16 and the correlation coefficient (r) 0.40 amounting to significance value of 0.000 < 0.05. It can be said there is a positive and significant relationship with moderate levels between intensity and aggressiveness. Thus the more a person has a high intensity then the greater the tendency of aggressiveness on them.
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Altintas, Emin, Yasemin Karaca, Timothé Hullaert, and Patricia Tassi. "Sleep quality and video game playing: Effect of intensity of video game playing and mental health." Psychiatry Research 273 (March 2019): 487–92. http://dx.doi.org/10.1016/j.psychres.2019.01.030.

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47

Perron, Rachel, Courtney Graham, Jamie Feldman, Rebecca Moffett, and Eric Hall. "Do Exergames Allow Children To Achieve Physical Activity Intensity Commensurate With National Guidelines?" International Journal of Exercise Science 4, no. 4 (2011): 257–64. http://dx.doi.org/10.70252/uhdv1774.

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The purpose of this study was to determine if two popular exergames, Wii Fit™ and EA Sports Active™, both games for the Nintendo Wii™ console, help children achieve intensity consistent with recommended physical activity guidelines. Thirty children (19 males and 11 females, Mean age = 9.4 ± 1.8 years) participated in this study by playing each game during one research session. During the session participants wore a heart rate monitor and accelerometer to measure exercise intensity. Perceived exertion (RPE) was measured with the children’s run/walk OMNI scale. All three measures of exercise intensity (heart rate, accelerometer counts, and RPE) found that the EA Sports Active™ game session elicited higher exercise intensity. However, heart rate data found both games to achieve moderate intensity (65-68% age-predicted HRmax). When using heart rate as an indicator of exercise intensity it appears that both exergames were of sufficient intensity to achieve physical activity guidelines. Future studies should continue to investigate the utility of exergaming in helping children to become more physically active.
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García-Ceberino, Juan M., Ana Bravo, Ernesto de la Cruz-Sánchez, and Sebastián Feu. "Analysis of Intensities Using Inertial Motion Devices in Female Soccer: Do You Train like You Compete?" Sensors 22, no. 8 (2022): 2870. http://dx.doi.org/10.3390/s22082870.

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Intensity research in female soccer is limited. This study aimed to investigate whether female professional soccer players train with external and internal intensities similar to those recorded in real competition. The specific players’ position, the game situation and training task type were analyzed in a total of 18 female players (26.25 ± 3.89 years). The empirical, descriptive and associative study was structured into two parts. Part 1: characterizing the training sessions (n = 13) and official matches (n = 3) using the Integral Analysis System of Training Tasks. The association between sports planning variables was evaluated using adjusted standardized residuals from contingency tables, Chi-Square and Fisher tests, as well as the Phi and Cramer’s V coefficients. The main findings show that the coach and/or physical trainer predominantly planned training sessions using small-sided games, which integrate physical fitness and tactical-technical behaviors of the game and imply a medium-high subjective external intensity (20.63 ± 5.79 points). The subjective external intensity of the matches was very high (30.00 ± 0.00 points). Part 2: quantifying the external and internal intensity through the inertial motion devices and heart rate monitors. Differences in the intensities according to the type of session (training session and match), specific position of the players, game situation and type of the training task were assessed through different statistical tests. By specific position (Kruskal–Wallis H and one-factor ANOVA tests), defenders performed fewer accelerations/min and decelerations/min, while they recorded higher heart rates in training sessions and official matches. In contrast, the wingbacks performed higher accelerations/min and decelerations/min in training sessions and official matches. The wingers had the lowest heart rate in official matches. Regarding the game situation (Kruskal–Wallis H test) measured during training sessions, the unopposed tasks recorded higher accelerations/min and decelerations/min, while the small-sided games and full games recorded higher values in the rest of the intensities (both subjective and objective). With regard to the type of training task (Kruskal–Wallis H test), the simple application exercises recorded higher accelerations/min and decelerations/min. Distance in meters/min was greater in the complex application exercises. High-intensity activity/min and player load/min were higher in the simple specific game. In addition, modified sport and real game recorded higher subjective external intensity*min, sprints/min and heart rate. Furthermore, training sessions differed statistically (Mann–Whitney U test) from official matches in terms of subjective intensity and the objective external and internal intensity variables weighted by minutes. For all these reasons, female players do not train (training sessions) as they compete (official matches). The use of inertial motion devices has made it possible to quantify intensities during training sessions and real competition in soccer.
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Rahma, Nurina. "Hubungan Konformitas Teman Sebaya Dengan Intensitas Bermain Game Online Mobile Legends." Psikoborneo: Jurnal Ilmiah Psikologi 10, no. 2 (2022): 281. http://dx.doi.org/10.30872/psikoborneo.v10i2.7385.

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The aim of this study was to determine the correlation between peer group conformity toward the intensity of playing online games mobile legends at the aged 18-24 years in Samarinda. This research method used quantitative approach involved 100 participants with sampling technique used was purposive sampling. The peer group conformity scale and the intensity scale were used as measurement instrument in this study. The results showed that there was a significant relationship between peer group conformity and the intensity of playing online games mobile legends with a value of p = 0.000 (p <0.05), the correlation value of r = 0.647. This means that the strength of the relationship between the peer group conformity and the intensity of playing online games mobile legend is strongly significant correlations and positive relationship, that means the higher the peer group conformity, the higher the intensity of playing online games mobile legends.Penelitian ini bertujuan untuk mengetahui hubungan konformitas teman sebaya dengan intensitas bermain game online mobile legends pada remaja usia 18-24 tahun di Kota Samarinda. Metode penelitian ini adalah kuantitatif dengan subjek penelitian sebanyak 100 partisipan dengan teknik purposive sampling. Pengumpulan data menggunakan skala konformitas teman sebaya dan skala intensitas bermain game online mobile legends. Hasil penelitian menunjukan bahwa terdapat hubungan yang siginifikan antara konformitas teman sebaya dengan intensitas bermain game online mobile legends dengan nilai p=0.000 (p<0.05), dan nilai korelasi r= 0.647. Artinya kekuatan hubungan antara dua variabel tersebut masuk kategori tinggi dan arah korelasinya positif, yaitu semakin tinggi konformitas teman sebaya maka semakin tinggi intensitas bermain game online mobile legends pada remaja usia 18-24 tahun di Kota Samarinda.
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SILVA, P. Ravindra DE, Ajith P. MADURAPPERUMA, Stephen G. LAMBACHER, and Minetada OSANO. "THE EMOTION INTENSITY BASED ROBUST ADAPTATION MODEL IN INTERACTIVE GAME." KANSEI Engineering International 6, no. 4 (2006): 1–9. http://dx.doi.org/10.5057/kei.6.4_1.

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