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Wyszukujesz frazę "eSports" wg kryterium: Temat


Wyświetlanie 1-7 z 7
Tytuł:
The Role of Digital Marketing in the Esports Industry
Autorzy:
Baltezarević, Radoslav
Baltezarević, Vesna
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/41309902.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
consumers
digital games
digital marketing
eSports industry
eSports influencers
eWOM
Opis:
The eSports industry, supported by the accelerated development of digital technologies, is becoming more and more interesting to companies, as a potential place where products and services can be advertised. Given that consumers, who follow or actively engage in playing digital games and eSports, are mostly younger men, digital marketing strategies seem like a logical choice. This paper provides several theoretical viewpoints on the function of digital marketing in the industry of eSports. The authors attempted to make this topic more accessible to professionals with expertise in this field by assessing the views of 113 respondents and highlighting the possible advantages of adopting digital marketing in the eSports industry. The aim of this study is to show that companies should focus on promoting brands on digital platforms dedicated to eSports, because such activities, which are intended for players and audiences, are generally acceptable activities of business entities. Also, when carrying out brand promotion on these platforms, it is advisable to hire credible eSports influencers on social media to recommend their brands, and ultimately, to support the spread of eWOM about the company’s brand.
Źródło:
Acta Ludologica; 2023, 6, 1; 28-45
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Emergence of eSports Nutrition: A Review
Autorzy:
Ribeiro, Fernando J.
Viana, Victor M.
Borges, Nuno P.
Teixeira, Vitor H.
Powiązania:
https://bibliotekanauki.pl/articles/1339108.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
eSports
nutrition
eSports nutrition
video games
cognitive performance
Opis:
Peak cognitive performance is of paramount importance for the sports and competitive activities that depend on a high level of cognitive performance, such as eSports. The popularity of eSports has increased rapidly in recent years and will probably continue to rise in the forthcoming years. Above all, eSports practitioners require higher levels of cognitive abilities and motor skills for optimal performance and may benefit from adequate body composition and proper nutrition, as happens with more traditional athletes. However, there is a noticeable shortage of scientific knowledge in this area, including in nutritional-related aspects. Therefore, the objective of this non-systematic review is to summarize the nutritional strategies that may enhance health, cognitive performance, decrease reaction time and minimize fatigue. This information may be relevant for eSports competitors and set a base for further investigations, which could ultimately lead to the establishment of nutritional recommendations specific for this competitive population.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2021, 33, 1; 81-95
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Women in the World of Digital Games: The Case of Slovakia
Autorzy:
Hurajová, Anna
Slezák, Alexej
Hladíková, Vladimíra
Powiązania:
https://bibliotekanauki.pl/articles/41313438.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
eSports
gaming industry
gender
obstacles
stereotypes
women
Opis:
This research paper aims to provide a picture of women’s participation in various positions in the field of digital games in Slovakia, such as creators of game content, women involved in eSports, the gaming industry, casual gamers as well as women working in the field of digital game education. Based on theoretical knowledge and qualitative in-depth interviews with seven women working in various positions in the gaming industry, the women’s positive and negative work experiences, and the problems and obstacles linked to their gender were identified. The research is specifically focused on the situation of women in the gaming industry in Slovakia. The results show that female gamers and streamers face negative behaviour from their fellow players and viewers which may result in an array of negative consequences. Findings also indicate that the low representation of women in some areas of the gaming industry is a consequence of prevailing gender roles in society. Furthermore, women’s participation in eSports and competitive gaming is limited due to toxic meritocracy, prevailing masculinity and sexism.
Źródło:
Acta Ludologica; 2023, 6, 2; 92-115
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Redefining Sports: Esports, Environments, Signals and Functions
Autorzy:
Białecki, Andrzej
Białecki, Robert
Gajewski, Jan
Powiązania:
https://bibliotekanauki.pl/articles/2124757.pdf
Data publikacji:
2022
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
esports
sports categorization
information representation
signal processing
Opis:
The sports landscape is constantly changing due to innovation and entrepreneurship. The availability of technology led to the emergence of esports and augmented sports. Biofeedback and sensing technologies can be used for athlete monitoring and training purposes. Research on motor control deals with planning and execution of bodily movements and provides some insights towards formal presentation of sports. Previous research provided many sports categorization models. On many occasions, published articles did not distinguish competitive gameplay activities (gaming) from athletic performance (esports). Our goal was to define esports by extending existing universal sport definitions and propose a novel modular computational framework for categorizing sports through environments and signals. We have fulfilled our goals by illustrating how signals flow within competitive (sports) environments. Our esports definition introduces esports as a group of sports similar to motorsports. Moreover, we have defined mathematical foundations for signal processing by various actors (athletes, referees, environments, intermediate processing steps). We have demonstrated that representing sports as a multidimensional signal can lead to the categorization of sports through computation. We claim that our approach could be applied to transfer training methods from similar sports, analysis of the training process, and referee error measurement. Our study was not without limitations. Further research is required to validate our theoretical model by embedding available variables in latent space to calculate similarity measures between sports.
Źródło:
International Journal of Electronics and Telecommunications; 2022, 68, 3; 541--548
2300-1933
Pojawia się w:
International Journal of Electronics and Telecommunications
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The impact of electronic gaming on upper limb neuropathies among esports athletes
Autorzy:
Basuodan, Reem M.
Aljebreen, Aljoharah W.
Sobih, Hetaf A.
Majrashi, Kholoud A.
Almutairi, Noura H.
Alhaqbani, Sadeem S.
Alanazy, Mohammed H.
Powiązania:
https://bibliotekanauki.pl/articles/23385100.pdf
Data publikacji:
2023-11-14
Wydawca:
Instytut Medycyny Pracy im. prof. dra Jerzego Nofera w Łodzi
Tematy:
carpal tunnel syndrome
upper extremity
esports athletes
computer games
neuropathies
hand symptoms
Opis:
Background The authors aimed to explore carpal tunnel syndrome (CTS) among electronic sports (esports) athletes, to compare hand symptoms and their severity between esports athletes and the control group and within the esports athletes, and to study the relationship between esports athletes’ variables. Material and Methods A cross-sectional survey study via telephone with systematic randomized approach was used for esport athletes sampling. Control group were non-esports athletes who do not use computer for prolonged duration. The survey consisted of sports athletes’ characteristics, hand symptoms and functions, and the Boston Carpal Tunnel Questionnaire (BCTQ). The unpaired student’s t-test, Mann-Whitney U test, and χ2 test were utilised for statistical comparison, with p < 0.05. Pearson’s and Spearman’s correlation coefficient tests were used for relationship analyses. Results Eligible participants were 198 out of 229. Compared to control group, esport athletes reported more CTS (p = 0.01), and radiated pain and numbness in their hands (p = 0.05). Males complained of hand symptoms (p < 0.01) and its radiation (p < 0.01) more than females among esports athletes. Higher BCTQ Symptom Severity Scale (BCTQ-SSS) scores were reported for esports athletes who had been playing esports for prolonged periods compared to those who had playing recently (p = 0.003), with a moderate positive correlation (+0.59, p = 0.004). A significant moderate positive correlation was reported for BCTQ Functional Severity Symptoms (BCTQ-FSS) scores in terms of hours of playing (+0.44, p = 0.04). Esports athletes who used armrests and a PC with a controller for gaming reported less hand symptoms and had milder BCTQ scores than those who used a PC with a keyboard/mouse. Generally, esports athletes spend 5–10 h/day on gaming. Conclusions Esports athletes might be at risk of developing upper-extremity nerve compression and CTS. Prolonged playing, hours of playing, type of esports device, and using armrests are possible risk factors.
Źródło:
Medycyna Pracy. Workers’ Health and Safety; 2023, 74, 4; 279-287
0465-5893
2353-1339
Pojawia się w:
Medycyna Pracy. Workers’ Health and Safety
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Preparing for esports competitions: gaming communities of practice
Przygotowanie do współzawodnictwa w e-sporcie: growe wspólnoty praktyków
Autorzy:
Jasny, Michał
Powiązania:
https://bibliotekanauki.pl/articles/20679251.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
e-sport
Magic
The Gathering
wspólnoty praktyków
esports
Magic: The Gathering
communities of practice
Opis:
Communities of practice are groups of people united by a passion for something, who deepen their knowledge and experience in their field through ongoing interactions. This article focuses on the importance of institutionalized relationship networks and mutual recognition in preparation for esports competitions. The study represents inductive, qualitative analyses. Individual in-depth interviews were conducted with players (n = 12) that have significant achievements in Magic: The Gathering (MTG) competitions. In the social world of MTG enthusiasts, numerous groups reflect the functionality of a community of practice. These groups constitute a fundamental aspect of preparation for top-level MTG tournaments. Examples of the functioning of so-called testing groups among MTG enthusiasts allow the formulation of a new analytical category – the gaming community of practice. Contrary to stereotypes, the presented study supports the thesis about the significant role of video games in the formation of social competencies and the creation of specific communities, which is particularly important in the context of the COVID-19 pandemic.
Koncepcja wspólnoty praktyków zakłada, że jest to grupa osób, które łączy zamiłowanie do czegoś i które pogłębiają swoją wiedzę oraz doświadczenie w tym obszarze poprzez bieżące interakcje. Prezentowany artykuł skupia się na znaczeniu zinstytucjonalizowanych sieci relacji i wzajemnego uznania w przygotowaniach do rywalizacji w e-sporcie. Badanie stanowi przykład indukcyjnej jakościowej analizy. W jego ramach przeprowadzono indywidualne wywiady pogłębione z osobami (n = 12) mającymi znaczące osiągnięcia we współzawodnictwie w grze Magic: The Gathering (MTG). W społecznym świecie miłośników MTG liczne grupy odzwierciedlają funkcjonalność wspólnoty praktyków. Grupy te konstytuują podstawowy aspekt przygotowań do najważniejszych turniejów MTG. Przykłady funkcjonowania tak zwanych grup testingowych wśród miłośników MTG prowadzą do sformułowania nowej kategorii analitycznej – growych wspólnot praktyków. Wbrew stereotypom, prezentowane badania wspierają tezę o znaczącej roli gier wideo w kształtowaniu kompetencji społecznych i tworzeniu specyficznych wspólnot, co jest szczególnie istotne w kontekście pandemii COVID-19.
Źródło:
Acta Universitatis Lodziensis. Folia Sociologica; 2023, 84; 75-86
0208-600X
2353-4850
Pojawia się w:
Acta Universitatis Lodziensis. Folia Sociologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Genologia lingwistyczna a badania nad komentarzem e-sportowym (problemy metodologiczne)
Autorzy:
Rzeźnik, Martyna
Powiązania:
https://bibliotekanauki.pl/articles/682911.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
genologia lingwistyczna
gatunki medialne
komentarz e-sportowy
Counter Strike: Global Offensive
linguistic genology
media genres
esports commentary
Opis:
Video games are a crucial part of contemporary reality. Their popularity has contributed to the appearance of the esports scene, and thus to the emergence of a new media genre: the esports commentary. In this paper I apply Maria Wojtak’s method of genological research to analyze the esports commentary to the game sessions of Counter Strike: Global Offensive. In accordance with the author’s premises I examine four genre aspects. The first is structure, i.e., the delimitative framework as well as particular segments which make up the entire commentary. The next aspect, the pragmatic one, concerns the relationship between the addresser (commentator) and the addressee (Internet user). What is also needed is a description of the cognitive aspect, i.e., subject matter, valuation, and other elements of the genre’s lingual image of the world. The final aspect is the characteristic stylistic traits of the esports commentary, such as its colloquial nature, its emotionality, or its jargon vocabulary. The main conclusion of the paper is that it is suitable to adapt Maria Wojtak’s method to the research into esports commentary as a new media genre.
Gry komputerowe są niezwykle istotnym elementem współczesnej rzeczywistości. Ich popularność przyczyniła się do powstania sceny e-sportowej, a tym samym do zaistnienia nowego gatunku medialnego, jakim jest komentarz e-sportowy. W powyższym artykule ukazuję zastosowanie w analizie komentarza e-sportowego do meczów Counter Strike: Global Offensive metody badań genologicznych autorstwa Marii Wojtak. Zgodnie z założeniami autorki metody analizuję cztery aspekty gatunkowe. Pierwszym z nich jest struktura, a więc rama delimitacyjna oraz poszczególne segmenty, z jakich składa się cały komentarz. Kolejny aspekt, pragmatyczny, dotyczy relacji między nadawcą – komentatorem a odbiorcą – internautą. Dalej konieczny jest opis aspektu poznawczego, czyli tematyki, wartościowania i innych elementów tworzących językowy obraz świata, występujący w danym gatunku. Ostatnim aspektem są cechy stylistyczne charakterystyczne dla komentarza e-sportowego, takie jak potoczność, emocjonalność czy leksyka żargonowa. Główny wniosek płynący z artykułu wskazuje na stosowność zaadaptowania metody Marii Wojtak do badań nad nowym gatunkiem medialnym, jakim jest komentarz e-sportowy.
Źródło:
Replay. The Polish Journal of Game Studies; 2018, 5, 1; 49-65
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-7 z 7

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