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Exercise Recommendations for e-Athletes: Guidelines to Prevent Injuries and Health Issues 电子运动员的运动建议:预防伤害和健康问题的指南
Pub Date : 2023-01-01 DOI: 10.1123/jege.2023-0003
Arnau Baena-Riera, L. Carrani, A. Piedra, J. Peña
In the last two decades, video games have gone from being pastimes to being a coveted profession with competitions broadcasted worldwide and high earnings for the winners. However, the esports environment is still little known, presenting a lack of knowledge on how to get physically ready to minimize the effect of prolonged sitting or avoid career-ending injuries. This article provides coaches and serious gamers with a program based on evidence and simple to implement. The main aims will be to prevent esports’ common injuries such as cervical and lumbar pain, wrist and shoulder overuse, and peripheral neuropathies. Our proposal contains protocols for warming-up, preventing injuries, and taking active breaks.
在过去的二十年里,电子游戏已经从一种消遣变成了一种令人垂涎的职业,比赛在全球范围内播出,获胜者的收入也很高。然而,电子竞技环境仍然鲜为人知,缺乏关于如何做好身体准备以尽量减少长时间坐着的影响或避免职业生涯结束的伤害的知识。这篇文章为教练和认真的玩家提供了一个基于证据和简单实施的计划。其主要目的是防止电子竞技常见的伤害,如颈椎和腰椎疼痛、手腕和肩部过度使用以及周围神经病变。我们的建议包括热身、防止受伤和积极休息的方案。
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引用次数: 1
Stress Management Strategies in Esports: An Exploratory Online Survey on Applied Practice 电子竞技中的压力管理策略:一项应用实践的探索性在线调查
Pub Date : 2023-01-01 DOI: 10.1123/jege.2023-0002
Oliver Leis, Matthew Watson, L. Swettenham, Ismael Pedraza-Ramirez, F. Lautenbach
Given the competitive nature of esports (e.g., maintaining focus and adaptive coping) and the increasing interest from practitioners in addressing stress management issues, empirical evidence on stress management strategies is needed that is tailored to the unique demands of esports. To ensure that ethical and professional standards are being met, it is important to first explore the factors that practitioners perceive to negatively impact the performance of esports players and the stress management strategies that are currently being used to support these players. Therefore, an online survey of 25 practitioners was conducted with results highlighting a variety of factors that were perceived to negatively impact players’ performance such as players’ ability to cope and lack of self-confidence. In addition, stress management strategies used before and after competition most frequently included strategies such as imagery, breathing techniques, and social support. Future research directions, limitations, and practical implications are discussed.
鉴于电子竞技的竞争性质(例如,保持专注和适应性应对)以及从业者对解决压力管理问题的兴趣日益增加,需要针对电子竞技的独特需求量身定制压力管理策略的经验证据。为了确保符合道德和专业标准,重要的是要首先探索从业者认为会对电子竞技选手的表现产生负面影响的因素,以及目前用于支持这些选手的压力管理策略。因此,对25名从业者进行了一项在线调查,结果突出了各种被认为对球员表现产生负面影响的因素,如球员应对能力和缺乏自信。此外,赛前和赛后最常用的压力管理策略包括想象、呼吸技巧和社会支持等策略。讨论了未来的研究方向、局限性和现实意义。
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引用次数: 3
Fighting/Fat: Fighting Game Characters and the Emptiness of Video Game Fatness 格斗/肥胖:格斗游戏角色和电子游戏肥胖的空虚
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0043
Todd Harper
The fatness of fat characters in screen media, video games included, is well understood on an aesthetic level. However, this research asks: Is there a mechanical dimension to the fatness of these characters? Fighting games, with their need for common toolsets among playable characters, offer a useful ground to explore that question. While the characters in this study did not exhibit a “mechanical fatness,” they do reveal that certain combinations of aesthetic fatness with gameplay mechanics may offer a potential site of resistance to the pervasive fatphobic tropes present in video games.
屏幕媒体(包括电子游戏)中肥胖角色的肥胖,在美学层面上是可以理解的。然而,这项研究提出了一个问题:这些角色的肥胖是否存在机械因素?格斗游戏对可玩角色的通用工具集的需求,为探索这个问题提供了一个有用的基础。虽然这项研究中的角色并没有表现出“机械肥胖”,但它们确实揭示了美学肥胖与游戏机制的某些结合可能会提供一种潜在的抵抗电子游戏中普遍存在的肥胖恐惧症的场所。
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引用次数: 0
The AACTT of Trash Talk: Identifying Forms of Trash Talk in Esports Using Behavior Specification 垃圾言论的AACTT:使用行为规范识别电子竞技中的垃圾言论形式
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0024
Sidney V. Irwin, A. Naweed, M. Lastella
Esports, much like conventional sports, are guided by social norms that determine the acceptability or unacceptability of certain behaviors. One act guided by social norms is trash talk. However, understanding its practice has been difficult due to the various definitions of its use. Focusing on the first-person shooter genre, this study aimed to uncover and encapsulate the various forms of trash talk into a single framework. Applying Presseau et al.’s Action, Actor, Context, Target, and Time (AACTT) framework for specifying behavior, 61 cases of trash talk were analyzed across Counter Strike: Global Offensive, Overwatch, and Rainbow Six: Siege esports. Actions associated with trash talk were primarily found through verbal and written exchanges though they can occur through in-game mechanics—a practice unique to esports. Traditionally, actors and targets are the professional players in a game. However, trash talking was also practiced by coaches, stage talent, and esport organizations. The context of trash talk can be further identified through physical, environmental, and social settings, nd whether the time trash talk occurs is centered around a match or tournament. Understanding the impact of each AACTT element may have on the social norms of trash talk can allow researchers to further distinguish behaviors across esport consumers.
电子竞技和传统体育一样,受到社会规范的指导,这些规范决定了某些行为的可接受性或不可接受性。受社会规范引导的一种行为是说垃圾话。然而,由于其使用的各种定义,理解其实践一直很困难。以第一人称射击游戏为研究对象,本研究旨在揭示并将各种形式的垃圾言论整合到一个框架中。运用Presseau等人的行动、演员、背景、目标和时间(AACTT)框架来指定行为,分析了61个垃圾言论,涉及《反恐精英:全球攻势》、《守望先锋》和《彩虹六号:围攻》电子竞技。与垃圾话相关的行为主要是通过口头和书面交流发现的,尽管它们也可能通过游戏机制发生——这是电子竞技独有的做法。传统上,演员和目标是游戏中的职业玩家。然而,教练、舞台艺人和电子竞技组织也会说垃圾话。垃圾话的语境可以通过物理、环境和社会背景进一步确定,以及垃圾话发生的时间是否以比赛或锦标赛为中心。了解每个AACTT元素可能对垃圾话的社会规范产生的影响,可以让研究人员进一步区分电子竞技消费者的行为。
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引用次数: 0
Novice Women Players Have Better Outcomes in Women-Only Versus Mixed-Gender Esports Tournaments 新手女性玩家在女性电子竞技比赛中比男女混合的电子竞技比赛有更好的成绩
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0032
Kyle Nolla, Mark Beeman, Paul Reber, A. Eagly
Competitive video gaming or esports is a field with the potential for gender-equal competition. However, esports is dominated by cisgender men at both the casual and professional levels. When a field is highly gender-imbalanced, gender minority groups tend to perceive the field as unwelcoming, which reduces interest in the field and further perpetuates unequal participation. One potential pathway to encourage interest and participation is the creation of gender-specific spaces, such as women-only tournaments in esports. To study the group effects of gender on tournament experience, we recruited cisgender women who were novice gamers for in-laboratory, one-on-one esports tournaments under two conditions: in women-only tournaments or mixed-gender tournaments with equally novice cisgender men. Our results show that in matches between men and women, women underperformed against men regardless of whether her opponent had played more often, less often, or equal to her in the past year. In addition, women who played in women-only tournaments gave more accurate estimates of their skill and reported greater task importance than women who played in mixed-gender tournaments. In practice, women-only tournaments may aid recruitment and retention of women in esports as a supplement to gameplay in mixed-gender competitive spaces.
竞争性电子游戏或电子竞技是一个具有性别平等竞争潜力的领域。然而,在休闲和专业层面上,电子竞技都是由顺性男性主导的。当一个领域性别高度不平衡时,性别少数群体往往会认为该领域不受欢迎,这降低了对该领域的兴趣,并进一步延续了不平等的参与。鼓励兴趣和参与的一个潜在途径是创建特定性别的空间,例如电子竞技中的女性锦标赛。为了研究性别对比赛体验的群体影响,我们在两种条件下招募了顺性女性新手参加实验室一对一的电子竞技比赛:仅限女性比赛或与同样是顺性男性新手的混合性别比赛。我们的研究结果显示,在男女之间的比赛中,无论对手在过去一年里的出场次数是多是少,还是与她势均力敌,女性的表现都不如男性。此外,与参加男女混合比赛的女性相比,参加女子比赛的女性对自己的技能给出了更准确的估计,并报告了更大的任务重要性。实际上,仅限女性的比赛可能有助于招募和留住女性,作为混合性别竞争空间游戏玩法的补充。
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引用次数: 0
Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs 照顾毒性:美国大学电子竞技项目的挑战和策略
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0031
Amanda C. Cote, Andrew Wilson, Jared Hansen, Brandon C. Harris, Md Waseq Ur Rahman, Onder Can, Tara Fickle, Maxwell Foxman
Collegiate esports programs are rapidly expanding across the United States, offering a meaningful location in which to study diversity, equity, and inclusion. Because educational institutions must legally provide equal opportunities for all students, collegiate esports programs may need to avoid gaming culture’s longstanding tendency toward toxic behavior and language. At the same time, it is unclear whether or how effectively collegiate programs currently promote diversity, equity, and inclusion, necessitating further exploration. Drawing on 31 in-depth interviews with collegiate esports players, program directors, tournament organizers, and members of related student support organizations, this research identifies four challenges that collegiate esports programs currently face when trying to prevent toxicity and encourage broader cultures of care and inclusion: (a) ambiguous definitions of “toxicity,” (b) its normalization, (c) unclear reporting/response mechanisms for those facing harassment, and (d) the collegiate esports community’s insularity. We discuss each of these themes and their impacts individually, then provide initial recommendations for esports programs hoping to better care for their students.
大学电子竞技项目正在美国迅速扩张,为研究多样性、公平性和包容性提供了一个有意义的场所。因为教育机构必须在法律上为所有学生提供平等的机会,大学电子竞技项目可能需要避免游戏文化长期以来对有毒行为和语言的倾向。与此同时,目前尚不清楚大学项目是否或如何有效地促进多样性、公平性和包容性,这需要进一步探索。通过对大学电子竞技选手、项目主管、比赛组织者和相关学生支持组织成员的31次深度采访,本研究确定了大学电子竞技项目目前在试图防止毒性和鼓励更广泛的关怀和包容文化时面临的四大挑战:(a)“毒性”的定义模糊,(b)其正常化,(c)面临骚扰的人的报告/反应机制不明确,以及(d)大学电子竞技社区的孤立性。我们分别讨论了这些主题及其影响,然后为电子竞技项目提供初步建议,希望能更好地照顾他们的学生。
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引用次数: 0
The Influence of Coaches and Support Staff on the Sleep Habits of Esports Athletes Competing at Professional and Semiprofessional Level 教练员及辅助人员对职业及半职业竞技电子竞技运动员睡眠习惯的影响
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0023
D. Bonnar, M. Hwu, Sangha Lee, M. Gradisar, Sooyeon Suh, M. Kahn
The present study investigated the influence and perspective of esports coaches and support staff on the sleep habits of esports athletes competing at professional and semiprofessional levels. Eighty-four esports coaches and support staff from 19 countries completed an online questionnaire. The first section obtained demographic information. The second section evaluated sleep hygiene knowledge using the Sleep Beliefs Scale. The third section assessed sleep monitoring and sleep hygiene practices used by coaches and support staff with esports athletes, barriers to the use of these practices, and conditions that impact the sleep of esports athletes. Overall, sleep hygiene knowledge was inadequate (<75%, based on the study of Miles et al.). Sleep monitoring frequency was low (48.8%), while sleep hygiene practices were implemented more often (66.7%). The most common barrier to sleep monitoring and sleep hygiene practices was players not liking it (50% and 46.3%, respectively). Night competitions (64.6%), congested competition times (51.2%), and night training schedules (47.6%) all rated highly as having an impact on esports athletes’ sleep. Sleep education and training for coaches and support staff in the optimal use of sleep monitoring and sleep hygiene practices may increase the frequency and quality of sleep health support provided to esports athletes.
本研究调查了电子竞技教练和支持人员对专业和半专业水平的电子竞技运动员睡眠习惯的影响和看法。来自19个国家的84名电子竞技教练和支持人员完成了一份在线问卷。第一部分获得人口统计信息。第二部分使用睡眠信念量表评估睡眠卫生知识。第三部分评估了电子竞技运动员教练和支持人员使用的睡眠监测和睡眠卫生习惯,使用这些习惯的障碍,以及影响电子竞技运动员睡眠的条件。总体而言,睡眠卫生知识不足(根据Miles等人的研究<75%)。睡眠监测频率较低(48.8%),而睡眠卫生习惯的实施频率较高(66.7%)。睡眠监测和睡眠卫生实践最常见的障碍是玩家不喜欢它(分别为50%和46.3%)。夜间比赛(64.6%)、拥挤的比赛时间(51.2%)和夜间训练计划(47.6%)都被认为对电竞运动员的睡眠有很大影响。对教练和辅助人员进行睡眠教育和培训,使其最佳地使用睡眠监测和睡眠卫生习惯,可以提高为电子竞技运动员提供睡眠健康支持的频率和质量。
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引用次数: 0
Measuring Toxicity Toward Women in Game-Based Communities 衡量基于游戏的社区对女性的毒性
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0035
Matthew Belskie, Hanlin Zhang, B. Hemminger
Prior research into gaming toxicity in game-specific Reddit communities nearly always considers toxicity in aggregate, and so provides very few clues for a valid coding scheme for isolating toxic language and triggers that specifically target women gamers. Existing research offers a starting place for devising valid methods for measuring and detecting toxic language and toxic triggers within specified data sets, but that research is less useful is its applicability to game-related forms of toxicity targeting women gamers. Where this research had originally hoped to develop an automated method for scoring, limitations with automated detection of toxicity discussed within the paper prompted a shift to what the authors identify as a key intermediate step—better accuracy in toxicity detection by automated means—that will contribute to future achievements in reducing toxicity toward women and other targeted groups in gaming communities. This paper is intended to aid projects that aim to incrementally improve our understanding of toxicity toward women in games and game communities and how to effectively measure it. The conclusion of this research ultimately hopes to contribute to providing information to inform policies that create a safer and more respectful gaming environment for all gamers.
之前针对特定游戏Reddit社区的游戏毒性研究几乎总是考虑到整体的毒性,因此对于隔离有毒语言和专门针对女性玩家的触发器的有效编码方案提供的线索很少。现有的研究为设计有效的方法来测量和检测特定数据集中的有毒语言和有毒诱因提供了一个起点,但这些研究在针对女性玩家的与游戏相关的有毒形式的适用性方面用处不大。该研究最初希望开发一种自动评分方法,但文中讨论的毒性自动检测的局限性促使作者将其转变为关键的中间步骤——通过自动化手段提高毒性检测的准确性——这将有助于未来在减少对女性和游戏社区中其他目标群体的毒性方面取得成就。本文旨在帮助我们更好地理解游戏和游戏社区对女性的负面影响,以及如何有效地衡量这种影响。这项研究的结论最终希望能够为政策提供信息,为所有玩家创造一个更安全、更受尊重的游戏环境。
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引用次数: 0
Physical Exercise and Performance in Esports Players: An Initial Systematic Review 电子竞技选手的体育锻炼与表现:初步系统回顾
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0014
C. McNulty, Seth E. Jenny, Oliver Leis, Dylan R. Poulus, P. Sondergeld, M. Nicholson
Background: Participation in esports (excluding active video games) has raised concerns due to its sedentary nature and the potential negative effects this may have on player health. As well, research suggests that physical activity (PA)/exercise improves specific cognitive skills that have been identified as positive contributors to esports performance. The aim of this systematic review was to assess whether evidence supports that PA/exercise positively impacts esports player performance. Methods: The systematic literature search comprised PubMed, SPORTDiscus, PsycINFO, and Web of Science up until March 31, 2022. An additional search included reference list searching, citation searching, and hand searching. Results: Emerging evidence suggests that PA/exercise as an intervention may have a positive effect on esports performance. While it appears that the majority of esports players believe PA/exercise to be beneficial to esports performance, only a minority currently undertake PA/exercise for the purpose of improving esports performance. Conclusion: Although further controlled experimental research is necessary, results highlight that PA/exercise may positively correlate with esports performance. These effects are consistent with the majority of player perceptions that PA/exercise is beneficial to esports performance. Qualified fitness and health professionals should be utilized to implement training to enhance esports performance, improve health, and extend player career length.
背景:电子竞技(不包括活跃的电子游戏)的参与引起了人们的关注,因为它的久坐性质以及可能对玩家健康产生的潜在负面影响。此外,研究表明,体育活动/锻炼可以提高特定的认知技能,这被认为是电子竞技表现的积极因素。本系统综述的目的是评估是否有证据支持PA/锻炼对电子竞技选手的表现产生积极影响。方法:系统检索截至2022年3月31日的PubMed、SPORTDiscus、PsycINFO、Web of Science等文献。额外的搜索包括参考文献列表搜索、引文搜索和手工搜索。结果:新出现的证据表明,PA/运动作为一种干预可能对电子竞技表现产生积极影响。虽然大多数电竞选手认为PA/exercise对电竞表现有益,但目前只有少数人为了提高电竞表现而进行PA/exercise。结论:虽然需要进一步的对照实验研究,但结果表明PA/运动可能与电子竞技表现呈正相关。这些影响与大多数玩家的看法一致,即PA/锻炼有利于电子竞技表现。应该利用合格的健身和健康专业人员来实施培训,以提高电子竞技成绩,改善健康状况,延长选手的职业生涯长度。
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引用次数: 5
“Fueling the Games”: Energy Drink Consumption, Marketing, and the Associated Perceptions and Behaviors in Video Gaming “为游戏加油”:电子游戏中的能量饮料消费、营销以及相关认知和行为
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0047
Dana Roscoe, H. Pu, D. Cuy Castellanos, J. Dalton
Energy drinks represent one of the fastest-growing beverage markets and have become an increasingly popular dietary supplement among teenagers and young adults. Energy drinks are a class of beverages that contain high levels of energy-enhancing ingredients (e.g., caffeine, sugar, carnitine, taurine, and vitamins) that are presumed to provide physical and mental stimulation to users. Despite the growing popularity, there has been increasing scientific evidence warning consumers of the health risks associated with energy drink consumption. Meanwhile, many energy drink brands have deliberately created a symbiotic relationship with video gaming through a variety of marketing strategies. This study attempts to investigate the interrelationships between video gaming and energy drink consumption, including assessing the common motives and perceptions for consuming energy drinks, as well as the impact of energy drink marketing on gaming participants.
能量饮料代表了增长最快的饮料市场之一,并已成为青少年和年轻人中越来越受欢迎的膳食补充剂。能量饮料是一类含有高水平能量增强成分(例如,咖啡因、糖、肉碱、牛磺酸和维生素)的饮料,这些成分被认为可以给使用者提供身体和精神刺激。尽管能量饮料越来越受欢迎,但越来越多的科学证据警告消费者,饮用能量饮料会带来健康风险。与此同时,许多功能饮料品牌通过各种营销策略,刻意与电子游戏建立共生关系。本研究试图调查电子游戏和能量饮料消费之间的相互关系,包括评估消费能量饮料的共同动机和看法,以及能量饮料营销对游戏参与者的影响。
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引用次数: 0
期刊
Journal of Electronic Gaming and Esports
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