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Do We Need Esports Ecology? Comparisons of Environmental Impacts Between Traditional Sport and Esports 我们需要电竞生态吗?传统体育和电子竞技对环境影响的比较
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0030
Walker J. Ross, William A. Fisackerly
The impact of climate change will require a closer examination of esports’ environmental impact and how the environment will impact esports. This paper presents a conceptual examination of this bidirectional relationship between esports and the environment by utilizing the framework of sport ecology. Aspects of the Sport Event Environmental Performance Measurement tool and the Climate Vulnerability of Sport Organizations framework may be applicable to esports in future research to better understand this environmental relationship. There are similarities in how live esports events are hosted when compared to traditional sports, but the potential for remote competition does change the dynamic of this environmental relationship. While remote competition can limit environmental exposure and impact, it does potentially create two environmental points of exposure and impact compared with one at an in-person event. More development is required in this space to better understand the role of esports organizations and the nature of esports itself.
气候变化的影响需要更仔细地研究电子竞技对环境的影响,以及环境将如何影响电子竞技。本文利用体育生态学的框架,对电子竞技与环境之间的这种双向关系进行了概念性的考察。体育赛事环境绩效测量工具和体育组织气候脆弱性框架的各个方面可能适用于电子竞技在未来的研究中,以更好地理解这种环境关系。与传统体育相比,现场电子竞技赛事的举办方式有一些相似之处,但远程竞争的潜力确实改变了这种环境关系的动态。虽然远程比赛可以限制环境暴露和影响,但与现场比赛相比,它确实可能产生两个环境暴露和影响点。为了更好地理解电子竞技组织的角色和电子竞技本身的性质,这一领域需要更多的发展。
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引用次数: 0
Exploring Motives for Twitch Viewership and Content Creation With the Exergame Zwift 探索Twitch观看和内容创作的动机与Exergame Zwift
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0019
Marion E. Hambrick, Anthony E. Montanaro, E. Frederick, A. Cocco
Exergames require users to actively participate in sports in real time. Individuals taking part in exergames can use the livestreaming platform Twitch to create and view related content. This study employed uses and gratifications theory to examine Twitch usage and the motives of viewers and content creators of Zwift, a bicycling exergame. Thematic analysis of semistructured interviews with 10 Twitch users revealed viewers and content creators shared the motives of interaction and knowledge. Viewers also identified the motives of community, fandom, and competition as important, while content creators were additionally motivated by accomplishments, brand, and broadcasting. These findings align with previous research of Twitch usage and offer advice for practitioners. The study also highlighted the importance of studying the underinvestigated exergames, providing an opportunity to grow this participation.
Exergames要求用户实时积极参与运动。参加exergames的个人可以使用直播平台Twitch创建和查看相关内容。本研究采用使用和满足理论来检验Twitch的使用情况以及Zwift(一款自行车游戏)的观众和内容创作者的动机。对10名Twitch用户进行的半结构化访谈的主题分析显示,观众和内容创作者分享了互动和知识的动机。观众还认为社区、粉丝和竞争的动机很重要,而内容创作者的动机还包括成就、品牌和广播。这些发现与之前对Twitch使用情况的研究相一致,并为从业者提供建议。该研究还强调了研究未被充分调查的游戏的重要性,为增加这种参与提供了机会。
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引用次数: 0
An Exploratory Investigation of Personality in Counter-Strike: Global Offensive 《反恐精英:全球攻势》中个性的探索性研究
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0027
P. Birch, Lottie Greenlees, Benjamin T. Sharpe
Personality traits can provide insightful predictions relating to thoughts, feelings, and behavior. The aim of the present study was to examine differences in personality traits across in-game rank in Counter-Strike: Global Offensive (CS:GO). A total of 95 CS:GO players from the United Kingdom and North America were classified using CS:GO in-game rank and grouped into high, moderate, and low in-game rank. The NEO-Five-Factor Inventory questionnaire was utilized to measure the Big Five Personality traits. Using one-way multivariate analysis of variance with follow-up tests of discriminant analysis, our main finding was that high in-game rank players reported significantly lower levels of neuroticism and significantly higher levels of conscientiousness than both moderate and low in-game rank players. The present study offers preliminary evidence elucidating personality differences across in-game rank in CS:GO players.
性格特征可以提供与思想、感觉和行为有关的深刻预测。本研究的目的是研究《反恐精英:全球攻势》(CS:GO)中不同等级玩家的性格特征差异。共有95名来自英国和北美的CS:GO选手使用CS:GO游戏内排名进行分类,并将其分为高、中、低三个等级。采用neo -五因素量表对大五人格特征进行测量。通过使用单向多变量方差分析和判别分析的后续测试,我们的主要发现是高游戏等级的玩家报告的神经质水平明显低于中等和低游戏等级的玩家,而尽责性水平明显高于中等和低游戏等级的玩家。目前的研究提供了初步的证据来阐明CS:GO玩家在游戏等级中的性格差异。
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引用次数: 1
Communicating and Practicing Diversity, Equity, and Inclusion in Finnish Esports Organizations: Challenges and Opportunities 芬兰电子竞技组织的多样性、公平性和包容性:挑战与机遇
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0040
Usva Friman, Maria Ruotsalainen, Matilda Ståhl
In this study, we explore how Finnish esports organizations are communicating and aiming to increase diversity, equity, and inclusion in their activities. The study is based on a qualitative analysis on two sets of research material: public websites of 53 esports organizations and interviews with representatives of five esports organizations. We have analyzed the textual and visual contents on these websites to see how Finnish esports organizations communicate diversity, equity, and inclusion—or exclusion—to their audiences. Analyzing the interview material, we have examined how Finnish esports organizations understand equity, what kind of diversity, equity, and inclusion practices they have applied in their operations, and what kind of challenges they have experienced in this area. Overall, this study describes how Finnish esports organizations do and do not present and experience themselves as diverse, equal, and inclusive environments, and what measures could be taken to increase these aspects in the Finnish esports scene in the future. The results of the study can be applied to various gaming and esports organizations and cultural contexts globally.
在本研究中,我们探讨了芬兰电子竞技组织如何沟通和旨在增加其活动的多样性,公平性和包容性。该研究基于对两组研究材料的定性分析:53个电子竞技组织的公共网站和对5个电子竞技组织代表的访谈。我们分析了这些网站上的文字和视觉内容,看看芬兰电子竞技组织是如何向他们的观众传达多样性、公平性和包容性的。通过对采访材料的分析,我们研究了芬兰电竞组织是如何理解公平的,他们在运营中采用了什么样的多样性、公平性和包容性实践,以及他们在这方面遇到了什么样的挑战。总体而言,本研究描述了芬兰电子竞技组织如何呈现和体验自己作为多元化,平等和包容的环境,以及未来可以采取哪些措施来增加芬兰电子竞技场景中的这些方面。研究结果可以应用于全球各种游戏和电子竞技组织和文化背景。
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引用次数: 0
“It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities “独自玩游戏更容易”:一项针对游戏残障人士的调查研究
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0029
Pauliina Baltzar, Lobna Hassan, M. Turunen
Within gamers, disabled people remain an understudied minority. While research indicates that they actively play single-player games, we lack an understanding of their experience with multiplayer games. This study aims to answer the following research questions: (a) What kind of games do disabled people play? and (b) Why do disabled people not play multiplayer games? The questions are answered using survey data focusing on playing digital games as a person with disabilities. In total, 92 answers were analyzed. The findings suggest that disabled people play both single-player and multiplayer games and they play games for the same commonly reported reasons as players without disabilities do, although demographics seem to be a key differentiating factor among them in their playing habits, rather than disability differences. However, disabled people reported that they play single-player games more often. We identified four themes from our data that explain why multiplayer games are played less, which are: playing company and insecurity about one’s own skills, lack of relaxation while playing, lack of game accessibility, and lack of interest. Our results indicate that much more work is needed to ensure, especially the social, as well as the technical accessibility of multiplayer games.
在游戏玩家中,残疾人仍然是未被充分研究的少数群体。虽然研究表明他们会积极地玩单人游戏,但我们却不了解他们在多人游戏中的体验。本研究旨在回答以下研究问题:(a)残疾人玩什么样的游戏?(二)为何残疾人士不玩多人游戏?这些问题的答案是基于残障人士玩数字游戏的调查数据。总共分析了92个答案。研究结果表明,残疾人既玩单人游戏,也玩多人游戏,他们玩游戏的原因与非残疾人玩家相同,尽管人口统计似乎是他们游戏习惯的关键区别因素,而不是残疾差异。然而,残疾人报告称他们更常玩单人游戏。我们从数据中确定了四个主题来解释为什么多人游戏玩得少,它们是:陪伴和对自己技能的不安全感,在玩游戏时缺乏放松,缺乏游戏易用性和缺乏兴趣。我们的研究结果表明,在确保多人游戏的社交性和技术可访问性方面还有很多工作要做。
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引用次数: 5
The Internet Is Not Forever: Challenges and Sustainability in Video Game Archiving and Preservation 互联网不是永远的:电子游戏存档和保存的挑战和可持续性
Pub Date : 2023-01-01 DOI: 10.1123/jege.2022-0041
Brianna Dym, Ellen Simpson, Olivia Fong, libi striegl
Video games are an increasingly significant cultural touchstone in people’s everyday lives. However, preserving and archiving video games faces unique challenges, including intellectual property law, technology degradation, and the broader question of what it means to preserve a video game. In an exploratory study investigating sustainable game preservation practices, we spoke to 15 amateur game preservationists and hobbyists about their informal work with code, gaming consoles, and servers for online play. We found a lack of access to particular games during childhood or young adulthood led participants to seek out these games in other formats—such as emulated games they could play on other mediums (e.g., playing Nintendo games on your personal computer). Their nostalgia and the communities they found searching for these experiences inspired them to undertake archival work. Participants leveraged distributed knowledge across their communities to keep video games accessible for anyone interested in playing them. Considering these findings in the context of modern archival practices, we discuss what it means to archive a game, especially when that game is dependent on interactive, communal experiences, and what is potentially lost in current archival practices in contrast to informal, accidental archival work.
电子游戏是人们日常生活中越来越重要的文化试金石。然而,保存和存档电子游戏面临着独特的挑战,包括知识产权法、技术退化以及保存电子游戏意味着什么的更广泛的问题。在一项关于可持续游戏保存实践的探索性研究中,我们采访了15名业余游戏保存主义者和业余游戏爱好者,了解他们在代码、游戏机和在线游戏服务器方面的非正式工作。我们发现,在童年或青年时期缺乏接触特定游戏的机会,导致参与者在其他形式中寻找这些游戏——比如他们可以在其他媒介上玩的模拟游戏(例如,在个人电脑上玩任天堂游戏)。他们的怀旧之情和寻找这些经历的社区激励他们从事档案工作。参与者利用他们社区中的分布式知识,让任何对游戏感兴趣的人都能接触到电子游戏。考虑到这些发现在现代存档实践的背景下,我们将讨论存档游戏的意义,特别是当游戏依赖于互动,公共体验时,以及与非正式的,偶然的存档工作相比,当前存档实践中可能丢失的内容。
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引用次数: 0
Esports Minus Sport? 电子竞技减去体育?
Pub Date : 2023-01-01 DOI: 10.1123/jege.2023-0018
Gil Fried
Is esports a sport? That question has been answered by one court in the negative. However, is that court decision correct? What specific arguments can be raised in the future to deal with the argument that at the collegiate-level esports is not considered a real sport?
电子竞技是一项运动吗?这个问题的答案是否定的。然而,法院的判决正确吗?未来可以提出哪些具体的论点来处理在大学级别的电子竞技不被认为是一项真正的运动的论点?
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引用次数: 1
Indexing Esport Performance 索引电子竞技表现
Pub Date : 2022-10-26 DOI: 10.1123/jege.2022-0017
Benjamin T. Sharpe, Nicolas Besombes, Matthew Welsh, P. Birch
The assessment of an athlete’s performance can play a key role in determining their current state, their readiness to compete, the impact of an experimental manipulation, and/or the influence of an intervention. At present, there is limited empirical evidence stating the indicators that encapsulate individual performance within any esport. To identify the variables that are historically associated with indicating Counter-Strike: Global Offensive performance, a literature review was conducted. Identified variables were accumulated and presented to three technical expert panels composed of world-class esport athletes, researchers, and practitioners. We utilized a modified Delphi method to provide direction concerning the examination of performance in esports. The expert panelists presented numerous opinions on what encapsulates performance, considerations for best practices, and concerns associated with the semantics of performance. This study presents the opinions of various domain-specific experts and encourages the use of more explicit terminology when discussing performance measurement. It was the intention of the project to generate an open discussion rather than draw a unified conclusion on best practices.
对运动员表现的评估可以在确定他们的当前状态、他们的比赛准备、实验操作的影响和/或干预的影响方面发挥关键作用。目前,有限的实证证据表明,在任何电子竞技封装个人表现的指标。为了确定与《反恐精英:全球攻势》表现相关的历史变量,我们进行了文献回顾。确定的变量被积累并呈现给三个由世界级电子竞技运动员、研究人员和从业人员组成的技术专家小组。我们采用了一种改进的德尔菲法来为电子竞技的表现检验提供指导。专家小组成员就如何封装性能、最佳实践的注意事项以及与性能语义相关的关注点提出了许多意见。本研究提出了不同领域专家的意见,并鼓励在讨论绩效测量时使用更明确的术语。该项目的目的是产生一个公开的讨论,而不是就最佳做法得出一个统一的结论。
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引用次数: 13
Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration 《英雄联盟》中有效训练实践的感知:定性探索
Pub Date : 2022-10-06 DOI: 10.1123/jege.2022-0011
Callum Abbott, Matthew Watson, P. Birch
While scientific interest in electronic sports (esports) is steadily growing, there remains an absence of research evidence concerning training practices in specific esports such as League of Legends. Anecdotal evidence suggests that current approaches to training may be suboptimal in terms of performance and, concerningly, linked to negative consequences for player health and well-being. In order to address the lack of literature and aid understanding of the (in)effectiveness of current training practices in esports, our study sought to qualitatively examine the experiences and perceptions of training in a sample of professional and semiprofessional League of Legends players. Through interviews with 10 players who ranked in the top 0.24% of the playing population, three core themes were identified: (a) the state of training, (b) training experiences, and (c) motivational change. This study provides important insights into current training practices in esports and players’ perceptions of the (in)effectiveness of these practices. The paper concludes with practical recommendations for coaches and support staff working in esports.
虽然科学界对电子竞技的兴趣正在稳步增长,但关于《英雄联盟》等特定电子竞技的训练实践,仍然缺乏研究证据。轶事证据表明,目前的训练方法在表现方面可能不是最佳的,令人担忧的是,与球员健康和福祉的负面影响有关。为了解决文献的缺乏并帮助理解当前电子竞技训练实践的有效性,我们的研究试图定性地检查职业和半职业英雄联盟玩家样本的训练经验和看法。通过对10名排名前0.24%的玩家的访谈,我们确定了三个核心主题:(a)训练状态,(b)训练经历,(c)动机改变。这项研究为当前的电子竞技训练实践以及玩家对这些实践的有效性的看法提供了重要的见解。论文最后为从事电子竞技工作的教练和支持人员提供了实用建议。
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引用次数: 6
Competitive Racing in Virtual Cycling—Is It Possible, Realistic, and Fair? 虚拟自行车中的竞技赛车——可能、现实、公平吗?
Pub Date : 2022-09-22 DOI: 10.1123/jege.2022-0006
Jonas Bjärehed, Marlene Bjärehed
Competitive racing through virtual cycling has established itself as an entirely new discipline within cycling. This study explores what equipment racers use and examines important power metrics for racing. Data were collected from three different races from the current ranking of the most highly regulated and professionally organized race series on the virtual cycling platform Zwift. Power output data from 116 race participants, over five power durations (5 s–20 min), and two separate power measuring sources were collected and analyzed using the Bland–Altman method. The findings indicate that the physiological efforts of these races are comparable to those found in traditional competitive cycling. Furthermore, findings also support that the equipment typically used produces similar power outputs with good agreement between different power meters for most measurement points. Finally, the implications of these results for the status of virtual racing are discussed.
通过虚拟自行车进行的竞技比赛已经成为自行车运动中一项全新的学科。这项研究探讨了赛车手使用的装备,并检查了赛车的重要功率指标。数据来自虚拟自行车平台Zwift上目前监管最严格、组织最专业的比赛系列排名中的三场不同的比赛。使用Bland-Altman方法收集并分析了116名参赛者在5个功率持续时间(5 s-20分钟)和两个单独的功率测量源的功率输出数据。研究结果表明,这些比赛的生理努力与传统的竞技自行车比赛相当。此外,研究结果还支持通常使用的设备在大多数测量点的不同功率计之间产生相似的功率输出,并具有良好的一致性。最后,讨论了这些结果对虚拟赛车现状的影响。
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引用次数: 2
期刊
Journal of Electronic Gaming and Esports
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