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Introduction to the Journal of Electronic Gaming and Esports 电子游戏和电子竞技杂志导论
Pub Date : 2022-07-21 DOI: 10.1123/jege.2022-0010
David P. Hedlund
Welcome to the inaugural article published in the Journal of Electronic Gaming and Esports (JEGE). It is my honor to have been selected as the founding editor-in-chief of JEGE. As the 27th title in the Human Kinetics’ portfolio of scholarly journals, JEGE joins a family of highly successful journal publications. JEGE is not the sole esports publication within the Human Kinetics’ library, as Hedlund et al. (2021) edited and co-authored the only Englishlanguage textbook in the topical area to-date, Esports Business Management (EBM). JEGE and EBMwill collaborate, and we will endeavor to make selected articles from JEGE available to EBM readers. Esports and electronic gaming are incredibly diverse in their orientation, and many existing journals such as the Journal of Sport Management and International Journal of Sport Communication have previously published exceptional research on the topics. However, there are very few journals with a specific focus on esports and electronic gaming, and none with the publisher backing that JEGE has achieved. JEGE strives to become the leading publication and outlet for research on esports, electronic gaming, video games, emerging gaming technology, and numerous peripheral areas listed later in this article. Because research in the areas of esports and electronic gaming have developed into standalone and legitimate research domains, JEGE now seeks to create new opportunities for researchers and scholars to publish domain-specific research, while opening up new opportunities for emerging research areas. One common theme we have heard from those who publish in this research domain is the need for research outlets specific to the emerging esports and electronic gaming disciplines. Much of the existing research has been published in “parent disciplines” or peripheral research domains. It is now time for esports and electronic gaming to have and develop their own library of focused research publications and journals. Esports and electronic gaming scholars and researchers need a dedicated space to dive deep into these research areas and foster discourse on existing and forthcoming research. We are grateful that a significant number of established research domains (e.g., sport management, communications, computer science, health, and medical sciences) have been inclusive of prior scholarship and research on esports and electronic gaming. We are confident many of these research areas will continue to support and provide research opportunities for esports and electronic gaming scholars. Creating a “home” for esports and electronic gaming research (and fostering these opportunities with a publisher-supported outlet) is one of the most important goals of JEGE. The Mission of JEGE
欢迎阅读发表在《电子游戏与电子竞技杂志》(JEGE)上的第一篇文章。我很荣幸被选为《JEGE》创刊主编。作为人类动力学学术期刊组合中的第27个标题,JEGE加入了一个非常成功的期刊出版物家族。JEGE并不是人类动力学图书馆中唯一的电子竞技出版物,因为Hedlund等人(2021年)编辑并共同撰写了迄今为止该主题领域唯一的英语教科书《电子竞技商业管理》(EBM)。JEGE和EBM将合作,我们将努力将JEGE的精选文章提供给EBM的读者。电子竞技和电子游戏在其方向上具有令人难以置信的多样性,许多现有的期刊,如《体育管理杂志》和《国际体育传播杂志》,之前都发表过关于这一主题的杰出研究。然而,很少有专门关注电子竞技和电子游戏的期刊,也没有像《JEGE》那样得到出版商的支持。JEGE致力于成为电子竞技、电子游戏、视频游戏、新兴游戏技术以及本文后面列出的众多外围领域的领先出版物和研究渠道。由于电子竞技和电子游戏领域的研究已经发展成为独立和合法的研究领域,JEGE现在寻求为研究人员和学者创造新的机会,发表特定领域的研究,同时为新兴研究领域开辟新的机会。我们从那些在这一研究领域发表文章的人那里听到的一个共同主题是,需要专门针对新兴电子竞技和电子游戏学科的研究渠道。许多现有的研究已经发表在“母学科”或外围研究领域。现在是时候让电子竞技和电子游戏拥有并发展自己的重点研究出版物和期刊库了。电子竞技和电子游戏学者和研究人员需要一个专门的空间来深入研究这些研究领域,并促进对现有和即将进行的研究的讨论。我们很感激,许多已建立的研究领域(例如,体育管理、通信、计算机科学、健康和医学科学)已经包含了先前关于电子竞技和电子游戏的奖学金和研究。我们相信,这些研究领域将继续为电子竞技和电子游戏学者提供支持和研究机会。为电子竞技和电子游戏研究创造一个“家”(并通过发行商支持的渠道培养这些机会)是JEGE最重要的目标之一。JEGE的使命
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引用次数: 1
Perceptual-Motor Abilities of Professional Esports Gamers and Amateurs 职业电子竞技玩家和业余电子竞技爱好者的感知运动能力
Pub Date : 1900-01-01 DOI: 10.1123/jege.2022-0001
Haneol Kim, Seonjin Kim, Jianhua Wu
Esports demands exceptionally fine motor skills. Perceptual-motor abilities such as anticipation, eye–hand coordination, and peripheral perception are essential for esports gamers to achieve high-level performance and win the game. However, the understanding of perceptual-motor ability in professional esports gamers is still limited. The aim of this study was to compare the perceptual-motor skills between professional esports gamers and amateurs. Eight male professional gamers and eight amateurs participated in this study voluntarily and completed three tasks: anticipation timing, eye–hand coordination, and peripheral perception. Results showed that the professional gamers had an earlier and more consistent anticipation timing in the anticipation-timing task than amateurs across four stimulus speeds. The professional gamers displayed a wider visual perception angle than the amateurs in the peripheral perception task. Our results demonstrate that long-time esports training advanced the development of anticipation timing and peripheral perception but might not affect the ability of eye–hand coordination.
电子竞技需要非常精细的运动技能。感知运动能力,如预期、手眼协调和周边感知,对于电子竞技玩家达到高水平的表现和赢得比赛至关重要。然而,对于职业电竞玩家的感知运动能力的理解仍然有限。本研究的目的是比较职业电子竞技玩家和业余电子竞技爱好者的感知运动技能。8名男性职业游戏玩家和8名业余游戏玩家自愿参与本研究,分别完成预期计时、手眼协调和周边感知三个任务。结果表明,在四种刺激速度下,职业游戏玩家的预期时间比业余游戏玩家更早、更一致。在周边感知任务中,职业游戏玩家比业余游戏玩家表现出更宽的视觉感知角度。研究结果表明,长期的电子竞技训练促进了预期时间和周边感知的发展,但可能不会影响眼手协调能力。
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引用次数: 6
Journal Scope and Submission Topics 期刊范围和投稿主题
Pub Date : 1900-01-01 DOI: 10.1123/jege.2021-00001
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引用次数: 0
Upper-Body Pain in Gamers: An Analysis of Demographics and Gaming Habits on Gaming-Related Pain and Discomfort 游戏玩家的上半身疼痛:游戏相关疼痛和不适的人口统计学和游戏习惯分析
Pub Date : 1900-01-01 DOI: 10.1123/jege.2022-0018
Garrick N. Forman, Michael W. R. Holmes
With the rapid growth of both the gaming and esports industries, millions of individuals are now playing games as a hobby or career. The intense and repetitive nature of gaming can likely increase an individual’s susceptibility to musculoskeletal injuries and pain. The purpose of this study was to assess demographic information and gaming habits of gamers and determine any association with upper-body, gaming-related pain. An online survey was used to obtain demographic information and gaming habits of individuals, as well as the location and description of upper-body pain experienced when gaming. Of the 522 respondents, 77.8% (n = 406) reported experiencing gaming-related pain in the upper body. The most prevalent areas of pain were the neck (43.9%), lower back (41.4%), and the distal upper limb (37.9%). Few strong correlations were found between any demographics or gaming habits and the presence or intensity of pain in the upper body. The results of this study demonstrate that gaming-related pain is a problem; however, due to its complex nature, it is likely that a multifaceted interaction of both gaming habits and unaccounted lifestyle factors contributes to individualized pain development.
随着游戏和电子竞技行业的快速发展,数以百万计的人现在把玩游戏作为一种爱好或职业。游戏的高强度和重复性可能会增加个体对肌肉骨骼损伤和疼痛的敏感性。本研究的目的是评估玩家的人口统计信息和游戏习惯,并确定与上半身游戏相关疼痛的关系。一项在线调查用于获取个人的人口统计信息和游戏习惯,以及游戏时上半身疼痛的位置和描述。在522名受访者中,77.8% (n = 406)表示上半身因玩游戏而疼痛。最常见的疼痛部位是颈部(43.9%)、下背部(41.4%)和上肢远端(37.9%)。几乎没有发现任何人口统计数据或游戏习惯与上半身疼痛的存在或强度之间有很强的相关性。这项研究的结果表明,游戏相关的疼痛是一个问题;然而,由于其复杂性,游戏习惯和未知生活方式因素的多方面互动可能会导致个性化疼痛的发展。
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引用次数: 1
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Journal of Electronic Gaming and Esports
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