Results 71 to 80 of about 1,423 (150)

Synergistic fields: Unveiling the potential win-win relationship between esports performance and traditional sports participation.

open access: yesPLoS ONE
This cross-sectional study investigated the association between participation in traditional sports and esports performance, analyzing data from 1,549 survey respondents, with a specific focus on 617 individuals assessed for their esports capabilities ...
Di Tang   +4 more
doaj   +1 more source

An exploratory qualitative interview study on grassroots esports in sports clubs

open access: yesFrontiers in Sports and Active Living
AimThe current study aimed to explore grassroots esports in sports clubs in Norway from the perspective of volunteer esports leaders.Method and resultsFifteen volunteers were recruited from grassroots esports initiatives in various sports clubs and were ...
André C. K. Baumann   +10 more
doaj   +1 more source

Supporting player wellbeing and building sustainable career pathways in esports

open access: yesActa Psychologica
This exploratory study seeks to identify challenges, barriers, and holistic wellbeing needs of esports players during and after their careers, based on the human wellbeing framework, which includes physical, psychological, cultural, social, economic, and
Hee Jung Hong, Guy Wilkinson
doaj   +1 more source

Esport

open access: yesBusiness & Information Systems Engineering, 2022
openaire   +3 more sources

Toxicity in Esports

open access: yes
This chapter discusses toxicity in the context of esports, initially providing the history of the term toxicity, describing what toxicity is, and articulating challenges for why it is difficult to define. The chapter then provides an overview of the effects of toxicity on players (e.g., affecting team performance and causing distress), communities (e.g.
Frommel, Julian, Mandryk, Regan L.
openaire   +1 more source

Virtuality engineering in esports [PDF]

open access: yesInternational Journal of Electronics and Telecommunications
Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence ...
Andrzej Białecki   +2 more
doaj  

Prevalence of voice problems and associated risk factors in electronic sports players. [PDF]

open access: yesBMC Sports Sci Med Rehabil
Birol NY   +3 more
europepmc   +1 more source

Editorial: Navigating sustainability: addressing esports winter challenges. [PDF]

open access: yesFront Sports Act Living
Levine J, Csukonyi C, Wagner M, Papp D.
europepmc   +1 more source

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