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Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes.让身体与大脑的游戏开始:迈向电子竞技运动员的创新训练方法。
Front Psychol. 2020 Feb 19;11:138. doi: 10.3389/fpsyg.2020.00138. eCollection 2020.
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Detection of deceptive motions in rugby from visual motion cues.从视觉运动线索中检测橄榄球中的欺骗动作。
PLoS One. 2019 Sep 13;14(9):e0220878. doi: 10.1371/journal.pone.0220878. eCollection 2019.
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Falling for a Fake: The Role of Kinematic and Non-kinematic Information in Deception Detection.被假象迷惑:运动学和非运动学信息在欺骗检测中的作用
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Journal article reporting standards for qualitative primary, qualitative meta-analytic, and mixed methods research in psychology: The APA Publications and Communications Board task force report.心理学中定性原始研究、定性元分析研究和混合方法研究的期刊文章报告标准:APA 出版和传播委员会工作组报告。
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How to Trick Your Opponent: A Review Article on Deceptive Actions in Interactive Sports.如何欺骗对手:一篇关于互动运动中欺骗行为的综述文章
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Intercorporeality as a theory of social cognition.作为一种社会认知理论的交互主体性
Theory Psychol. 2015 Aug;25(4):455-472. doi: 10.1177/0959354315583035. Epub 2015 May 6.
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An 'In the Wild' Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment.一项使用消费级虚拟现实设备进行的关于临场感和具身性的“野外”实验。
IEEE Trans Vis Comput Graph. 2016 Apr;22(4):1406-14. doi: 10.1109/TVCG.2016.2518135. Epub 2016 Jan 14.
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虚拟世界中的社会实体:电子竞技中的交互主体性

Social bodies in virtual worlds: Intercorporeality in Esports.

作者信息

Ekdahl David, Ravn Susanne

机构信息

Department of Sports Science and Clinical Biomechanics (Research Unit: Movement, Culture and Society / MoCS), University of Southern Denmark, Campusvej 55, 5230 Odense M, Denmark.

出版信息

Phenomenol Cogn Sci. 2022;21(2):293-316. doi: 10.1007/s11097-021-09734-1. Epub 2021 Apr 27.

DOI:10.1007/s11097-021-09734-1
PMID:33935609
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8075606/
Abstract

As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners' experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual worlds of the popular team-based esports practices Counter Strike: Global Offensive and League of Legends. Our analysis discloses how the practitioners' interactions essentially depend on intercorporeality - understood as a form of reciprocity of bodily intentionality between the players. This is an intercorporeality that is present throughout the players' performance, but which especially comes to the front when they engage in feinting. Acknowledging the intercorporeality integral to at least some esports practices helps fuzzying the sharp division between virtuality and embodied social understanding. Doing so highlights the fluidity of our embodied condition, and it raises interesting questions concerning the possibility of yet other forms of embodied sociality in a wider range of virtual formats in the world.

摘要

随着基于屏幕的虚拟世界逐渐开始促进越来越多的社交互动,一些研究人员认为,这些互动的虚拟世界不允许有具身化的社会理解。本文的目的是通过研究电子竞技从业者在表演过程中相互互动的经历,来确切考察这种可能性。通过将定性研究方法与现象学相结合,我们调查了在流行的团队电子竞技项目《反恐精英:全球攻势》和《英雄联盟》的虚拟世界中互动的实际第一人称体验。我们的分析揭示了从业者的互动本质上如何依赖于交互主体性——被理解为玩家之间身体意向性的一种互惠形式。这种交互主体性贯穿于玩家的整个表演过程,但在他们进行佯攻时尤其凸显出来。认识到至少某些电子竞技项目中不可或缺的交互主体性,有助于模糊虚拟性与具身化社会理解之间的明显界限。这样做突出了我们具身状态的流动性,并引发了关于在世界上更广泛的虚拟形式中其他形式的具身社会性可能性的有趣问题。