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What is esports? A systematic scoping review and concept analysis of esports.什么是电子竞技?一项关于电子竞技的系统范围综述和概念分析。
Heliyon. 2023 Dec 3;9(12):e23248. doi: 10.1016/j.heliyon.2023.e23248. eCollection 2023 Dec.
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The influence of an esports-adapted coping effectiveness training (E-CET) on resilience, mental health, and subjective performance among elite league of Legends players: A pilot study.电子竞技适应应对效能训练(E-CET)对《英雄联盟》精英选手的韧性、心理健康和主观表现的影响:一项初步研究。
Psychol Sport Exerc. 2023 Nov;69:102510. doi: 10.1016/j.psychsport.2023.102510. Epub 2023 Aug 19.
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Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach.为香港中老年人群设计电子竞技干预措施:社会营销方法。
PLoS One. 2023 Apr 27;18(4):e0284504. doi: 10.1371/journal.pone.0284504. eCollection 2023.
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The effects of pain science education plus exercise on pain and function in chronic Achilles tendinopathy: a blinded, placebo-controlled, explanatory, randomized trial.疼痛科学教育加运动对慢性跟腱腱病疼痛和功能的影响:一项盲法、安慰剂对照、解释性、随机试验。
Pain. 2023 Jan 1;164(1):e47-e65. doi: 10.1097/j.pain.0000000000002720. Epub 2022 Jun 17.
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Difference in gaze control ability between low and high skill players of a real-time strategy game in esports.电子竞技中实时战略游戏低、高技能玩家注视控制能力的差异。
PLoS One. 2022 Mar 18;17(3):e0265526. doi: 10.1371/journal.pone.0265526. eCollection 2022.
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A Random Forest approach to identify metrics that best predict match outcome and player ranking in the esport Rocket League.随机森林方法在电子竞技《火箭联盟》中识别最佳预测比赛结果和球员排名的指标。
Sci Rep. 2021 Sep 29;11(1):19285. doi: 10.1038/s41598-021-98879-9.
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Perception of Hong Kong Teenagers and Young Adults on Esports Participation: A Qualitative Study Using Theory of Planned Behavior.香港青少年和年轻人对电子竞技参与的认知:一项运用计划行为理论的定性研究
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9
The structure of performance and training in esports.电子竞技的表现和训练结构。
PLoS One. 2020 Aug 25;15(8):e0237584. doi: 10.1371/journal.pone.0237584. eCollection 2020.
10
The Association Between Personality Traits and eSports Performance.人格特质与电子竞技表现之间的关联。
Front Psychol. 2020 Jul 10;11:1490. doi: 10.3389/fpsyg.2020.01490. eCollection 2020.

协同领域:揭示电子竞技表现与传统体育参与之间潜在的双赢关系。

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

机构信息

The Department of Sports Science and Physical Education, The Chinese University of Hong Kong, Hong Kong, China.

School of Physical Education, Jinan University, Guangzhou, China.

出版信息

PLoS One. 2024 Aug 12;19(8):e0305880. doi: 10.1371/journal.pone.0305880. eCollection 2024.

DOI:10.1371/journal.pone.0305880
PMID:39133747
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11318873/
Abstract

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. The analysis suggests that participation in traditional sports is associated with enhanced performance in first-person shooters. However, no similar association was observed in multiplayer online battle arena games across various platforms. Furthermore, although no substantial link was found between overall gameplay duration and esports performance for the majority of the games examined, time spent playing Honor of Kings was significantly associated with improved in-game rankings, likely due to its unique matchmaking and rating system. The findings also indicate that participants from different categories of traditional sports show no significant differences in esports performance, suggesting similar physical and athletic requirements across these sports. This underscores the necessity for further exploration and methodological refinement to investigate the associations between specific types of physical exercise and enhancements in esports performance. Additionally, esports participants demonstrated higher levels of engagement in traditional sports compared to their non-esports counterparts, suggesting potential reciprocal benefits between esports and physical exercise. Future research should further investigate these mutual advantages. Conducting additional rigorous empirical research to substantiate these associations is essential for the sustainable development of esports.

摘要

本横断面研究调查了参与传统体育和电子竞技表现之间的关联,分析了来自 1549 名调查受访者的数据,其中特别关注了 617 名评估其电子竞技能力的个体。分析表明,参与传统体育与第一人称射击游戏表现的提高有关。然而,在各种平台上的多人在线战斗竞技场游戏中,没有观察到类似的关联。此外,尽管对于大多数研究的游戏,总体游戏时长与电子竞技表现之间没有发现实质性联系,但玩《王者荣耀》的时间与游戏内排名的提高显著相关,这可能归因于其独特的匹配和评级系统。研究结果还表明,来自不同传统体育类别的参与者在电子竞技表现方面没有显著差异,这表明这些运动具有相似的身体和运动要求。这突显了进一步探索和方法学细化以研究特定类型的身体锻炼与电子竞技表现提高之间关联的必要性。此外,电子竞技参与者在传统体育方面的参与度高于非电子竞技参与者,这表明电子竞技和体育锻炼之间可能存在互惠互利。未来的研究应进一步探讨这些相互优势。进行更多严格的实证研究来证实这些关联,对于电子竞技的可持续发展至关重要。