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Language Learning Through Contextual Input in a Virtual Reality EnviromentCurrent, Daniel C. 13 December 2012 (has links)
No description available.
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GAMBLING ON CASINO GAMBLING: EVALUATING LEGALIZED GAMBLING AS A TOOL FOR ECONOMIC DEVELOPMENT - A CASE STUDY OF DEARBORN COUNTY, INDIANASANDFOSS, CHRIS 05 October 2004 (has links)
No description available.
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Effects of Disaster Training With and Without Virtual SimulationFarra, Sharon L. 19 April 2012 (has links)
No description available.
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Tools of Play: Developing a Pedagogical Framework for Gaming Literacy in the Multimodal Composition ClassroomArduini, Tina 19 April 2016 (has links)
No description available.
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TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUESTKoptur, Evren 16 May 2016 (has links)
No description available.
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Pushing buttons: an ethnographic interview study on toxicity in online gaming culturesMelin, Ruben January 2021 (has links)
The purpose of this study is to research toxicity through how it was understood, experienced, and described by game enthusiasts. The toxicity described is further explored through theories of cultural and symbolic domination and through feminist game studies and the lens of masculinity theory. I have thus looked at the cultural fields of online gaming as social domains sometimes structured by hierarchies, where subjects may be positioned in relation to one another by virtue of norms, their identities, habitus, symbolic capital and through (more or less symbolic) violence. The study is based on semi-structured interviews with six gaming enthusiasts who are about twenty to forty years old, five identifying as men and one identifying as a woman. Interpretation has been conducted through a thematic and discourse analytically inspired method, and through the theoretical framework primarily consisting of Bourdieu´s (developed) theoretical concepts of fields, capital, habitus and symbolic violence, combined with Iris Marion Young’s theory of cultural dominance and social constructionist theories on masculinity. The study shows how subjects may make sense of online gaming as a social arena often associated to online violence and discrimination, and how this can be further analysed from a gender studies perspective.
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'You cannot mute that someone walks under a turret and dies': : Exploring League of Legends-players' perception, definitions of toxicity and their effect on everyday lifeLaumann, William January 2021 (has links)
This study explores the phenomenon of toxicity in the multiplayer online battle arenagame, League of Legends, from a player point of view. It also explores how time andspace is experienced through gaming related actions to better understand the contextualfactors. Along with that this study also aims at understanding how toxicity is perceived byplayers and how toxicity affects their everyday life in regards to time and space.A mixed phenomenological framework is applied to explore taken-for-grantedexperiences and most importantly, to understand how toxicity is perceived by the players.Along with this framework the concepts of time and space are used to analyse thepractices of everyday life, gaming practices and routines as well as to gain a betterunderstanding of how toxic behaviours in League of Legends affect everyday life.This study utilises in-depth semi-structured interviews with 13 participants togather data in the form of lived experience to better understand how toxicity is perceivedby regular players of the game. Results from this study indicate that players performpreparatory routine actions which helps establish a gaming space which alters how spaceand time is perceived. Within this space other actions are made to make space ‘feel right’.Other findings indicate that toxicity is perceived to be of different grades of seriousness,where the lowest grade consists of behaviours that are deemed as normalised and part ofthe game and the highest grade invokes feelings of hopelessness and frustration. Thisstudy claims that toxic behaviour in League of Legends does not affect everyday lifeactivities but instead can lead to intense frustration and destruction in the constructedgaming space. Finally, this thesis suggests that, due to the complexity of games, toxicityis studied along with corresponding contextual factors to be successfully explored.
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Stress, Psychophysiology, and Performance in Esports: From the Relevance of Research to Intervention StrategiesLeis, Oliver 25 July 2022 (has links)
Driven by the need to inform evidence-based intervention strategies for performance and health promotion in esports, this thesis aimed to provide a starting point for future research on esports and, in particular, psychophysiological stress in esports. To this end, this work began by addressing why and how sport and exercise psychology could research esports. Following this, a systematic review of the literature on stress in non-competitive and competitive esports was performed. The results indicated that playing esports in competitive settings–in contrast to non-competitive settings–seems to be related to psychophysiological stress responses, and also highlighted a number of theoretical and methodological limitations with research in this area. To build on this initial understanding of stress in esports, a qualitative study was conducted that explored the subjective experiences of professional players. Here, a variety of stressors, perceived stress responses, and coping strategies were identified. To complete the work, a different perspective and approach was taken, using an online questionnaire to investigate perceived performance factors and stress management strategies utilized by sport psychologists and performance coaches in esports. Overall, this work provided a number of implications for future research and applied practice that are addressed in this thesis.:Table of Content
Abstract I
Zusammenfassung II
General Comments III
List of Own Articles IV
Table of Tables V
Table of Figures VI
Table of Content VII
1 Introduction 1
2 Esports 3
2.1 Demands 6
2.1.1 Environmental Related Profile 6
2.1.2 Sport Psychology Profile 10
3 Psychophysiological Stress 15
3.1 Interaction, Transaction, and Relational Meaning 15
3.2 Stressors and Appraisal 16
3.3 Coping 17
3.4 Stress Response 18
3.5 Theoretical Models 19
4 Psychophysiological Stress in Esports 22
5 Research Program 24
6 Article I: The Potential Role of Sport and Exercise Psychology in Researching Esports 26
6.1 Abstract 27
6.2 Introduction 28
6.3 Why Sport and Exercise Psychology Could Research Esports 30
6.3.1 Effects of Playing Esports 30
6.3.2 Benefiting Theory and Human Expertise 31
6.3.3 Interdisciplinary Research 32
6.3.4 Informing Evidence-Based Interventions 32
6.3.5 Teaching 33
6.3.6 Not Chasing Research Funding 34
6.4 How Sport and Exercise Psychology Could Research Esports 34
6.6 Conclusion 38
6.7 References 40
7 Article II: State of Research on Psychophysiological Stress in Esports 48
7.1 Abstract 49
7.2 Introduction 50
7.2.1 Stress 51
7.2.2 Theoretical Models of Human Competition 51
7.2.3 Model of Neuroendocrine and Mood Responses To a Competitive Situation 52
7.2.4 Empirical Evidence 53
7.2.5 Purpose of the Study 54
7.3 Methods 56
7.3.1 Protocol and Eligibility Criteria 56
7.3.2 Information Sources and Search Strategy 57
7.3.3 Data Analysis 58
7.4 Results 58
7.4.1 Study Selection 58
7.4.2 Study Characteristics 59
7.4.3 Psychological Stress in Esports 63
7.4.4 Physiological Stress in Esports 64
7.4.5 Risk of Bias Within Studies 68
7.5 Discussion 76
7.5.1 Summary of Evidence 76
7.5.2 Is Playing Esports Games in Non-Competitive Settings Related To Psychological and/or Physiological Stress? 77
7.5.3 Is Playing Esports in Competitive Settings Related To Psychological and/or Physiological Stress? 78
7.5.4 Limitations 81
7.6 Conclusion 84
7.7 References 87
8 Article III: The Subjective Experience of Stress and Coping in Esports 100
8.1 Abstract 101
8.2 Introduction 102
8.2.1 Transactional Theory of Stress 102
8.2.2 Empirical Evidence 103
8.3 Method 106
8.3.1 Situating the Researchers 106
8.3.2 Participants 107
8.3.3 Procedures 107
8.3.4 Interview Guide 108
8.3.5 Data Analysis 109
8.4 Results 110
8.4.1 Stressors 110
8.4.2 Perceived Stress Responses 114
8.4.3 Coping Strategies 116
8.5 Discussion 119
8.5.1 Stressors 120
8.5.2 Perceived Stress Responses 120
8.5.3 Coping Strategies 122
8.5.4 Limitations 123
8.5.5 Future Research 124
8.5.6 Practical Implications 125
8.5.7 Conclusion 126
8.6 References 128
9 Article IV: Insights on the Applied Sport Psychology in Esports 138
9.1 Abstract 139
9.2 Introduction 140
9.2.1 Sport Psychological Counselling 141
9.2.2 The Present Study 143
9.3 Method 143
9.3.1 Participants 144
9.3.2 Data Collection 145
9.3.3 Instrument 146
9.3.4 Data Analysis 147
9.4 Results 147
9.4.1 Factors Negatively Impacting Performance 147
9.4.2 Stress Management Strategies 148
9.5 Discussion 149
9.5.1 Factors Negatively Impacting Performance 149
9.5.2 Stress Management Strategies 150
9.5.3 Limitations 152
9.5.4 Future Research 153
9.5.5 Practical Implications 154
9.5.6 Conclusion 155
9.6 References 158
10 General Discussion 167
10.1 The Potential Role of Sport and Exercise Psychology in Researching Esports 167
10.2 Research on Psychophysiological Stress in Esports 169
10.2.1 Stressors 169
10.2.2 Coping Strategies 170
10.2.3 Psychological and Physiological Stress Responses 171
10.3 Limitations 173
10.4 Future Research 173
11 Conclusion 178
Acknowledgements 180
References 181
Curriculum Vitae XII
Appendices XII
Appendix A: Information and Consent Form XII
Appendix B: Interview Guide XIV
Appendix C: Online Questionnaire XVI
Appendix D: Project on Psychophysiological Stress in Esports XVIII / Ausgehend von der Notwendigkeit evidenzbasierter Interventionsstrategien zur Leistungs- und Gesundheitsförderung im E-Sport, zielt diese Arbeit darauf ab, einen Ausgangspunkt für zukünftige Forschung im E-Sport und insbesondere zu psychophysiologischen Stress im E-Sport zu schaffen. In einem ersten Schritt wird deshalb untersucht, warum und wie die Sport- und Bewegungspsychologie den E-Sport erforschen kann. Des Weiteren wird mit Hilfe eines systematischen Literaturreviews die bisherige Forschung zu Stress im kompetitiven und nicht-kompetitiven E-Sport dargestellt. Während die Ergebnisse, entgegen des nicht-kompetitiven Spielens, auf eine Verbindung zwischen dem kompetitiven Spielen und psychophysiologischen Stressreaktionen hinweisen, werden theoretische und methodische Limitationen bisheriger Forschung diskutiert. Basierend auf diesem ersten Verständnis von Stress im E-Sport, wird durch semi-strukturierte Interviews das subjektive Erleben von professionellen Spielern untersucht. Dabei zeigt sich eine Vielzahl von Stressoren, wahrgenommenen Stressreaktionen und Bewältigungsstrategien. Schließlich wird mit Hilfe eines Online-Fragebogens eine weitere Perspektive berücksichtigt, um die wahrgenommenen Leistungsfaktoren und die von Sportpsychologen, Sportpsychologinnen und Performance Coaches angewandten Stressregulationstechniken zu identifizieren. Insgesamt werden im Rahmen dieser Arbeit eine Reihe von Implikationen für zukünftige Forschung und die angewandte Praxis aufgezeigt.:Table of Content
Abstract I
Zusammenfassung II
General Comments III
List of Own Articles IV
Table of Tables V
Table of Figures VI
Table of Content VII
1 Introduction 1
2 Esports 3
2.1 Demands 6
2.1.1 Environmental Related Profile 6
2.1.2 Sport Psychology Profile 10
3 Psychophysiological Stress 15
3.1 Interaction, Transaction, and Relational Meaning 15
3.2 Stressors and Appraisal 16
3.3 Coping 17
3.4 Stress Response 18
3.5 Theoretical Models 19
4 Psychophysiological Stress in Esports 22
5 Research Program 24
6 Article I: The Potential Role of Sport and Exercise Psychology in Researching Esports 26
6.1 Abstract 27
6.2 Introduction 28
6.3 Why Sport and Exercise Psychology Could Research Esports 30
6.3.1 Effects of Playing Esports 30
6.3.2 Benefiting Theory and Human Expertise 31
6.3.3 Interdisciplinary Research 32
6.3.4 Informing Evidence-Based Interventions 32
6.3.5 Teaching 33
6.3.6 Not Chasing Research Funding 34
6.4 How Sport and Exercise Psychology Could Research Esports 34
6.6 Conclusion 38
6.7 References 40
7 Article II: State of Research on Psychophysiological Stress in Esports 48
7.1 Abstract 49
7.2 Introduction 50
7.2.1 Stress 51
7.2.2 Theoretical Models of Human Competition 51
7.2.3 Model of Neuroendocrine and Mood Responses To a Competitive Situation 52
7.2.4 Empirical Evidence 53
7.2.5 Purpose of the Study 54
7.3 Methods 56
7.3.1 Protocol and Eligibility Criteria 56
7.3.2 Information Sources and Search Strategy 57
7.3.3 Data Analysis 58
7.4 Results 58
7.4.1 Study Selection 58
7.4.2 Study Characteristics 59
7.4.3 Psychological Stress in Esports 63
7.4.4 Physiological Stress in Esports 64
7.4.5 Risk of Bias Within Studies 68
7.5 Discussion 76
7.5.1 Summary of Evidence 76
7.5.2 Is Playing Esports Games in Non-Competitive Settings Related To Psychological and/or Physiological Stress? 77
7.5.3 Is Playing Esports in Competitive Settings Related To Psychological and/or Physiological Stress? 78
7.5.4 Limitations 81
7.6 Conclusion 84
7.7 References 87
8 Article III: The Subjective Experience of Stress and Coping in Esports 100
8.1 Abstract 101
8.2 Introduction 102
8.2.1 Transactional Theory of Stress 102
8.2.2 Empirical Evidence 103
8.3 Method 106
8.3.1 Situating the Researchers 106
8.3.2 Participants 107
8.3.3 Procedures 107
8.3.4 Interview Guide 108
8.3.5 Data Analysis 109
8.4 Results 110
8.4.1 Stressors 110
8.4.2 Perceived Stress Responses 114
8.4.3 Coping Strategies 116
8.5 Discussion 119
8.5.1 Stressors 120
8.5.2 Perceived Stress Responses 120
8.5.3 Coping Strategies 122
8.5.4 Limitations 123
8.5.5 Future Research 124
8.5.6 Practical Implications 125
8.5.7 Conclusion 126
8.6 References 128
9 Article IV: Insights on the Applied Sport Psychology in Esports 138
9.1 Abstract 139
9.2 Introduction 140
9.2.1 Sport Psychological Counselling 141
9.2.2 The Present Study 143
9.3 Method 143
9.3.1 Participants 144
9.3.2 Data Collection 145
9.3.3 Instrument 146
9.3.4 Data Analysis 147
9.4 Results 147
9.4.1 Factors Negatively Impacting Performance 147
9.4.2 Stress Management Strategies 148
9.5 Discussion 149
9.5.1 Factors Negatively Impacting Performance 149
9.5.2 Stress Management Strategies 150
9.5.3 Limitations 152
9.5.4 Future Research 153
9.5.5 Practical Implications 154
9.5.6 Conclusion 155
9.6 References 158
10 General Discussion 167
10.1 The Potential Role of Sport and Exercise Psychology in Researching Esports 167
10.2 Research on Psychophysiological Stress in Esports 169
10.2.1 Stressors 169
10.2.2 Coping Strategies 170
10.2.3 Psychological and Physiological Stress Responses 171
10.3 Limitations 173
10.4 Future Research 173
11 Conclusion 178
Acknowledgements 180
References 181
Curriculum Vitae XII
Appendices XII
Appendix A: Information and Consent Form XII
Appendix B: Interview Guide XIV
Appendix C: Online Questionnaire XVI
Appendix D: Project on Psychophysiological Stress in Esports XVIII
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Three Essays on the Theoretical Analysis of Incentive Contracts / インセンティブ契約の理論的分析に関する3つの論考Nanba, Toshihiko 23 March 2022 (has links)
京都大学 / 新制・課程博士 / 博士(経済学) / 甲第23671号 / 経博第654号 / 新制||経||300(附属図書館) / 京都大学大学院経済学研究科経済学専攻 / (主査)准教授 菊谷 達弥, 教授 関口 格, 准教授 安達 貴教 / 学位規則第4条第1項該当 / Doctor of Economics / Kyoto University / DGAM
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Social roles in gamingJöneros, Jenny, Tinglöf, Hugo January 2017 (has links)
Detta arbete undersöker kommunikation och gruppdynamik inom spel. Syftet är att kunna få en bild av hur dessa påverkar spelupplevelsen. Kommunikation har i tidigare forskning visat sig ha påverkan på spelares prestation i grupper. Det finns relativt lite tidigare forskning kring gruppdynamik och hur det relaterar till kommunikation och prestation inom spel, däremot finns det en hel del om roller inom grupper och spel. Därför undersöks roller och hur olika roller påverkar gruppdynamiken. För att undersöka detta utförs fyra experiment. Fyra deltagare får spela tillsammans under en viss tid, så att man tydligt kan observera vilka roller som uppstår och senare analysera hur dessa påverkar resultaten och kommunikationen. Vi såg ett samband mellan kommunikation och gruppdynamik och hur det påverkade spelarnas prestation. Vidare har vi redovisat olika roller som dök upp och vad de önskar sig av ett spel. / This paper explores communication and group dynamics in digital gaming. The purpose of doing this is to establish if there is a correlation between these and the player´s ultimate experience. Past research has shown that communication has a direct influence on the player´s performance, while in a group setting. There is relatively limited amounts of research into group dynamics and how it relates to communication and performance in games. However there is a vast amount of research that relates to roles within a multiplayer setting. Therefor experiments were performed to observe various roles and what impact they had upon the dynamic of the each group. Each group consisted of four candidates that were asked to play a game. During play they were observed and recorded for further analysis in regards to their performance, communication and ultimately what roles they all filled. We saw a connection between communication and group-dynamics and how it affected the player’s performance. Furthermore, we have presented the different roles that appeared and what they want from a game.
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