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1.
Motrivivência (Florianópolis) ; 36(67): 1-16, 2024.
Artigo em Português | LILACS-Express | LILACS | ID: biblio-1566525

RESUMO

O objetivo deste estudo é compreender como o cenário competitivo dos eSports têm se desenvolvido no Brasil, fazendo uma análise dos aspectos socioculturais que fizeram parte do seu desenvolvimento. Para isso, realizou-se a análise de conteúdo de materiais disponíveis online entre os anos de 2003 e 2022, sendo compostos por notícias, documentários e entrevistas que trataram da temática do estudo. O recorte temporal considerado se dá pela disponibilidade de conteúdo relacionado aos objetivos elencados. Ao final, evidenciou-se que os eSports encontraram obstáculos oriundos da falta de estrutura e inclusão digital. Porém, mesmo com essas dificuldades iniciais de formação da modalidade no Brasil, equipes profissionais conseguiram se formar e têm obtido êxito em âmbito nacional e internacional. Por outro lado, parte da população brasileira, que muitas vezes não consegue realizar a prática por questões estruturais ou financeiras, encontraram nos dispositivos móveis uma forma de se inserir no universo dos eSports.


The aim of this study is to understand how the competitive eSports scene has developed in Brazil, analyzing the sociocultural aspects that have been part of its development. For this, a content analysis of materials available online between 2003 and 2022 was carried out, consisting of news, documentaries and interviews that dealt with the theme of the study. The time frame considered is due to the availability of content related to the objectives listed. In the end, it was evidenced that Sports encountered obstacles arising from the lack of structure and digital inclusion. However, even with these initial difficulties in the formation of the modality in Brazil, professional teams have managed to form and have been successful at national and international levels. On the other hand,part of the Brazilian population, who often cannot practice due to structural or financial reasons, found in mobile devices a way to enter the eSports universe.


El objetivo de este estudio es comprender cómo se ha desarrollado la escena competitiva de los eSports en Brasil, analizando los aspectos socioculturales que han formado parte de su desarrollo. Para ello, fue realizado un análisis de contenido de materiales disponibles online entre 2003 y 2022, compuesto por noticias, documentales y entrevistas que trataran del tema del estudio. El marco temporal considerado se debe a la disponibilidad de contenidos relacionados con los objetivos enumerados. Al final, se evidenció que los eSports encontraron obstáculos derivados de la falta de estructura y de inclusión digital. Sin embargo, incluso con estas dificultades iniciales en la formación de la modalidad en Brasil, equipos profesionales han logrado formarse y han tenido éxito a nivel nacional e internacional. Por otro lado, parte de la población brasileña, que muchas veces no puede practicar por razones estructurales o financieras, encontró en los dispositivos móviles una forma de entrar en el universo de los eSports.

2.
Nutrients ; 15(19)2023 Sep 28.
Artigo em Inglês | MEDLINE | ID: mdl-37836483

RESUMO

As the esports industry grows, marketing campaigns for fast food, soft drinks, alcoholic and energy drinks, and dietary supplements at related events intensify. Portuguese and Brazilian esports players' dietary patterns remain unexplored. This study aimed to characterize the dietary and gaming habits of esports players. We applied an anonymous, open online survey to a convenience sample of esports players that included the PREDIMED and the Internet Gaming Disorder Scale. The survey was shared through email and social media platforms, including Facebook, Twitter, Instagram, Discord, WhatsApp, and Twitch. The sample (n = 579) was predominantly male (91.4%), averaged 26.1 (SD = 7.0) years, and 25.9 (SD = 5.5) kg/m2. Most reported a weak (53.7%) adherence to the Mediterranean diet. Almost a third (32.3%) consumed dietary supplements. Our sample presented a low adhesion to the Mediterranean dietary pattern, low consumption of fruit and vegetables, and high consumption of fast food, red and processed meat, soft drinks, and dietary supplements, including caffeine-based supplements. Dietary supplement consumption was related to a higher adhesion to the Mediterranean diet, and a higher level of professionalization and internet gaming disorder correlated with a lower adhesion. In conclusion, we infer that Portuguese and Brazilian esports players follow an unbalanced diet.


Assuntos
Dieta Mediterrânea , Jogos de Vídeo , Humanos , Masculino , Feminino , Brasil , Portugal , Comportamento Alimentar
4.
Front Psychol ; 13: 987149, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36092047

RESUMO

Competitive sports involve physiological, technical and psychological skills, which influence directly on individuals' performance. This study aims to investigate the levels of perceived stress and Heart Rate Variability (HRV) before and after matches with victory and defeat in professional eSports athletes. Our hypothesis was that the winners would have better autonomic and stress responses after match, thus corroborating the literature on neurocardiac connections. Fifty male eSport players were selected players from 10 different Brazilian teams. The experiment was carried out in 2 sessions. Firstly, after signing the informed consent form, 24 h before the game, anthropometric, physical activity levels and time of expertise data were recorded only for sample characterization and the players were familiarized with the perceived stress scale-10 (PSS-10) and the HRV measurements. Secondly, players performed the PSS-10 and HRV recording at rest by 10 min 60 and 30 min before the game (i.e., baseline time) and 10 min after the end of the game. Overall, concerning PSS-10 our findings show that VG had significant reduced scores in post-game time compared to baseline (BL) and pre-game times, while DG had significant increased scores in post-game time compared to BL and pre-game times. Regarding HRV, our results demonstrate that VG had significant increase in RR, SDNN, rMSSD, pNN50 and HF, and significant decrease in LF and LF/HF, while DG had a significant decrease in RR, SDNN, rMSSD and HF, and significant increase in LF and LF/HF. It was observed that VG had better HRV responses (greater parasympathetic activation) as well as lower levels of perceived stress, while DG had worst HRV responses (greater sympathetic activation) and higher levels of perceived stress.

5.
Heliyon ; 8(2): e08959, 2022 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-35243079

RESUMO

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017-2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.

6.
Licere (Online) ; 25(1): 459-486, mar.2022. ilus
Artigo em Português | LILACS | ID: biblio-1371764

RESUMO

Os jogos eletrônicos, os eSports e a Educação Física vêm se aproximando nos últimos tempos consideravelmente, na medida em que a tecnologia avançou e o corpo humano se estendeu às telas de computador. Para tanto, indaga-se: Quais seriam suas possíveis relações? O estudo teve como objetivo geral discutir as possíveis aproximações, distanciamentos e relações entre os eSports, jogos eletrônicos e a Educação Física, além de contextualizar esses fenômenos e discorrer sobre as relações entre Educação Física e o mercado desportivo. A pesquisa é de natureza qualitativa, utilizando a revisão narrativa de literatura. Foram encontradas algumas aproximações dos eSports com o campo da Educação Física, evidenciando que os eSports estão em crescente ascensão e alcançam grandes níveis de popularidade e, além disso, envolvem uma atmosfera de jogadores, atletas, espectadores, times, treinamentos, patrocinadores e altos valores financeiros.


Electronic games, eSports and Physical Education have been getting considerably closer in recent times, as technology advanced and the human body extended to computer screens. Therefore, the question is: What would be their possible relationships? The study aimed to discuss the possible approaches, distances and relationships between eSports, electronic games and Physical Education, in addition to contextualizing these phenomena and discussing the relationship between Physical Education and the sports market. This is a qualitative research that also has a narrative literature review. Some approximations of eSports with the field of Physical Education were found, showing that eSports are on the rise and reach great levels of popularity and, in addition, involve an atmosphere of players, athletes, spectators, teams, training, sponsors and high financial values.


Assuntos
Educação Física e Treinamento , Jogos de Vídeo , Características Culturais
7.
Artigo em Inglês | MEDLINE | ID: mdl-35206445

RESUMO

The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field. The aim of this study was to analyse the relationship between physical activity levels and motivational orientations in an international sample of professional esports players. A cross-sectional and observational study was conducted in European and Latin American countries. The sample was non-probabilistic by convenience, and 260 male professional esports players were recruited. A survey was used that included demographic data, body composition, physical activity (International Physical Activity Questionnaire), and motivation (Sport Motivation Scale). The results show that 92.7% of professional esports players have moderate and high levels of physical activity and that players with low levels of physical activity have positive values in all dimensions of motivation. It is concluded that extrinsic and intrinsic motivation correlates inversely with energy expenditure.


Assuntos
Esportes , Jogos de Vídeo , Estudos Transversais , Exercício Físico , Humanos , Masculino , Motivação
8.
Artigo em Inglês | MEDLINE | ID: mdl-33916018

RESUMO

Competitive sports involve physical and cognitive skills. In traditional sports, there is a greater dependence on the development and performance of both motor and cognitive skills, unlike electronic sports (eSports), which depend much more on neurocognitive skills for success. However, little is known about neurocognitive functions and effective strategies designed to develop and optimize neurocognitive performance in eSports athletes. One such strategy is transcranial direct current stimulation (tDCS), characterized as a weak electric current applied on the scalp to induce prolonged changes in cortical excitability. Therefore, our objective is to propose anodal (a)-tDCS as a performance-enhancing tool for neurocognitive functions in eSports. In this manuscript, we discussed the neurocognitive processes that underlie exceptionally skilled performances in eSports and how tDCS could be used for acute modulation of these processes in eSports. Based on the results from tDCS studies in healthy people, professional athletes, and video game players, it seems that tDCS is applied over the left dorsolateral prefrontal cortex (DLPFC) as a potential performance-enhancing tool for neurocognition in eSports.


Assuntos
Esportes , Estimulação Transcraniana por Corrente Contínua , Jogos de Vídeo , Humanos , Córtex Pré-Frontal
9.
Artigo em Inglês | MEDLINE | ID: mdl-33916169

RESUMO

This study is focused on the massively multiplayer online games' acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partial least squares (PLS-SEM) methodology. This PLS-SEM model has been defined using a combination of the technology acceptance model (TAM) and the self-determination theory (SDT), comprising eight constructs: (1) autonomy and competence, (2) relatedness, (3) achievement and challenge, (4) flow experience, (5) perceived enjoyment, (6) social well-being, (7) perceived ease of use, and (8) continuance intention. The findings reveal that continuance intention impacts on social well-being. Moreover, the pivotal role of flow experience for continuance intention has been demonstrated. Additionally, continuance intention has been impacted by the perceived enjoyment, showing that it is a key construct for the acceptance of massively multiplayer online games. Thus, two contributions are highlighted. First, these results provide the gaming industry and software developer companies with considerations on gamers' motivations in the online game design, in order to stimulate and incentivize its use. Second, the present study can be useful for academicians and practitioners to understand the online gamers' emotions and well-being, showing some light over their psychology and mental health. Finally, limitations and future directions are exposed.


Assuntos
Desempenho de Papéis , Jogos de Vídeo , Internet , Relações Interpessoais , Motivação , Tecnologia
10.
Motrivivência (Florianópolis) ; 33(64): {1-14}, Mar. 2021.
Artigo em Português | LILACS-Express | LILACS | ID: biblio-1357560

RESUMO

A indústria dos jogos eletrônicos é a terceira mais lucrativa do mundo. Um novo conceito de esporte eclodiu nos últimos anos, sendo comumente denominado de e-Sports. O artigo busca apresentar o e-Sport como uma prática esportiva atual. Esta pesquisa teórica estrutura-se apresentando a seção: "jogos eletrônicos e os e-Sports". Na educação física, o e-Sports é negligenciado pelo fato de não abranger elevado gasto energético. O e-Sport ao se fortalecer, vem se transformando em um fenômeno que se aproxima dos esportes convencionais. O e-Sport hoje é objeto de pesquisas acadêmicas que procuram verificar o seu processo de espetacularização, suas características e sua história, se misturando com a história do próprio esporte.


The electronic games industry is the third most profitable in the world. A new concept of sport has emerged in recent years, being commonly called e-Sports. The article seeks to present e-Sport as a current sports practice. This theoretical research is structured by presenting the section: "electronic games and e-Sports". In physical education, e-Sports is neglected because it does not cover high energy expenditure. When strengthening e-Sport, it is becoming a phenomenon that approaches conventional sports. Today, e-Sport is the object of academic research that seeks to verify its spectacularization process, its characteristics and its history, mixing with the history of the sport itself.


La industria de los juegos electrónicos es la tercera más rentable del mundo. Un nuevo concepto de deporte ha surgido en los últimos años, comúnmente llamado e-Sports. El artículo busca presentar el e-Sport como una práctica deportiva actual. Esta investigación teórica se estructura presentando la sección: "juegos electrónicos y e-Sports". En educación física, los deportes electrónicos se descuidan porque no cubren los altos gastos de energía. Al fortalecer el e-Sport, se está convirtiendo en un fenómeno que se acerca a los deportes convencionales. Hoy, e-Sport es el objeto de investigación académica que busca verificar su proceso de espectacularización, sus características y su historia, mezclándose con la historia del deporte en sí.

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