• Title/Summary/Keyword: Sports Game

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Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

A Study on the Auction System of Sports Games (스포츠 게임에서 경매 시스템 도입 시 고려사항 연구)

  • Chan-Seo Kwon;Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.159-161
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    • 2023
  • 온라인 게임에서 경매 시스템은 사용자 참여를 증가시키고 게임 내 경제 시스템을 발전시킬 수 있는 효과적인 도구다. 사용자들은 가상의 경매장에서 선수들을 입찰하고 경쟁하며 게임 내에서 전략적인 결정을 내릴 수 있다. 경매 시스템은 사용자 참여와 게임 내 경제 시스템에 긍정적인 영향을 미치며, 사용자들에게 맞춤형 팀 구성과 상호작용의 기회를 제공한다. 스포츠 게임의 사용자 경험을 향상시키고 게임의 지속 가능성을 높일 수 있다. 본 논문은 스포츠 게임에 경매 시스템을 도입하는 이유와 그 영향을 분석하여 제시한다.

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A Study on the Effect of Contents Characteristics and Operating Service Quality in Continued Usage Intention and Word of Mouth : Focus on Online Sports Game (온라인 게임의 콘텐츠 특성과 운영 서비스품질이 유저의 지속이용의도 및 구전의도에 미치는 영향에 관한 연구: 온라인 스포츠 게임을 중심으로)

  • Fang, Chun-Feng;Lee, Don-Gon;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.101-114
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    • 2015
  • A recent online game is growing with the combined action of content as well as operating services. However, in previous studies, with a lot of focus on content characteristics of game than the game operating service quality studies have been carried out. This study targeted research online sports games, operating service quality and content characteristics of the game are analyzed effects of word-of-mouth and continued usage intention by applying Expectation Confirmation Model. as a result, it has found that as a result, it has found that sense of reality turned out to be a major variable affecting the content of the game even expectation confirmation. Directly and indirectly, it was confirmed that the role of empathy affect to expectation confirmation and satisfaction.

Anti-doping education and dietary supplementation practice in Korean elite university athletes

  • Kim, Jong-Kyu;Lee, Nam-Ju;Kim, Eung-Joon;Ki, Sun-kyung;Yoon, Jae-Ryang;Lee, Mi-Sook
    • Nutrition Research and Practice
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    • v.5 no.4
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    • pp.349-356
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    • 2011
  • This study was conducted to investigate relationships and gender differences in dietary supplement (DS) and oriental supplement (OS) prevalence as well as anti-doping awareness during training and the game period. Korea National Sport University athletes (343 male and 136 female) participated in this study and completed DS and OS practice and anti-doping awareness questionnaires. Forty-six percent of athletes used DS during the training period, and there was significantly higher DS use in females (53%) compared to males (43%) (P < 0.05). Twenty-eight percent of athletes used OS, and there was significantly higher OS use in females (35%) than males (26%) (P < 0.05) during the training period. The primary reason of DS use was to supply energy both in males (36%) and females (28%). The main reason for male athletes' OS use was to supply energy (41 %). Meanwhile, the reasons for female athletes' OS use were to supply energy (23%), to maintain health (19%), and to improve recovery ability (20%), which showed a significant gender difference (P < 0.05). Athletes rated their perceived degree of satisfaction, perceived importance, and beliefs in efficacy of DS and OS use all over 50% during the training period, and no gender differences were detected. In a comparison between athletes educated about anti-doping (at least more than one time) and non-received athletes, DS and OS use during the training period was 2.30 (1.47-3.60) and 1.71 (1.03-2.82), respectively. DS and OS use immediately before the game period was 2.38 (1.50-3.80) and 3.99 (1.20-13.28), respectively.Elite athletes' anti-doping education was highly related to increased DS use during the training period and immediately before the game. Although elite athletes use various DS and OS during the training period and before the game period, doping education for elite athletes is related with DS and OS use during the training period and before the game.

Statistcal Analysis of Sports Injury (스포츠 손상의 통계적 분석)

  • Hong, Seong-Ryul
    • 물리치료
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    • s.34
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    • pp.2-8
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    • 1985
  • STATISTCAL ANALYSIS OF SPORTS INJURY Seong-Ryul Hong R.P.T. Seoul School Health Center Hospital Upon comings of 1986 Asian Games and 1988 Olympiad in Seoul , Korean people have more enthusiasm for sports than any other time .It's very desirable that student athletes are doing thier best to train skills and to improve records for the coming 2 international sports events .I concluded as followings from the statistical analysis of 159 student athletes about sports injury who had been received Physiotherapy in School Health Center Hospital in Seoul from Jan.8 1982 to Dec,4 1984Track & field is the most common team among school sports team in Seoul.47 Students(30%) were injuried during football game, Career of sports injury: 88 students(55.3 %) were injured for the first time .Location of injury: More than 30% in both sexs were injuried in the Lumbar Frequency in injury in lower limb is higher than that of upper . Frequency of injury in upper right limb and lower left limb are higher than of counterparts6. Diagnosis: 32% of students were diagnosed as lumbago. Treatment period: 42.7% of students were healed within a week and 76.8% within 2 weeks

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The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.23-30
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    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

Winning Back Attendance: Effects of Winning Performance, Online Search, and the MLB Rule Changes for More Dynamic Games

  • Rhino Kim;Sue Ryung Chang
    • Asia Marketing Journal
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    • v.25 no.3
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    • pp.148-159
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    • 2023
  • As Major League Baseball (MLB)'s continuous decline in popularity has caused its game attendance to drop gradually, the league makes a desperate attempt such as game rule changes to remain relevant. Along with the introduction of new rules to make games more dynamic such as the pitch clock, bigger bases, and defensive shift limitations, it is important for MLB franchises to understand drivers for game attendance. We focus on the effect of accumulated winning performance of the two teams on game attendance, one of the key drivers of game attendance, and investigate how it is influenced by consumer and industry factors such as online search and game rule changes. We find that game attendance increases as the prior winning performance of the home (away) team increases (decreases). We also find that online search and rule changes for more dynamic games moderate the effect of winning performance on game attendance.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.237-250
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    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.

Visualization System for Player's Sequential Forms at Sports Broadcasting

  • Lee, Sang-Gil;Nobuyuki-Yagi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.88-93
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    • 1996
  • We developed a visualization system for sports broadcasting that informs TV viewers of a sports player's sequential performing forms and locus in detail when gymnastic game such as‘vault’is broadcasted. It records the corresponding frames while a player is performing, extracts only the player's performing forms from background scenes by a proposed algorithm, superposes them sequentially on a background scene, and broadcasts them with slow speed. This system named as‘Multi-Motion’has ever been used in NHK live broadcasting for 1995 World Gymnastics Championships held in Japan.

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A Study on Prediction of Baseball Game Based on Linear Regression

  • LEE, Kwang-Keun;HWANG, Seung-Ho
    • Korean Journal of Artificial Intelligence
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    • v.7 no.2
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    • pp.13-17
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    • 2019
  • Currently, the sports market continues to grow every year, and among them, professional baseball's entry income is larger than the rest of the professional league. In sports, strategies are used differently in different situations, and the analysis is based on data to decide which direction to implement. There is a part that a person misses in an analysis, and there is a possibility of a false analysis by subjective judgment. So, if this data analysis is done through artificial intelligence, the objective analysis is possible, and the strategy can be more rationalized, which helps to win the game. The most popular baseball to be applied to artificial intelligence to analyze athletes' strengths and weaknesses and then efficiently establish strategies to ease the competition. The data applied to the experiment were provided on the KBO official website, and the algorithms for forecasting applied linear regression. The results showed that the accuracy was 87%, and the standard error was ±5. Although the results of the experiment were not enough data, it would be possible to effectively use baseball strategies and predict the results of the game if the amount of data and regular data can be applied in the future.