Mostrando 1 - 20 Resultados de 165 Para Buscar '"E-sports"', tiempo de consulta: 2.48s Limitar resultados
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    “…The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. …”
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    “…Therefore, this study is a follow-up of the eSports Study 2019 and further investigates the health and health behavior of video game and eSports players in Germany. …”
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    “…This is one of the few reported links between eSports performance and personality traits, in what is still a nascent yet rapidly developing research topic. …”
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    “…eSports is a rapidly growing industry with increasing investment and large-scale international tournaments offering significant prizes. …”
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    por Shi, Minlong, Ren, Ruqin
    Publicado 2023
    “…INTRODUCTION: Understanding factors that predict the intention of e-sports game online spectatorship has drawn a great deal of scholarly attention. …”
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    Tesis Electrónico
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    por Lim, Sang-Guk, Jung, Se-Hoon, Huh, Jun-Ho
    Publicado 2021
    “…In this study, the possibility of the exercise effect of VR e-sports among e-sports cases were presented through a visual algorithm analysis. …”
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    por Lu, Yao, Chen, Hao, Yan, Hongqiao
    Publicado 2022
    “…To improve the analysis effect of e-sports competitions, this paper studies the intelligent analysis methods of e-sports, compares the advantages and disadvantages of various multi-classification methods, and innovatively designs a two-layer SVM classifier structure for four types of motor imagery EEG signals. …”
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    por Li, Hui, Lu, Yao, Yan, Hongqiao
    Publicado 2022
    “…In order to improve the effect of e-sports training, this paper combines the intelligent gesture recognition technology to construct an e-sports training system and judges the training effect of players through the recognition of players' gestures. …”
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    “…OBJECTIVES: eSport is a form of electronic gaming, also known as professional or competitive video gaming, and is growing at a rapid pace worldwide. …”
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    por Okinaka, Miyono, Wada, Tsunehiko
    Publicado 2021
    “…[Purpose] To explore the effects of static stretching for 20 s on key hits and subjective fatigue in an eSports-like setting. [Participants and Methods] The participants comprised of 15 healthy males who were instructed to hit a particular key on a computer keyboard using the left ring finger to achieve the maximum number of hits possible over a period of 30 s. …”
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    “…By use of TIDieR we describe a newly developed E-sport intervention, in which staff members and patients in a medium secure forensic psychiatric ward engage in weekly E-Sport sessions (primarily counterstrike) to improve patient–staff relationship. …”
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    por Chen, Zhao, Bu, Xiangui
    Publicado 2022
    “…E-sports attracts a lot of time and energy from adolescents, making them happy to actively participate and even become addicted to the Internet. …”
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    por Klíma, Ondřej
    Publicado 2022
    “…With eSports and video games rapidly gaining popularity, we are witnessing a rise of semi-autonomous gaming communities. …”
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    “…Recently, electronic sports (eSports) became one of the growing forms of new media due to the wide diffusion of games and online technologies. …”
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    “…Most performance theories were tested under controlled laboratory settings and offer therefore only limited transferability to real-life situations. E-sport competitions offer a relatively controllable while at the same time competitive setting, and our aim was to examine different influencing factors on competitive performance. …”
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