The Effect of Online Game Flow and Addiction according to the e-Sports Type on the Sport Activity Involvement

2009 ◽  
Vol 37 ◽  
pp. 1671-1681
Author(s):  
Byung Il Park ◽  
Hwan Woo Cho
2016 ◽  
Vol 10 (2) ◽  
pp. 34-43
Author(s):  
Tomáš Zelenka ◽  
Martin Kudláček

Sport for persons is promptly and naturally evolving as social phenomenon. This fact is documented worldwide variety of evidence. It is not only about the status and popularity of the Paralympic Games, it is not only dynamically growing number of disabled athletes and the growing range of adaptive sports, sports programs and various levels of competitions, but side by side with it the development of relevant national and international organizations and institutions, and even in some cases linking or merging sports platforms of ablebodied and handicapped athletes. Sport in the context of disabled athletes become parallely extroverted device demonstrations of their athletic abilities and also introverted medium having a positive influence on the biological, psychological and sociological human nature. On the other hand disabled people sport activity involvement is unfortunately very low.


Addiction ◽  
2008 ◽  
Vol 103 (s1) ◽  
pp. 69-83 ◽  
Author(s):  
Stephen C. Peck ◽  
Mina Vida ◽  
Jacquelynne S. Eccles

Author(s):  
Caleb T. Carr ◽  
Paul Zube

Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate informal communication from other group members (specifically the experience and helpfulness of the other members) positively predict an individual’s task performance, while tenure with the group negatively predict individual achievement. Findings are discussed with respect to network analysis and influence in online groups.


2019 ◽  
Author(s):  
Li Wang ◽  
Liu Fan ◽  
SungMin Bae

2007 ◽  
Vol 35 (10) ◽  
pp. 16
Author(s):  
SHERRY BOSCHERT
Keyword(s):  

2013 ◽  
Vol 51 (05) ◽  
Author(s):  
Z Szalai ◽  
K Kupai ◽  
A Magyariné Berkó ◽  
A Pósa ◽  
R Szabó ◽  
...  

10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


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