player performance
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2022 ◽  
Vol Publish Ahead of Print ◽  
Author(s):  
J. Bryan Mann ◽  
Jerry L. Mayhew ◽  
Marcel Lopes Dos Santos ◽  
J. Jay Dawes ◽  
Joseph F. Signorile

2022 ◽  
Vol 12 ◽  
Author(s):  
Christian Böffel ◽  
Sophie Würger ◽  
Jochen Müsseler ◽  
Sabine J. Schlittmeier

Free games that are monetized by selling virtual items, such as cosmetic microtransactions for one’s avatar, seem to offer a better gaming experience to paying players. To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players’ perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. Each participant performed this game-based task in two different conditions: With a character that was customized using a provided set of cosmetic microtransactions and with a default character. Results showed that customization increased subjective identification with the player character. However, objective performance measures were unaffected by this manipulation although the novel experimental approach provided reliable performance results. Additionally, identification was positively related to perceived competence, fun, and self-estimated performance. Implications for the design of cosmetic microtransactions and their influence on competitive gaming are discussed.


2022 ◽  
Vol 10 (1) ◽  
pp. 232596712110595
Author(s):  
Ophelie Z. Lavoie-Gagne ◽  
Avinaash Korrapati ◽  
Julia Retzky ◽  
David N. Bernstein ◽  
Connor C. Diaz ◽  
...  

Background: Meniscal injuries are extremely common in soccer athletes, and little is known about postrecovery performance. Purpose: To (1) identify characteristics associated with return to play (RTP) to the same league level and (2) evaluate long-term effects that injury and management approach may have on player performance. Study Design: Cohort study; Level of evidence, 3. Methods: Using publicly available records, we identified athletes who sustained meniscal tears across the 5 major European soccer leagues (English Premier League, Bundesliga, La Liga, Ligue 1, and Serie A) between 2006 and 2016. Injured athletes were matched to controls 1:2 by demographics and performance. Investigations included rate of RTP to the same league level, reinjury, player characteristics associated with RTP within 2 seasons, long-term availability, field time, and performance metrics standardized to 90 minutes of play during the next 4 seasons. Results: A total of 250 players sustaining meniscal tears were included, of which 106 (42%) received surgical management. Median absence was 57.5 days (interquartile range [IQR], 35-92) or 7 games (IQR, 4-12). Rate of RTP was 70%, and the reinjury rate 5% if a player could RTP. Age greater than 30 years was a negative predictor for RTP (odds ratio [OR], 0.62; P = .002), whereas higher preinjury goals per game (OR, 2.80; P = .04) and surgical management (OR, 1.38; P = .002) were positive predictors for RTP. Surgical management was associated with higher long-term availability ( P < .01). As compared with the control, there were no significant differences in field time or performance metrics after RTP, either overall or by player position. As compared with nonoperative management, defenders undergoing surgery demonstrated decreased field time. Attackers and midfielders demonstrated similar field time and performance regardless of management. Conclusion: RTP of elite soccer athletes sustaining meniscal tear is contingent on age, preinjury performance, and management approach. Those who RTP to the same league level can be expected to demonstrate equivalent field time, performance, and long-term availability as noninjured athletes.


2021 ◽  
Vol 14 (1) ◽  
pp. 132-136
Author(s):  
Guilherme Tucher ◽  
Silvio de Cássio Costa Telles ◽  
Ricardo Gomes Cabral ◽  
Nuno Domingos Garrido ◽  
Flávio Antônio de Souza Castro

Background: Water polo is an open-skilled team sport in which agility is important. Objective: This study aimed to propose a water polo player classification based on the Functional Test for Agility Performance. Methods: A total of 78 male water polo players of different competition levels (7.7% regional, 52.5% national and 39.7% international), years of training (6.7 ± 4.5; 2-25 years), weekly training frequency (6.1 ± 2.1; 2-12) and age (18.1 ± 4.3; 12-36) were evaluated in the Functional Test for Agility Performance. Hierarchical Cluster Analysis was used in five levels to classify water polo player performance. Results: The players were classified based on the Functional Test for Agility Performance as excellent (≤ 3.22 s), very good (3.23-4.48 s); good (4.49-4.76 s); under development (4.77-5.11 s) and learning (≥ 5.12 s). Age, years of training, and weekly training frequency showed a decreasing trend from Gr1 to Gr4. Athletes at the international level ranked primarily in the best performing groups (Gr1 and Gr2, n = 30), the ones at the national level in the intermediate groups (Gr2, Gr3 and Gr4; n = 41), with a higher concentration in Gr2, and those at regional level mainly in Gr4 (n = 4). Conclusion: This classification proposal is expected to be useful as a tool to evaluate the training of athletes of different competition levels as well as to follow up on water polo athletes in long-term training.


2021 ◽  
Vol 3 ◽  
Author(s):  
Sigrid B. H. Olthof ◽  
Tahmeed Tureen ◽  
Lam Tran ◽  
Benjamin Brennan ◽  
Blair Winograd ◽  
...  

Basketball games and training sessions are characterized by quick actions and many scoring attempts, which pose biomechanical loads on the bodies of the players. Inertial Measurement Units (IMUs) capture these biomechanical loads as PlayerLoad and Inertial Movement Analysis (IMA) and teams collect those data to monitor adaptations to training schedules. However, the association of biomechanical loads with game performance is a relatively unexplored area. The aims of the current study were to determine the statistical relations between biomechanical loads in games and training with game performance. Biomechanical training and game load measures and player-level and team-level game stats from one college basketball team of two seasons were included in the dataset. The training loads were obtained on the days before gameday. A three-step analysis pipeline modeled: (i) relations between team-level game stats and the win/loss probabilities of the team, (ii) associations between the player-level training and game loads and their game stats, and (iii) associations between player-level training loads and game loads. The results showed that offensive and defensive game stats increased the odds of winning, but several stats were subject to positional and individual performance variability. Further analyses, therefore, included total points [PTS], two-point field goals, and defensive rebounds (DEF REB) that were less subject to those influences. Increases in game loads were significantly associated with game stats. In addition, training loads significantly affected the game loads in the following game. In particular, increased loads 2 days before the game resulted in increased expected game loads. Those findings suggested that biomechanical loads were good predictors for game performance. Specifically, the game loads were good predictors for game stats, and training loads 2 days before gameday were good predictors for the expected game load. The current analyses accounted for the variation in loads of players and stats that enabled modeling the expected game performance for each individual. Coaches, trainers, and sports scientists can use these findings to further optimize training plans and possibly make in-game decisions for individual player performance.


2021 ◽  
Vol 7 (4) ◽  
pp. e001128
Author(s):  
Patrick O'Halloran ◽  
Luke Goggins ◽  
Nicholas Peirce

ObjectivesInvestigate the observable player behaviours and features of both concussive (HS-C) and non-concussive (HS-NC) helmet strikes and describe their impact on playing performance.MethodsElite male cricketers sustaining helmet strikes between the 2016 and 2018 seasons were identified by the England and Wales Cricket Board. Medical records identified players sustaining a concussion and those in whom concussion was excluded. Retrospective cohort analysis was performed on batting and bowling performance data available for these players in the 2 years prior to and 3 months post helmet strike. Video analysis of available incidents was conducted to describe the characteristics of the helmet strike and subsequent observable player behaviours. The HS-C and HS-NC cohorts were compared.ResultsData were available for 194 helmet strikes. 56 (29%) resulted in concussion. No significant differences were seen in playing performance in the 3 months post concussive helmet strike. However, a significant decline in batting performance was seen in this period in the HS-NC group (p<0.001).Video features signifying motor incoordination were most useful in identifying concussion post helmet strike, however, typical features suggesting transient loss of consciousness were not seen. Features such as a longer duration pause prior to the batsman resuming play and the level of concern shown by other players were also useful features.ConclusionHS-NC may be more significant for player performance than previously thought. Guidance for using video replay to identify concussion in cricket may need to be modified when compared with other field sports.


2021 ◽  
Vol 3 (4) ◽  
pp. 615-623
Author(s):  
Michael Pengelly ◽  
Nathan Elsworthy ◽  
Joshua Guy ◽  
Aaron Scanlan ◽  
Michele Lastella

Sport-specific skills display diurnal variation across various team sports such as badminton and tennis serving accuracy and soccer dribbling, volleying, and chipping execution. However, the effects of athlete chronotype on in-game sport-specific skill performance according to time of day across team sports is not well understood. Therefore, the aim of this study was to identify the effect of player chronotype on in-game basketball performance during evening games. Professional male basketball players (n = 11) completed a morningness–eveningness questionnaire and were categorized according to chronotype (morning-type: n = 4; neither-type: n = 6; evening-type: n = 1). Box score data from the 2019/20 season were utilized to determine individual in-game performance during evening games played after 18:00 h. Composite metrics (i.e., effective field goal percentage, offensive rating, defensive rating, and player efficiency) were used as indicators of player performance. Non-significant (p ≥ 0.21) differences were evident between M-types and N-types for most performance measures. Small to very large effects were observed in the number of rebounds favoring M-types, and three-point shots attempted and made, assists, and steals favored N-types. In-game performance appeared to not be affected by chronotype (i.e., M-type vs. N-type) in evening games among professional male basketball players. The lack of observed effect between chronotype and in-game performance suggest coaching staff may not need to consider player chronotype when developing a match strategy or assigning player roles if largely dealing with M-types and N-types. However, to ensure the greatest specificity, coaching staff may endeavor to schedule habitual training times in line with that of competition in an effort to align player circadian rhythms to games.


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