game performance
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2022 ◽  
Vol 29 (2) ◽  
pp. 1-22
Author(s):  
Andrea Gauthier ◽  
Kaska Porayska-Pomsta ◽  
Iroise Dumontheil ◽  
Sveta Mayer ◽  
Denis Mareschal

The human–computer interaction (HCI) design of educational technologies influences cognitive behaviour, so it is imperative to assess how different HCI strategies support intended behaviour. We developed a neuroscience-inspired game that trains children's use of “stopping-and-thinking” (S&T)—an inhibitory control-related behaviour—in the context of counterintuitive science problems. We tested the efficacy of four HCI features in supporting S&T: (1) a readiness mechanic, (2) motion cues, (3) colour cues, and (4) rewards/penalties. In a randomised eye-tracking trial with 45 7-to-8-year-olds, we found that the readiness mechanic increased S&T duration, that motion and colour cues proved equally effective at promoting S&T, that combining symbolic colour with the readiness mechanic may have a cumulative effect, and that rewards/penalties may have distracted children from S&T. Additionally, S&T duration was related to in-game performance. Our results underscore the importance of interdisciplinary approaches to educational technology research that actively investigates how HCI impacts intended learning behaviours.


2022 ◽  
Vol 3 ◽  
Author(s):  
Frode Moen ◽  
Marte Vatn ◽  
Maja Olsen ◽  
Jan Arvid Haugan ◽  
Vera Skalicka

The current study aimed to examine sleep characteristics of esport players and the stipulated effects of game performance on consecutive sleep characteristics using residual dynamic structural equation modeling (RDSEM). A sample of 27 Counterstrike players with a mean age of 18½ years participated in the current study. Sleep was detected over a period of 56 days with a Somnofy sleep monitor that utilizes an impulse radio ultra-wideband puls radar and Dopler technology, and weekly game performance was reported by the players. The results showed that esport players' sleep characteristics were in the lower levels of recommended guidelines and that sleep onset started later and sleep offset ended later in the morning compared with athletes from other traditional sports. The esport players displayed stable patterns in sleep onset, sleep offset, time in bed, sleep efficiency and non-REM respiration rates per minute (NREM RPM). On the between-person level, esport players with better game performance spent more time sleeping (r = 0.55) and scored lower on NREM RPM (r = −0.44). Unstandardized within-person cross-lagged paths showed that better game performance predicted subsequent earlier sleep offset. The within-level standardized estimates of the cross-lagged paths revealed that participants with better game performance spent subsequently more time in deep sleep (0.20), less time in light sleep (−0.14), less time in bed (−0.16), and displayed lower NREM RPM (−0.21), earlier sleep offset (−0.21), and onset (−0.09). The findings of better game performance being related to better sleep are discussed in terms of existing knowledge on how stress responses elicitated by poor performance might impact on non-REM respiration rates and sleep.


2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

The present study explores how gender, ethnicity, and performance-based perceived competence impact students’ learning, performance, and enjoyment from playing a digital STEM learning game. We had 199 9th-11th grade students play a 2D digital STEM learning game across six science classes. Based on the results of demographic surveys, matched pretests and posttests, and satisfaction questionnaires, we found no interaction between gender and ethnicity for performance-based perceived competence, performance, and enjoyment. We found a significant difference between males and females in performance-based perceived competence and in-game performance both favoring males over females. Among ethnic groups, we found a significant difference with in-game performance favoring White and Hispanic students over Black/African American students. However, the differences in gender and in ethnicity were insignificant once we controlled for both perceived competence and pretest scores. This supports the idea that neither race nor gender truly influence one’s ability to perform in digital learning games.


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 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.


Children ◽  
2021 ◽  
Vol 8 (11) ◽  
pp. 1060
Author(s):  
Ghazi Rekik ◽  
Yosra Belkhir ◽  
Nourhen Mezghanni ◽  
Mohamed Jarraya ◽  
Yung-Sheng Chen ◽  
...  

Recent studies within the physical education domain have shown the superiority of dynamic visualizations over their static counterparts in learning different motor skills. However, the gender difference in learning from these two visual presentations has not yet been elucidated. Thus, this study aimed to explore the gender difference in learning basketball tactical actions from video modeling and static pictures. Eighty secondary school students (Mage = 15.28, SD = 0.49) were quasi-randomly (i.e., matched for gender) assigned to a dynamic condition (20 males, 20 females) and a static condition (20 males, 20 females). Immediately after watching either a static or dynamic presentation of the playing system (learning phase), participants were asked to rate their mental effort invested in learning, perform a game performance test, and complete the card rotations test (test phase). The results indicated that spatial ability (evaluated via the card rotations test) was higher in males than in female students (p < 0.0005). Additionally, an interaction of gender and type of visualization were identified, supporting the ability-as-compensator hypothesis: female students benefited particularly from video modeling (p < 0.0005, ES = 3.12), while male students did not (p > 0.05, ES = 0.36). These findings suggested that a consideration of a learner’s gender is crucial to further boost learning of basketball tactical actions from dynamic and static visualizations.


2021 ◽  
Vol 12 ◽  
Author(s):  
Michael G. Trotter ◽  
Tristan J. Coulter ◽  
Paul A. Davis ◽  
Dylan R. Poulus ◽  
Remco Polman

The aims of the present study were twofold. First, to investigate self-reported social support, self-regulation, and psychological skill use in esports athletes (e-athletes) compared to traditional athletes. Second, to determine if self-reported social support, self-regulation, and psychological skill use influenced e-athlete in-game rank. An online survey was used to collect data from an international sample of e-athletes (n = 1,444). The e-athletes reported less social support, self-regulation, and psychological skill use than reported by traditional athletes in previous studies. E-athletes with higher scores in social support, self-regulation, and psychological skill use was associated with higher in-game rank. The lack of an organisational structure in esports may be a contributing factor as to why e-athletes score lower than traditional athletes on social support, self-regulation, and psychological skill use. Future research is warranted to explore the development of esports programs aiming to promote athletes’ social support, self-regulation, and use of psychological skills to enhance in-game performance and well-being.


2021 ◽  
Vol 61 (2) ◽  
pp. 188-202
Author(s):  
Nikolas Nagy ◽  
Miroslav Holienka ◽  
Matej Babic

Summary The main aim of the present study was to examine the cardiovascular response, time-motion characteristics, game performance and rated of perceived exertion (RPE) during small-sided games (SSGs) with different number of players. The research group consisted of elite youth male soccer players (n = 18) (aged 16.5 ±0.71 years, maximum heart rate (HRmax) 196.42 ±5.31 beats.min−1) from the FC DAC 1904 Dunajská Streda U17 soccer club. Cardiovascular response measurements included heart rate (HR) expressed in minimum, mean and maximum values and time spent in different intensity zones. Total distance covered, high intensity running and the number of accelerations and decelerations were captured by GPS. Individual game performance and the number of technical-tactical actions were recorded during every SSGs. After the game time we collected the ratings of perceived exertion scores from each player. Results showed that SSG with small number of players (3 vs. 3) triggered the highest HR response with mean value 168.00 ±8.48 beats.min−1, players spent the most time in maximal intensity zone 0:09:06 minutes, of SSG duration. This format of SSG was the mostintense for the players´ cardiovascular system, but we can’t find statistically significant differences between the HR values in SSGs. External load was the most demanding in SSG1 too, like in internal load. The highest scores in individual game performance were recorded in SSG2. In RPE scores SSG1 was the most difficult from the players point of view. In conclusion, the present research demonstrates the effectiveness of SSG1 in training sessions. Therefore, the coaching staff has the possibility to choose between SSGs during training sessions according to their physical, technical, tactical and psychological objectives.


2021 ◽  
Vol 11 (21) ◽  
pp. 9894
Author(s):  
Isabel Fragoso ◽  
Sérgio Ramos ◽  
Júlia Teles ◽  
Anna Volossovitch ◽  
António Paulo Ferreira ◽  
...  

To estimate age at peak height velocity (APHV) in Portuguese male adolescents and; test the effect of maturational status in physical fitness attributes and individual game performance of U-14 basketball players. One mixed-longitudinal cohort with a sample of 439 Portuguese male adolescents and; one cross sectional sample of 172 Portuguese elite U-14 basketball players. The on-time group was defined within a 1-year band (more or less) from mean APHV. Preece-Baines model 1 was adopted to fit the mean stature curve. Independent samples t-tests and Kruskal-Wallis tests were performed and effect size (partial eta square) was calculated. The growth fitting revealed an APHV around 13.45 years for Portuguese male adolescents. Early maturing players exceeded significantly their peers in body size and composition, jump power and upper body strength. Early and on-time maturing players scored better in rebounds won per game (APHV = 13.81, 13.30 years), Performance Index Rating (PIR) and points scored per minute. Maturation influences morphology attributes and strength regardless of the APHV (13.81, 13.45, 13.30 years) used to obtain the cut-off points. It is recommended to use the new Portuguese mean APHV value to avoid extreme classifying bias groups.


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