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Rubleske, Joseph; Fletcher, Travis; Westerfeld, Brett – Journal of Instructional Pedagogies, 2020
Electronic sports (e-sports) can be defined as digital games played competitively for an audience (Hodge et al., 2017). With a global consumer base of roughly 450 million people and projected 2019 revenues of US$1.1 billion, the e-sports industry continues to grow (Pannekeet, 2019). Behind this growth is a thriving ecosystem which includes…
Descriptors: Computer Games, Athletics, Data Collection, Data Analysis
Sever, Ozan; Gönülates, Süleyman; Bayrakdar, Akan; Demirhan, Bilal; Geri, Serdar; Zorba, Erdal – Journal of Education and Training Studies, 2017
This study aimed to evaluate the national level wrestlers' anaerobic capacity through the preparation and qualification periods for Rio 2016 summer Olympic Games. For this manner, 10 national level freestyle wrestlers' (age 22,10 ± 3,21; weight 64,75 ± 6,34; height 164,31 ± 4,75) anaerobic outputs measured 3 times in three month intervals with…
Descriptors: Athletics, Competition, Body Weight, Performance
Jenny, Seth E.; Manning, R. Douglas; Keiper, Margaret C.; Olrich, Tracy W. – Quest, 2017
Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a "sport" and gamers are being identified as "athletes" within society today. eSports has even infiltrated higher education in the…
Descriptors: Team Sports, Athletes, Video Games, Competition
Lee, Donghun; Schoenstedt, Linda J. – ICHPER-SD Journal of Research, 2011
With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…
Descriptors: Audiences, Student Motivation, Competition, Rewards