Project description:Esports as the competitive play of digital games has gained considerable popularity. However, a comprehensive framework for esport training is still missing. In this paper, a performance model integrating insights from game research and sport science is developed. Based on this model, an online questionnaire was designed and applied to investigate training in different esports regarding relevant competencies and training areas. Overall, 1,835 esports players voluntarily participated in the study. Age ranged from 13 to 47 years (M = 20,9; SD = 4,5), and males clearly dominated (95%). Furthermore, the mean weakly playing time was 20.03 hours (SD = 15.8). Training occupied 38.85% (7.75 h) of the playing time on average. On the one hand, the results reveal game-specific competence and training structures in the five esports selected for the study (Starcraft II, League of Legends, Rocket League, FIFA, and Counter Strike). On the other hand, the factor structure of competencies closely resembles the esports performance model. As a conclusion, esports training methods should always consider the specific competence profile of the respective esports game.
Project description:The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch as eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several hours of training in front of the PC or console, eSports athletes need optimal cognitive, physical and mental training. However, a gap exists in eSports specific health management, including prevention of health issues and training of these functions. To contribute to this topic, we present in this mini review possible avenues for holistic training approaches for cognitively, physically and mentally fitter and more powerful eSports athletes based on interdisciplinary findings. We discuss exergames as a motivating and promising complementary training approach for eSports athletes, which simultaneously combines physical and cognitive stimulation and challenges in an attractive gaming environment. Furthermore, we propose exergames as innovative full-body eSports-tournament revolution. To conclude, exergames bring new approaches to (physical) eSports, which in turn raise new topics in the growing eSports research and development community.
Project description:AimsThis study aims to explore community perspectives on enhancer usage in competitive gaming and esports, focusing on the perception of fairness and concerns about various potential performance enhancers.MethodsWe conducted both qualitative and quantitative surveys to understand the competitive gaming community's opinions on different types of performance enhancers and their potential impact on esports. A thematic analysis was performed to identify key themes in how players rationalize their opinions.ConclusionsThe gaming community differentiates between potential performance enhancers based on how problematic they are for the esports scene, with the most concern surrounding hard drugs, pharmaceuticals, and brain stimulation interventions. Participants who are more invested in competitive gaming tend to be more sceptical of enhancers and express greater concerns. Four themes were identified in the thematic analysis: (1) risk, (2) morality, (3) enhancer effects, and (4) regulation. To increase acceptance and perceived legitimacy in decision-making, it is recommended that regulators engage a variety of stakeholders in transparent decision-making processes when forming tournament rules and regulations. This will help address the fragmented regulatory landscape and prevent potential differences in the perception of tournament winners based on the governing body supervising the competition.
Project description:IntroductionElectronic Sports (eSports) is a popular and still emerging sport. Multiplayer Online Battle Arena (MOBA) and First/Third Person Shooting Games (FPS/TPS) require excellent visual attention abilities. Visual attention involves specific frontal and parietal areas, and is associated with alpha coherence. Transcranial alternating current stimulation (tACS) is a principally suitable tool to improve cognitive functions by modulation of regional oscillatory cortical networks that alters regional and larger network connectivity.MethodsIn this single-blinded crossover study, 27 healthy college students were recruited and exposed to 10 Hz tACS of the right frontoparietal network. Subjects conducted a Visual Spatial Attention Distraction task in three phases: T0 (pre-stimulation), T1 (during stimulation), T2 (after-stimulation), and an eSports performance task which contained three games ("Exact Aiming," "Flick Aiming," "Press Reaction") before and after stimulation.ResultsThe results showed performance improvements in the "Exact Aiming" task and hint for a prevention of reaction time performance decline in the "Press Reaction" task in the real, as compared to the sham stimulation group. We also found a significant decrease of reaction time in the visual spatial attention distraction task at T1 compared to T0 in the real, but not sham intervention group. However, accuracy and inverse efficiency scores (IES) did not differ between intervention groups in this task.DiscussionThese results suggest that 10 Hz tACS over the right frontal and parietal cortex might improve eSports-related skill performance in specific tasks, and also improve visual attention in healthy students during stimulation. This tACS protocol is a potential tool to modulate neurocognitive performance involving tracking targets, and might be a foundation for the development of a new concept to enhance eSports performance. This will require however proof in real life scenarios, as well optimization.
Project description:The three-dimensional structures of proteins are crucial for understanding their molecular mechanisms and interactions. Machine learning algorithms that are able to learn accurate representations of protein structures are therefore poised to play a key role in protein engineering and drug development. The accuracy of such models in deployment is directly influenced by training data quality. The use of different experimental methods for protein structure determination may introduce bias into the training data. In this work, we evaluate the magnitude of this effect across three distinct tasks: estimation of model accuracy, protein sequence design, and catalytic residue prediction. Most protein structures are derived from X-ray crystallography, nuclear magnetic resonance (NMR), or cryo-electron microscopy (cryo-EM); we trained each model on datasets consisting of either all three structure types or of only X-ray data. We Find that across these tasks, models consistently perform worse on test sets derived from NMR and cryo-EM than they do on test sets of structures derived from X-ray crystallography, but that the difference can be mitigated when NMR and cryo-EM structures are included in the training set. Importantly, we show that including all three types of structures in the training set does not degrade test performance on X-ray structures, and in some cases even increases it. Finally, we examine the relationship between model performance and the biophysical properties of each method, and recommend that the biochemistry of the task of interest should be considered when composing training sets.
Project description:This study conducted a systematic scoping review to collect definitions and explanations of esports and its related concepts in the existing literature. A thematic coding approach was used to screen possible disagreements and issues between the different characteristics of esports as presented in the existing definitions. Based on a critical discussion, the results of the coding were combined with the objective facts of the current esports industry and theories from similar fields to reconstruct the construction of an esports definition. In addition, the relationship between esports and its related concepts was discussed based on the proposed esports definition structure. The proposed esports criteria can help avoid misunderstandings and confusion in future studies regarding the research subjects related to esports and propose standardized usage of relevant terms in the field of esports research.
Project description:This cross-sectional study investigated the association between participation in traditional sports and esports performance, analyzing data from 1,549 survey respondents, with a specific focus on 617 individuals assessed for their esports capabilities. The analysis suggests that participation in traditional sports is associated with enhanced performance in first-person shooters. However, no similar association was observed in multiplayer online battle arena games across various platforms. Furthermore, although no substantial link was found between overall gameplay duration and esports performance for the majority of the games examined, time spent playing Honor of Kings was significantly associated with improved in-game rankings, likely due to its unique matchmaking and rating system. The findings also indicate that participants from different categories of traditional sports show no significant differences in esports performance, suggesting similar physical and athletic requirements across these sports. This underscores the necessity for further exploration and methodological refinement to investigate the associations between specific types of physical exercise and enhancements in esports performance. Additionally, esports participants demonstrated higher levels of engagement in traditional sports compared to their non-esports counterparts, suggesting potential reciprocal benefits between esports and physical exercise. Future research should further investigate these mutual advantages. Conducting additional rigorous empirical research to substantiate these associations is essential for the sustainable development of esports.
Project description:Introduction: People with Spinal Cord Injury (SCI) are at risk of feeling socially disconnected. Competitive esports present an opportunity for people with SCI to remotely engage in a community. The aim of this study is to discuss barriers to esports participation for people with SCI, present adaptive solutions to these problems, and analyze self-reported changes in social connection. Materials and Methods: We presented a descriptive data collected in the process of a quality improvement initiative at Mount Sinai Hospital. In 2019, seven individuals with cervical SCI and quadriplegia participated in a special interest group on esports. Group scores were then analyzed for evidence of between subjects variability using a single sample t-test. A Pearson's correlation was conducted to determine the relationship between social connectedness and demographic data. Results: All players experienced functional limitations as a result of their injury but managed to design personalized gaming setups with adaptive equipment that allowed them to successfully compete in esports. All players reported a positive change in perceived social connectedness (p < 0.001) after participating in the special interest group. Score on Social Connectedness Scale negatively correlated with Time since injury (years). Discussion: It is feasible to create adaptive gaming setups that can be used by people with differing degrees and severity of SCI in a competitive esports environment. Technology and adaptive competitive esports have a potential to improve social connectedness and inclusion in people with quadriplegia. Further research on efficacy and effectiveness of these inclusive environments and their effects on quality of life, activity, and participation is warranted.
Project description:IntroductionEsports have been suggested to enhance hand-eye coordination, fine motor skills, and reaction times. While physical exercise is known to improve these abilities, its impact on short-term esports performance is under-researched. This study aims to evaluate the effects of specific and general physical training on gaming performance, hypothesizing improvements in both physical and gaming-related variables.MethodsBaseline and follow-up tests measured global coordination, grip strength, Aimlabs performance, single and 4-fold reaction times, and anticipation. Participants completed a weekly and an ending questionnaire. Twenty-eight participants (12.3 ± 10.1 h gaming/week) were assigned to specific (N = 10), general (N = 9), and no training (N = 9) groups for an 8-week intervention. Variable changes over time and between groups were analyzed using a repeated measures ANCOVA.ResultsTraining significantly improved the overall coordination of those participants engaging in physical training compared to the control group [F(2,25) = 3.858, p = 0.035, η 2 = 0.236]. Grip strength also showed significant improvement [F(2,25) = 6.084, p = 0.007, η 2 = 0.327]. There were no significant time or group effects for the gaming variables, but the hours played by participants positively influenced Grid Shot [F(1,24) = 4.746, p = 0.039, η 2 = 0.165] and Track Point [F(1,24) = 9.613, p = 0.005, η 2 = 0.286] performance. The weekly questionnaire indicated a significant improvement in participants' well-being.DiscussionWhile training improved physical variables, no effects were observed in suggested short-term performance. However, gaming hours and experience during the intervention positively influenced performance. Future research should consider the amount of time spent playing as it may affect short-term performance. Furthermore, future research should strive to differentiate between various types of esports performance, such as short-term vs. long-term outcomes. Participants reported that engaging in physical activity within the context of esports and gaming positively contributed to their overall well-being.Clinical trial registrationClinicalTrials.gov, identifier (NCT06264375).
Project description:Atlantic salmon juveniles were screened for swimming performance and separated into either poor or good swimmers. After ten weeks of rearing in fresh water, during which both swimming performance groups were part of an exercise training experiment, fish were transferred to seawater and challenged with infectious pancreatic necrosis virus (IPNV) in a co-habitation test. When mortality curve levelled out (45 days post commencement of challenge test), fish that had previously been categorized as good swimmers displayed a significantly higher survival (86.1%) compared to poor swimmers (77.6%). Global gene expression analyses were performed to search for disease resistance correlates. Cardiac ventricle expression of 21 genes was greater in poor swimmers than in good swimmers. These genes were previously classified as virus-responsive genes (VRGs), being reliable markers of viral load. This suggested that inherent swimming performance is associated with higher disease resistance. Atlantic salmon post-smolts belonging to groups previously classified as either poor or good swimmers were challenged with infectious pancreatic necrosis virus (IPNV). Heart ventricle was sampled from challenged and unchallenged fish on day 45 post-commencement of the challenge (when no more mortalities were registered). Nine poor swimmers and nine good swimmers were hybridized against a common reference sample composed of nine unchallenged fish.