$\require{mediawiki-texvc}$

연합인증

연합인증 가입 기관의 연구자들은 소속기관의 인증정보(ID와 암호)를 이용해 다른 대학, 연구기관, 서비스 공급자의 다양한 온라인 자원과 연구 데이터를 이용할 수 있습니다.

이는 여행자가 자국에서 발행 받은 여권으로 세계 각국을 자유롭게 여행할 수 있는 것과 같습니다.

연합인증으로 이용이 가능한 서비스는 NTIS, DataON, Edison, Kafe, Webinar 등이 있습니다.

한번의 인증절차만으로 연합인증 가입 서비스에 추가 로그인 없이 이용이 가능합니다.

다만, 연합인증을 위해서는 최초 1회만 인증 절차가 필요합니다. (회원이 아닐 경우 회원 가입이 필요합니다.)

연합인증 절차는 다음과 같습니다.

최초이용시에는
ScienceON에 로그인 → 연합인증 서비스 접속 → 로그인 (본인 확인 또는 회원가입) → 서비스 이용

그 이후에는
ScienceON 로그인 → 연합인증 서비스 접속 → 서비스 이용

연합인증을 활용하시면 KISTI가 제공하는 다양한 서비스를 편리하게 이용하실 수 있습니다.

An Exploration of Mental Skills Among Competitive League of Legend Players :

International journal of gaming and computer-mediated simulations, v.9 no.2, 2017년, pp.1 - 21  

Himmelstein, Daniel (Premier eSports Academy, Denver, CO, USA) ,  Liu, Yitong (University of Denver, Denver, CO, USA) ,  Shapiro, Jamie L. (University of Denver, Denver, CO, USA)

Abstract AI-Helper 아이콘AI-Helper

ESports, also known as competitive video gaming, has seen tremendous growth over the past few years. Several studies have been conducted that examined the potential cognitive benefits of playing video games, but few have examined the psychosocial factors needed to perform at the highest level of com...

참고문헌 (42)

  1. Almelo, A. (2014, September 22). The mental game: Sports psychology in the LCS. Retrieved from http://thinkpiece.gg/mental-game-sports-psychology-lcs/ 

  2. Bavelier, D., Achtman, R.L., Mani, M., Föcker, J.. Neural bases of selective attention in action video game players. Vision research, vol.61, 132-143.

  3. Bell, James J., Hardy, James. Effects of Attentional Focus on Skilled Performance in Golf. Journal of applied sport psychology, vol.21, no.2, 163-177.

  4. Flow: The psychology of optimal experience M.Csikszentmihalyi 1991 

  5. 10.1007/978-94-017-9088-8 

  6. Davis, Paul A., Sime, Wesley E.. Toward a psychophysiology of performance: Sport psychology principles dealing with anxiety.. International journal of stress management, vol.12, no.4, 363-378.

  7. Game cultures: Computer games as new media J.Dovey 2006 

  8. Practical research: A student guide to conducting psychological research D. S.Dunn 2013 

  9. Mindset: The new psychology of success C.Dweck 2006 

  10. Dye, M.W.G., Green, C.S., Bavelier, D.. The development of attention skills in action video game players. Neuropsychologia, vol.47, no.8, 1780-1789.

  11. Dye, Matthew W.G., Green, C. Shawn, Bavelier, Daphne. Increasing Speed of Processing With Action Video Games. Current directions in psychological science : a journal of the American Psychological Society, vol.18, no.6, 321-326.

  12. Eccles, David W., Tenenbaum, Gershon. Why an Expert Team Is More than a Team of Experts: A Social-Cognitive Conceptualization of Team Coordination and Communication in Sport. Journal of sport & exercise psychology, vol.26, no.4, 542-560.

  13. Recreation and Dance S.Edwards 17 3 517 2011 A report on the evaluation of a breath workshop for stress management by sport psychology students. African Journal for Physical, Health Education 

  14. Elo, Satu, Kyngäs, Helvi. The qualitative content analysis process. Journal of advanced nursing, vol.62, no.1, 107-115.

  15. Ericsson, K. Anders, Krampe, Ralf T., Tesch-Römer, Clemens. The role of deliberate practice in the acquisition of expert performance.. Psychological review, vol.100, no.3, 363-406.

  16. Ferrari, S. (2013, August). eSport and the Human Body: Foundations for a Popular Aesthetics. Paper presented at theDiGRA International Conference, Atlanta, GA. 

  17. Filho, Edson, Tenenbaum, Gershon, Yang, Yanyun. Cohesion, team mental models, and collective efficacy: towards an integrated framework of team dynamics in sport. Journal of sports sciences, vol.33, no.6, 641-653.

  18. Fischer, A. (2016, May 30). Team SoloMid hire Weldon Green as coach and psychology trainer. The Score eSports. Retrieved from http://www.thescoreesports.com/lol/news/8109-team-solomid-hire-weldon-green-as-coach-and-psychology-trainer 

  19. Gentile, Douglas A.. The Multiple Dimensions of Video Game Effects : Video Game Effects. Child development perspectives, vol.5, no.2, 75-81.

  20. 10.1037/11876-000 

  21. Hebbel-Seeger, Andreas. The relationship between real sports and digital adaptation in e-sport gaming. International journal of sports marketing & sponsorship, vol.13, no.2, 43-54.

  22. Howell, N. (2016, October 29). 2016 League of Legends Worlds prize pool at $5.07M with fan contributions. ESPN. Retrieved from http://www.espn.com/esports/story/_/id/17919126/2016-league-legends-worlds-prize-pool-507m-fan-contributions 

  23. 10.1155/2011/856014 

  24. Jeong, Eui Jun, Biocca, Frank A.. Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games. Computers in human behavior, vol.28, no.2, 285-291.

  25. Jones, M. G. (1998). Creating electronic learning environments: Games, flow, and the user interface. Proceedings of Selected Research and Development Presentations at the National Convention of the Association for Educational Communications and Technology (pp. 205-214). St. Louis, MO: AECT; Retrieved from http://files.eric.ed.gov/fulltext/ED423842.pdf 

  26. Larsen, Carsten Hvid, Engell, Christian. The Art of Goal Setting: A Tale of Doing Sport Psychology in Professional Football. Sport Science Review, vol.22, no.1, 49-76.

  27. Journal of Research D.Lee 6 2 39 2011 Comparison of eSports and traditional sports consumption motives. 

  28. Lesyk, J. J. (1998). The nine mental skills of successful athletes. Retrieved from: https://www.sportpsych.org/nine-mental-skills 

  29. Vallerand, Robert J., Losier, Gaetan F.. An integrative analysis of intrinsic and extrinsic motivation in sport. Journal of applied sport psychology, vol.11, no.1, 142-169.

  30. Morris, K. (2013, December 23). Gamers are not only athletes, but the internet has changed the definition of ‘Sports’. Wired. Retrieved from http://www.wired.com/2013/12/are-esports-really-sports-who-cares-its-here-to-stay/ 

  31. Nairn, V. (2016, March 11). The rise of performance coaches in League of Legends. Slingshot. Retrieved from https://slingshotesports.com/2016/03/11/league-of-legends-the-rise-of-performance-coaches/ 

  32. 10.1145/1180875.1180898 

  33. Partridge, J. (2014). Mind game: How eSports psychology can help you win. Redbull. Retrieved from http://www.redbull.com/en/esports/stories/1331659424363/mind-game-how-esports-psychology-can-help-you-win 

  34. Robazza, Claudio, Pellizzari, Melinda, Hanin, Yuri. Emotion self-regulation and athletic performance: An application of the IZOF model. Psychology of sport and exercise, vol.5, no.4, 379-404.

  35. Research Quarterly for Exercise and Sport D.Rosenberg 82 1 2011 The role of commitment in athletic performance. 

  36. Smeeton, N.J., Hibbert, J.R., Stevenson, K., Cumming, J., Williams, A.M.. Can imagery facilitate improvements in anticipation behavior?. Psychology of sport and exercise, vol.14, no.2, 200-210.

  37. Smith, Ronald E., Schutz, Robert W., Smoll, Frank L., Ptacek, J.T.. Development and Validation of a Multidimensional Measure of Sport-Specific Psychological Skills: The Athletic Coping Skills Inventory-28. Journal of sport & exercise psychology, vol.17, no.4, 379-398.

  38. Tassi, P. (2013, July 14). The U.S. now recognizes eSports players as professional athletes. Forbes. Retrieved from http://www.forbes.com/sites/insertcoin/2013/07/14/the-u-s-now-recognizes-esports-players-as-professional-athletes/ 

  39. Raising the stakes: E-Sports and the professionalization of gaming T. L.Taylor 2012 10.7551/mitpress/8624.001.0001 

  40. Wagstaff, Christopher R. D.. Emotion Regulation and Sport Performance. Journal of sport & exercise psychology, vol.36, no.4, 401-412.

  41. Witkowski, Emma. On the Digital Playing Field : How We “Do Sport” With Networked Computer Games. Games and culture, vol.7, no.5, 349-374.

  42. Wrisberg, Craig, Withycombe, Jenny Lind, Simpson, Duncan, Loberg, Lauren A., Reed, Ann. NCAA Division-I Administrators’ Perceptions of the Benefits of Sport Psychology Services and Possible Roles for a Consultant. The Sport psychologist, vol.26, no.1, 16-28.

섹션별 컨텐츠 바로가기

AI-Helper ※ AI-Helper는 오픈소스 모델을 사용합니다.

AI-Helper 아이콘
AI-Helper
안녕하세요, AI-Helper입니다. 좌측 "선택된 텍스트"에서 텍스트를 선택하여 요약, 번역, 용어설명을 실행하세요.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.

선택된 텍스트

맨위로