1,721,038 research outputs found

    A milestone in the era of esports: The Olympics through the lens of virtual reality

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    Whether the International Olympic Committee (IOC) ever includes electronic sports (esports) in the official program of the Olympic Games, the popularity of competitive gaming continues to grow—sports present a modern audience powerhouse the world cannot fail to notice. By the end of 2025, the number of viewers in esports is expected to reach 640.8 million and revenue growth of 1,866.2 billion U.S. dollars (Gough, 2022). Over 170 colleges in the United States have established varsity esports teams and offer esports players' educational opportunities, including partial or full scholarships (Lyman, 2022). Esports has also found its place in schools, largely influencing the youth (Rothwell and Shaffer, 2019). Additionally, numerous NBA teams have entered the esports race, and even Usain Bolt owns an esports team (Gardner, 2022), perhaps better illustrating esports' global prevalence. In 2021, the IOC took a step closer to the digital world, creating the Olympic Virtual Series (OVS). The main objective was to promote the development of virtual sports games and engage with the gaming communities worldwide. The OVS consisted of five different games: baseball (Powerful Pro Baseball 2020), cycling (Zwift), rowing (World rowing, using a rowing machine), sailing (Virtual Regatta), and motor racing (Gran Turismo). The IOC fused traditional elements of sport physicality and video games to uniquely incorporate physical activity (PA) to new audiences, connecting “e” and sports through the Olympic Movement (Palaar, 2021). Opposingly, the 2022 Asian Games (postponed to 2023 due to COVID-19) in Hangzhou will be the first official continental competition to include eight esports games played on computers, consoles, and even smartphone devices (Daniels, 2021). While these actions by the IOC certainly took cognizance of esports and presented it to a world audience, none of the included games utilized virtual reality (VR) technology. Compared to the vast library of traditional esports games (e.g., Dota 2, League of Legends, Apex, CS:GO), VR games have a small selection of titles—which has affected the global VR prevalence in the gaming world. However, an excellent example is the VR game Onward, which (according to players) brought new features and a higher skill ceiling than traditional games, in addition to the physical embodiment and “immersiveness” for players (Turkay et al., 2021). VR is defined as an immersive and multisensory experience for the user, with the support of multimedia components such as VR headset and body tracking sensors (Gigante, 1993). As opposed to the 360° VR, which relies on the video recorded by the actual camera and then implemented into the system—this gives users a more realistic view and experience. However, both rely on the physical headset device with or without motion controllers. VR and the gaming industry joint became more evident as VR became a globally more available technology (e.g., Oculus Rift, HTC Vive, PlayStation) on the market. While the VR player base is not as big as Dota 2 or CS:GO, VR esports have a promising future with exponential growth, forecasted to reach 2.4 billion U.S dollars by 2024 (Clement, 2022). Besides games, VR technology has wide application in the rehabilitation of specific populations, psychology, psychiatry, education, and even sports performance (Lange et al., 2010; Salem and Elokda, 2014; Izard et al., 2018; Michalski et al., 2019; Park et al., 2019; Kaplan et al., 2021; Lee et al., 2021)

    School-based intervention programs for preventing obesity and promoting physical activity and fitness: A systematic review

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    With the significant decrease in physical activity rates, the importance of intervention programs in the schools, where children spend a significant part of the day, has become indisputable. The purpose of this review is to systematically examine the possibility of school-based interventions on promoting physical activity and physical fitness as well as preventing obesity. A systematic approach adopting PRISMA statement was implemented in this study. Three different databases (2010–2019) were screened and primary and secondary school-based intervention programs measuring at least one variable of obesity, physical activity, or physical fitness were included. The risk of bias was assessed using the validated quality assessment tool for quantitative studies. Among 395 potentially related studies, 19 studies were found to meet the eligibility criteria. A general look at the studies examined reveals that among the outcomes, of which most (18/19) were examined, a significant improvement was provided in at least one of them. When the program details are examined, it can be said that the success rate of the physical activity-oriented programs is higher in all variables. School-based interventions can have important potential for obesity prevention and promotion of physical activity and fitness if they focus more on the content, quality, duration and priority of the physical activity

    Disturbing Weight Cutting Behaviors in Young Combat Sports Athletes: A Cause for Concern

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    Problematic weight cutting behaviors in combat sports have been addressed in the scientific literature since the 1930s (1). Indeed, given the available evidence it may be the case that making weight/weight cycling [i.e., rapid weight loss (RWL) prior to weigh-in followed by rapid weight gain prior to competition] has been practiced in combat sports since weight divisions have been introduced. These practices have led to several fatalities (2), which occurred as a consequence of making weight rather than any sports-related injury. Unfortunately, RWL-related deaths still persist into recent times (3). Existing literature has detailed patterns of weight cycling (e.g., methods, magnitudes, frequency, and prevalence) in adult combat sport athletes across various sports, with data revealing RWL is ubiquitous with prevalence reaching 90% in some combat sports (4). However, less is known about the weight making behaviors of child and adolescent combat sport athletes

    Weight cycling in combat sports: revisiting 25 years of scientific evidence

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    Background: As combat sports are classified by body mass, many athletes engage in rapid weight loss (RWL) prior to competition so they can gain an advantage over lighter opponents. Following the weigh-in, athletes engage in rapid weight gain (RWG), whereby some athletes have been able to compete up to three weight categories greater than the official division weighed in at. Results: Although the impact of weight cycling on performance remains equivocal, robust scientific evidence indicates serious acute and chronic negative consequences on physiological and health-related parameters. Still, weight cycling remains highly prevalent in combat sports, and interventions to limit or stop this cultural norm are recommended. Conclusions: Weigh-ins for combat sports should be transitioned to take place closer to the start of competition. This reduced time and access to engage in RWG will cut down, if not completely prevent, weight cycling. These rule changes that aim to benefit athlete’s health and promote fairness must be made at the international level, which will promote them at those levels below, as well, given qualification protocols

    Behind the mask: Rethinking the use of face masks while exercising

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    there is an ongoing global effort against COVID-19 pan-demic. As vaccination is applied globally (predominantly onat-risk populations), various measures such as temporaryself-quarantine, social distancing, increased hand hygiene,and wearing a face mask (FM) proposed by the World HealthOrganization (WHO) and various governments worldwide arestill in place as primary means of preventing further dissemi-nation. In many instances, wearing a FM became mandatorywhen a person is in a closed space while being accompa-nied by others. Many individuals are therefore apprehensivein terms of maintaining their usual physical activity rout-ines and staying safe in the midst of the outbreak. Asa result, it is not uncommon to see individuals showingaltruism and solidarity by wearing FM while exercising,even when local laws do not explicitly require it. Rea-sons for such behavior are multifactorial and go beyondthe scope of this work. Still, it seems that individuals aremore likely to wear FM due to the perceived predispositionand perceived severity of being affected by an infection,while perceived benefits of mask-wearing have a substan-tial effect on mask-wearing acquiescence [1]. Additionally,exercise setting (indoor/outdoor) can certainly be a decisivefactor with respect to wearing a FM

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Cardiac response to Nage no Kata in judo

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    The first world judo Kata competition was held in October 2007 in Tokyo, Japan. The Nage no Kata was developed in 1884 and 1885 at the Kodokan. by Jigoro Kano, the founder of judo, who developed Kata to demonstrate the principles of judo and to provide a type of training which emphasized performing techniques under controlled setting. According to Kano, to fully develop judo skills, it is essential to involve both Randori and Kata techniques [1]. Most highgrade Japanese judo teachers emphasize the importance of Kata performance for judokas’ development, in particular Nage no Kata [2]. Results of the study conducted by Canestri et al. [3] suggested that session-RPE and HR monitoring is a simple and practical tool to quantify training loads in judo in different conditions. To date, no studies have investigated on possible association between HR and RPE related to Nage no Kata in judo athletes. Also, empirical evidence shows no studies that have researched correlation between Tori and Uke in any segment of judo performance. Thus, the aim of this study was to analyse the changes in HR and RPE of male and female judo athletes who performed Nage no Kata in a competitive setting

    A cross-country examination on the fear of covid-19 and the sense of loneliness during the first wave of covid-19 outbreak

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    The aim of the current study is to examine gender, age. and cross-country differences in fear of COVID-19 and sense of loneliness during the lockdown, by comparing people from those countries with a high rate of infections and deaths (e.g., Spain and Italy) and from countries with a mild spread of infection (e.g., Croatia, Serbia, Slovakia, Slovenia, and Bosnia and Herzegovina). A total of 3876 participants (63% female) completed an online survey on “Everyday life practices in COVID-19 time” in April 2020, including measures of fear of COVID-19 and loneliness. Males and females of all age groups in countries suffering from the powerful impact of the COVID-19 pandemic reported greater fear of COVID-19 and sense of loneliness. In less endangered countries, females and the elderly reported more symptoms than males and the young; in Spanish and Italian samples, the pattern of differences is considerably more complex. Future research should thoroughly examine different age and gender groups. The analysis of emotional well-being in groups at risk of mental health issues may help to lessen the long term social and economic costs due to the COVID-19 outbreak
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