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The structure of performance and training in esports

Nagorsky, Eugen ; Wiemeyer, Josef (2020)
The structure of performance and training in esports.
In: PLOS ONE, 15 (8)
doi: 10.1371/journal.pone.0237584
Artikel, Bibliographie

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Kurzbeschreibung (Abstract)

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.

Typ des Eintrags: Artikel
Erschienen: 2020
Autor(en): Nagorsky, Eugen ; Wiemeyer, Josef
Art des Eintrags: Bibliographie
Titel: The structure of performance and training in esports
Sprache: Englisch
Publikationsjahr: 2020
Titel der Zeitschrift, Zeitung oder Schriftenreihe: PLOS ONE
Jahrgang/Volume einer Zeitschrift: 15
(Heft-)Nummer: 8
Kollation: 39 Seiten
DOI: 10.1371/journal.pone.0237584
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Kurzbeschreibung (Abstract):

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.

Sachgruppe der Dewey Dezimalklassifikatin (DDC): 700 Künste und Unterhaltung > 796 Sport
Fachbereich(e)/-gebiet(e): 03 Fachbereich Humanwissenschaften
03 Fachbereich Humanwissenschaften > Institut für Sportwissenschaft
Hinterlegungsdatum: 02 Aug 2024 12:35
Letzte Änderung: 02 Aug 2024 12:35
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