66 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)

    Differences in the Psychological Profiles of Elite and Non-elite Athletes

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    One of the main goals of sport psychology is to identify those psychological factors that are relevant for sport performance as well as possibilities of their development. The aim of the study was to determine whether the set of specific psychological characteristics [generalized self-efficacy, time perspective, emotional intelligence (EI), general achievement motivation, and personality dimensions] makes the distinction between athletes based on their (non)-participation in the senior national team, that is, their belonging to the subsample of elite or non-elite athletes depending on this criterion. According to the group centroids it can be said that elite athletes are characterized by a positive high score in self-efficacy, emotionality, present fatalistic time perspective, past positive time perspective, and openness to experience. They are also characterized by low past negative time perspective, emotional competence, and future time perspective. Non-elite athletes have the opposite traits. The results have been discussed in the context of their application in the process of talent selection and development in sport as well as the development of life skills in 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

    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

    Rapid weight loss habits before a competition in sambo athletes

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    Background: Like other combat sports, sambo has competition rules that divide athletes into categories based on gender, age and weight. Athletes in combat sports often resort to rapid weight loss (RWL) methods to be more competitive in lower weight categories and gain an advantage against lighter, smaller and weaker competitors. The aim of this study was to examine the methodology implemented by two different sambo age categories, junior and senior athletes, in order to attain RWL. Methods: The sample consisted of 103 male sambo elite athletes (seniors/juniors: age 28.5 ± 4.3/18.9 ± 0.8; height (m): 1.7 ± 0.1/1.8 ± 0.1; weight (kg): 76.3 ± 17.8/74.4 ± 16.3; BMI (kg/m2): 25.0 ± 3.8/23.7 ± 3.9) who completed a survey on RWL. Results: Athletes reported losing a mean of 5 kg starting approximately 12 days before a competition. The most common methodology reported by senior and junior sambo athletes was gradually increasing dieting, followed by sauna and plastic suit training. Less common methods adopted were laxatives, diuretics, the use of diet pills and vomiting. There were significant group differences for sauna and diet pill ingestion. Coaches and parents are influential people in the lives of athletes concerning the weight loss strategy to be adopted. Conclusions: This study’s results unequivocally confirm the prevalent practice of RWL in both senior and junior sambo athletes. Although athletes prevalently chose “less harmful” methods, there is a need to inform parents and coaches of the risks and benefits of RWL

    Effects of Rapid Weight Loss on Kidney Function in Combat Sport Athletes

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    Even though scientific literature shows numerous heath complications and performance decrements associated with rapid weight loss (RWL), its prevalence remains exceedingly high across various combat sports. The aim of this study was to thoroughly search the existing literature to explore the influence of RWL on kidney function in Olympic and non-Olympic combat sport athletes. PubMed and Web of Science were searched for the relevant studies. Only original articles published from 2005 onwards, written in English, that included healthy males and females who prompted ~5% weight loss within a week or less, were included in the study. Retrieved studies showed that creatinine, blood urea nitrogen and urine specific gravity values were significantly increased after RWL in the majority of the included studies. This observation indicates that RWL caused dehydration and subsequent acute kidney damage despite various degrees of weight lost during the RWL phase, which can lead to adverse events in other body systems. Alternative methods of weight reduction that prioritize athletes’ health should be considered

    Make Fitness Fun: Could Novelty Be the Key Determinant for Physical Activity Adherence?

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    The benefits of physical activity (PA) are well known and are extensively delineated in the scientific literature. Regular participation in PA, or exercise as its subset (structured, preplanned form of PA), is positively associated with numerous physical and psychological health benefits across all population subgroups (i.e., different age groups, gender, ethnicity, and socioeconomic status) (Paterson and Warburton, 2010; Warburton and Bredin, 2017). The current PA guidelines for adults, proposed by the American College for Sports Medicine and American Heart Association (ACSM/AHA), recommend the accumulation of at least 150 min of moderate intensity aerobic PA per week (Nelson et al., 2007). Additionally, it is recommended that adults should engage in muscle-strengthening activities at least two times per week (Garber et al., 2011). Despite this, sedentary behavior remains a major challenge, and insufficient PA rates have remained stable at the global level between 2001 and 2016 (Guthold et al., 2018). Physical inactivity is the fourth leading cause of death worldwide and its annual health-care costs have been estimated at 53.8 billion US dollars in 2012 internationally (Ding et al., 2016). However, it has recently been shown that with sufficient PA, as many as 3.9 million premature deaths could be averted annually (Strain et al., 2020), and thus more needs to be done to improve engagement and maintenance of PA throughout the lifespan

    Time spent on the smartphone does not relate to manual dexterity in young adults

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    Background: The Grooved Pegboard Test (GPT) is widely adopted to evaluate manual dexterity, it presents normative data but the test is influenced by different factors. The influence of time spent on smartphones has not been considered before, for this reason, the objective of this study was to evaluate if smartphone use influences the time to complete the GPT. A total of 38 (21 women; 17 men) young adults 20.7 (1.5) years participated in the study. The time spent on the smartphones during the last seven days was recorded through the device itself and the GPT performance was measured. A correlation analysis between the time spent on the smartphone and GPT was performed while the t-test was adopted to evaluate gender differences. Results: No statistically significant differences were detected between men and women in the time to complete the GPT (p = 0.20) and in the time spent on the smartphone (p = 0.87). The GPT and the time spent using the smartphone were not correlated (r = 0.044, p = 0.78). Conclusion: The time spent on the smartphone by young adults does not influence the time to complete the GPT, indicating that smartphone use does not influence measures of manual dexterity

    Anthropometric characteristics and vertical jump abilities by player position and performance level of junior female volleyball players

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    Although absolute jump heights should be considered an important factor in judging the performance requirements of volleyball players, limited data is available on age-appropriate categories. The purpose of this study is to determine the differences in specific anthropometric characteristics and jumping performance variables in under 1219 female volleyball players in rela-tion to playing position and performance level. The sample of subjects consisted of 354 players who prepared for the U19 Women\u2019s Volleyball European Championship 2020 (17.4 \ub1 0.8 years, 1.81 \ub1 0.07 m, 67.5 \ub1 7.1 kg). Playing positions analyzed were setters (n = 55), opposites (n = 37), middle blockers (n = 82), outside hitters (n = 137), and liberos (n = 43). The results showed player position differences in every performance level group in variables of body height, spike, and block jump. Observed differences are a consequence of highly specific tasks of different positions in the composition of the team. Players of different performance levels are significantly different, with athletes of higher-ranked teams achieving better results. The acquired data could be useful for the selection and profiling of young volleyball players
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