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Using a Team-Based Approach to Psychological Skills Training with an Esports Team.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Using a Team-Based Approach to Psychological Skills Training with an Esports Team./
作者:
Zuluev, Erkin-Gadzhi.
面頁冊數:
1 online resource (139 pages)
附註:
Source: Masters Abstracts International, Volume: 83-06.
Contained By:
Masters Abstracts International83-06.
標題:
Psychology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28861376click for full text (PQDT)
ISBN:
9798759947332
Using a Team-Based Approach to Psychological Skills Training with an Esports Team.
Zuluev, Erkin-Gadzhi.
Using a Team-Based Approach to Psychological Skills Training with an Esports Team.
- 1 online resource (139 pages)
Source: Masters Abstracts International, Volume: 83-06.
Thesis (M.H.K.)--University of Windsor (Canada), 2021.
Includes bibliographical references
The popularity and commercial success of videogames in the current era has given rise to a new type of competition: electronic sports (or esports). While the debate to determine whether esports deserve to be included under the larger umbrella of "sports" is ongoing (Jenny et al., 2016; Wagner, 2006), researchers have proposed that esports would benefit greatly from research in traditional sport psychology (Murphy, 2009; Pedraza-Ramirez et al., 2020). Since team building and psychological skills training (PST) programs have been employed within traditional sport settings to enhance the performance and outcomes of sport teams (Bruner et al., 2013; Munroe-Chandler & Hall, 2021), the aim of the current study was to examine the impact of a PST-based team building workshop program on collegiate-level esports players' perceptions of team cohesion as well as their use of PST techniques during training. This was accomplished by comparing the participants' scores on the Group Environment Questionnaire (GEQ; Carron et al., 1985), and the Test of Performance Strategies-2 (TOPS-2; Hardy et al., 2010) pre-to post-intervention. The participants included four players of the University of Windsor's esports program Lancer Gaming. While the effect of the intervention on the participants' scores on the GEQ and TOPS-2 could not be statistically analysed due to small sample size, the effect sizes that were observed could be indicative of beneficial effect of the intervention workshops. Suggestions are presented for researchers looking to work with collegiate esports player populations.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798759947332Subjects--Topical Terms:
519075
Psychology.
Subjects--Index Terms:
AthletesIndex Terms--Genre/Form:
542853
Electronic books.
Using a Team-Based Approach to Psychological Skills Training with an Esports Team.
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The popularity and commercial success of videogames in the current era has given rise to a new type of competition: electronic sports (or esports). While the debate to determine whether esports deserve to be included under the larger umbrella of "sports" is ongoing (Jenny et al., 2016; Wagner, 2006), researchers have proposed that esports would benefit greatly from research in traditional sport psychology (Murphy, 2009; Pedraza-Ramirez et al., 2020). Since team building and psychological skills training (PST) programs have been employed within traditional sport settings to enhance the performance and outcomes of sport teams (Bruner et al., 2013; Munroe-Chandler & Hall, 2021), the aim of the current study was to examine the impact of a PST-based team building workshop program on collegiate-level esports players' perceptions of team cohesion as well as their use of PST techniques during training. This was accomplished by comparing the participants' scores on the Group Environment Questionnaire (GEQ; Carron et al., 1985), and the Test of Performance Strategies-2 (TOPS-2; Hardy et al., 2010) pre-to post-intervention. The participants included four players of the University of Windsor's esports program Lancer Gaming. While the effect of the intervention on the participants' scores on the GEQ and TOPS-2 could not be statistically analysed due to small sample size, the effect sizes that were observed could be indicative of beneficial effect of the intervention workshops. Suggestions are presented for researchers looking to work with collegiate esports player populations.
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