Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 3 de 3
Filtrar
Añadir filtros








Intervalo de año
1.
Chinese Journal of Industrial Hygiene and Occupational Diseases ; (12): 392-395, 2022.
Artículo en Chino | WPRIM | ID: wpr-935819

RESUMEN

Electronic sports (E-sports) are series of competitive activities different from the traditional physical sports, and E-sports athlete is becoming a new profession. Along with the fast development of E-sports industry, the number of E-sports athletes increased tremendously. The early retirement of some top-ranking athletes caused by occupational injuries has aroused the societal attentions on the health problems of E-sports athletes. Facing special occupational exposure, E-sports athletes encounter different health issues comparing to the counterparts of their ages. It is necessary to scientifically identify their health hazards and common health issues, in order to conduct effective health management for this particular professional group. This review summarized global literature on health issues and health management on E-sports athletes. The research on their health issues were mainly descriptive and there was a paucity on interventional research and health management. These provide references and directions on the future health services and research on E-sports athletes.


Asunto(s)
Humanos , Atletas , Traumatismos en Atletas/prevención & control , Electrónica , Traumatismos Ocupacionales , Deportes
2.
Licere (Online) ; 24(2): 603-623, 20210630. ilus, tab
Artículo en Portugués | LILACS | ID: biblio-1291515

RESUMEN

Os jogos eletrônicos se desenvolveram durante os anos, sendo conhecidos por muito tempo como um tipo de atividade recreacional e de lazer. O crescimento da internet possibilitou o surgimento de um novo cenário, em que alguns jogadores puderam se profissionalizar, originando o e-Sport. Objetiva-se apresentar um histórico sobre o desenvolvimento dos jogos eletrônicos e sua passagem de uma prática de lazer para uma atividade esportiva profissional. Conclui-se que a disseminação dos e-Sports se deve às características modernas, dinâmicas e distintivas que os esportes eletrônicos têm adquirido, à vasta procura e, consequentemente, oferta da prática, sendo visível a presença dos processos de mercantilização, espetacularização, amadorismo, institucionalização e profissionalização que os e-Sports passaram e passam, com cada processo não ocorrendo de forma linear um com o outro, mas sim interconectados.


Electronic games have been growing over the past several years, being known as a type of recreational and leisure activity. The growth and development of broadband services enabled a new scenario, allowing professional players to emerge, therefore, making the development of electronic sports possible, also known as e-Sport. Thus, the aim of this paper is to present the history about the development of electronic games and their transition from leisure to professional sports. It was found that the growth of e-Sports is due primarily to modern, dynamic and even distinctive characteristics that e-Sports have acquired, the demand and, consequently, the offer of its practice, being visible the presence of the commercialization, spectacularization, amateurism, institutionalization and professionalization processes, each one occurring not in a linear time frame, but interconnected.


Asunto(s)
Actividades Recreativas
3.
Int. j. morphol ; 39(4): 1081-1087, ago. 2021. ilus, tab
Artículo en Inglés | LILACS | ID: biblio-1385468

RESUMEN

SUMMARY: Esports are considered a form of electronic sports that have become an important element of popular culture. Its evolution and continuous development have led to consider esports as a profession, increasing the number of players, practice modalities and hours of play dedicated to this field. Therefore, scientific and economic contributions have increased in recent years, however, there is little research on body composition in this group of players. To describe the anthropometric characteristics and body composition in professional esports players according to the years of experience. The sample consisted of 53 esports players competing in the Spanish professional league, with a mean age of 21.01 ? 0.39 years, whose body composition was measured by electrical bioimpedance with the TANITA® BC-601F Segment device. No differences were found between groups nor significant associations according to linear regression (p<0.05) between body composition variables and years of experience as a professional player. The years of practice, as well as the esports practiced have no influence on the body composition of professional esports players.


RESUMEN: Los esports, son considerados como una forma de deporte electrónico que se han convertido en un importante elemento de la cultura popular. Su evolución y continuo desarrollo han llevado a considerar los esports como una profesión, incrementando el número de jugadores, modalidades de práctica y horas de juego dedicadas a este ámbito. Es por esto que las aportaciones científicas y económicas han se han incrementado en los últimos años, sin embargo, existe un escaso desarrollo de investigaciones sobre la composición corporal en este grupo de jugadores. El objetivo de este estudio fue describir las características antropométricas y la composición corporal en jugadores profesionales de esports según los años de experiencia. La muestra estuvo compuesta por 53 jugadores de esports que compiten en la liga profesional española, con una edad media de 21,01 ? 0,39 años a los que se midió la composición corporal mediante bioimpedancia eléctrica con el dispositivo TANITA® BC-601F Segment. No se encontraron diferencias entre los grupos ni asociaciones significativas según regresión lineal (p<0,05) entre las variables de composición corporal y los años de experiencia como jugador profesional. Los años de práctica, así como el esports practicado no tienen influencia sobre la composición corporal de los jugadores profesionales de esports.


Asunto(s)
Humanos , Adulto Joven , Deportes , Composición Corporal , Antropometría , Juegos de Video , Análisis de Regresión , Impedancia Eléctrica
SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA