The human factor in esport

The human factor in esport PDF

Author: Morten Saxtorff Andreasen

Publisher: BoD – Books on Demand

Published: 2019-06-28

Total Pages: 233

ISBN-13: 8743003974

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If you want to master your game, you must first learn to master yourself. The world of esport is developing at a constant velocity, paving the way for technological competitions across the globe. The athletes participating at all levels are facing immense opportunity and serious difficulties. How can we meet these opportunities and problems in a way that lets us grow as individuals, teams, leaders, and organizations? This book examines how psychology can help esports athletes, coaches, managers, and organizations build durable and long-lived careers. By using essential psychological theory and method, it explores how you can make the most of your gaming, and reach the top of your capabilities, both in-game and IRL. The book features two parts: First, a theoretical walkthrough of how psychology can help the esports world, with considerations about the typical esports careers, team development, and personal development. Secondly, a dive into methods and models to use psychological theory from sports psychology and business psychology to develop yourself and your team (all models and methods from the exist in a printable version in the appendix of the book). When you have read this book, you can expect to have a greater understanding of the psychological factors of esport. You will have gained tools to develop yourself and your team in tune with sports - and business psychological research from the last five decades. If you take the time and effort to practice these new insights and tools, you will be on your towards mastering yourself - to master your game!

Advances in Human Factors in Wearable Technologies and Game Design

Advances in Human Factors in Wearable Technologies and Game Design PDF

Author: Tareq Z. Ahram

Publisher: Springer

Published: 2018-06-23

Total Pages: 437

ISBN-13: 3319946196

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This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21–25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.

Human Factors and Ergonomics in Sport

Human Factors and Ergonomics in Sport PDF

Author: Paul M. Salmon

Publisher: CRC Press

Published: 2020-09-03

Total Pages: 270

ISBN-13: 1351060058

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Sport is an integral part of society, playing a key role in human health and well-being, and cultural, political and economic development. As sport is becoming more complex, competitive, diverse, and increasingly reliant on technology, HFE theories, methods, and principles are progressively being applied to help understand and optimize sports systems. Human Factors and Ergonomics in Sport: Applications and Future Directions showcases the latest in sports HFE research and practice. Including contributions from both HFE and sports science researchers, it provides a collection of state-of-the-art studies, reviews and commentaries covering a diverse set of sports and sporting issues. "This book is an excellent resource for all academics and students in general. It provides updated theoretical foundations and applications that conceive a world where everything is connected and embedded in technology that allows us to capture, process and visualise actions and interactions, also at transdisciplinary levels." Professor Jaime Sampaio, Head of the Research Center in Sports Sciences, Health and Human Development (CIDESD), University of Trás-os-Montes e Alto Douro, Portugal "With the changing nature of work comes an ever-greater focus on leisure. Sport is a major dimension of this crucial form of human activity. Now comes Salmon and his colleagues who have assembled a panoply of world leaders who each provide their own individual perspectives on this intriguing world. Their emphasis on the human factors and ergonomics of these activities brings us new and exciting insights. A great read for the specialist and generalist alike." Professor Peter Hancock, Pegasus Professor, Provost Distinguished Research Professor and Trustee Chair, University of Central Florida, USA. "Finally, the complexity of sports and health is being considered in full. This book challenges contemporary thinking toward the prevention of injuries in sports, and provides tangible solutions to help our field into a new decade." Professor Evert Verhagen, Amsterdam Collaboration on Health and Safety in Sports & Department of Public and Occupational Health, VU University Medical Center

Advances in Human Factors in Wearable Technologies and Game Design

Advances in Human Factors in Wearable Technologies and Game Design PDF

Author: Tareq Ahram

Publisher: Springer

Published: 2019-06-13

Total Pages: 429

ISBN-13: 3030204766

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This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24–28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.

The Book of Esports

The Book of Esports PDF

Author: William Collis

Publisher: Rosetta Books

Published: 2020-08-04

Total Pages: 199

ISBN-13: 1948122588

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The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.

Advances in Human Factors, Business Management, Training and Education

Advances in Human Factors, Business Management, Training and Education PDF

Author: Jussi Ilari Kantola

Publisher: Springer

Published: 2016-07-26

Total Pages: 1284

ISBN-13: 3319420704

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This book reports on practical approaches for facilitating the process of achieving excellence in the management and leadership of organizational resources. It shows how the principles of creating shared value can be applied to ensure faster learning, training, business development, and social renewal. In particular, the book presents novel methods and tools for tackling the complexity of management and learning in both business organizations and society. It covers ontologies, intelligent management systems, methods for creating knowledge and value added. It gives novel insights into time management and operations optimization, as well as advanced methods for evaluating customers’ satisfaction and conscious experience. Based on the AHFE 2016 International Conference on Human Factors, Business Management and Society, held on July 27-31, 2016, Walt Disney World®, Florida, USA, the book provides both researchers and professionals with new tools and inspiring ideas for achieving excellence in various business activities.

Fuzzy Logic

Fuzzy Logic PDF

Author: Jenny Carter

Publisher: Springer Nature

Published: 2021-05-04

Total Pages: 269

ISBN-13: 3030664740

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Since its inception, fuzzy logic has attracted an incredible amount of interest, and this interest continues to grow at an exponential rate. As such, scientists, researchers, educators and practitioners of fuzzy logic continue to expand on the applicability of what and how fuzzy can be utilised in the real-world. In this book, the authors present key application areas where fuzzy has had significant success. The chapters cover a plethora of application domains, proving credence to the versatility and robustness of a fuzzy approach. A better understanding of fuzzy will ultimately allow for a better appreciation of fuzzy. This book provides the reader with a varied range of examples to illustrate what fuzzy logic can be capable of and how it can be applied. The text will be ideal for individuals new to the notion of fuzzy, as well as for early career academics who wish to further expand on their knowledge of fuzzy applications. The book is also suitable as a supporting text for advanced undergraduate and graduate-level modules on fuzzy logic, soft computing, and applications of AI.

Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports

Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports PDF

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2020-11-27

Total Pages: 1008

ISBN-13: 1799877523

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From issues of racism to the severity of concussions to celebrity endorsements, the sports industry continues to significantly impact society. With the rise of eSports and its projection as the next billion dollar industry, it is vital that a multifaceted approach to sports research be undertaken. On one side, businesses are continually offering new methods for marketing and branding and finding the best ways to enhance consumer engagement and the consumer experience. On the other side, there has been progress and new findings in the physical fitness and training of the athletes themselves along with discussions on their psychology and wellbeing. This two-tiered approach to analyzing sports and eSports from a practical business perspective, along with a lens placed on the athletes themselves, provides a comprehensive view of the current advancements, technologies, and strategies within various aspects of the sports and esports industry. Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports covers the latest findings on all factors of sports: the branding and marketing of sports and eSports, studies on athletes and consumers, a dive into the ethics of sports, and the introduction of eSports to the industry. This wide coverage of all fields of research recently conducted leads this book to be a well-rounded view of how sports are functioning in modern times. Highlighted topics include branding tactics, consumer engagement, eSports history and technologies, ethics and law, and psychological studies of athlete wellness. This book is ideal for sports managers, athletes, trainers, marketers, brand managers, advertisers, practitioners, stakeholders, researchers, academicians, and students interested working in the fields of sports medicine, law, physical education, assistive technologies, marketing, consumer behavior, and psychology.

The Science of Esports

The Science of Esports PDF

Author: Craig McNulty

Publisher: Taylor & Francis

Published: 2023-11-10

Total Pages: 187

ISBN-13: 1000993914

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The Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition. The rapid expansion of the esports industry has elevated competitive video gaming into the realm of high performance, requiring players, coaches, and practitioners to implement interdisciplinary approaches to performance support. The book covers key topic areas such as: What esports is and similarities and differences to sport Game-specific training Physiological and psychological consideration for esports athletes Social aspects of player performance and the social environment of esports Esports coaching and structure of esports performance environments Technology and its use in esports Safeguarding, cheating, and gambling This book includes worked examples and case studies to allow immediate implementation into practice for esports athletes and coaches. It summarises the current state of research to inform researchers and identify gaps in knowledge. This book is critical reading for students of esports and related courses. It serves as the first scientific resource designed to provide athletes, coaches, and practitioners with interdisciplinary insights into esports health and performance.