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Playing for Real: An Exploratory Analysis of Professional Esports Athletes' Work

机译:为真实的播放:对专业Esports运动员工作的探索性分析

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In recent years competitive computer gaming-esports-is becoming increasingly mainstream as audiences, general interest and acceptance of its status as actual sports grows. Its representativeness is backed by numbers: more than 33 million unique viewers on average watched the 2017 World Championship (a League of Legends championship) and the prize pool for Dota 2, The International championship earlier this year topped the 20 million dollars mark. As eSports consolidate itself as a possible career path, it is a natural step to start investigating its particularities regarding athletes' work, from an ergonomics perspective. This exploratory study aims to achieve a better understanding of the constraints and issues faced by esports athletes in their work. To that extent, we analyze 36 interviews conducted with professional players of Counter Strike: Global Offensive (CS:GO) in 2017 by the HLTV.org website, a news organization focused in covering CS:GO competitions. The interviews' analysis followed the general inductive approach for qualitative data analysis and focused on gaining insight on players' work, uncovering possible issues related to ergonomics and human factors aspects on the physical, cognitive or organizational domains. Although the interviews were not designed by the researchers and hadn't ergonomics as their main subject, they still provided useful information about players' work, the dynamics in their teams and their overall work strategies. This exploratory study can be seen as a first step for an ergonomics and human factors understanding of this emerging work situation. Further studies on this theme are necessary to understand the work of professional eSports' athletes and, possibly, improve its conditions.
机译:近年来竞争性电脑游戏竞技场 - 随着实际体育的增长,越来越常见地称为受众,一般兴趣和接受其地位。其代表性被数字支持:平均超过3300万只有观众观看2017年世界锦标赛(传说冠军联盟)和Dota 2的奖品游泳池,今年早些时候国际锦标赛上涨了2000万美元。随着Esports巩固自己作为可能的职业道路,从人体工程学的角度开始研究关于运动员工作的特殊性的自然步骤。这项探索性研究旨在更好地了解esports运动员在工作中的制约因素和问题。在这一程度上,我们分析了36次采访的专业参与者的攻击:2017年全球攻击性(CS:Go)由HLTV.ORG网站,一项专注于CS的新闻组织:去比赛。面试分析遵循了定性数据分析的一般归纳方法,并专注于获得对球员工作的洞察力,揭示与人体工程学和人体因素相关的可能性,认知或组织领域的可能性。虽然研究人员没有设计,但没有人体工程学作为主要科目,但他们仍然提供有关球员工作的有用信息,他们的团队中的动态及其整体工作策略。该探索性研究可以被视为人体工程学和人为因素的第一步,了解这种新兴工作情况。关于这一主题的进一步研究是了解专业竞技运动员的工作,并可能改善其条件。

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