Esports

电竞
  • 文章类型: Journal Article
    Stadice®是一种专有的草药成分制剂,标准化为芒果苷,开发支持健康成年人的认知健康。芒果提取物及其活性成分,芒果苷在实验水平上以其积极的认知健康益处而闻名。这是评估Stadice®对健康受试者的临床疗效和安全性的尝试。材料和方法随机,双盲,安慰剂对照临床研究旨在研究Stadice®的疗效和安全性.60名经常在线或离线玩虚拟/移动/计算机/笔记本电脑游戏的健康受试者被要求每天服用含有300毫克Stadice®或安慰剂的胶囊7天。认知能力测试,NIMHANS神经心理电池和听觉语言学习测试的一部分用于评估认知健康影响。心理应激反应,焦虑,心情,主观工作记忆,和皮质醇水平也进行了评估。所有评估均在基线和研究结束时进行。结果Stadice®被发现显著提高了精神速度,注意,工作记忆,反应抑制,以及口头学习和记忆,多项认知能力测试的结果证明了这一点。此外,Stadice®在处理紧张的心理压力方面表现出有益的反应,烦躁,或情绪波动。在实验室安全性测试参数中没有发现安全性问题,因为它们在正常生理范围内,并且在本研究中没有报告不良事件。结论专有的芒果提取物(Stadice®)有望增强健康成年人的认知能力,尤其是那些从事电子竞技的人。学习方面的改进,记忆,心理速度,注意,反应抑制,观察到补充Stadice®的参与者的工作记忆具有良好的安全性。需要进一步探索,以确定其更广泛的适用性,并阐明可能的机制。
    Background and objectives Stadice® is a proprietary herbal ingredient preparation standardized to mangiferin, developed to support cognitive wellness in healthy adults. Mangifera indica extract and its active constituent, mangiferin were known for its positive cognitive health benefits at experimental levels. This was an attempt to evaluate the clinical efficacy and safety of Stadice® on healthy subjects. Materials and methods A randomized, double-blind, placebo-controlled clinical study was designed to study the efficacy and safety of Stadice®. Sixty healthy subjects who were regularly playing virtual/mobile/computer/laptop games online or offline were asked to consume a capsule containing 300 mg of Stadice® or placebo per day for seven days. Cognitive ability tests, that were part of the NIMHANS Neuropsychological Battery and Auditory verbal learning tests were used to assess the cognitive health effects. Psychological stress response, anxiety, mood, subjective working memory, and cortisol levels were also assessed. All assessments were carried out at the baseline and at the end of the study. Results Stadice® was found to significantly improve mental speed, attention, working memory, response inhibition, and verbal learning and memory as evidenced by the results of the multiple cognitive ability tests. Additionally, Stadice ® showed beneficial responses in managing psychological stress in terms of handling nervousness, irritability, or mood swings. No safety concerns were found in the laboratory safety test parameters as they were within the normal physiological range and no adverse events were reported in this study. Conclusion The proprietary Mangifera indica extract (Stadice®) holds promise for enhancing cognitive abilities in healthy adults, particularly those engaged in esports. Improvements in learning, memory, mental speed, attention, response inhibition, and working memory among participants supplemented with Stadice® were observed with a good safety profile. Further exploration is warranted to ascertain its broader applicability as well as to elucidate the possible mechanisms.
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  • 文章类型: Journal Article
    随着电子竞技行业继续快速增长,新的机会正在出现,如隐喻和不可替代令牌(NFT),由电子竞技固有的数字化驱动。为了更好地了解观众在这个不断变化的景观中的参与度,这项研究调查了观看电子竞技的背景下的观众行为。对韩国312名电子竞技观众的样本进行了调查,随后使用结构方程模型对数据进行了分析。研究结果表明,享乐动机与对电子竞技的态度以及隐喻中电子竞技的利用显着相关。此外,发现感知的享受对电子竞技的态度有显著的正向影响,电竞的反面扩张,以及通过NFT使用电子竞技。值得注意的是,对电子竞技的态度与持续意愿有显著的关系。还发现主观规范和感知的行为控制都显着影响持续意图。
    As the esports industry continues its rapid growth, new opportunities such as the metaverse and non-fungible tokens (NFTs) are emerging, driven by the inherently digital nature of esports. To better understand viewer engagement in this evolving landscape, this study investigates viewer behavior in the context of watching esports. A survey was conducted on a sample of 312 esports viewers in South Korea, and the data was subsequently analyzed using structural equation modeling. The study\'s findings indicate that hedonic motivation is significantly correlated with attitudes toward esports and the utilization of esports in the metaverse. Furthermore, perceived enjoyment was found to significantly positively influence attitudes toward esports, the metaverse expansion of esports, and the use of esports via NFTs. Notably, attitudes toward esports showed a significant relationship with continuance intention. Both subjective norms and perceived behavioral control were also found to significantly influence continuance intention.
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  • 文章类型: Journal Article
    当前的研究旨在从志愿者电子竞技领导者的角度探讨挪威体育俱乐部中的基层电子竞技。
    从各个体育俱乐部的基层电子竞技活动中招募了15名志愿者,并使用预先开发的半结构化采访指南通过在线视频会议进行了采访。数据分析采用归纳主题分析,采用现实主义方法,产生了以下主题:(1)以当地社区影响为中心的动机,(2)缺乏支持威胁倡议的运作,(3)克服障碍的能力发展。与会者认为,基层电子竞技倡议对当地社区的儿童至关重要,也是他们作为志愿者的动力的核心。提到了维持这些举措的几个挑战,比如保持动力,资源管理,招募新的志愿者。最后,提到能力和合格的电子竞技培训师是高质量报价所必需的。
    体育俱乐部中的基层体育活动被志愿体育活动领导人视为对当地社区产生积极影响。然而,这些举措的运作存在挑战,例如参与志愿者和提高能力。未来的研究应调查障碍,以帮助制定支持基层电子竞技计划的策略。
    UNASSIGNED: The current study aimed to explore grassroots esports in sports clubs in Norway from the perspective of volunteer esports leaders.
    UNASSIGNED: Fifteen volunteers were recruited from grassroots esports initiatives in various sports clubs and were interviewed via online video conferencing using a pre-developed semi-structured interview guide. Data was analyzed using inductive thematic analysis with a realist approach, which generated the following themes: (1) Local community impact at the center of motivation, (2) lack of support threatens the operations of the initiatives, and (3) competency development to overcome barriers. The participants perceived the grassroots esports initiatives as essential for children in the local community and as the core of their motivation as volunteers. Several challenges were mentioned for sustaining the initiatives, such as maintaining motivation, resource management, and recruiting new volunteers. Finally, competency and qualified esports trainers were mentioned as necessary for a high-quality offer.
    UNASSIGNED: The grassroots esports initiatives in sports clubs are viewed by volunteer esports leaders to affect the local community positively. However, there are challenges tied to the operation of such initiatives, such as engaging volunteers and raising competence. Future research should investigate barriers to help develop strategies to support grassroots esports initiatives.
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  • 文章类型: Journal Article
    专家的认知专业知识一直是一个有趣的主题;与电子竞技相关的认知研究迅速增长。鉴于电子竞技活动和认知之间的紧密联系,电子竞技有望为理解认知专业知识提供新的视角。这项荟萃分析旨在定量描述电子竞技专家和业余爱好者之间的认知差异。
    专家组由专业视频游戏玩家和高级玩家(前1%)组成,而业余爱好者被分配到对照组。在数据库中系统地搜索了2000年1月至2023年12月之间发表的研究。使用具有聚类稳健方差估计的三水平模型来计算总体效应大小。调节变量包括专业水平,认知能力,因变量类型,游戏类型,性别和年龄。
    共有15项研究包含142个效应大小和1085名参与者被纳入该荟萃分析。结果表明,与业余爱好者相比,视频游戏专家表现出卓越的认知能力,效应大小较小(对冲=0.373,95%CI[0.055-0.691],p=.012)。专家和业余运动员之间的差异主要表现在空间认知和注意力上。敏感性分析,偏见的风险,发表偏倚结果表明了这些发现的可靠性.
    这项荟萃分析证实,与业余爱好者相比,电子竞技专家拥有优越的认知能力,特别是在空间认知和注意力方面。这些可以为今后电子竞技的选拔和培训提供有效的参考。
    UNASSIGNED: The cognitive expertise of experts has been an intriguing theme; there has been rapid growth in cognitive research related to esports. Given the close association between esports activities and cognition, esports holds promise in offering new perspectives for understanding cognitive expertise. This meta-analysis aims at quantitatively delineating the cognitive disparities between esports experts and amateurs.
    UNASSIGNED: The expert group comprised professional video game players and high-ranking players (top 1%), while amateurs were assigned to the control group. Research studies published between January 2000 and December 2023 were systematically searched in databases. A three-level model with cluster-robust variance estimation was used to calculate the overall effect size. The moderating variables included professional level, cognitive abilities, dependent variable type, game genre, gender and age.
    UNASSIGNED: A total of 15 studies containing 142 effect sizes and 1085 participants were included in this meta-analysis. The results indicated that, compared to amateurs, video game experts demonstrated superior cognitive abilities with a small effect size (Hedges\' g = 0.373, 95% CI [0.055-0.691], p = .012). The differences between experts and amateur players mainly manifest in spatial cognition and attention. Sensitivity analysis, risk of bias, and publication bias results indicated the reliability of these findings.
    UNASSIGNED: This meta-analysis confirms that esports experts possess superior cognitive abilities compared to amateurs, particularly in aspects of spatial cognition and attention. These can provide an effective reference for future selection and training in esports.
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  • 文章类型: Journal Article
    铁人三项运动已经发展成为一门由不同长度和形式的种族组成的学科。它的受欢迎程度和曝光率也有了显着增长,经典的游泳-自行车-跑步组合的格式有几种变化,吸引了大量的电视和媒体报道。自2021年以来,一种名为ArenaGames铁人三项(或2024年的E-Games)的原始独特形式已经发展起来,涉及运动员在游泳中相互竞争。骑自行车和跑步在一场比赛中结合了真实和虚拟世界。这种耐力运动模式目前是独一无二的,提供有关性能的即时数据,并有可能成为性能预测的工具,人才选拔和体育发展。这篇透视论文的目的是提供有关ArenaGames铁人三项系列赛出现的背景,描述这种赛车的格式,概述它如何有潜力推动铁人三项运动员的训练和评估,并讨论其未来作为奥林匹克学科的吸引力。
    The sport of triathlon has evolved to become a discipline comprising races of different lengths and formats. It has also undergone significant growth in popularity and exposure with several variations in format from the classic swim - bike - run combination attracting significant television and media coverage. Since 2021 an original and unique format called the Arena Games Triathlon (or in 2024 the E-Games) has evolved that involves athletes competing against each other in swimming, cycling and running combining both the real and virtual worlds in one race. This model of endurance sport is currently unique, provides instantaneous data on performance and has the potential to be a tool for performance prediction, talent selection and sport development. The goal of this perspective paper is to provide context around the emergence of the Arena Games Triathlon series, describe the format of this type of racing, outline how it has the potential to drive training and evaluation of triathletes and discuss the attractiveness of its future inclusion as an Olympic discipline.
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  • 文章类型: Journal Article
    咖啡因被认为是运动中最有效的饮食体感辅助工具之一,然而,其在电子竞技中的循证有效性尚不清楚。这项研究调查了两种不同剂量的咖啡因对24名第一人称射击(FPS)电子竞技运动员的射击表现和反应时间的影响(22名男子,2名女性;年龄=22.29±2.91岁)。参与者完成了三项实验试验,在这些试验中,他们消耗了水对照(CON),1mg·kg-1BM(CAF1)或3mg·kg-1BM(CAF3)剂量的咖啡因。业绩计量(例如,得分,准确度(%),命中率(命中/秒),和射击)在KovaaK的FPS瞄准训练器上进行了静态点击和反应跟踪样式任务的评估。反应时间用于评估精神运动警惕性测试(PVT)的警惕性。在每个试验的四个时间点测量性能:预处理(PRE),60分钟(POST1),80分钟(POST2),和100分钟(POST3)治疗后。使用重复测量方差分析确定了显著差异。咖啡因,无论剂量如何,与CON相比,在静态点击得分和命中率方面显著提高了性能,无功跟踪精度,和反应时间对PVT。确定了治疗和时间之间的显着相互作用,事后分析表明,与CON相比,CAF1显着提高了POST1和POST3的静态点击得分,POST1的静态点击命中率,POST1,POST2和POST3的反应跟踪精度以及POST1和POST2的PVT反应时间。事后分析还表明,与CON相比,CAF3显著进步了静态点击得分,无功跟踪精度,以及所有时间点PVT上的反应时间,除了静态点击命中率在POST1和POST3。总之,咖啡因补充剂可增强FPS电子竞技玩家的射击表现和反应时间。
    Caffeine is recognized as one of the most effective dietary ergogenic aids in sports, yet its evidence-based effectiveness in esports is unclear. This study investigated the effects of two different doses of caffeine on the shooting performance and reaction time of 24 first-person shooter (FPS) esports players (22 men, 2 women; age = 22.29 ± 2.91 years). Participants completed three experimental trials in which they consumed either a water control (CON), a 1 mg·kg-1 BM (CAF1) or a 3 mg·kg-1 BM (CAF3) dose of caffeine. Performance measures (e.g., score, accuracy (%), hit rate (hits/sec), and shots fired) were assessed in a static clicking and reactive tracking style task on the KovaaK\'s FPS aim trainer. Reaction time was used to assess vigilance on the psychomotor vigilance test (PVT). Performance was measured at four time points in each trial: pre-treatment (PRE), 60 min (POST1), 80 min (POST2), and 100 min (POST3) post-treatment. Significant differences were identified using repeated-measures analysis of variances. Caffeine, irrespective of dose, significantly improved performance compared to CON for static clicking score and hit rate, reactive tracking accuracy, and reaction time on the PVT. Significant interactions between treatment and time were identified and post hoc analyses showed that compared to CON, CAF1 significantly improved static clicking score at POST1 and POST3, static clicking hit rate at POST1, reactive tracking accuracy at POST1, POST2, and POST3, and reaction time on the PVT at POST1 and POST2. Post hoc analysis also showed that compared to CON, CAF3 significantly improved static clicking score, reactive tracking accuracy, and reaction time on the PVT at all time points, in addition to static clicking hit rate at POST1 and POST3. In summary, caffeine supplementation enhances the shooting performance and reaction time of FPS esports players.
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  • 文章类型: Journal Article
    目前,在心理学领域,对电子竞技的研究正在增长。在吸引兴趣的不同变量中-包括与表现相关的压力或心理因素-一种被称为倾斜的新兴概念在文献中越来越突出。然而,这一结构尚未实施或定义。因此,本研究旨在通过定义和概念化TILT,同时设计和验证问卷来衡量电子竞技玩家的结构,从而解决这一差距。研究的初始阶段包括对职业球员进行的27次访谈(n=6),半专业人员(n=8),业余爱好者(n=8),和教练(n=5)来表征倾斜的概念。经过这些采访,制定了倾斜的定义,由五名运动心理学和电子竞技专家组成的小组提出了一套全面的53个项目。共有488名参与者(278名男性,210名女性),18-50岁(平均年龄=26.9岁,SD=7.57),完成了调查,包括53个倾斜项目,测量有毒行为的问卷,和互联网游戏障碍量表简表(IGDS9-SF)。倾斜构造的主要特征是沮丧升级为愤怒的状态,导致性能下降,注意,反复出现关于错误的负面想法。它的发作通常与紧张的情况相吻合,坚持约30分钟。通过探索性因素分析(EFA),保留了18个项目,并将其分为两个因素:倾斜的原因(7个项目)和后果(11个项目)。整个问卷得出的Cronbach'sα为0.922,第一个和第二个因素的值分别为0.854和0.890。验证性因子分析(CFA)显示了2因素解决方案的可接受拟合。与相关结构的相关性,如毒性行为和IGD,提供了外部有效性的初步证据。倾斜量表的有效性和内部一致性的经验证据是稳健的,表明其在未来电子竞技玩家心理体验研究中的潜在效用。
    Currently, the study of esports is growing within the field of psychology. Among the different variables attracting interest - including stress or psychological factors associated with performance - an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18-50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach\'s α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internal consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players.
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  • 文章类型: Journal Article
    模拟(sim)赛车是一种新兴的电子竞技,近年来引起了极大的兴趣,并且在专业知识和性能方面一直是一个相对研究不足的领域。在检查专业知识时,视觉注意力一直是研究人员特别感兴趣的,眼动追踪技术通常用于评估视觉注意力。在这项研究中,我们使用Tobii3眼镜在计时赛任务中检查了高技能和低技能sim赛车手的明显视觉注意力分配。在研究中,104名参与者接受了一次测试,排除后的分析中包括88个。参与者根据他们最快的圈速被分配到任何一组。使用sidak校正进行独立t检验,以检验我们的假设。我们的结果表明,当眼动跟踪指标被归一化为单圈时间和转角扇区时间时,明显注意力分配(固定行为)的相对长度存在差异,因为标准化后,技术较低的赛车手在圈数和转角区域的总固定持续时间明显更长(p=0.013;p=0.018)。有趣的是,高技能和低技能的sim赛车手在任务分配注意力方面有所不同,相对于显示器的其他区域,高技能的sim赛车手对赛道的注意力明显减少(p=0.003)。这将允许技术更高的赛车手从游戏中的平视显示元素获得相对更多的信息,以更快的速度行驶。这项研究提供了证据,表明高技能的模拟赛车手在整个快圈中似乎需要的明显注意力要少得多,高技能和低技能的模拟赛车手在比赛时分配注意力的地方有所不同。
    Simulated (sim) racing is an emerging esport that has garnered much interest in recent years and has been a relatively under-researched field in terms of expertise and performance. When examining expertise, visual attention has been of particular interest to researchers, with eye tracking technology commonly used to assess visual attention. In this study, we examined the overt visual attention allocation of high- and low-skilled sim racers during a time trial task using Tobii 3 glasses. In the study, 104 participants were tested on one occasion, with 88 included in the analysis after exclusions. Participants were allocated to either group according to their fastest lap times. Independent t-tests were carried out with sidak corrections to test our hypotheses. Our results indicate that when eye tracking metrics were normalised to the lap time and corner sector time, there was a difference in the relative length of overt attention allocation (fixation behaviour) as lower-skilled racers had significantly greater total fixation durations in laps overall and across corner sectors when normalised (p = 0.013; p = 0.018). Interestingly, high- and low-skilled sim racers differed in where they allocated their attention during the task, with high-skilled sim racers allocating significantly less overt attention to the track relative to other areas of the display (p = 0.003). This would allow for higher-skilled racers to obtain relatively more information from heads-up display elements in-game, all whilst driving at faster speeds. This study provides evidence that high-skilled sim racers appear to need significantly less overt attention throughout a fast lap, and that high- and low-skilled sim racers differ in where they allocate their attention while racing.
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  • 文章类型: Journal Article
    以前的研究将创造力与一个人的社交网络联系起来。本研究建立在这个框架上,考察了一个人的社会结构是创造力的催化剂的前提,特别是在电子竞技领域探索在线社交联系和创造性表达之间的动态。因此,这篇研究论文研究了人们的创造力和他们在Twitter上的有效网络规模(非冗余关系)之间的相关性,看看潜在的非冗余信息是否与创造力有关。
    创造力得分被定义为参与者在新兴阶段使用与电子竞技相关的特定术语的倾向,在其受欢迎程度达到顶峰之前,谷歌趋势证明了这一点。基于Twitter上参与者的社会关系(N=50,000)分析了有效网络规模。
    研究结果表明,有效网络大小得分越高,创造力得分越高。此外,地理上分散的社交网络缓和了有效网络规模与创造力之间的关系。对于社交网络更分散的人来说,ENS对创造力更具建设性。
    这些发现是在更广泛的背景下讨论的,即在线社交网站与创造力的相关性。
    UNASSIGNED: Previous studies have associated creativity to one\'s social networks. This study builds on this framework and examines the premise that one\'s social fabric is a catalyst for creativity, specifically probing the dynamics between online social connections and creative expressions in the realm of Esports. Therefore, this research paper examined a correlation between people\'s creativity and their Effective Network Size (non-redundant ties) on Twitter, to see if potentially non-redundant information is related to creativity.
    UNASSIGNED: Creativity score was defined as the propensity of a participant to utilize specific terms relating to Esports in its emerging stages, prior to its peak popularity as evidenced by Google Trends. Effective Network Size was analyzed based on the social ties of participants on Twitter (N = 50,000).
    UNASSIGNED: The findings indicate that the higher the Effective Network Size score, the higher the creativity score. Furthermore, geographically dispersed social networks moderated the relationship between Effective Network Size and creativity. For people with more dispersed social networks, ENS was more constructive for creativity.
    UNASSIGNED: These findings are discussed in the broader context of the relevancy of online social networking sites for creativity.
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  • 文章类型: Journal Article
    在视频游戏中,倾斜被认为与不良的情绪控制和游戏表现有关。尽管人们普遍认识到视频游戏的倾斜,缺乏对倾斜进行实证检验的研究。
    一千七名玩家参加了我们的在线研究,检查玩家的倾斜体验,有助于和防止倾斜的因素,以及游戏玩家用来应对倾斜的情绪调节策略。
    由于竞争原因而报告游戏的玩家,经历倾斜的风险更高。与倾斜风险增加相关的其他因素是愤怒增加和花费更多时间。还确定了防止倾斜的保护因素,包括更多年的游戏经验和对适应性情绪调节策略的参与。
    这项研究为更好地了解游戏中的倾斜提供了一个重要的起点,为我们提供新知识,以更好地支持游戏玩家在游戏表演过程中改善情绪调节。
    UNASSIGNED: In video gaming, tilt is thought to relate to poor emotional control and game performance. Despite widespread recognition of tilt in video gaming, there is a lack of research examining tilt empirically.
    UNASSIGNED: One thousand and seven gamers took part in our online study examining gamers experience of tilt, the factors which contribute to and protect against tilt, and the emotion regulation strategies gamers employ to deal with tilt.
    UNASSIGNED: Gamers who reported playing for more competitive reasons, were at higher risk of experiencing tilt. Additional factors associated with an increased risk of experiencing tilt were increased anger and more hours spent playing. Protective factors against experiencing tilt were also identified, inclusive of a greater number of years gaming experience and engagement in adaptive emotion regulation strategies.
    UNASSIGNED: This study provides an important starting point for creating a better understanding of tilt in gaming, equipping us with new knowledge to better support gamers to improve their emotion regulation during game play performance.
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