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dc.contributor.authorKari, Tuomas
dc.contributor.authorKarhulahti, Veli-Matti
dc.date.accessioned2017-04-04T09:12:26Z
dc.date.available2017-04-04T09:12:26Z
dc.date.issued2016
dc.identifier.citationKari, T., & Karhulahti, V.-M. (2016). Do E-Athletes Move? : A Study on Training and Physical Exercise in Elite E-Sports. <i>International Journal of Gaming and Computer-Mediated Simulations</i>, <i>8</i>(4), 53-66. <a href="https://doi.org/10.4018/IJGCMS.2016100104" target="_blank">https://doi.org/10.4018/IJGCMS.2016100104</a>
dc.identifier.otherCONVID_26547983
dc.identifier.otherTUTKAID_72984
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/53481
dc.description.abstractThis article offers possibly the first peer-reviewed study on the training routines of elite e-athletes with special focus on the subjects' physical exercise routines. The study is based on a sample of 115 elite e-athletes. According to the responses, e-athletes train approximately 5.28 hours every day around the year on the elite level. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the elite e-athletes believe that integrating physical exercise in their training programs has a positive effect on esport performance; however, no less than 47.0% of the elite e-athletes do their physical exercise chiefly to maintain overall health. Accordingly, the study indicates that elite e-athletes are active athletes as well, those of age 18 and older exercising physically more than three times the daily 21-minute activity recommendation given by World Health Organization.en
dc.language.isoeng
dc.publisherIGI Global
dc.relation.ispartofseriesInternational Journal of Gaming and Computer-Mediated Simulations
dc.subject.othersport
dc.subject.otherathletics
dc.subject.otheresport
dc.subject.otherphysicality
dc.subject.otherexercise
dc.titleDo E-Athletes Move? : A Study on Training and Physical Exercise in Elite E-Sports
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201704031866
dc.contributor.laitosTietojenkäsittelytieteiden laitosfi
dc.contributor.laitosDepartment of Computer Science and Information Systemsen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2017-04-03T09:15:13Z
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange53-66
dc.relation.issn1942-3888
dc.relation.numberinseries4
dc.relation.volume8
dc.type.versionacceptedVersion
dc.rights.copyright© 2016 IGI Global. This is a final draft version of an article whose final and definitive form has been published by IGI Global. Published in this repository with the kind permission of the publisher.
dc.rights.accesslevelopenAccessfi
dc.subject.ysoharjoittelu
dc.subject.ysokäytäntö
dc.subject.ysoelektroninen urheilu
jyx.subject.urihttp://www.yso.fi/onto/yso/p26412
jyx.subject.urihttp://www.yso.fi/onto/yso/p9640
jyx.subject.urihttp://www.yso.fi/onto/yso/p29375
dc.relation.doi10.4018/IJGCMS.2016100104
dc.type.okmA1


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