E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends

Detalhes bibliográficos
Autor(a) principal: Santos, Alberto da Silva
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/21371
Resumo: The objective of this study was to extend and apply classic procedures of Behavioral Sport Psychology to new sports contexts, the electronic sports. The so-called e-sports are sporting modalities that have had their growth propitiated by the technological development of computers and internet networks. Among these new electronic modalities are the League of Legends, a game of the MOBA category whose championships have been frequently cited in media and sports channels, which used to be devoted only to the broadcasting of news about traditional sports. Teams that compete at national and international level rely on technical support professionals specialized in sports performance; among these professionals there is also the Sport Psychologist. In an expanding field the variables previously present in the traditional sports environment are also found in the competitive electronic sports environment. Topics such as anxiety, concentration and other psychological aspects are seen as relevant to the good performance of cyber athletes. From the classic behavioral psychology procedures of the sport the self talk was the independent variable used in the procedure of this study. The research problem was to identify the effects of the isolated, self-chosen, selfchosen, participant-chosen use of the last hit of an electronic and complex MOBA game, represented by the League of Legends, by participants with beginner level of experience. Four amateur practitioners participated in the study, two submitted to the experimental variable (self talk) and two as control. In a variable interval reinforcement (VI) + Limited Hold scheme, the establishment of self-talk as a discriminative stimulus for the click-on-target response at the correct time produced some changes in the response of the participants who underwent the experimental condition, which merited an analysis more detailed. The results obtained contribute to the literature of an expanding area and can serve as a starting point for the development of interventions in the applied field; still allow to identify adjustments so that the use of self talk may be pertinent to the target behavior chosen. Verification of the correlation between verbal response and non-verbal response has shown that in complex situations with a given class of responses required at a very high frequency per minute, the use of continuous self-talk may not be helpful. However, its use in a more comprehensive and timely way can contribute to the planning of actions and the chaining of complex responses
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spelling Gianfaldoni, Mônica Helena Tieppo Alveshttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4457117J5Santos, Alberto da Silva2018-08-22T12:15:59Z2018-03-05Santos, Alberto da Silva. E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends. 2017. 93 f. Dissertação (Mestrado em Psicologia Experimental: Análise do Comportamento) - Programa de Estudos Pós-Graduados em Psicologia Experimental: Análise do Comportamento, Pontifícia Universidade Católica de São Paulo, São Paulo, 2017.https://tede2.pucsp.br/handle/handle/21371The objective of this study was to extend and apply classic procedures of Behavioral Sport Psychology to new sports contexts, the electronic sports. The so-called e-sports are sporting modalities that have had their growth propitiated by the technological development of computers and internet networks. Among these new electronic modalities are the League of Legends, a game of the MOBA category whose championships have been frequently cited in media and sports channels, which used to be devoted only to the broadcasting of news about traditional sports. Teams that compete at national and international level rely on technical support professionals specialized in sports performance; among these professionals there is also the Sport Psychologist. In an expanding field the variables previously present in the traditional sports environment are also found in the competitive electronic sports environment. Topics such as anxiety, concentration and other psychological aspects are seen as relevant to the good performance of cyber athletes. From the classic behavioral psychology procedures of the sport the self talk was the independent variable used in the procedure of this study. The research problem was to identify the effects of the isolated, self-chosen, selfchosen, participant-chosen use of the last hit of an electronic and complex MOBA game, represented by the League of Legends, by participants with beginner level of experience. Four amateur practitioners participated in the study, two submitted to the experimental variable (self talk) and two as control. In a variable interval reinforcement (VI) + Limited Hold scheme, the establishment of self-talk as a discriminative stimulus for the click-on-target response at the correct time produced some changes in the response of the participants who underwent the experimental condition, which merited an analysis more detailed. The results obtained contribute to the literature of an expanding area and can serve as a starting point for the development of interventions in the applied field; still allow to identify adjustments so that the use of self talk may be pertinent to the target behavior chosen. Verification of the correlation between verbal response and non-verbal response has shown that in complex situations with a given class of responses required at a very high frequency per minute, the use of continuous self-talk may not be helpful. However, its use in a more comprehensive and timely way can contribute to the planning of actions and the chaining of complex responsesO objetivo deste estudo foi estender e aplicar procedimentos clássicos da Psicologia Comportamental do Esporte a novos contextos esportivos, os esportes eletrônicos. Os chamados e-sports são modalidades esportivas que tiveram seu crescimento propiciado pelo desenvolvimento tecnológico de computadores e redes de internet. Dentre estas novas modalidades eletrônicas destaca-se o League of Legends, jogo da categoria MOBA cujo campeonatos têm sido frequentemente citados em mídia e canais esportivos, que antes se dedicavam somente à veiculação de notícias sobre esportes tradicionais. Os times que competem em nível nacional e internacional contam com profissionais de suporte técnico especializado no desempenho esportivo; dentre estes profissionais há também o Psicólogo do Esporte. Em um campo em expansão as variáveis antes presentes no ambiente dos esportes tradicionais também passam a ser encontrados no ambiente do esporte eletrônico competitivo. Temas como ansiedade, concentração e outros aspectos psicológicos são vistos como relevantes para o bom desempenho dos cyber atletas. Dos procedimentos clássicos da psicologia comportamental do esporte a autofala foi a variável independente utilizada no procedimento deste estudo. O problema de pesquisa foi identificar os efeitos do uso isolado de autofala instruída, escolhida pelo participante e aberta, na melhora de desempenho em abater personagens (last hit) de um jogo eletrônico e complexo do tipo MOBA, representado pelo League of Legends, por participantes com nível iniciante de experiência. Participaram do estudo quatro praticantes amadores, dois submetidos à variável experimental (autofala) e dois como controle. Em um esquema de reforçamento de intervalo variável (VI) + Limited Hold, o estabelecimento da autofala como estimulo discriminativo para a resposta de clicar no alvo no momento correto produziu algumas mudanças no responder dos participantes que foram submetidos à condição experimental, que mereceram uma análise mais detalhada. Os resultados obtidos contribuem para a literatura de uma área em expansão e podem servir como ponto de partida para o desenvolvimento de intervenções no campo aplicado; ainda permitem identificar ajustes para que a utilização da autofala possa ser pertinente ao comportamento alvo eleito. A verificação da correlação entre emissão da resposta verbal e da resposta não verbal demonstrou que em situações complexas, com determinada classe de respostas exigida numa frequência muita alta por minuto, o uso da autofala de modo contínuo pode não ser proveitoso. Porém, sua utilização de modo pontual e mais abrangente pode contribuir para o planejamento de ações e encadeamento de respostas complexasConselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPqCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/46479/Alberto%20da%20Silva%20Santos.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Psicologia Experimental: Análise do ComportamentoPUC-SPBrasilFaculdade de Ciências Humanas e da SaúdeE-sportsEsportes - Aspectos psicológicosAvaliação do comportamentoJogos eletrônicosLeague of Legends (Jogo eletronico)Sports - Psychological aspectsBehavioral assessmentElectronic gamesCNPQ::CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA EXPERIMENTALE-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legendsinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTAlberto da Silva Santos.pdf.txtAlberto da Silva Santos.pdf.txtExtracted texttext/plain129103https://repositorio.pucsp.br/xmlui/bitstream/handle/21371/4/Alberto%20da%20Silva%20Santos.pdf.txtf4abb0f1b740abe6c054547cbe7f990cMD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
title E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
spellingShingle E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
Santos, Alberto da Silva
E-sports
Esportes - Aspectos psicológicos
Avaliação do comportamento
Jogos eletrônicos
League of Legends (Jogo eletronico)
Sports - Psychological aspects
Behavioral assessment
Electronic games
CNPQ::CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA EXPERIMENTAL
title_short E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
title_full E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
title_fullStr E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
title_full_unstemmed E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
title_sort E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends
author Santos, Alberto da Silva
author_facet Santos, Alberto da Silva
author_role author
dc.contributor.advisor1.fl_str_mv Gianfaldoni, Mônica Helena Tieppo Alves
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4457117J5
dc.contributor.author.fl_str_mv Santos, Alberto da Silva
contributor_str_mv Gianfaldoni, Mônica Helena Tieppo Alves
dc.subject.por.fl_str_mv E-sports
Esportes - Aspectos psicológicos
Avaliação do comportamento
topic E-sports
Esportes - Aspectos psicológicos
Avaliação do comportamento
Jogos eletrônicos
League of Legends (Jogo eletronico)
Sports - Psychological aspects
Behavioral assessment
Electronic games
CNPQ::CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA EXPERIMENTAL
dc.subject.eng.fl_str_mv Jogos eletrônicos
League of Legends (Jogo eletronico)
Sports - Psychological aspects
Behavioral assessment
Electronic games
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA EXPERIMENTAL
description The objective of this study was to extend and apply classic procedures of Behavioral Sport Psychology to new sports contexts, the electronic sports. The so-called e-sports are sporting modalities that have had their growth propitiated by the technological development of computers and internet networks. Among these new electronic modalities are the League of Legends, a game of the MOBA category whose championships have been frequently cited in media and sports channels, which used to be devoted only to the broadcasting of news about traditional sports. Teams that compete at national and international level rely on technical support professionals specialized in sports performance; among these professionals there is also the Sport Psychologist. In an expanding field the variables previously present in the traditional sports environment are also found in the competitive electronic sports environment. Topics such as anxiety, concentration and other psychological aspects are seen as relevant to the good performance of cyber athletes. From the classic behavioral psychology procedures of the sport the self talk was the independent variable used in the procedure of this study. The research problem was to identify the effects of the isolated, self-chosen, selfchosen, participant-chosen use of the last hit of an electronic and complex MOBA game, represented by the League of Legends, by participants with beginner level of experience. Four amateur practitioners participated in the study, two submitted to the experimental variable (self talk) and two as control. In a variable interval reinforcement (VI) + Limited Hold scheme, the establishment of self-talk as a discriminative stimulus for the click-on-target response at the correct time produced some changes in the response of the participants who underwent the experimental condition, which merited an analysis more detailed. The results obtained contribute to the literature of an expanding area and can serve as a starting point for the development of interventions in the applied field; still allow to identify adjustments so that the use of self talk may be pertinent to the target behavior chosen. Verification of the correlation between verbal response and non-verbal response has shown that in complex situations with a given class of responses required at a very high frequency per minute, the use of continuous self-talk may not be helpful. However, its use in a more comprehensive and timely way can contribute to the planning of actions and the chaining of complex responses
publishDate 2018
dc.date.accessioned.fl_str_mv 2018-08-22T12:15:59Z
dc.date.issued.fl_str_mv 2018-03-05
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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status_str publishedVersion
dc.identifier.citation.fl_str_mv Santos, Alberto da Silva. E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends. 2017. 93 f. Dissertação (Mestrado em Psicologia Experimental: Análise do Comportamento) - Programa de Estudos Pós-Graduados em Psicologia Experimental: Análise do Comportamento, Pontifícia Universidade Católica de São Paulo, São Paulo, 2017.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/21371
identifier_str_mv Santos, Alberto da Silva. E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends. 2017. 93 f. Dissertação (Mestrado em Psicologia Experimental: Análise do Comportamento) - Programa de Estudos Pós-Graduados em Psicologia Experimental: Análise do Comportamento, Pontifícia Universidade Católica de São Paulo, São Paulo, 2017.
url https://tede2.pucsp.br/handle/handle/21371
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dc.publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Psicologia Experimental: Análise do Comportamento
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Ciências Humanas e da Saúde
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
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