Physical, behavioral characteristics and somatic anxiety state of e-Sports players

Detalhes bibliográficos
Autor(a) principal: Dantas, Dayane Nunes
Data de Publicação: 2022
Outros Autores: Silva , Devisson dos Santos, Albuquerque , Ellber Rodrigo Santos, Silva, Danilo Rodrigues Pereira da, Wichi , Rogério Brandão, Bastos , Afrânio de Andrade
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/28007
Resumo: Introduction: the emergence of electronic games took place in the 70s, with the passage of time and its constant improvements became a phenomenon in the cultural industry, reaching billions of dollars and being a reason for discussion in public health. Objective: to identify characteristics and observe the intensity of somatic, cognitive anxiety and self-confidence of e-Sports players moments before matches. Methodology: initially, electronic messages were sent via social network to 53 teams participating in national competitions, to present the study and make the invitation. The invitation consisted of answering three questionnaires, the IPAQ, the CSAI-2R and a questionnaire to characterize the sample, minutes before entering an official game competition, both on an online platform through Microsoft Forms. In the questionnaires there were questions about aspects correlated to the health and level of anxiety and self-confidence of the players in the pre-competition period. Result: the average age of the players was 20.93 ± 1.85 years, cognitive anxiety was present with a mean of 21.83 ± 8.12 and somatic 17.07 ± 5.32, being considered the average level. -dio of specialization in the current sport for players 49.4 %, still, presented indices of sedentary lifestyle 51.9 %. Conclusion: the vast majority of athletes are young, and consider themselves to be of medium level in the sport in question. Subjects showed medium levels of cognitive anxiety, even with self-confidence present, and low levels of somatic anxiety before competitions.
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spelling Physical, behavioral characteristics and somatic anxiety state of e-Sports playersCaracterísticas físicas, conductuales y estado de ansiedad somática y cognitiva de jugadores de e-Sports Características físicas, comportamentais e estado de ansiedade somática e cognitiva de jogadores de esportes eletrônicosAnxietyMental healthCompetitive behaviore-Sports.AnsiedadSalud mentalConducta competitiva Deportes electrónicos.Ansiedade Saúde MentalComportamento competitivoe-Sports.Introduction: the emergence of electronic games took place in the 70s, with the passage of time and its constant improvements became a phenomenon in the cultural industry, reaching billions of dollars and being a reason for discussion in public health. Objective: to identify characteristics and observe the intensity of somatic, cognitive anxiety and self-confidence of e-Sports players moments before matches. Methodology: initially, electronic messages were sent via social network to 53 teams participating in national competitions, to present the study and make the invitation. The invitation consisted of answering three questionnaires, the IPAQ, the CSAI-2R and a questionnaire to characterize the sample, minutes before entering an official game competition, both on an online platform through Microsoft Forms. In the questionnaires there were questions about aspects correlated to the health and level of anxiety and self-confidence of the players in the pre-competition period. Result: the average age of the players was 20.93 ± 1.85 years, cognitive anxiety was present with a mean of 21.83 ± 8.12 and somatic 17.07 ± 5.32, being considered the average level. -dio of specialization in the current sport for players 49.4 %, still, presented indices of sedentary lifestyle 51.9 %. Conclusion: the vast majority of athletes are young, and consider themselves to be of medium level in the sport in question. Subjects showed medium levels of cognitive anxiety, even with self-confidence present, and low levels of somatic anxiety before competitions.Introducción: el surgimiento de los juegos electrónicos se dio en la década de los 70, con el paso del tiempo y sus constantes mejoras se convirtieron en un fenómeno en la industria cultural, alcanzando miles de millones de dólares y siendo motivo de discusión en salud pública. Objetivo: identificar características y observar la intensidad de la ansiedad somática, cognitiva y la autoconfianza de los jugadores de e-Sports momentos previos a los partidos. Metodología: inicialmente se enviaron mensajes electrónicos vía red social a 53 equipos participantes de competencias nacionales, para presentar el estudio y realizar la invitación. La invitación consistió en responder tres cuestionarios, el IPAQ, el CSAI-2R y un cuestionario para caracterizar la muestra, minutos antes de ingresar a una competencia oficial del juego, ambos en una plataforma en línea a través de Microsoft Forms. En los cuestionarios había preguntas sobre aspectos correlacionados con la salud y el nivel de ansiedad y autoconfianza de los jugadores en el período previo a la competencia. Resultado: el promedio de edad de los jugadores fue de 20,93 ± 1,85 años, la ansiedad cognitiva se presentó con una media de 21,83 ± 8,12 y la somática de 17,07 ± 5,32, considerándose el nivel medio.-dio de especialización en el deporte actual para los jugadores el 49,4 %, aún así, presentó índices de sedentarismo 51,9 %. Conclusión: la gran mayoría de los deportistas son jóvenes, y se consideran de nivel medio en el deporte en cuestión. Los sujetos mostraron niveles medios de ansiedad cognitiva, incluso con autoconfianza presente, y niveles bajos de ansiedad somática antes de las competencias.Introdução: o surgimento dos jogos eletrônicos ocorreu na década de 70, com o passar do tempo e seus constantes aprimoramentos passaram a ser um fenômeno na indústria cultural, chegando a movimentar bilhões de dólares e ser motivo de discussão em saúde pública. Objetivo: identificar características e observar a intensidade da ansiedade somática, cognitiva e autoconfiança de jogadores e-Sports momentos antes das partidas. Metodologia: inicialmente foram enviadas mensagens eletrônicas, por meio de rede social a 53 equipes, participantes de competição a nível nacional, para apresentação do estudo e realização do convite. O convite consistia em responder a três questionários, o IPAQ, o CSAI-2R e um questionário para caracterização da amostra, minutos antes de entrar em uma competição oficial de jogos, ambos em plataforma on-line através do Microsoft Forms. Nos questionários haviam questões de aspectos correlacionados à saúde e nível de ansiedade e autoconfiança dos jogadores em período de pré-competição. Resultado: a idade média dos jogadores foi de 20,93 ± 1,85 anos, a ansiedade cognitiva esteve presente com média de 21, 83 ± 8,12 e somática 17,07 ± 5,32, sendo considerado o nível médio de especialização no esporte atual para jogadores 49,4 %, ainda, apresentaram índices de sedentarismo 51,9 %. Conclusão: a grande maioria dos atletas são jovens, e se consideram de nível médio no esporte em questão. Os sujeitos apresentaram níveis médios de ansiedade cognitiva, mesmo com a autoconfiança presente, e níveis baixos de ansiedade somática antes das competições.Research, Society and Development2022-03-30info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/2800710.33448/rsd-v11i5.28007Research, Society and Development; Vol. 11 No. 5; e6911528007Research, Society and Development; Vol. 11 Núm. 5; e6911528007Research, Society and Development; v. 11 n. 5; e69115280072525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/28007/24336Copyright (c) 2022 Dayane Nunes Dantas; Devisson dos Santos Silva ; Ellber Rodrigo Santos Albuquerque ; Danilo Rodrigues Pereira da Silva; Rogério Brandão Wichi ; Afrânio de Andrade Bastos https://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDantas, Dayane NunesSilva , Devisson dos SantosAlbuquerque , Ellber Rodrigo Santos Silva, Danilo Rodrigues Pereira daWichi , Rogério Brandão Bastos , Afrânio de Andrade 2022-04-17T18:18:56Zoai:ojs.pkp.sfu.ca:article/28007Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:45:33.842617Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Physical, behavioral characteristics and somatic anxiety state of e-Sports players
Características físicas, conductuales y estado de ansiedad somática y cognitiva de jugadores de e-Sports
Características físicas, comportamentais e estado de ansiedade somática e cognitiva de jogadores de esportes eletrônicos
title Physical, behavioral characteristics and somatic anxiety state of e-Sports players
spellingShingle Physical, behavioral characteristics and somatic anxiety state of e-Sports players
Dantas, Dayane Nunes
Anxiety
Mental health
Competitive behavior
e-Sports.
Ansiedad
Salud mental
Conducta competitiva
Deportes electrónicos.
Ansiedade
Saúde Mental
Comportamento competitivo
e-Sports.
title_short Physical, behavioral characteristics and somatic anxiety state of e-Sports players
title_full Physical, behavioral characteristics and somatic anxiety state of e-Sports players
title_fullStr Physical, behavioral characteristics and somatic anxiety state of e-Sports players
title_full_unstemmed Physical, behavioral characteristics and somatic anxiety state of e-Sports players
title_sort Physical, behavioral characteristics and somatic anxiety state of e-Sports players
author Dantas, Dayane Nunes
author_facet Dantas, Dayane Nunes
Silva , Devisson dos Santos
Albuquerque , Ellber Rodrigo Santos
Silva, Danilo Rodrigues Pereira da
Wichi , Rogério Brandão
Bastos , Afrânio de Andrade
author_role author
author2 Silva , Devisson dos Santos
Albuquerque , Ellber Rodrigo Santos
Silva, Danilo Rodrigues Pereira da
Wichi , Rogério Brandão
Bastos , Afrânio de Andrade
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Dantas, Dayane Nunes
Silva , Devisson dos Santos
Albuquerque , Ellber Rodrigo Santos
Silva, Danilo Rodrigues Pereira da
Wichi , Rogério Brandão
Bastos , Afrânio de Andrade
dc.subject.por.fl_str_mv Anxiety
Mental health
Competitive behavior
e-Sports.
Ansiedad
Salud mental
Conducta competitiva
Deportes electrónicos.
Ansiedade
Saúde Mental
Comportamento competitivo
e-Sports.
topic Anxiety
Mental health
Competitive behavior
e-Sports.
Ansiedad
Salud mental
Conducta competitiva
Deportes electrónicos.
Ansiedade
Saúde Mental
Comportamento competitivo
e-Sports.
description Introduction: the emergence of electronic games took place in the 70s, with the passage of time and its constant improvements became a phenomenon in the cultural industry, reaching billions of dollars and being a reason for discussion in public health. Objective: to identify characteristics and observe the intensity of somatic, cognitive anxiety and self-confidence of e-Sports players moments before matches. Methodology: initially, electronic messages were sent via social network to 53 teams participating in national competitions, to present the study and make the invitation. The invitation consisted of answering three questionnaires, the IPAQ, the CSAI-2R and a questionnaire to characterize the sample, minutes before entering an official game competition, both on an online platform through Microsoft Forms. In the questionnaires there were questions about aspects correlated to the health and level of anxiety and self-confidence of the players in the pre-competition period. Result: the average age of the players was 20.93 ± 1.85 years, cognitive anxiety was present with a mean of 21.83 ± 8.12 and somatic 17.07 ± 5.32, being considered the average level. -dio of specialization in the current sport for players 49.4 %, still, presented indices of sedentary lifestyle 51.9 %. Conclusion: the vast majority of athletes are young, and consider themselves to be of medium level in the sport in question. Subjects showed medium levels of cognitive anxiety, even with self-confidence present, and low levels of somatic anxiety before competitions.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-30
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/28007
10.33448/rsd-v11i5.28007
url https://rsdjournal.org/index.php/rsd/article/view/28007
identifier_str_mv 10.33448/rsd-v11i5.28007
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/28007/24336
dc.rights.driver.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 11 No. 5; e6911528007
Research, Society and Development; Vol. 11 Núm. 5; e6911528007
Research, Society and Development; v. 11 n. 5; e6911528007
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
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