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1.
ABSTRACT

Videogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game themselves, these negative emotions can be enjoyed and easily relativized, since players can acknowledge that their cause is ‘only a game’. However, there are feelings of misery associated with the playing of videogames which are not caused by either the game’s fiction or challenge. In the last part of this paper, I describe a qualitatively different kind of player misery: one that is caused by elements that are not perceived as part of the game by the player, and is not bracketed from real life by a lusory or fictional attitude.  相似文献   

2.
Substituting basketball players during competition is a key process to optimise collective performance. Available research on this topic is scarce, probably due to the difficulty in isolating these effects; thus, the aim of this study was to identify the temporal effects of substitutions in basketball (Spanish professional basketball league). The sample was composed of 1118 substitutions gathered from 21 basketball games. The analysed variables were coach-controlled (player and team’s personal fouls, player in and player out roles, player’s in and out minutes on-court and timeout situation); on-court (foul committed, free throws, 2- and 3-point field-goal effectiveness) and situational variables (scoreline, quality of opposition, game location and game quarter). The results showed positive scoring performances after the substitution for all the analyses. During the first quarter, there were significant effects for fouls committed, scoreline and game location after the substitution. The player’s out personal fouls, free-throw effectiveness, player in, minutes on-court player in, timeout situation and 3-point field-goal effectiveness were significant during the second quarter. The team’s personal fouls, game location, and scoreline were identified as important in the third quarter. The fourth quarter did not show significant effects on the independent variables. Current findings allow optimising coaches’ plans and team management of on-court and bench players throughout the game.  相似文献   

3.
The functional classification system for wheelchair basketball is based on an analysis of the players' functional resources through field-testing and game observation. Under this system, players are assigned a score of 1 to 4.5. The aim of this study was to determine if the wheelchair basketball player classification system reflects the existing differences in performance of elite female players. During the World Championship for Wheelchair Basketball in Sydney 1998, eight teams were videotaped for three 40-min games for a total of 120 min per team. Fifty-nine female players (Class I [1 and 1.5 points] n=12; Class II [2 and 2.5 points] n=20; Class III [3 and 3.5 points] n=13; Class IV [4 and 4.5 points] n=14) were retained for a detailed performance analysis by means of the Comprehensive Basketball Grading System (CBGS). Two-way analysis of variance showed high point players to perform better compared with low point players for the majority of variables determining the quality of game performance. A lack of significant differences between two adjacent classes was explained on the basis of the methodological approach, the class-position relationship in this sample, and the performance level of women's wheelchair basketball. We conclude that the performance of elite female wheelchair basketball players is dependent on functional ability.  相似文献   

4.
This study examined the relation between losing a game and players’ destructive voice about the coach. As team performances would suffer when such behaviours are not managed properly, we tested the motivational climate as a potential mechanism by which coaches can manage these destructive behaviours. Twelve volleyball and basketball teams (= 136) were weekly assessed during eight weeks using questionnaires. Players rated the extent to which their teammates expressed destructive voice about their coach. Each player’s indegree centrality (i.e. the average score received from all teammates) functioned as measurement of his/her destructive voice about the coach. As hypothesized, losing a game increased players’ expression of destructive voice about the coach. At both the within- and between-person level, perceived mastery (performance) climate negatively (positively) predicted players’ destructive voice about the coach. When players perceived a more salient performance climate than usual after a loss, their increase in destructive voice about the coach was magnified. These results highlight the dynamics of players’ destructive voice about the coach and how a single loss can start the utterance of such voice. A coach would be able to counter this process by increasing the focus on a mastery rather than a performance climate.  相似文献   

5.
ABSTRACT

Grounded in Lazarus’s (1999) cognitive motivational relational theory of emotions, this study aimed to explore longitudinal relationships between appraisals, everyday emotions related to the competitive environment and emotional regulation strategies during a competitive season. Forty adolescent soccer players (Mage = 15.8) involved in an intensive training centre from a professional club voluntarily participated to the study. A series of hierarchical linear modelling analyses were conducted upon the 9 measurement times to: (a) examine the relationships between appraisals (threat, challenge, loss), pleasant (happiness, excitement) and unpleasant (anxiety, dejection, anger) emotions, and emotional regulation strategies (adaptive and less adaptive); and (b) ascertain whether the relationships between appraisals and emotions were mediated by emotion regulation strategies. The results of the random coefficient regression models showed: (a) positive relationships between challenge appraisal, adaptive emotion regulation, and pleasant emotions as well as between threat and loss appraisals, less adaptive emotion regulation and unpleasant emotions; and (b) mediating effects of emotional regulation strategies in the appraisals – emotions relationships. As a whole, this study furthered knowledge base about the competitive environment in showing that appraisals, emotion regulation and emotions are intertwined psychological constructs in a dynamic relationship allowing athletes to continuously adjust to their constantly changing everyday demands.  相似文献   

6.
The functional classification system for wheelchair basketball is based on an analysis of the players' functional resources through field-testing and game observation. Under this system, players are assigned a score of 1 to 4.5. The aim of this study was to determine if the wheelchair basketball player classification system reflects the existing differences in performance of elite female players. During the World Championship for Wheelchair Basketball in Sydney 1998, eight teams were videotaped for three 40-min games for a total of 120?min per team. Fifty-nine female players (Class I [1 and 1.5 points] n?=?12; Class II [2 and 2.5 points] n?=?20; Class III [3 and 3.5 points] n?=?13; Class IV [4 and 4.5 points] n?=?14) were retained for a detailed performance analysis by means of the Comprehensive Basketball Grading System (CBGS). Two-way analysis of variance showed high point players to perform better compared with low point players for the majority of variables determining the quality of game performance. A lack of significant differences between two adjacent classes was explained on the basis of the methodological approach, the class–position relationship in this sample, and the performance level of women's wheelchair basketball. We conclude that the performance of elite female wheelchair basketball players is dependent on functional ability.  相似文献   

7.
对国内外近20年来关于篮球比赛负荷特征的文献研究后发现:(1)篮球是在大约持续90 min的时间内完成的以高强度爆发性的跳跃、冲刺、对抗、拼抢等运动形态及中低强度的走、慢跑、专项化移动交替进行的不规则间歇性运动项目。平均不到3 s就有一次移动方式的变化,每30 s左右就有一次高强度的移动方式。(2)不同位置球员在比赛中所承受的负荷是不同的,以后卫最大。因此,篮球专项体能训练应突出位置特征、个体化特点。(3)不同性别的球员在比赛中所承受的负荷并无显著性差异,其训练方法和强度控制可以互相借鉴。(4)水平级别越高的球员,其所承受的比赛负荷也越高。  相似文献   

8.
This study was aimed at examining how basketball players view unexpected performance errors in basketball, and under what conditions they perceive them as choking. Fifty-three basketball players were randomly assigned into 2 groups (game half) to evaluate the linkage between performance decline and choking as a function of game-time, score gap and game half. Within each group, players viewed 8 scenario clips, which featured a different player conducting an error, and subsequently rated the extent of performance decline, the instance of choking and the salience of various performance attributions regarding the error. The analysis revealed that choking was most salient in the 2nd half of the game, but an error was perceived as choking more saliently in the beginning of the 2nd half. This trend was also shown for players’ perception of performance decline. Players’ ratings of the attributions assigned to errors, however, revealed that during the end of the 2nd half, time pressure and lack of concentration were the causes of errors. Overall, the results provide evidence towards a conceptual framework linking performance decline to the perception of choking, and that errors conducted by players are perceived as choking when there is not a salient reason to suggest its occurrence.  相似文献   

9.
Abstract

The aim of the present study was to identify the importance of basketball performance indicators in predicting the effectiveness of ball possessions in men's and women's basketball, when controlling for situational variables and game periods. The sample consisted of 7234 ball possessions, corresponding to 40 games from the Spanish professional leagues. The effects of the predictor variables on successful ball possessions according to game period were analysed using binary logistic regressions. Results from men's teams show interactions with number of passes and ending player during the first five minutes, with starting and ending zone, defensive systems, screens used and possession duration during the middle thirty minutes, and there were interactions with passes used, possession duration and players involved during the last five minutes. Results from women's teams show interactions with starting and ending zone, passes used, defensive systems and ending player during the first five minutes, and with starting and ending zone, and screens used during the middle thirty minutes. The results show no interaction with situational variables in men's basketball, while league stage was important during the middle thirty minutes and last five minutes in women's basketball, whereas match status was only important during the last five minutes.  相似文献   

10.
Abstract

This exploratory study determined if the responses of male varsity basketball players to six factors influencing cohesion were a function of level of competitive intensity and/or the importance of the players to their team. Players on intact teams from five levels of competition – elementary school, junior high school, senior high school, small college and large college–responded to a cohesion questionnaire at the end of the season. Coaches designated five players with the most game playing time as “starters” and five players with the least game playing time as “reserves.” A team factor score for Team Performance Satisfaction, Self Performance Satisfaction, Task Cohesion, Affiliation Cohesion, Desire for Recognition and Value of Membership was calculated. Each team factor score served as the dependent variable in a 2 (player status) × 5 (level of competition) analysis ofcovariance design, with teams nested in the second factor. The won-loss record served as the covariate. Results indicated that “starters” were more satisfied with their own performance, were more task conscious, had a greater affiliation desire, and valued their membership on the team to a greater degree than the “reserves.” The elementary and junior high school team members were significantly more satisfied with the team's performance, were more satisfied with their own self performance, were more affiliation conscious, and valued their team membership to a greater degree than did college team members. The interaction between player status and level of competition was not significant for any of the factor scores.  相似文献   

11.
自动情绪调节是指个体不需意识努力、注意分配和有意控制在阈下知觉中自动有效地调节情绪。自动情绪调节强有力地影响着个体的情绪和行为反应,在日常生活中普遍存在却较少受到关注。研究采用内隐联结测验和问卷调查方法探讨自动情绪调节对男子足球运动员愤怒和竞赛攻击行为的影响。结果发现自动情绪调节可以显著地抑制男子足球运动员的愤怒情绪和攻击性行为。建议教练员要注重培养运动员的自动情绪调节能力,以便于运动员能自动抑制竞赛中负性刺激事件所引发的负性情绪,从而自动避免发生攻击行为。  相似文献   

12.
13.
The BASES expert statement on emotion regulation in sport   总被引:1,自引:1,他引:0  
Emotions experienced before and during sports competition have been found to influence sports performance. Emotion regulation is defined as the automatic or deliberate use of strategies to initiate, maintain, modify or display emotions (Gross & Thompson, 2007) and is proposed to occur when a discrepancy exists between current and desired emotions. Two distinct motivations to regulate emotion - hedonic and instrumental (in short, for pleasure or for purpose) - have been proposed (Tamir, 2009). The instrumental approach might provide a more fruitful area of investigation for sports researchers as some athletes hold beliefs that supposedly pleasant emotions such as happiness and calmness associate with poor performance and supposedly unpleasant emotions such as anxiety and anger associate with good performance (Hanin, 2010). Athletes are more likely to try to regulate an emotion if they believe that doing so will facilitate performance. Strategies that encourage re-appraisal of factors that trigger emotions are proposed to be preferable. In this British Association of Sport and Exercise Sciences (BASES) expert statement, a summary of the key theoretical issues are offered leading to evidence-based recommendations for practitioners and researchers.  相似文献   

14.
Purpose: The purpose of this study was to determine the influence of eight different small-sided games (SSG) on physical, technical, and decision-making demands of training environments in U14 field hockey. Methods: A total of 13 participants played eight different training games consisting of two 7.5-minute halves, where number of players (three per side or six per side) and/or field characteristics (normal game, cage hockey game, possession game, and two-goals game) was manipulated. Match performance was determined by using notational analysis, and physical demands were determined by using GPS analyses. Results: Findings revealed that lowering the number of players increased the number of technical actions performed per player and the physical demands of the SSG. Findings of the field characteristics manipulation revealed that the possession game forced players to control the ball more as a team, which resulted in more passes (+4.82 passes) and fewer dribbles (?1.48 dribbles) and tackles (?0.69 tackles) compared to the normal game. The two-goals game led to players scoring more goals (+0.61 goals) compared to the normal game, while the cage hockey game increased passing (+1.46 passes) and physical demands (+7.32 meters per minute) compared to the normal game. Conclusion: It can be concluded from these findings that coaches and trainers are able to promote a change in playing behavior, and in turn the development of skills, by manipulating specific constraints of the training environment.  相似文献   

15.
女子篮球运动员16PF常模标定及人格特点分析   总被引:6,自引:0,他引:6  
通过对我国部分女子篮球运动员16PF人格因素测试结果研究得出女子篮球运动员与全国成人女子在16种人格特征比较中有多项存在着显著差异,反映了运动员人格特征的独特性;女子篮球运动员人格心理健康水平比一般人高,希望成就超过普通人;运动健将与一般运动员相比,有5种人格特征存在差异,其中,稳定性、恃强性等因素差异显著,运动健将具有比赛所必需的人格心理优势;成为优秀女子篮球运动员需要通过多年努力,最佳运动年龄阶段在23~27岁。  相似文献   

16.
Abstract

In this study, we examined the relationship between home and away matches on mood. In addition, the relationships between game location, game outcome, behavioural factors, and mood were investigated among 12 professional English rugby league players competing in the Super League. Participants completed daily diaries for 27 days. The diary consisted of six analogue scales measuring mood (relaxed – tense, energetic – weary, depressed – elated, tired – alert, anxious – calm, cheerful – miserable) as well as behavioural factors and self-rated performance. There were no significant differences in self-reported mood states leading up to home or away matches except for players feeling more tired when playing away. Significant relationships between mood and behaviours (e.g. sleep and eating) and subjective performance were observed. The outcome of the match was found to influence mood, with a defeat resulting in decreased mood. Our results show that game location did not influence mood and therefore does not provide an explanation for the home advantage.  相似文献   

17.
Abstract

We examined the extent to which attributions are consistent in the days following competition and how attributions made immediately after competition may influence the temporal patterning of emotions experienced in response to competition. A sample of 60 adult female golfers completed measures of performance satisfaction, causal attribution, and emotion immediately after competition, 5 h after competition, and 2 days after competition. Repeated-measures multivariate analysis of covariance indicated that attributions did not change over this period. Emotions showed a significant decrease in intensity over the 5-h post-competition period. Regression analyses indicated that changes in anger and dejection were more likely in the case of less successful performances. For anger, attributions moderated this level of change. Golfers experienced anger for a longer period when they identified the cause of poor performance as stable rather than unstable. Thus, in the present sample although attributions did not change over 2 days, the longevity of anger depended on the attributions made immediately after competition.  相似文献   

18.
我国的篮球储备资源需要加强,而青少年的篮球运动员是主要的储备力量,运动员需要提高自身的体能和身体素质,这就需要教练对运动员进行针对性的体能训练,科学的体能训练可以帮助篮球运动员获得更充沛的体力,在比赛的最后关头仍然可以发挥出良好的竞技水平从而取得更理想的成绩。青少年篮球运动员处于发育时期,体能往往存在着不足,因此体能训练是运动员练习篮球的基础课程,众所周知,一场篮球赛的身体对抗强度大,对运动员速度、力量、耐力都有很高的要求,身体素质过硬才能掌管一场比赛。在日常的体能训练中,教练应结合每一个篮球运动员自身的特点,制定适合运动员的体能训练计划,要全面考虑多方面因素。  相似文献   

19.
Abstract

We examined the association between celebratory responses after successful soccer penalty kicks and the outcome of a penalty shootout. Individually displayed post-shot behaviours in penalty shootouts held in World Cups and European Championships (N = 151) were rated on the presence of universally distinct and recognizable behaviours associated with positive emotions. Using chi-square analyses we investigated which behaviours were associated with winning the shootout, when the relative standing between the teams was equal. Players who engaged in certain celebratory post-shot behaviours were more likely to be in the team that ultimately won the penalty shootout. In particular, celebrations including both arms were associated with winning the shootout. It was more likely that the next kick taken by an opponent was missed after a player displayed these behaviours after a goal than when he did not. The findings are interpreted in terms of emotional contagion – that is, the transference of emotions from individuals onto teammates and opponents. It is suggested that the individual expression of post-performance emotions serves a direct purpose in enhancing future team performance and that emotional contagion is an important process in the context of elite sport performance.  相似文献   

20.
ABSTRACT

Optimizing collective behaviour helps to increase performance in mutual tasks. In team sports settings, the small-sided games (SSG) have been used as key context tools to stress out the players’ awareness about their in-game required behaviours. Research has mostly described these behaviours when confronting teams have the same number of players, disregarding the frequent situations of low and high inequality. This study compared the players’ positioning dynamics when manipulating the number of opponents and teammates during professional and amateur football SSG. The participants played 4v3, 4v5 and 4v7 games, where one team was confronted with low-superiority, low- and high-inferiority situations, and their opponents with low-, medium- and high-cooperation situations. Positional data were used to calculate effective playing space and distances from each player to team centroid, opponent team centroid and nearest opponent. Outcomes suggested that increasing the number of opponents in professional teams resulted in moderate/large decrease in approximate entropy (ApEn) values to both distance to team and opponent team centroid (i.e., the variables present higher regularity/predictability pattern). In low-cooperation game scenarios, the ApEn in amateurs’ tactical variables presented a moderate/large increase. The professional teams presented an increase in the distance to nearest opponent with the increase of the cooperation level. Increasing the number of opponents was effective to overemphasise the need to use local information in the positioning decision-making process from professionals. Conversely, amateur still rely on external informational feedback. Increasing the cooperation promoted more regularity in spatial organisation in amateurs and emphasise their players’ local perceptions.  相似文献   

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