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Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsHouck, Bennett Cooper (Co-author) / Forster, Julia (Co-author) / Sigmund, Aidan (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147942-Thumbnail Image.png
Description

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsSigmund, Aidan Grace (Co-author) / Houck, Bennett (Co-author) / Forster, Julia (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Economics (Contributor) / Dean, W.P. Carey School of Business (Contributor, Contributor) / School of Civic & Economic Thought and Leadership (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Previous evidence implicating fighting gameplay with markers for cardiovascular changes in response to stress appraisals emphasizes the plausibility of additional biopsychosocial factors varying between players and dictating gameplay changes (Porter & Goolkasian, 2019). The current study builds upon previous research using the Biopsychosocial Model of Challenge and Threat (Blascovich and

Previous evidence implicating fighting gameplay with markers for cardiovascular changes in response to stress appraisals emphasizes the plausibility of additional biopsychosocial factors varying between players and dictating gameplay changes (Porter & Goolkasian, 2019). The current study builds upon previous research using the Biopsychosocial Model of Challenge and Threat (Blascovich and Tomaka, 1996) alongside the Mental Load Rating Scale (Hughes, 2023) to link perceptions of increased stress during gameplay with increases in gameplay errors. Participants were allotted a set time to acclimate to fighting game mechanics, then began combo trials. The game used in research (Street Fighter 6) requires precise movements in rapid succession completion the completion of a “combo”. Competitive fighting game players were compared to players lacking fighting game experience in post-participation response measuring stress salience or hindrance perception, as well as total input error comparison. Current findings suggest Competitive fighting game players report factors such as spectator viewing and time limits as hindrances capable of being overcome as opposed to Noncompetitor reports of factors and stressors during game acclimation. Findings between Competitor and Noncompetitor groups allude to cultural significance when navigating gameplay. Future research should continue measuring sociocultural perception of stress when navigating specific genres of video game play and avenues for stress reappraisal techniques.
ContributorsDavis, Nicholas (Author) / Holloway, Steven (Thesis director) / Flores, Valerie (Committee member) / Davis, Mary (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2023-12