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Game Performance Research Articles

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1787 Articles

Published in last 50 years

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  • Outcome Of Game
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Articles published on Game Performance

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Body Height Development Among Successful Elite Tennis Players (2004–2023)

Game performance is influenced by somatic factors such as body height. The aim of this study is to examine the developmental trend of body height in elite male and female tennis players at Grand Slam tournaments between 2004 and 2023. The research sample consisted of players who reached the quarterfinals of Grand Slam tournaments from 2004 to 2023. The results showed an overall trend of increasing body height among male players who reached the quarterfinals of Grand Slams. However, the differences between individual Grand Slams (surfaces) in the most recent period (2019-2023) were found to be statistically insignificant and negligible. In women, the results were more variable, and no similar trend of increasing body height among successful players could be observed as seen in men. This study provides insights into the development of physical traits in the best tennis players, which influence their performance. The data obtained shows developmental trends recognized by tennis experts and may be useful for coaching practice in elite tennis, potentially also in the selection of young tennis talents.

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  • Journal IconStudia sportiva
  • Publication Date IconJun 27, 2025
  • Author Icon Jan Carboch + 1
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From Competition to Sport Specific Preparation in Handball

Many factors influence the performance in elite handball, amongst them being the game actions’ efficiency. The performance in handball game is influenced by a series of factors: specific preparation, physical fitness, constitution, anthropometry, nutrition, individual specific abilities, efficiency, team work, and ability to perform under pressure and to adapt to the changing conditions of the game, team tactic, social and cognitive factors. The aim of the study is to determine how the performance is influenced by the game actions’ efficiency during the top competitions and if there is any statistical significance between the European teams and the rest of the participating teams and to identify a benchmark of efficiency for specific game actions’ that will be useful for handball coaches. For the analysis of our data, we used descriptive statistics (mean, standard deviation), analysis of variance (ANOVA) (the threshold was set at 0,05) and linear regression for identifying a pattern of connections amongst data collected in our study. 21 out of 36 situations achieved statistical significance for 0.05 level of p. The linear regression supports the statistical results of the variance analysis. These findings are useful for persons involved in handball training that they can use as a reference to assess the team and the individual performance, to plan the team's training in order to achieve values close to the mentioned ones in our study.

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  • Journal IconRevista Romaneasca pentru Educatie Multidimensionala
  • Publication Date IconJun 17, 2025
  • Author Icon Florentin-Valentin Leuciuc + 4
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Algorithms for Game AI

Games have long been benchmarks for AI algorithms and, with the boost of computational power and the application of new algorithms, AI systems have achieved superhuman performance in games for which it was once thought that they could only be mastered by humans due to their high complexity [...]

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  • Journal IconAlgorithms
  • Publication Date IconJun 13, 2025
  • Author Icon Wenxin Li + 1
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Effect of caffeine on attack decision-making in trained beach volleyball players following prolonged cognitive effort induced by social media use: a randomized, single-blind, crossover pilot study

BackgroundMental fatigue is a psychobiological state characterized by a feeling of tiredness or lack of energy after performing cognitive activities. Recently, studies have found that prolonged use of social media can cause mental fatigue and consequently impair decision-making performance in athletes. On the other hand, caffeine may counteract mental fatigue by antagonizing adenosine. Therefore, this study aimed to analyze the effect of caffeine on the attack decision-making skill of trained beach volleyball players after prolonged cognitive effort by using social media on smartphones.MethodsTwelve trained young male beach volleyball players (Agemean: 18.38 ± 1.49 years old; Heightmean: 179.83 ± 7.54 cm; Body massmean: 73.14 ± 16.42 Kg) were recruited to a randomized, single-blind, crossover pilot study. Participants performed a beach volleyball task on low-dose caffeine (CAF: 3 mg/kg) or placebo (PLAC: crystallized cellulose) conditions after cognitive effort by social media use. In both conditions, participants used social media for 30 min and took capsules (CAF or PLAC, without identifying the type of capsule) 60 min before the beach volleyball task. Mental fatigue was assessed by visual analog scale and executive function by Stroop task (accuracy and response time). The Game Performance Assessment Instrument (GPAI) was used to assess attack decision-making skills through video recordings.ResultsThe subjective perception of mental fatigue increased only in the CAF condition (p = 0.018), and Stroop task performance was not different for all variables analyzed in both conditions (p > 0.05). Finally, the decision-making skill was not different between situations in attack (p = 0.890; d = 0.054) or counterattack (p = 0.617; d = 0.141).ConclusionsAt similar levels of mental fatigue, low-dose caffeine was not superior to placebo in improving attack decision-making. Considering the limitations of time and sample size, the results must be interpreted with caution.Trial registration numberBrazilian Clinical Trial Register (RBR-2yyd8jb). Registered 01 January 2024 (Retrospectively registered).

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  • Journal IconBMC Sports Science, Medicine and Rehabilitation
  • Publication Date IconJun 5, 2025
  • Author Icon Yago P Costa + 5
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Effectiveness, enjoyment, and meaningfulness of a virtual reality gait-based fall prevention exergame in community-dwelling healthy older adults: an interdisciplinary pilot study

IntroductionFalls are a prevalent health concern among older adults, potentially resulting in substantial physical, psychological, and social ramifications. Interventions aimed at fall prevention require effectiveness, enjoyment, and meaningfulness (EEM). As gait impairments are a key factor in fall risk, integrating natural locomotion and cognitive skills through single- and dual-task training is essential. We developed EXploVR, a fully immersive virtual reality exergame that integrates natural gait and promotes EEM. This interdisciplinary pilot study examined the EEM of EXploVR in healthy, community-dwelling older adults.MethodsForty-six participants were assigned to an intervention or passive control group using a single-blinded, quasi-randomized design. Over three weeks, the intervention group completed two 60-min sessions weekly. Baseline, mid-, and post-assessments included single- and dual-task gait (instrumented normal and tandem walks, counting task), lower limb strength and transitional movement (instrumented Five Times Sit-to-Stand test, 5xSTS), and static postural control (instrumented sway tests). In-game performance (time-to-complete) was recorded. Enjoyment was assessed via the Flow Short Scale (FKS), Physical Activity Enjoyment Scale (PACES-S) and adaptations, and Exergame Enjoyment Questionnaire (EEQ). Meaningfulness was assessed via the Activities-specific Balance Confidence Scales (ABC-6, ABC-8) and custom questions on perceived safety, fear of falling, daily-life integration, emotional challenges, and perceived effectiveness for fall prevention.ResultsData from 32 participants (16 intervention, age = 70.00 ± 3.33 years; 16 control, age = 68.38 ± 5.54 years) were analyzed. Significant improvements were found in walking gait speed (p = 0.019) and tandem gait speed (p = 0.032). Under dual-task conditions, only tandem gait speed improved significantly (p = 0.022). 5xSTS showed a significant interaction for total duration (p = 0.023), while postural sway demonstrated non-significant improvement trends. In-game station completion time improved significantly in 5 of 6 sets (p < 0.05). Enjoyment remained high or increased, and meaningfulness was supported by positive trends in ABC-6 (p = 0.094) and significant gains for ABC-8 (p = 0.026). Custom questions further supported these findings.ConclusionThis study suggests that EXploVR is effective and enjoyable while fostering meaningfulness. Further research with larger samples and extended interventions is needed to confirm long-term effects and daily-life transfer.

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  • Journal IconFrontiers in Psychology
  • Publication Date IconJun 3, 2025
  • Author Icon Celina Ciemer + 3
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MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game

MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game

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  • Journal IconEntertainment Computing
  • Publication Date IconJun 1, 2025
  • Author Icon Songling Yang + 3
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Scalable Framework for Basketball Game Prediction Combining Image Processing XGBoost and Enhanced Support Vector Machine

A significant goal for sports team management is establishing a reliable method for analyzing players’ performance. This research suggested a better method for predicting sporting events, including the final score of a basketball game, by combining adaptive weighted features with machine learning algorithms. Hence, this paper proposes Image Processing with XGBoost and the Enhanced Support Vector Machine Algorithm (XGB-SVM) to construct a real-time basketball game result prediction model. The model effectively quantified the study’s key variables that influenced basketball game results and simulated the prediction of game outcomes at different times of basketball games. The study’s findings proved that the XGBoost algorithm could accurately forecast the results of basketball games. There has been an enduring correlation between the results of the basketball game and key performance metrics, including defensive rebounds, field goal percentage, and turnovers. Incorporating Image Processing, XGBoost, and the Enhanced Support Vector Machine Algorithm, the real-time prediction model for basketball game outcomes achieves outstanding and easily interpretable results. Because of this, it can accurately forecast and evaluate basketball score forecasts. The results can give credibility to the team’s player management decisions. The proposed method increases the player positioning data ratio by 96.8%, shot trajectory ratio by 98.3%, historical performance data ratio by 91.7%, efficiency ratio by 98.5%, and accuracy ratio by 92.7% compared to other existing methods.

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  • Journal IconScalable Computing: Practice and Experience
  • Publication Date IconJun 1, 2025
  • Author Icon Zhenyu Guan
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Вплив сучасних методик тренувального процесу з баскетболу на розвиток фізичних якостей здобувачів вищої освіти

Purpose. To conduct a theoretical study on the impact of modern basketball training methods on the physical qualities of students. Materials and Methods. A comprehensive approach to problem analysis was used in this article. Theoretical research methods were applied, including the analysis of scientific literature and the systematization of modern approaches to the physical training of basketball players. Results. The study found that the use of modern training methodologies positively influences the development of key physical qualities such as strength, endurance, speed, coordination, flexibility, and explosive power. In particular: General endurance increased by 15–20% after 6 months of training. Lower limb strength improved by 10–15%. Reaction speed and decision-making improved due to cognitive training. Injury rates decreased by 20–25%. The effectiveness of combining physical, mental, and cognitive preparation was revealed. The use of individualized programs, fitness trackers, and analytical platforms contributes to precise workload monitoring and improved game performance. Conclusions. Modern basketball training methods are effective for the comprehensive development of students' physical qualities. Their implementation enhances not only physical fitness but also game skills, reduces injury risks, and promotes health preservation. The integration of technological innovations, functional training, and psychological preparation forms the basis of a safe, scientifically grounded, and effective physical training system for university students. Prospects for further research include practical testing of these methods in various educational and training settings and studying their long-term impact on students’ physical and psychological resilience.

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  • Journal IconSports games
  • Publication Date IconJun 1, 2025
  • Author Icon Ostap Hryshchenko + 4
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γ-Aminobutyric Acid Intake Improves Psychological State and Performance in Esports: A Randomized, Placebo-Controlled, Double-Blind Crossover Study.

Objective: This study focused on the effect of γ-aminobutyric acid (GABA) intake on psychological state and game performance during esports gameplay. Methods: A randomized, double-blind, placebo-controlled crossover study was conducted with eight healthy male university students aged 20-24 years who regularly play esports. The participants ingested either 200 mg of GABA or a placebo prior to gameplay and then completed a standardized esports task using the Mobalytics Proving Ground™ (MPG), a perceptual-cognitive task within "League of Legends" designed to train and evaluate player performance. Subjective psychological states were assessed pre- and post-gameplay using the Profile of Mood States 2 (POMS2®) short version. Esports task performance was evaluated based on MPG scores. Results: GABA intake significantly reduced psychological confusion-bewilderment and fatigue in the POMS 2® short version during esports gameplay. Furthermore, the game scores were significantly higher in the GABA group compared to the placebo group. Conclusions: These findings suggest that GABA intake may serve as a potential strategy to enhance both the mental state and performance of esports players.

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  • Journal IconNutrients
  • Publication Date IconMay 30, 2025
  • Author Icon Yoshihiro Hara + 6
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Examining the correlation between referee physical fitness, in-game performance metrics, and team dynamics in the Chinese super league.

This study investigates the relationship between referees' physical fitness, their in-game performance, and team dynamics in the Chinese Super League (CSL). The sample comprised 173 matches from the 2021 CSL season, involving 30 referees (mean age 41 years). The Pearson product-moment correlation coefficient was used to analyze the correlation between referees' physical fitness tests and their match performance indicator, as well as the referee's game performance and the home and away teams' game performance. Key findings include a significant positive correlation between referees' RSAVARIATION and the average speed during home possession (r = 0.16, p = 0.04). Additionally, RASBEST and RASAVERAGE were found to have small to moderate negative correlations with the referees' total distance, average speed, and high-intensity activities during games (r = -0.20 to -0.34, p < 0.001). Furthermore, significant positive correlations were observed between referees' match performance metrics and the physical outputs of both home and away teams. These findings provide valuable insights for enhancing the understanding of factors influencing referee performance and can inform referee training, testing, and selection processes.

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  • Journal IconPloS one
  • Publication Date IconMay 28, 2025
  • Author Icon Fei Zhou + 4
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The Impact of Athletic Success on Freshmen Enrollments at High Schools in Taiwan

ABSTRACT This study examines whether athletic success influences student enrollment (the Flutie effect) in Taiwanese high schools, a topic previously unconsidered. Using data from 284 schools (2014–2022), two OLS models estimate effects of tournament participation and rankings. Results show that in the High-school Basketball League (HBL), participating in male games increases male enrollment by 6.2%, while participating in female games decreases female enrollment by 9.2%. Higher HBL male rankings raise male enrollment by 12.4%–17.1%, and higher rankings in High-school Baseball Taiwan raise female enrollment by 7.1%. Additionally, improved performances in HBL female and Black Panther games increase male enrollments by 9.3% and 3.7%.

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  • Journal IconJournal of School Choice
  • Publication Date IconMay 25, 2025
  • Author Icon Ted Chang
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Design and Research of an Artificial Intelligence-Based Basketball Teaching System

Basketball contains a variety of technical actions, such as shooting, dribbling, passing, and defense. Long-term dependencies in the data of these action sequences lead to the discrepancy between the final student’s training score and the actual situation. Therefore, an artificial intelligence-based basketball teaching system is designed and researched. After students use the system, they first need to input personal information for the initial learning of basketball, and the data of students’ learning of basketball are saved in the data storage layer and fused with the data of usual training and examination using a neural network. The CNN–BiGRU model is constructed by combining the advantages of CNN in processing image and video data to extract students’ technical movement characteristics and game performance and the ability of BiGRU to capture long-term dependencies in sequential data. The fused data are used as input data to give the intelligent evaluation results of basketball training. According to the evaluation results, the pre-similarity of the student’s training data is calculated again through the feedback mechanism, and the suitable basketball teaching subjects are selected so that a more objective and efficient basketball teaching effect can be obtained by using artificial intelligence technology combined with the student’s own training situation in the whole teaching process. The experimental results show that in the initial personalized subject recommendation, suitable basketball teaching subjects can be recommended according to the initial data; through the training of CNN and BiGRU, CNN convolution kernel size is 7*7; BiGRU batch size is 128, learning rate is 0.05 can ensure that the CNN–BiGRU has the best training and evaluation accuracy; After a certain period of learning, the artificial intelligence can accurately evaluate the students’ training results and give the score, and through the feedback mechanism, it can give the best training program for students with different scores.

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  • Journal IconInternational Journal of High Speed Electronics and Systems
  • Publication Date IconMay 23, 2025
  • Author Icon Sun Huafei + 1
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Exploring the Dynamics of NBA Player Salaries: An Analysis of Influencing Factors

This research paper studies the complex factors that affect the Salary of the player in the National Basketball Association. The study involves the analysis of the linear regression model. The study mainly focuses on the factor of the in-game performance. Multiple databases are involved in the study, including the salary and performances of multiple players. The matrix of player performance and their salary are both analyzed through the Python program. The paper derives the linear correlation between the independent and dependent variables, with a comprehensive expression and reasonable prediction of the player's salary. In particular, the dependent variable in the study is the salary of the NBA athletes, and the independent variable is the multiple factors that are assumed that affect the salary. The main methodoly of the study is linear regression model, which build model to find the correlations between variables with the deviation. The study also incorporates the data from the different seasons of each player, where the analysis is both horizontal and vertical. Moreover, the prediction of the future salaries of several players is made. The study justified that the players with higher averages in the performance category and the attendance tend to have a higher salary.

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  • Journal IconHighlights in Science, Engineering and Technology
  • Publication Date IconMay 23, 2025
  • Author Icon Depeng Wang
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Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials.

Exergame-based training enhances physical and cognitive performance in older adults, including those with mild neurocognitive disorder (mNCD). In-game metrics generated from user interactions with exergames enable individualized adjustments. However, there is a need to systematically investigate how well such game metrics capture true cognitive and motor-cognitive performance to provide a more robust basis for personalized training. The primary objective was to identify valid game metrics as indicators for in-game domain-specific cognitive performance during exergaming in individuals with mNCD. We also aimed to explore game metric performance changes over time during exergame-based training. Data were analyzed from individuals with mNCD who completed a 12-week home-based, exergame-based intervention following the Brain-IT training concept. A cross-sectional analysis was conducted by correlating game metrics with standardized neurocognitive reference assessments. To confirm the alternative hypothesis, we predetermined the following criteria: (1) statistically significant correlation (P≤.05; uncorrected; 1-sided) with (2) a correlation coefficient (Pearson r or Spearman ρ) of ≥0.4. Visual and curve-fitting longitudinal analyses were conducted to explore game performance changes over time. Data were available from 31 participants (mean age 76.4, SD 7.5 y; n=9, 29% female). In total, 33% (6/18) of the game metrics were identified as valid indicators for in-game cognitive performance during exergaming. In the neurocognitive domain of learning and memory, these metrics included the mean reaction time (ρ=-0.747), the number of collected items (ρ=0.691), and the precision score (r=-0.607) for the game Shopping Tour (P<.001 in all cases), as well as the point rate (P=.008; r=0.471) for the game Simon. In addition, point rate was a valid indicator for executive function (P=.006; r=0.455) and visuospatial skills (P=.02; r=0.474) for the games Targets and Gears, respectively. The exploratory longitudinal analysis revealed high interindividual variability, with a general trend of the expected typical curvilinear curves of rapid initial improvements followed by a plateau in performance. This study demonstrated that metrics reflecting the precision of responses generally performed better than metrics reflecting the speed of responses. These observations highlight the importance of selecting valid game metrics for implementation in exergame designs. Further research is needed to explore the potential of game metrics and identify factors contributing to individual variability in in-game performance and performance progression, as well as identifying and adopting strategies that facilitate individual learning success and thus promote effectiveness in improving health outcomes.

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  • Journal IconJMIR serious games
  • Publication Date IconMay 21, 2025
  • Author Icon Wanda Kaiser + 2
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Listen to the coaches: Practitioners’ perspective on the relevance of selected cognitive skills and assessments for esports performance

The study aims to identify the most appropriate cognitive skills and tests to assess cognitive performance in esports players. There is a lack of consensus on which skills are necessary for success in esports and which assessments are appropriate to assess these skills. This study included 51 esports coaches aged 31.82 ± 6.38 years and an average of 14.59 ± 7.10 years of esports experience. Participants were introduced to cognitive skills, domains, and assessments during a course on cognition. They thereafter got the chance to familiarize themselves with each cognitive assessment by performing them. Afterward, participants were surveyed on their perceptions of relevant cognitive skills for in-game esports performance and the most suitable cognitive test for assessing these skills in esports player performance. The sampled esports coaches identified attention, reaction time, and timing as the most relevant presented cognitive skills for in-game esports performance and rated the Change Detection Test, the Timewall Test, and the Flanker Test as the most relevant presented cognitive tests to assess cognitive skills in esports players. From the perspective of expert esports coaches, the tests that are most relevant to esports performance and most appropriate for assessing cognitive performance in esports athletes are determined. The conclusions highlight the importance of cognition in esports and guide future research on the factors influencing in-game performance. Nevertheless, additional research is necessary to determine their predictive significance for talent identification and player selection.

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  • Journal IconInternational Journal of Sports Science &amp; Coaching
  • Publication Date IconMay 21, 2025
  • Author Icon Egemen Mancı + 7
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A comparative analysis of game load and game results in elite collegiate basketball players over a regular season

This study examines external game load parameters and game results in elite collegiate basketball players, with a focus on game-intensity and positional differences. Fourteen male collegiate basketball players (average age: 22.5 ± 1.8 years) were tracked using wearable GPS indoor system devices (Catapult Sports, Catapult T7, Melbourne, Australia) across a 30-game college basketball regular season. Games were categorized by point differentials: Wins by ≥10 points, Wins by &lt;10 points, Losses by &lt;10 points, and Losses by ≥10 points. Descriptive statistics, Pearson correlations, and stepwise regression analyses were used to explore relationships between external load parameters and game results, with additional analysis by player position (Guard, Forward, Center). Significant correlations were found between High-Intensity Player Load/Min (HIPL/Min) (r = 0.278, p &lt; 0.001) and Points Scored/Min (PS/Min) (r = 0.270, p &lt; 0.001) with score difference, indicating their importance in influencing game results. HIPL/Min alone explained 7.2% of the variance in score difference. These findings suggest that optimizing HIPL could maximize tactical efficiency and PS, which could improve game performance and inform training and match-play strategies in basketball. Future research should investigate additional variables such as internal load and mechanical factors to provide a fuller picture of performance dynamics.

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  • Journal IconInternational Journal of Sports Science &amp; Coaching
  • Publication Date IconMay 21, 2025
  • Author Icon O Imal + 5
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The Motivational Power of Levels and High Scores: Examining their impact on User Experience and Persistence within Gamified Tasks

Progression-based game elements such as player progression, which allows one's character to level up and grow in strength or difficulty progression, which provides users with increasingly difficult challenges as they progress in their task are widely used techniques in contemporary gamification design. However, few studies have been carried out to examine in-depth their influence on user experiences and motivation. In this study, two experiments were conducted: the first, a between subject experiment involving 78 participants who were asked to carry out the dot judgment task which had been gamified based on three different progression-based game systems, i.e., Difficult progression, Player progression, and Performance progression in comparison to a non-gamified condition. In the second experiment, conducted with 35 participants, the effect of the three progression-based systems was investigated when used to gamify an inherently desirable and undesirable task. The results showed that for the dot judgment task, participants in the player progression condition reported significantly lower levels of negative affect in comparison to the control condition. For the inherently undesirable task, participants in the player and difficulty progression condition reported higher levels of positive affect and competence, while for the inherently desirable task, participants in the difficulty progression condition spent more time and persisted longer. These findings suggested that designers could leverage difficulty progression systems to amplify the natural appeal of desirable tasks by gradually increasing the complexity or level of challenge, while player progression mechanisms such as awarding titles or roles that reflect progressive achievements from sustained efforts could be leveraged to help improve the emotional experiences for undesirable tasks.

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  • Journal IconGames: Research and Practice
  • Publication Date IconMay 19, 2025
  • Author Icon Panote Siriaraya + 4
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1403 The Effect of Extending Total Bedtime on Video Game Performance in High School Students

Abstract Introduction The effect of video games (VG) on school performance has been studied thoroughly. The majority of researchers concluded that video games have a negative effect on cognition. Yet we were unable to find a study evaluating the effect of improved sleep and extended bedtime on VG performance and cognition in teenagers during school days. This study investigates the effects of sleep extension on VG performance and cognition, as well as daytime sleepiness in teenagers during school days. Methods Using an open label prospective approach, the pilot study investigated students’ VG performance, cognitive test (ZZTest), sleep activity tracker findings and daytime sleepiness with daily sleep extension. 30 healthy teenage students (grade 8-12) were asked to participate. They maintained their habitual sleep-wake schedule for a one-week baseline period followed by a one-week sleep extension period. Parental consents were obtained prior to participation in the study. Results 26 participants had available data at the end of the study. 9 (35%) females and 17 (65%) males. During the first week, the Mean (SD) bedtime for the participants was 22:40 (0.83), mean wake up time was 6:40 (0.89). Mean wake up time on non-school days was 8:40. During the second week (intervention) the students improved their mean bedtime to 19:10 (8.2) P=0.01. mean wake up time during the second week was not significantly different 7:00 Performance on the subway server game improved significantly between the first week and second of the study (total mean time of ability to stay in the game improved significantly from 151/113 to 478/125 during the second week P=0.001). Further analysis of cognitive test ZZTest is underway. Conclusion Improving sleep time and bedtime in teenage students significantly improved their performance on video games. This is the first study to evaluate the effect of improved sleep on video games, rather than the effect of video games on sleep in teenagers. Support (if any)

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  • Journal IconSLEEP
  • Publication Date IconMay 19, 2025
  • Author Icon Sarah Yaekoub + 2
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Gaelic Football Coaches’ Use of a Game-Based Approach Impacts Game Performance, Session Characteristics, and Player Perceptions

ABSTRACT This study investigated the impact of a Game-Based Approach (GBA) intervention on practice session characteristics, player performance outcomes, and perceptions within Gaelic football. Employing a mixed-methods multiple baseline design, two squads (Under 14 and Under 15) from a Gaelic football academy underwent the intervention, one after 4 weeks and the other after 9 weeks of baseline. Framed by Complex Learning Theory (CLT), the intervention comprised systematic observations of coaching sessions, quantitative assessment of skill execution and decision-making in assessment games, and qualitative interviews and focus groups with players. The GBA intervention positively influenced practice session characteristics, promoting playing form and non-linear sequencing of activities. The evaluation of players’ game performance showed significant improvement across all decision-making variables for both squads. In skill execution, there was limited support, with improvements observed only in the Under 14 squad. Systematic tracking of practice activity sequencing, supported by player data, revealed players’ awareness of purposeful organization, with the explicit connection between tasks fostering knowledge development and reflection, potentially enhancing decision-making. While players appreciated conditioned games and the tactical curriculum, they were less receptive to the player-centered strategy of “player huddles.” The comprehensive data collection approach of this study fills gaps in sports coaching research, offering insights into the design and efficacy of GBA interventions. GBA interventions are suggested to enhance player performance and session quality, providing guidance for coaches in optimizing training methodologies. Integration of GBA pedagogy with CLT offers a promising framework for coaches seeking tangible changes in their practice.

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  • Journal IconResearch Quarterly for Exercise and Sport
  • Publication Date IconMay 18, 2025
  • Author Icon Paul Kinnerk + 3
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Effects of Teacher-Centered vs Student-Centered Teaching Method on Basketball Skills and Tactics in China’s Middle School

Objectives The purpose of this study was to compare the effects of teacher-centered and student-centered teaching methods on the mastery of basketball skills and tactics among Chinese middle school students. Methods The study involved eighth-grade students from Jinding Middle School in Zhuhai City, Guangdong Province, China. A total of 105 students were divided into two groups: the experimental group (52 students) using a student-centered teaching and the control group (53 students) using a teacher-centered teaching. Both groups received 24 basketball lessons over 8 weeks following the 8th-grade curriculum. The students were tested on three areas: free-throw shooting (10 attempts), half-court dribbling and lay-up (time), and game performance (score). For data analysis, pre-test data were analyzed using an independent t-test to confirm group homogeneity, and a two-way ANOVA was used to analyze the effects of group and time, using SPSS 26. Results The two-way ANOVA showed that first, in the case of half-court dribbling and lay-up, both the main effect of group [F(1,206) = 11.647, p < .05] and time [F(1,206) = 485.785, p < .05] were significant, though the interaction effect was not [F(1,206) = 2.671, p &gt; .05]. Second, in the case of free-throw shooting, no significant differences were found for either the group [F(1,206) = .017, p &gt; .05] or time [F(1,206) = .017, p &gt; .05] effects. Third, in the case of the game, significant effects were found for both group [F(1,206) = 6.437, p &lt; .05] and time [F(1,206) = 498.749, p &lt; .05], with as significant interaction effect [F(1,206) = 6.887, p &lt; .05]. Conclusions The study suggests that the student-centered teaching method is more effective than the teacher-centered method in enhancing basketball skills, especially in game performance, encouraging PE teachers to adopt student-centered approaches to improve teaching outcomes.

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  • Journal IconKorean Association For Learner-Centered Curriculum And Instruction
  • Publication Date IconMay 15, 2025
  • Author Icon Mingliang Cui + 3
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