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| 題 名 | FPS電子競技績效理論模型--頂尖玩家自我修煉的行動研究=A Theoretical Model for E-Sport Performance in FPS: An Action Research of a Top Player's Self-Training |
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| 作 者 | 洪緯典; 胡光毅; 洪翊恩; | 書刊名 | 東海體育學報 |
| 卷 期 | 7 2023.12[民112.12] |
| 頁 次 | 頁1-17 |
| 分類號 | 997.82 |
| 關鍵詞 | 電子競技; 射擊技術; 心智表徵; 節奏把控; 行動研究; E-sports; Shooting skills; Mental representation; Rhythm control; Action research; |
| 語 文 | 中文(Chinese) |
| DOI | 10.29418/TJPER.202312_(7).0001 |
| 中文摘要 | 電子競技是當代新興的運動,職業玩家的表現也帶出新興的休閒趨勢及商機。電子競 技選手之間的能力常顯出極大的差異,在相同裝備的條件之下,數名一般玩家也難以 擊敗一名頂尖玩家,這又以第一人稱射擊遊戲 (first-person shooter, FPS) 最為明顯。本 研究的目的是為了瞭解形成此一差距的原因及縮小此一差距的可能策略,採用量化與 質性並進的方法,研究人員以兩個月的時間,實際參與 280 場競賽,並每日反省改進, 逐一記錄名次、擊殺數、表現評分等資料,以相關及迴歸技術分析頂尖玩家的射擊技 術、心智表徵與節奏把控對於遊戲表現有何影響。接著,以行動研究精神為基礎,探 究反省改進背後的玩家成長策略。研究結果認為遊戲績效表現可分為兩個取向:一為 綜合表現,其為攻擊部位、生存率等評估數值的總合表現,最後形成名次,通常是玩 家所追求的目標;二為擊殺數,為在遊戲中的殺敵數目,通常是觀眾欣賞的重要部分。 三個影響遊戲績效的前因,包括遊戲技術、心智表徵及節奏把控,節奏把控顯著正向 影響綜合表現 ( 即名次表現 ),心智表徵及遊戲技術則顯著正向影響擊殺數的表現。其 中,心智表徵更能透過節奏把控和遊戲技術分別影響綜合表現及擊殺數。本研究結論 提出一個 FPS 電競績效理論模型,此一模型可回應本研究的兩個問題,亦即關於射擊 技術、心智表徵、節奏把控對於績效表現的影響及培訓特質的問題。 |
| 英文摘要 | E-sports are the emerging sports in the contemporary era, and the performance of players and professional players brings out emerging leisure trends and business opportunities. The performance among e-sports players often shows great differences. Under the condition of using the same equipment, even several common players cannot beat a top player, and it is most common in first-person-shooter (FPS) games. The purpose of this study is to understand the reasons for this gap and the possible strategies to narrow it. Using both quantitative and qualitative methods, the researchers actually participated in 280 games in two months and reflected daily improvement, record rankings, kills, performance scores and other data one by one, and use correlation and regression techniques to analyze how top players’ shooting skills, mental representations, and rhythm control affect his/her performance. Then, based on the spirit of action research, we explore the player growth strategy behind the reflection and improvement. The results of the study suggest that game performance can be described in two dimensions. One is comprehensive performance, which is the total performance of evaluation values, such as attacks and survival rates, and finally forms a ranking, which is usually the goal pursued by players. The second is the number of kills, which is the number of enemies killed in the game, usually an important part of the audience’s appreciation. Three antecedents that affect game performance include shooting skills, mental representation, and rhythm control. Rhythm control significantly and positively affects overall performance (that is, ranking performance), while mental representation and shooting skills positively and significantly affect the number of kills. Among them, mental representation can affect the overall performance and the number of kills through rhythm control and shooting skill respectively. The conclusion of this study is that we propose and validate a theoretical model of e-sports performance for FPS, which can answer the two research questions of this study, that is, questions about the impact of shooting technique, mental representation, and rhythm control on performance. |
本系統中英文摘要資訊取自各篇刊載內容。