2021
DOI: 10.31219/osf.io/zd9wq
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Esports and Domain General Research for High Performance Teams

Abstract: Through our work studying team communication and awarenes sunder stress in elite and developing esports teams, we are building a foundation for testing the generalizability of findings between similar teams in disparate domains. Team taxonomy literature implies that findings from one domain might have implications for a team with similar characteristics in another domain. Researchers have even demonstrated that communication strategies and leadership structures can successfully transfer across fields, yet it i… Show more

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Cited by 3 publications
(3 citation statements)
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“…Access is also a key consideration, as esports offers a pathway to engage with a broader audience base, including sports fans, nontraditional sport communities, and hard-to-reach populations. Some younger generations are more receptive to nontraditional sports like esports (Tran, 2018), and esports has been used as an effective tool for disengaged students as well as in pupil referral units to attract young boys who feel disenfranchised by traditional structures and methods, with sport often being one of these (British Esport Federation, 2019;Hayday & Collison, 2020;Reitman et al, 2018).…”
Section: Esports Integrationmentioning
confidence: 99%
“…Access is also a key consideration, as esports offers a pathway to engage with a broader audience base, including sports fans, nontraditional sport communities, and hard-to-reach populations. Some younger generations are more receptive to nontraditional sports like esports (Tran, 2018), and esports has been used as an effective tool for disengaged students as well as in pupil referral units to attract young boys who feel disenfranchised by traditional structures and methods, with sport often being one of these (British Esport Federation, 2019;Hayday & Collison, 2020;Reitman et al, 2018).…”
Section: Esports Integrationmentioning
confidence: 99%
“…In 2021, a study regarding emotional learning in high school eSports [10] verified that the eSports "league" was selfmanagement, on the one hand, and social-awareness and relationships skills, on the other. Maciej, James and Lukasz analyzed the impact that emotions had when playing a video game [11].…”
Section: Emotions In Video Gamingmentioning
confidence: 99%
“…The study highlights the importance of players and their interaction with other elements of the esports ecosystem in ensuring its stable development and progress. [1,4,15,18,19,20].…”
mentioning
confidence: 99%