2019
DOI: 10.1080/24748668.2019.1570457
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The effect of electronic body protector and gamification on the performance of taekwondo athletes

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Cited by 13 publications
(11 citation statements)
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“…Therefore, it seems that the higher the wearing sensation, the less useful it will be. More importantly, Sevinc and Colak [40] indicate that TEPD wearability is a leading factor that significantly affects Taekwondo performance. Therefore, manufacturing companies must maintain the product condition and continue to make efforts to improve its material and technical ability to improve product durability.…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, it seems that the higher the wearing sensation, the less useful it will be. More importantly, Sevinc and Colak [40] indicate that TEPD wearability is a leading factor that significantly affects Taekwondo performance. Therefore, manufacturing companies must maintain the product condition and continue to make efforts to improve its material and technical ability to improve product durability.…”
Section: Discussionmentioning
confidence: 99%
“…This means that the spectators and participants of taekwondo, supported the use of these technologies for now and future events as well as the future improvements made to the PSS. To further demonstrate the importance of hit validation and electronic point scoring systems, a study in 2019 demonstrated an increase in performance of athletes due to their training on electronic systems and gamification [14]. In particular, they tested the performance changes by training with an electronic body protector and the effects of gamification on this change.…”
Section: Current Approved Protectors and Hit Validationmentioning
confidence: 99%
“…This is also known as the R-R interval. In diagnostics, HRV analysis provides significant information on the sympathetic and parasympathetic function of the Autonomic Nervous System (ANS) [14,15]. Hence, it is important to measure HRV; however, there are some limitations to acquiring the ECG signal.…”
Section: Lifestyle/fitness Applicationsmentioning
confidence: 99%
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“…The overall results indicate that among the game elements tested in the study, points [17], [18], [19], [20], leaderboard [21], [17], [18], [20] and challenges [21], [17], [18], [19] has highest frequency of effects on the study [15]. However, based on the results [15], it can be concluded that different people encounter gamification in different ways and that personal characteristics such as exercise habits and attitudes towards sports technology influence how the gamification affects exercise motivation [21].…”
Section: Figure 2 Frequency Of Gamification Elementmentioning
confidence: 99%