Sökning: "video game sports"

Visar resultat 1 - 5 av 13 uppsatser innehållade orden video game sports.

  1. 1. Analyzing the Impact of Tempo-changing Music for user Performance and Risk-taking Behavior in Video Games

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Adam Åkesson; [2024]
    Nyckelord :Performance; Risk-taking behavior; Tempo-changing music;

    Sammanfattning :  Background. In real life humans have been proven to be affected in different ways by music. In sports, music can be shown to be useful for better performance. Taking this into thought while playing video games could help players perform better as well as in real life. LÄS MER

  2. 2. Viewership forecast on a Twitch broadcast : Using machine learning to predict viewers on sponsored Twitch streams

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Jonas Malm; Martin Friberg; [2022]
    Nyckelord :twitch; viewership; prediction; regression; machine learning; XGBoost; streaming; distance metrics; feature selection; cross-validation; feature engineering; pre-processing;

    Sammanfattning : Today, the video game industry is larger than the sports and film industries combined, and the largest streaming platform Twitch with an average of 2.8 million concurrent viewers offers the possibility for gaming and non-gaming brands to market their products. LÄS MER

  3. 3. The Impact of motion-sensing exercise games on young adults : Take “Ring Fit Adventure” as example

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Jiaxin Li; [2022]
    Nyckelord :exercise game; Ring Fit Adventure; Nintendo switch; fitness; motion-sensing;

    Sammanfattning : With the continued expansion of the market share of video games and the growing numberof obese people in recent years, public and business interests in exercise games have been aroused. The period when exercise games emerged maybe can be counted down from AtariPuffer. LÄS MER

  4. 4. Recognition of Game Phases in Football by Using Team’s GNSS Tracking Data

    Master-uppsats, KTH/Medicinteknik och hälsosystem

    Författare :Sanna Talonen-Torstensson; [2022]
    Nyckelord :Football; GNSS; GPS; Event Data; Team Formation; Game Phases; Fotboll; GNSS; GPS; Händelsedata; Lag formation; Spelfaser;

    Sammanfattning : Positional tracking data is widely used in football for performance analysis. Many teams use GNSS integrated wearable devices to track physical metrics. However, utilizing GNSS data for tactical analysis is not common practice today. This thesis project aims to examine if GNSS data can be used in recognizing game phases in football. LÄS MER

  5. 5. Esports Fans as Players and Their Motivations to Spectate Esports : Case of League of Legends

    Magister-uppsats, Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Författare :Julia Zyza; [2022]
    Nyckelord :Esports; League of Legends; Players; Viewing Motivations; Media Consumption;

    Sammanfattning : Esports, also known as electronic sports, is constantly growing in popularity, with top competitions attracting audiences comparable to traditional sports events. Prior research has focused on comparing esports with traditional sports. LÄS MER