Play, watch, analyze, repeat: How do players develop competitive gaming skills?
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F25%3A00140424" target="_blank" >RIV/00216224:14330/25:00140424 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.sciencedirect.com/science/article/pii/S1875952124002763" target="_blank" >https://www.sciencedirect.com/science/article/pii/S1875952124002763</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.entcom.2024.100908" target="_blank" >10.1016/j.entcom.2024.100908</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Play, watch, analyze, repeat: How do players develop competitive gaming skills?
Popis výsledku v původním jazyce
Players usually have a strong desire to improve their game-specific skills to perform well in a game. A desire which has been further reinforced by the increase of multiplayer games and the rise of competitive gaming. While research on learning through games is extensive, work on how players gain expertise in competitive games is less common. This paper presents an exploratory mixed-methods study examining how players learn to play video games across three competitive game genres and which factors influence their self-efficacy. Our results show that the approaches to learning as well as influential factors on self-efficacy are largely independent across the investigated genres. Moreover, learning to play extends beyond the act of play itself and is strongly reflective and social. Based on the results, we discuss high-level characteristics of learning and self-efficacy which can serve as a starting point for future research and design interventions aimed at supporting learning processes of players.
Název v anglickém jazyce
Play, watch, analyze, repeat: How do players develop competitive gaming skills?
Popis výsledku anglicky
Players usually have a strong desire to improve their game-specific skills to perform well in a game. A desire which has been further reinforced by the increase of multiplayer games and the rise of competitive gaming. While research on learning through games is extensive, work on how players gain expertise in competitive games is less common. This paper presents an exploratory mixed-methods study examining how players learn to play video games across three competitive game genres and which factors influence their self-efficacy. Our results show that the approaches to learning as well as influential factors on self-efficacy are largely independent across the investigated genres. Moreover, learning to play extends beyond the act of play itself and is strongly reflective and social. Based on the results, we discuss high-level characteristics of learning and self-efficacy which can serve as a starting point for future research and design interventions aimed at supporting learning processes of players.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10200 - Computer and information sciences
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Entertainment Computing
ISSN
1875-9521
e-ISSN
—
Svazek periodika
52
Číslo periodika v rámci svazku
52
Stát vydavatele periodika
NL - Nizozemsko
Počet stran výsledku
14
Strana od-do
1-14
Kód UT WoS článku
001386465700001
EID výsledku v databázi Scopus
2-s2.0-85211616824