Journal of Digital Life
Online ISSN : 2436-6293
1 巻
選択された号の論文の6件中1~6を表示しています
  • Goichi Hagiwara, Takehiro Iwatsuki, Hirokazu Funamori, Masaru Matsumot ...
    2021 年 1 巻 論文ID: 2021.1.2
    発行日: 2021年
    公開日: 2021/11/02
    ジャーナル オープンアクセス
    The purpose of this study was to investigate the psychological effects of arousal levels in esports players during a racing-game under positive and negative ion environments. Participants (10 male) who belonged to the collegiate esports team were recruited. The influences of positive and negative ions were evaluated in a randomized, crossover, and placebo-controlled double-blind design. Each participant completed two experiments within a 4-week interval. Two experimental environments were used: positive and negative ions filled up the atmosphere (PNI), and a control (CON) condition. For the performance task, a car-racing game was adopted. Arousal state was measured by the Two-Dimensional Mood Scale (TDMS) and an electroencephalogram (EEG). Results indicated that the EEG level was significantly higher in PNI than CON condition. Also, the PNI had a significantly higher performance on the gaming task than the CON condition. The present study demonstrated the beneficial effects of positive and negative ion environments on esports players.
  • Tsuyoshi Kawazura, Akihito Yaita, Ken Nagamine, Shinya Tagata, Goichi ...
    2021 年 1 巻 論文ID: 2021.1.4
    発行日: 2021年
    公開日: 2021/11/05
    ジャーナル オープンアクセス
    While there are some desirable and some not-so-desirable half-court positions in basketball, the "desirable positioning" may not always be clearly determined due to the values of the coach or manager. The most important factor in this is the "point of view". Therefore, the purpose of this study is to examine the perspectives that influence the evaluation of positioning in half-court defense for university teams be-longing to the first and second divisions of the Basketball Federation. A total of 192 players (110 male players and 82 female players) from university teams in the first and second divisions of the K-Student Basketball Federation were included in the study. As a result, the perspectives of the reasons for the decisions obtained in the descriptive form have been classified into the following categories: "Weak-side defensive position," "Strong-side defensive position," "Ball man defensive position," "General defensive position," "Defensive position related to play selection," "Defensive position related to coordination," and "Defensive position related to situational judgment. "The defensive positions were classified into seven categories: defensive positions related to situational viewpoints.
  • Ryousuke Furukado, Goichi Hagiwara
    2021 年 1 巻 論文ID: 2021.1.5
    発行日: 2021年
    公開日: 2022/02/16
    ジャーナル オープンアクセス
    This study aimed to determine racing esport games’ effects on the physiological and psychological indices using psychological scales and heart rate monitors. The participants were 10 male university students who did not play games diurnally (mean age ± 20.10, SD = 1.10). Participants wore a wristwatch heart rate monitor, and their resting heart rate was measured for 2 min. The duration of the game play was set to 30 min, and their heart rates were continuously measured during play. The changes in the psychological state before and after the game play were then examined using a two-dimensional mood scale-short term. The results showed that the average heart rate significantly increased during gameplay compared to the resting state. As for participants’ psychological state before and after the gameplay, the vitality, pleasure, and arousal levels increased while the stability level decreased. These results indicate that gameplay in the racing genre can induce a lively mood and increase the heart rate.
  • Mengyao Shi, Jiali Qian, Shiyuan Li, Xiangyu Zhai, Yuqing Shi, Xiang F ...
    2021 年 1 巻 論文ID: 2021.1.6
    発行日: 2021年
    公開日: 2022/02/17
    ジャーナル オープンアクセス
    This study aimed to examine the mediating role of perceived stress in the relationship between mobile phone addiction and irrational procrastination. Recent studies have shown that mobile phone addiction can cause or aggravate irrational procrastination. 6220 Chinese college students completed the questionnaires about their information of demographic, mobile phone addiction, perceived stress and irrational procrastination (response rate of 91.6%). Statistical analyses were performed using SPSS 25.0 and PROCESS 3.5. The mediation model was tested using Model 4 in Hayes' Process and the percentile Bootstrap algorithm with deviation correction, repeat sampling 5000 times and calculate the 95% confidence interval. The results show that mobile phone addiction of college students has a significant positive predictive effect on irrational procrastination after controlling for age, tobacco and alcohol use. In addition, mediation analysis indicated significant mediation of perceived stress in the relationship between mobile phone addiction and irrational procrastination in both male and female students.
  • Saori Kihara, Goichi Hagiwara
    2021 年 1 巻 論文ID: 2021.1.7
    発行日: 2021年
    公開日: 2022/03/04
    ジャーナル オープンアクセス
    This study aimed to clarify the effect of the rhythm game "Osu!" on attentional function and its factors. Participants wore an electroencephalograph and played "Osu!" for 10 minutes (four games), and the Trail Making Test was performed before and after the games. As a result of the analysis focused on the frequency of the games, only the "high frequency group" showed an effect on attentional function. From the results, it can be inferred that rhythm games can improve attentional function and can function as a training tool for game users. The results also suggest that rhythm games can be used as a health-promoting tool owing to their ability to improve attentional function.
  • Tsuyoshi Kawazura, Akihito Yaita, Ken Nagamine, Shinya Tagata, Goichi ...
    2021 年 1 巻 論文ID: 2021.1.8
    発行日: 2021年
    公開日: 2022/07/27
    ジャーナル オープンアクセス
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