In this essay, we work over the imageries of exoplanetary exploration in digital games, observing their connections with concepts from media theories and science fiction studies. This articulation ...aims to comprehend how, in a philosofictional manner, games fictionally extrapolate the conditions of possibility for astronomical observation, allegorizing a series of contemporary themes regarding the technoscientific knowledge of space and planetary systems. As an analytical procedure, we observe game assets, images, and design dynamics, articulating them theoretically in three axes: technoscientific paraphernalia, compared planetology, and oblique orbits. With this, we understand how games can creatively approach (and, in the light of science fiction, extrapolate) contemporary relationships between science, technology, and society.
Abstract Aim: This study aimed to analyze the difference between tactical, technical, and physical variables in selected and unselected top players of the 2018 FIFA World Cup. Methods: A sample data ...of 1049 soccer players were collected by the multiple-camera computerised tracking system. Subsequently, data were analyzed and divided into two groups: selected (man of the match and top 10 players of the World Cup) and unselected players (other players). Twenty-six performance variables were used to assess tactical (passing), technical (goals, assist, shots, and fouls), and physical variables (height, distance covered, distance with and without the ball, number of sprints, maximal speed, and intensities zone 1 low to 5 high). Results: The selected players had more tactical (performed and completed more long, middle, and short pass), technical (goal for, assist, shots, shots on goal, fouls committed on them), and physical variables (covered more distance and distance with the ball, more sprints, greater speed and distance in low intensity zone 1). However, they were shorter in height and covered less distance in moderate intensity zones 2 and 3 when compared to unselected players (p < 0.05). Conclusion: This study suggests that the selected players have more tactical, technical, and physical variables than the unselected players. Our findings could be used as a trustworthy tool (performance variables) to characterize the top players of the World Cup.
Abstract Aim: This study investigated the adaptations of football teams as hierarchically organised open systems. In this type of system, the collective and individual behaviours are characterised by ...consistency and variability, respectively. Methods: Five professional men's football matches in the under-20 category were analysed. The team's centroid as a measure of the system's macrostructure and the distance from each player to the team's centroid (a measure of the system's microstructure) were obtained from the players' x and y coordinates of displacement on the soccer field. Cluster analyses were run using Ward's minimum variance method with Euclidean distance. Results: (i) teams showed consistency and variability in their macro- and microstructures, respectively; (ii) there was a correlation between attack and defence patterns in most game sequences; (iii) goals were scored when teams modified their macro and/or microstructure. Conclusion: Football teams showed correspondence in attack-defense patterns with macro-consistency and micro-variability throughout the match. Despite this, there was no relationship between the foregoing patterns and game outcomes. Goals were scored after changes in the team's structure.
Arede, J, Leite, N, Tous-Fajardo, J, Bishop, C, and Gonzalo-Skok, O. Enhancing high-intensity actions during a basketball game after a strength training program with random recovery times between ...sets. J Strength Cond Res XX(X): 000-000, 2021-To examine the effects of a strength training program with random recovery times between sets in consideration of several physical parameters, high-intensity actions, and spatial exploration index during a simulated basketball game. Twenty male basketball players (age: 19.45 ± 4.36 years) were assigned randomly to either strength training group (n = 10) or control group (n = 10). The strength training included parallel back squat and bench press exercises, twice a week for the duration of 10 weeks, with 2 blocks of 5 sets × 5 repetitions interspersed with variable passive recovery (range = 15-35 seconds) between sets, and constant passive recovery (3 minutes) between blocks with the load that maximized propulsive power output. The pre- and posttest assessments included jumping (bilateral and unilateral), change of direction, straight sprinting, and a 5-on-5 full-court situation. The external training load was assessed using the local positioning system, and the internal load was recorded with the use of individual heart rate monitors. A significant interaction effect (group × time) was observed on countermovement jump, unilateral right hops, high-intensity accelerations and decelerations, and peak accelerations and decelerations in the 5-on-5 full-court situation. Relative improvements observed and recorded in the training group on unilateral right hops, accelerations, and decelerations were correlated. Similar results were observed on 0- to 25-m sprints, high-intensity decelerations, peak accelerations, and decelerations. Strength training paired with random recovery times enhanced physical and game-related aspects in the observed basketball players.
Institution system is an important part of modern social governance. Government, market and social relations within the system, as well as the corresponding institutional arrangements, can be said to ...be the top priority. Corporate social responsibility is an outstanding case that embodies the relationship and institutional arrangement of the three in practice.
Government regulation of social credit system is a good example to analysis it. The research on government regulation of social credit system itself is put forward from the perspective of government, so in the field of government regulation of social credit system, should enterprises play a role? Especially in the era of big data, a large number of data are provided by private enterprises. Without these data, it is difficult to complete the construction of big data system. If enterprises should play their role, what’s the contribution of the government? Academic and industrial circles have been expressing their own opinions on these issues.
Therefore, this paper attempts to build a game model among government, enterprise and society to solve the following problems: how to solve the relationship problem among government, enterprise and society? How to build the corresponding system? What’s the corresponding government regulation of China’s social credit system go from the perspective of business ethics?
Through the game model analysis, the author finds that shareholders can reduce the threat of CEO replacement and collude with the management staff members to make the cake (including the interests of stakeholders) smaller. But on the basis of the loss of stakeholders’ rights and interests, shareholders’ wealth is increasing, which also explains why more and more senior executives are trying to form collusion with stakeholders in the campaign against antitakeover and loose audit system. Shareholders’ rights and interests and stakeholders’ rights and interests present a seesaw phenomenon. The response of the stakeholders and shareholders to a better corporate governance model is consistent. That is to say, the increase of shareholders’ income is not necessarily based on the loss of stakeholders. The game model also shows that the protection of formal laws and regulations is the main factor to increase the benefits of stakeholders. Through the case of the social credit system, we will conclude that the formal laws and regulations cannot fully ensure the increase of stakeholders’ income, but also need to strengthen the transformation of institutional advantages into governance advantages, and strengthen the law enforcement. It will finally promote the further improvement of social credit system.
Introduction This study investigated the influence of team formation on goal-scoring efficiency through analysing the time required for a goal to be scored in elite football matches. Method The ...analysis was conducted using a comprehensive open access dataset encompassing eight major football competitions, including prestigious events such as the World Cup and the UEFA Champions League. It notably focused on the competing risks framework and employed the Fine and Gray model to account for the interplay between two competing events: team A scoring and team B scoring. Results Through analysis of Team A’s goal occurrences, we assessed the offensive capabilities of its formation and the defensive effectiveness of Team B’s composition in relation to the time it took for Team A to score a goal. Findings revealed that teams employing the 4-3-3 and 4-2-3-1 formations outperformed other formations (3-4-3, 3-5-2, 4-4-2, 4-5-1, 5-3-2, 5-4-1) regarding goal-scoring efficiency. Discussion By shedding light on the impact of team formation on goal scoring, this research contributes to a deeper understanding of some of the successful strategic aspects of elite football.
This study analysed the periods in which the most demanding passages (MDP) of play occurred during professional soccer matches, considering different criterion variables and investigating the effect ...that the playing position had on the MDP-of-play occurrence for each criterion variable. The MDP of play were calculated based on five criterion variables: distance covered (DIS), sprinting distance (SPD), high-metabolic load distance (HMLD), and the total of high-intensity accelerations and decelerations (ACC
HIGH
and DEC
HIGH
). The results showed that the first period of the match (0ʹ-15ʹ) was the interval with the highest frequency (i.e., the greatest % of cases) in which the players achieved the MDP of play for all the variables (DIS= 38.9%; SPD= 28.4%; HMLD= 37.7%; ACC
HIGH
= 54.3%; DEC
HIGH
= 48.8%). The playing position had no significant effect on MDP-of-play occurrence in any variable (likelihood ratio, LR= 15.88-32.05; p > 0.05; effect size, ES= 0.01-0.04), except for the DIS covered (LR= 32.05; p= 0.04; ES= 0.05), in which the most frequent MDP for the full backs occurred within the second period of the match (15ʹ-30ʹ). In conclusion, the first periods of the matches usually elicited the MDP of play and these periods need to be trained to prevent injuries and optimize performance.
The purpose of this study was to compare physical demands between game quarters and specific playing positions during official basketball competition. Thirteen professional male basketball players ...from the Spanish 2
Division were monitored across all 17 regular-season home games. Physical demands were analyzed using a local positioning system (WIMU PRO™, Realtrack Systems S.L., Almería, Spain) and included peak velocity, total distance covered, high-speed running (>18 km·h
), player load, jumps (>3G), impacts (>8G) and high-intensity accelerations (≥2 m·s
) and decelerations (≤-2 m·s
). A linear mixed model was used to test statistical significance (p < 0.05) between independent variables. Furthermore, standardized Cohen's effect size (ES) and respective 90% confidence intervals were also calculated. There was an overall decrease in all variables between the first and fourth quarter during competition. Specifically, total distance covered (p < 0.001; ES = -1.31) and player load (p < 0.001; ES = -1.27) showed large effects between the first and last period. Regarding differences between positions, guards presented significant increased values compared to centers (p = 0.04; ES = 0.51), whereas centers achieved significant larger results and moderate effects in comparison to guards in peak velocity (p = 0.01; ES = 0.88) and jumps (p = 0.04; ES = 0.86). In conclusion, physical demands vary between game quarters and playing positions during official competition and these differences should be considered when designing training drills to optimize game performance.
•A user-centric methodology to design and develop a real-world driven mobile serious game to spread awareness about COVID-19.•A study with 141 participants to evaluate the game as a COVID-19 learning ...tool and as a user-centered game.•Formulation of metrics to validate the standard MEEGA+ game evaluation model.•A comparison of results between the MEEGA+ model and the in-game analysis
Despite having numerous platforms to promote coronavirus awareness, a part of the population is not well informed about the basic knowledge related to the pandemic. This inspired us to design and implement a free-to-play game, Unlock Me, to help people learn about coronavirus easily yet effectively. A user-centric approach to designing the game has helped us understand the challenges people face and eventually to deliver an interactive game. We conducted an evaluation study across multiple age groups to understand the impact of Unlock Me to enhance COVID-19 learning of the player and to evaluate the quality of the game. The results are obtained by studying the player behavior and performing comparative analysis with Model for the Evaluation of Educational Games (MEEGA+), a standard game evaluation model. Our evaluation shows that there has been an increase in the awareness of players by 53% compared to pre-game awareness. 52.40% of the players found the game to be usable with a good player experience and learning.