Search
Search Results
-
Roguelike Games: The Way We Play
80-92Views:1625The spread of the gameable personal computers and game consoles resulted in the diversification of the video game genre, and from the 7th generation of the gaming consoles, the experience support of the games became largely enhanced. These games are now consumable owing to their resolution, the content, the plots are so fascinating so that they tie the gamer to the seat. Gamers seek experiences in the games. Still, such a special genre called roguelike was established, which is characterized by the constant termination of this world of experience in such a way that the gamer, as a results of the high level of difficulty, is obliged to start the game again and again. These new genre games are now leading titles of the new generation consoles, such as Demon’s Souls or the Returnal, gaining huge role in the introduction and sale of the new gaming console PS5. This study aims to reveal specifications of this genre, moreover, aims to describe through empirical research how gamers relate to it, and whether features of these games contribute to the devotion to them or lead to the disappointment from this world of experience.
-
Wearable technology usage among students of the University of Debrecen
33-47Views:150The lack of physical activity and the growing prevalence of a sedentary lifestyle are urgent public health problem worldwide. The problem is also typical of the young population, especially university students, who spend most of the day in a sitting position. Technological development is one of the catalysts for the rise of a sedentary lifestyle, nevertheless, thanks to this, many devices have appeared on the market that can be used to encourage physical activity. The widespread of wearable activity tracker devices – wristwatches, wristbands – among the population shows a constantly increasing trend, with a parallel increase in the amount of data collected about ourselves (step count, calories burned, heart rate). The main goal of the present study derives from the recognition of the gap in this field in the domestic sports science literature therefore our focus is on modern information technology tools in the dimension of physical activity. The aim of this study is to assess the attitudes of the university student population towards activity-tracking devices. We conducted a cross-sectional online quantitative survey (questionnaire) among DE GTK students. 340 people filled out the questionnaire correctly. In addition to descriptive statistics, parametric and non-parametric tests (Pearson's chi-square test, Fisher's exact test, t-test, Mann-Whitney test) were used to examine the relationships. The results of the statistical tests were considered significant if p<0.05. We performed the distribution of the variables using the Kolgomorov-Smirnov test. The majority of respondents (55%) have already tried some kind of wearable device that measures physical activity. Every third student (34%) are currently using their device. Those who have not tried these devices so far indicated the price as the primary deterrent. 32% of the students plan to invest in such a device in the future. 39% of device users use an activity tracker bracelet, while 61% use or used a smartwatch. In terms of sex, we did not find any differences in asset ownership. The primary goal of the students (66.8%) was to track their physical activity. The most frequently used function was tracking the number of steps, indicated by 81% of the respondents, followed by heart rate measurement (67%). Most of them (69%) set some kind of goal regarding their number of steps. According to every third student, they moved more as a result of the device and managed to maintain the increased level of physical activity. 44% of the students claimed that their physical activity did not change despite using the device. Students tend to disagree with the positive statements related to the devices in connection with a healthy lifestyle. Although the present study suggests that wearable devices have an impact on students and they track their measured data, it is questionable whether the devices themselves are enough of an incentive for students to develop a healthier lifestyle.
-
Sport Consumption, Fan Engagement, Sport Statistics – Post-specific Passing Characteristics in Football
Views:657Digitalization and the explosive development of technology have led to significant changes in football. Due to the increasing amount of data available through various sensors and other data collections, we can observe the rise of data-centric, analytical and statistically oriented thinking in football, which is also of interest to fans. Digitalisation is also closely linked to sports consumption, which is why we have seen significant changes in this area in recent years. The pandemic has further amplified the speed of digital transformation in the sports industry. One of the most important contents for sports organizations and their fans is the in-depth sports statistics and analysis that enhances the consumer experience. In our study, we examined the most common performance indicator in football, passing. Our goal was to examine the position-specific pass characteristics in detail, therefore we also examined different pass properties in our research. As a model for our analysis, I chose the premier league, which has the highest UEFA coefficient. The three rounds (rounds 30-32) of the championship season 2019/2020 have been recorded and analyzed in terms of passes. there was a significant difference between the average number of passes per game between defensive and offensive players (t=7,988, p<0.05). There is also a gradual decrease in the number of passes attempted per match and the accuracy of the pass in the examination of the middle positions when examining the positions in the depth of the pitch. For both pass accuracy and average pass count, the decreasing ranking corresponds to the position of positions on the pitch (order: 1, central defender 2, defensive midfielder 3, inside midfielder 4, attacking midfielder 5, striker). In the value indicator of the position for passes, offensive positions performed more effectively than defensive positions. The extreme positions also stand out among the attacking positions, where in the case of the position value per pass number, 23.3% of the total test was completed and 14% of the amount of the established position value indicators was provided by these posts. Overall, our study points to post-specific pass characteristics and, knowing this, we can state that the comparison of players' passing performance is relevant if the players are in the same or related positions.
-
Healthcare Management Education - Forms and Contents
Views:270Gaining autonomy of a subfield of a private discipline has become plural up to the XXI. century. The appearance of the management discipline at the beginning of the XX. century mostly dealt with the industrial sector, and it was in relationship with the maximalization of efficiency. For now management became on his own in the healthcare sector, certainly regarding the education forms, which is emphasized the numerous educational ways on international level. Educational forms have a binary feature on national level, offering one BA and one MA possibility to learn. The objective of this study is to reveal diversity of the international education forms, illustrating their more important specifications, comparing them with the domestic relationship, all of which may highlight the need for new or novel education forms.
-
COVID-19 Pandemic Impact on Employees’ Physical Activity
72-84Views:786Globalization and the recent explosive development of technology have significantly changed people’s lifestyles resulting in an increase in the number of people living a sedentary lifestyle. COVID-19 pandemic has exacerbated the situation and created an unprecedented situation in the world. In the present study, we investigate changes in the physical activity and sedentary behavior of adult workers caused by the coronavirus epidemic. In our online cross-sectional research, we used snowball methodology. The target group of the survey was adult workers. 108 people filled in the questionnaire, the majority (73.1%) are women, the average age is 37.18 years and most of them have higher degrees (Diploma: 74%, PhD: 14%). The present study revealed a decrease in physical activity and an increase in sedentary time for the employees in our study. Despite respondents detected a decrease in their physical activity, an increase was reported in the proportion of online training participants. The majority of respondents partially, or totally switched to work from home during the pandemic, which may further increase their sedentary lifestyle. We did not find significant differences among the domain of work and leisure time or occupational physical activity patterns. The workplace is a great opportunity for promoting physical activity and reducing sedentary time in the adult working population, therefore it would be important for organizations, decision-makers and health professionals to work on the design of strategies to these goals.
-
Crisis of the 9th Generation Game Consoles-Focus on Playstation 5 and Xbox Series X
1-10Views:423By the end of the past centrury, specific computers optimized for gaming, that is meeting the needs of the computer gamers, the so-called game consoles were introduced to the market. At the end of the last year, after waiting for so long, new types of the 9th generation consoles came into the market, produced by the Microsoft and the Sony. Ovation of this appearance is familiar and usual in the profession, which soon became exchanged by the space of dissatisfaction, since now, after the events of the past months we can declare that gaming on both platforms suffers from serious difficulties. This study, the methodological base of which is composed by case study, secondary analysis of available data, intends to highlight the facts which led to this situation, whether it is a temporary or a permanent situation, and how the market and the gaming society react to it. Results show that it does not seems to be a temporary phenomenon, and as a result of complex problems market anomalies have appeared, which considerably influences our relationship to the market of the consoles.