检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:陈永祥 陈子杨 CHEN Yongxiang;CHEN Ziyang(Bangkok Thonburi University,Bangkok,10700 Thailand;Graduate School of Harbin Sport University,Harbin,Heilongjiang Province,150008 China)
机构地区:[1]曼谷吞武里大学,泰国曼谷10700 [2]哈尔滨体育学院研究生院,黑龙江哈尔滨150008
出 处:《当代体育科技》2022年第23期179-182,共4页Contemporary Sports Technology
摘 要:通过体育运动与电子竞技的结合,体育类电子竞技游戏凭借高级模拟图像和真实的游戏感受,逐渐得到游戏玩家的关注和喜爱。该文就体育类电子竞技游戏对所属运动项目教学训练的促进作用进行研究,阐述了游戏的特点与分类,简述其与网络游戏的区别,分析了电子竞技对体育训练的帮助,以及其对所属运动项目教学训练的促进作用,为其他电子竞技游戏的发展提供借鉴。Through the combination of sports and e-sports,sports e-sports games,with its advanced simulation image and real feeling,gradually get the attention and love of game players.Therefore,this paper puts forward the research on the promotion of sports e-sports games on the teaching and training of their sports,expounds the characteristics and classification of games,and briefly describes the difference between sports e-sports games and online games.It analyzes the help of e-sports to sports training and its role in promoting the teaching and training of sports,so as to provide reference for the development of other e-sports games.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:3.20.224.152