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机构地区:[1]宁波工程学院人文与艺术学院,浙江 宁波 [2]宁波工程学院体育部,浙江 宁波 [3]宁波工程学院高教所,浙江 宁波
出 处:《体育科学进展》2021年第2期180-187,共8页Advances in Physical Sciences
摘 要:电子竞技,即E-sports,是指在具体规则规范和指导下,以电子设备为运动器械所开展的人与人之间的智力与体力的对抗运动。近年来,我国的电子竞技行业正在高速发展。从2003年电子竞技成为中国体育总局承认的第99个正式体育项目到2020年亚奥理事会宣布电子竞技成为亚运会正式比赛项目,越来越多的电子竞技爱好者参与其中,高校大学生便是其中一个较为活跃的群体。如今,电竞在高校的发展速度迅猛。据不完全统计,全国已经有20多所高校相继开设了电子竞技专业。然而,由于传统教育理念和电竞之间的固有矛盾和冲突,还是有不少高校对电竞的批判始终未能摆脱过往的认知,他们认为进行电子竞技运动不仅会对学生的学习和身体健康造成影响,还会耽误学生课余参与其他学生组织。因此,对其的相关研究是有必要的。本文利用文献分析、问卷调查等方法对宁波市各大高校学生参与校园学生组织的情况进行实证研究。研究结果发现:第一,大学生进行电子竞技的强度对其参与校园学生组织没有显著影响;第二,同电子竞技相比,参与网络游戏不会对大学生校园学生组织参与度造成更加严重的负面影响。E-sports refer to the intellectual and physical confrontational sports between people carried out with electronic equipment as sports equipment under specific rules and guidance. In recent years, Chinese e-sports industry is developing at a high speed. From 2003, when e-sports became the 99th official sport recognized by the General Administration of Sports of China to 2020, the Olympic Council of Asia announced that e-sports will become the official event of the Asian Games. More and more e-sports enthusiasts are participating, college students are one of the most active groups. Nowadays, e-competition in colleges and universities is growing violently. According to incomplete statistics, more than 20 colleges and universities across the country have successively opened e-sports majors. However, due to the inherent contradictions and conflicts between traditional educational concepts and e-sports, many colleges and universities still have not been able to get rid of their past cognitions on e-sports. They believe that playing e-sports will not only affect students’ learning and physical fitness, but also delays students’ participation in other student organizations after school. Therefore, relevant research on it is necessary. This article uses literature analysis, questionnaire surveys and other methods to conduct an empirical study on the participation of students from various universities in Ningbo in campus student organizations. The results of the study show that: First, the intensity of college students’ e-sports has no significant impact on their participation in campus student organizations;second, compared with e-sports, participating in online games will not have a more serious negative impact on the participation of college students’ campus student organizations.
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