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1.
The aim of the present paper was to examine the differences in game-related statistics between basketball players who are selected for the starting five of the team (starters) and those who are not (nonstarters) when related to game outcome (winning and losing) and team quality (best teams, teams classified for the playoffs; and worst teams, teams who miss playoff classification). Archival data were gathered for all 2002-2003 regular season games from the Portuguese Professional League (N = 156). Discriminant analysis was used to identify the game-related statistics that differentiate between starters and nonstarters and interpreted by the examination of the structure coefficients (SC). When the best teams won the games, results described differences between starters and nonstarters with an emphasis on defensive rebounds (SC = .32), assists (SC = .32) and committed fouls (SC = -.68). When the worst teams won the games, results described differences between starters and nonstarters with an emphasis on 2-point field goals successful (SC = .47) and unsuccessful (SC = .48), defensive rebounds (SC =.39), successful free throws (SC =.32), and committed fouls (SC = -.55). An also important finding was that, in best teams, the nonstarters' performance was worse in the games that the team lost, whereas in worst teams, it was the starters' performance that was worse in the games that the team lost.  相似文献   

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3.
The purpose of the present study was to examine the relation of verbal aggressiveness and state anxiety (somatic, cognitive, and self-confidence) in sports settings based on the ratings by volleyball coaches and their athletes. The sample consisted of volleyball athletes (n=208; 98 men and 110 women) and their coaches (n=20; 16 men and 4 women). Analysis showed that male volleyball players rated somatic anxiety higher and were more affected by the verbal aggressiveness of their coaches than female volleyball players. No mean differences were significant for male and female coaches on somatic or cognitive anxiety, self-confidence, or verbal aggressiveness. Also, correlation between subscale scores for male and female volleyball players and coaches was found. The correlations of verbal aggressiveness with self-confidence and anxiety were positive for these athletes, leading them to better behavior. This relationship needs further examination in sport settings.  相似文献   

4.
To test the hunter-gatherer theory of cognitive sex differences, men and women each played four video games on a Wii console: two games simulating skills necessary for hunting (navigation and shooting) and two games simulating skills necessary for gathering (fine motor and visual search). Men outperformed women on the two hunting games, whereas there were no sex differences on the gathering skill games. The findings are discussed in terms of evolutionary psychology theory.  相似文献   

5.
This study investigated the effects of a dependent group-oriented contingency on the supportive and non-supportive fair play behaviors of 6th grade students engaged in volleyball games as part of their physical education instruction. Six students, one male and one female per class, from three classes, identified as demonstrating low incidences of supportive behaviors during volleyball games, were participants in this study. A multiple baseline across classes design was used to examine the data. During baseline few incidences of non-supportive behaviors occurred among all six students. However, the participants seldom displayed supportive behaviors during games (i.e., encouraged each other). Following the introduction of the dependent group contingency, supportive behaviors for all participants increased. Follow-up data, collected in an alternative setting, indicated variable maintenance. The results are discussed in the context of group contingencies and social behaviors in sports.  相似文献   

6.
Questionnaires concerning attitudes toward use of microcomputers at home, in school, and at video arcades were administered to 879 high school students. Direct observations of adolescent proxemics and sex differences, and of various parameters of video games in 18 video arcades were made. A thorough and representative content analysis of sex bias of microcomputer software advertising brochures was carried out. Results supported previous findings of overrepresentation of masculine culture in the adolescent world of microcomputers, particularly regarding video games. Various types of computer-related activity were not related to socioeconomic class of the parents or to academic grades except for use of home microcomputers, which was mildly positively related to socioeconomic class (r = .124, p less than .001). Nearly half the activity in the arcades was strictly solitary. None of the arcade video games allowed for cooperative play. Most allowed only for sequential competition (86%) or simultaneous competition (7%); as many as 7% did not provide a display of the scores for a second player.  相似文献   

7.
Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.  相似文献   

8.
The different adaptive problems faced by men and women over evolutionary history led evolutionary psychologists to hypothesize and discover sex differences in jealousy as a function of infidelity type. An alternative hypothesis proposes that beliefs about the conditional probabilities of sexual and emotional infidelity account for these sex differences. Four studies tested these hypotheses. Study 1 tested the hypotheses in an American sample (N = 1,122) by rendering the types of infidelity mutually exclusive. Study 2 tested the hypotheses in an American sample (N = 234) by asking participants to identify which aspect of infidelity was more upsetting when both forms occurred, and by using regression to identify the unique contributions of sex and beliefs. Study 3 replicated Study 2 in a Korean sample (N = 190). Study 4 replicated Study 2 in a Japanese sample (N = 316). Across the studies, the evolutionary hypothesis, but not the belief hypothesis, accounted for sex differences in jealousy when the types of infidelity are rendered mutually exclusive; sex differences in which aspect of infidelity is more upsetting when both occur; significant variance attributable to sex, after controlling for beliefs; sex-differentiated patterns of beliefs; and the cross-cultural prevalence of all these sex differences.  相似文献   

9.
Questionnaires concerning attitudes toward use of microcomputers at home, in school, and at video arcades were administered to 879 high school students. Direct observations of adolescent proxemics and sex differences, and of various parameters of video games in 18 video arcades were made. A thorough and representative content analysis of sex bias of microcomputer software advertising brochures was carried out. Results supported previous findings of overrepresentation of masculine culture in the adolescent world of microcomputers, particularly regarding video games. Various types of computer-related activity were not related to socioeconomic class of the parents or to academic grades except for use of home microcomputers, which was mildly positively related to socioeconomic class (r = .124, p < .001). Nearly half the activity in the arcades was strictly solitary. None of the arcade video games allowed for cooperative play. Most allowed only for sequential competition (86%) or simultaneous competition (7%); as many as 7% did not provide a display of the scores for a second player.  相似文献   

10.
Using a joystick, adults (n = 39 males, 40 females in Experiment 1; n = 35 males, 40 females in Experiment 2; and n = 18 males, 18 females in Experiment 3) performed a computerized pursuit tracking task. Contrary to previously reported findings, the males were not more accurate than the females when performance was adjusted for prior perceptual-motor experience. Although no sex differences were found in a speeded tracking task, in an inverted tracking task the males exhibited a significant performance advantage; that advantage remained after several blocks of practice. Because participants' performance was adjusted statistically for prior perceptual-motor experience, the male advantage in inverted tracking was not related to experience. Rather, more proficient inverted tracking performance was associated with higher 3-dimensional mental rotations scores. In sum, sex differences in normal pursuit tracking may be better explained by differences in perceptual-motor experience. Inverted tracking, however, may depend on proficiency with spatial transformations.  相似文献   

11.
In this study were examined differences in attentional style of athletes engaged in two open skill sports requiring high reactivity (karate and volleyball) in groups with high or low experience. 42 healthy men, 24 volleyball players, 12 of High Experience (first division Italian League players whose M age was 28 yr. (SD=5) and 12 of Low Experience (prejunior Italian team athletes whose M age was 19 yr. (SD= 2). and 18 karateka, 9 of High Experience (3rd and 4th dan black belt athletes whose M age was 31 yr., SD=5) and 9 of Low Experience (1st and 2nd dan black belt karateka whose M age was 32 yr., SD=5). Tests involved different types of attention: Alert, Go/No-Go, Divided Attention, and Working Memory. For each one, the reaction time (RT), variability, change in RT, and number of errors were analysed. Karateka of High Experience reacted faster than those of Low Experience on the simple RT test, Alert (M RT: 204 vs 237 msec., p< .01), while on the Divided Attention test, the High Experience subjects performed more poorly and committed more errors (M errors: 4.89 vs 1.44, p <.003). Young volleyball players of Low Experience reacted faster than colleagues of High Experience on the Alert (M RT: 187 vs 210 msec., p<.01) and Divided Attention tests (M RT: 590 vs 688 msec., p<.001) but committed more errors (Divided Attention test, M errors: 6.50 vs 3.08, p<.007). For the Divided Attention and Working Memory tests, correlations were positive among errors, RT, and RT variability but only for volleyball athletes of High Experience, suggesting they showed higher attention and stability in complex reactions than the group with Low Experience. No significant correlations were noted for either group of karateka on complex reactions. Results suggested that the attentional resources were engaged in different ways in the two groups of athletes and, in each group, there were differences between persons of High and Low Experience.  相似文献   

12.
This short‐term longitudinal study examined activities at recess and peer relations. We were interested in changes over the school year, and the sex and ethnic mix of groups. Data came from systematic observations of 129 pupils (61 boys and 68 girls) aged 7–8 years. Results showed that peer interaction dominated recess. Ball games increased over the year, and chasing games decreased. Aggression was most common during vigorous play and conversation, but not ball games. Cleavage in boys' and girls' play and activity was common but not inevitable. Mixed‐sex play was not supported by particular game types. Boys' game networks were larger than those of girls but there were no sex differences in active networks. There was little ethnic group segregation on playgrounds, and games became more integrated with time. The results indicate that playground activities can have a positive role in social relations between different ethnic groups.  相似文献   

13.
Home advantage is a well-established phenomenon in many sports. The present study is unique in that it includes different sports analysed in the same country, at the same level of competition, and over the same time period. Nine team sports from Spain were included: baseball, basketball, handball, indoor soccer, roller hockey, rugby, soccer, volleyball, and water polo. Data for five seasons (2005-2006 to 2009-2010) were obtained, totaling 9,472 games. The results confirmed the existence of home advantage in all nine sports. There was a statistically significant difference between the sports; home advantage was highest in rugby (67.0%), and lowest in volleyball (55.7%), water polo (56.2%), and roller hockey (58.3%). The design of the study controlled for some of the likely causes of home advantage, and the results suggested that the high home advantage for rugby was likely a reflection of the continuous, aggressive, and intense nature of the sport.  相似文献   

14.
In this research, we examined children's awareness of inconsistencies in messages that are meaningful for children, instructions for games. In the first experiment, kindergarten (n = 25) and second- (n = 25) and fourth-grade (n = 26) children were individually read the instructions for two games, each of which included two inconsistent statements. Chi-square analyses yielded a significant effect for grade for one game (p < .05) and a marginally significant effect for a second game (p < .10). In a second experiment, second- (n = 40), fourth- (n = 40), and sixth-grade (n = 40) children were read the instructions for two games, each of which included two statements that were inconsistent. An analysis of variance demonstrated that with an increase in grade, there was a significant increase (p < .001) in awareness that a message contained an inconsistency. The analysis also indicated that the subjects were more willing (p < .08) to question an adult than they were to question a child about an inconsistency. Moreover, a regression analysis indicated that awareness of inconsistencies in the rules for games was significantly related to memory (p < .001) and to one's ability to note inconsistencies in shorter, simpler messages (p < .001).  相似文献   

15.
Using a joystick, adults (n = 39 males, 40 females in Experiment 1; n = 35 males, 40 females in Experiment 2; and n = 18 males, 18 females in Experiment 3) performed a computerized pursuit tracking task. Contrary to previously reported findings, the males were not more accurate than the females when performance was adjusted for prior perceptual-motor experience. Although no sex differences were found in a speeded tracking task, in an inverted tracking task the males exhibited a significant performance advantage; that advantage remained after several blocks of practice. Because participants' performance was adjusted statistically for prior perceptual-motor experience, the male advantage in inverted tracking was not related to experience. Rather, more proficient inverted tracking performance was associated with higher 3-dimensional mental rotations scores. In sum, sex differences in normal pursuit tracking may be better explained by differences in perceptual-motor experience. Inverted tracking, however, may depend on proficiency with spatial transformations.  相似文献   

16.
In the present study, the interplay of player performance, game-related self-efficacy experiences, and the resulting effects on game enjoyment are investigated. We hypothesized that a player's performance stimulates enjoyment via its potential to stimulate game-related self-efficacy experiences. In a laboratory setting, participants (N?=?213) played a jump 'n' run game. Their performance during game play was recorded by log-file software, and efficacy and enjoyment were assessed with questionnaires. As predicted, both player performance and game-related self-efficacy experience were significant predictors of enjoyment. Furthermore, the results demonstrate that game-related self-efficacy experience significantly mediates the relationship between player performance and game enjoyment.  相似文献   

17.
Precompetition anxiety in Chinese athletes   总被引:1,自引:0,他引:1  
Precompetition anxiety and self-confidence were investigated in a sample of 132 male and 103 female Shanghai college athletes. The participants were administered the Competitive State Anxiety Inventory-2 of Martens, et al. 30 to 40 min. before competing in important track and field events or basketball games. Analysis by independent t tests showed that there were no sex differences in scores on the Cognitive Anxiety, Somatic Anxiety, or Self-confidence subscales; however, compared to those in team sports (basketball), athletes competing individually (track and field) scored significantly higher on the Somatic Anxiety subscale and significantly lower on the Self-confidence subscale. Comparisons with data from comparable North American samples indicated that Chinese athletes reported lower scores on Cognitive Anxiety and Somatic Anxiety but similar scores on Self-confidence.  相似文献   

18.
Use of electronic games by young children and fundamental movement skills?   总被引:1,自引:0,他引:1  
This study investigated associations between pre-school children's time spent playing electronic games and their fundamental movement skills. In 2009, 53 children had physical activity (Actigraph accelerometer counts per minute), parent proxy-report of child's time in interactive and non-interactive electronic games (min./week), and movement skill (Test of Gross Motor Development-2) assessed. Hierarchical linear regression, adjusting for age (range = 3-6 years), sex (Step 1), and physical activity (cpm; M=687, SD=175.42; Step 2), examined the relationship between time in (a) non-interactive and (b) interactive electronic games and locomotor and object control skill. More than half (59%, n=31) of the children were female. Adjusted time in interactive game use was associated with object control but not locomotor skill. Adjusted time in non-interactive game use had no association with object control or locomotor skill. Greater time spent playing interactive electronic games is associated with higher object control skill proficiency in these young children. Longitudinal and experimental research is required to determine if playing these games improves object control skills or if children with greater object control skill proficiency prefer and play these games.  相似文献   

19.
This study examined verbal aggressiveness of coaches as perceived by their athletes, 108 senior athletes (57 boys and 51 girls) ages 15-19 years. Participants were basketball players (56 athletes) and volleyball players (52 athletes) who completed questionnaires. The scale of verbal aggressiveness showed high internal consistency. A two-way analysis of variance, conducted using sex and sport as independent variables to examine interactions, yielded significant differences between adolescent volleyball and basketball athletes. Volleyball athletes had lower scores on the Verbal Aggressiveness Scale than basketball players. Research with larger samples and other sports is recommended.  相似文献   

20.
PurposeThe purpose of this study was to compare hand selection and accuracy of technical skills between low- and high-pressure games of the National Basketball Association (NBA) in the 2018–2019 regular season and playoffs.MethodA notational analysis was conducted on 24 games of four teams (12 low-pressure games and 12 high-pressure games, six of each team, three in each condition). One- or two-handed actions were recorded for dribbling, passing, catching, and shooting (layups, dunks, hooks, and tips) skills.ResultsDuring high-pressure games, players significantly increased the frequency of right-handed passing. High-pressure games also increased the frequency of left-handed catching. For dribbling and shooting, no differences were observed in hand frequency between conditions. The success rate of all analyzed skills was similar between the hands in both low- and high-pressure conditions.ConclusionOur results showed that game pressure could selectively modulate hand preference for passing and catching skills in elite-level basketball while presenting no significant effect on performance between hands.  相似文献   

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