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Linking Esports to health risks and benefits:Current knowledge and future research needs 被引量:1
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作者 Keyi Yin Yahua Zi +4 位作者 Wei Zhuang Yang Gao Yao Tong linjie song Yu Liu 《Journal of Sport and Health Science》 SCIE 2020年第6期485-488,共4页
1.Introduction Electronic sports(Esports),viewed as competitive and organized video gaming,1 are becoming accepted as a form of sports.2-4 Many digital video games associated with Esports are played through various pl... 1.Introduction Electronic sports(Esports),viewed as competitive and organized video gaming,1 are becoming accepted as a form of sports.2-4 Many digital video games associated with Esports are played through various platforms(e.g.,computers,consoles,mobile,streaming,or virtual reality)5 and involve either simulating competitive sports(motion-based)or combative(actionbased)activities.2 Esports have been around for more than 20 years1 and continue to thrive economically as a highly profitable gaming industry.2,6 Thanks to the advances in digital media and online game-streaming or cloud gaming technologies,there has been a rapid increase,on a global scale,in the popularity of Esports worldwide,6 evidenced by the exponential growth in participation,media coverage,viewership,sponsorship,and commercialization. 展开更多
关键词 COMPETITIVE SPORTS KNOWLEDGE
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球坐标换元法的应用探究
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作者 宋林洁 于先金 《河北理科教学研究》 2020年第4期18-20,共3页
探究球坐标换元法在三元最值问题、范围问题和不等式证明问题中的应用.
关键词 球坐标 最值 取值范围 不等式
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