Purpose: The aims of this study were to:(1) provide a comprehensive physiological profile of simulated basketball activity and(2) identify temporal changes in player responses in controlled settings.Methods: State-lev...Purpose: The aims of this study were to:(1) provide a comprehensive physiological profile of simulated basketball activity and(2) identify temporal changes in player responses in controlled settings.Methods: State-level male basketball players(n = 10) completed 4 × 10 min simulated quarters of basketball activity using a reliable and valid courtbased test. A range of physiological(ratings of perceived exertion, blood lactate concentration([BLa~—]), blood glucose concentration([BGlu]), heart rate(HR), and hydration) and physical(performance and fatigue indicators for sprint, circuit, and jump activity) measures were collected across testing.Results: Significantly reduced [BLa~—](6.19 ± 2.30 vs. 4.57 ± 2.33 mmol/L; p = 0.016) and [BGlu](6.91 ± 1.57 vs. 5.25 ± 0.81 mmol/L;p = 0.009) were evident in the second half. A mean HR of 180.1 ± 5.7 beats/min(90.8% ± 4.0% HR max) was observed, with a significant increase in vigorous activity(77%—95% HR max)(11.31 ± 6.91 vs. 13.50 ± 6.75 min; p = 0.024) and moderate decrease in near-maximal activity(>95% HR_(max))(7.24 ± 7.45 vs. 5.01 ± 7.20 min) in the second half. Small increases in performance times accompanied by a significantly lower circuit decrement(11.67% ± 5.55% vs. 7.30% ± 2.16%; p = 0.032) were apparent in the second half.Conclusion: These data indicate basketball activity imposes higher physiological demands than previously thought and temporal changes in responses might be due to adapted pacing strategies as well as fatigue-mediated mechanisms.展开更多
Video gaming has been rising rapidly to become one of the primary entertainment media,especially during the COVID-19 pandemic.Playing video games has been reported to associate with many psychological and behavioral t...Video gaming has been rising rapidly to become one of the primary entertainment media,especially during the COVID-19 pandemic.Playing video games has been reported to associate with many psychological and behavioral traits.However,little is known about the connections between game players’behaviors in the virtual environment and environmental perceptions.Thus,the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing:New Horizons(ACNH)game players from 29 countries around the globe.The data set consists of six major categories:1)socio-demographic profile,2)COVID-19 concern,3)environmental perception,4)gameplaying habit,5)in-game behavior,and 6)game-playing feeling.By making this data set open,we aim to provide policymakers,game producers,and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions,which could help produce video games in compliance with the United Nations(UN)Sustainable Development Goals.展开更多
基金support of the players and coaches in the Rockhampton representative U18 team
文摘Purpose: The aims of this study were to:(1) provide a comprehensive physiological profile of simulated basketball activity and(2) identify temporal changes in player responses in controlled settings.Methods: State-level male basketball players(n = 10) completed 4 × 10 min simulated quarters of basketball activity using a reliable and valid courtbased test. A range of physiological(ratings of perceived exertion, blood lactate concentration([BLa~—]), blood glucose concentration([BGlu]), heart rate(HR), and hydration) and physical(performance and fatigue indicators for sprint, circuit, and jump activity) measures were collected across testing.Results: Significantly reduced [BLa~—](6.19 ± 2.30 vs. 4.57 ± 2.33 mmol/L; p = 0.016) and [BGlu](6.91 ± 1.57 vs. 5.25 ± 0.81 mmol/L;p = 0.009) were evident in the second half. A mean HR of 180.1 ± 5.7 beats/min(90.8% ± 4.0% HR max) was observed, with a significant increase in vigorous activity(77%—95% HR max)(11.31 ± 6.91 vs. 13.50 ± 6.75 min; p = 0.024) and moderate decrease in near-maximal activity(>95% HR_(max))(7.24 ± 7.45 vs. 5.01 ± 7.20 min) in the second half. Small increases in performance times accompanied by a significantly lower circuit decrement(11.67% ± 5.55% vs. 7.30% ± 2.16%; p = 0.032) were apparent in the second half.Conclusion: These data indicate basketball activity imposes higher physiological demands than previously thought and temporal changes in responses might be due to adapted pacing strategies as well as fatigue-mediated mechanisms.
文摘Video gaming has been rising rapidly to become one of the primary entertainment media,especially during the COVID-19 pandemic.Playing video games has been reported to associate with many psychological and behavioral traits.However,little is known about the connections between game players’behaviors in the virtual environment and environmental perceptions.Thus,the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing:New Horizons(ACNH)game players from 29 countries around the globe.The data set consists of six major categories:1)socio-demographic profile,2)COVID-19 concern,3)environmental perception,4)gameplaying habit,5)in-game behavior,and 6)game-playing feeling.By making this data set open,we aim to provide policymakers,game producers,and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions,which could help produce video games in compliance with the United Nations(UN)Sustainable Development Goals.