The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Adrián Mateo-Orcajada;Lucía Abenza-Cano;Juan Pablo Rey-López;Raquel Vaquero-Cristóbal
{"title":"The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game","authors":"Adrián Mateo-Orcajada;Lucía Abenza-Cano;Juan Pablo Rey-López;Raquel Vaquero-Cristóbal","doi":"10.1109/TG.2024.3377604","DOIUrl":null,"url":null,"abstract":"Little is known about the interactions between the iceberg profile, which is characterized by high vigor scores, as opposed to low scores in tension, depression, anger, fatigue, and confusion, and performance in <italic>League of Legends</i> (LOL). For these reasons, the objectives of the present research were to analyze whether the performance was influenced by the presence of the iceberg profile before the start of the game and to determine the changes produced in the iceberg profile of esports players as a function of the final outcome of the game, the players' performance during the game, and pregame anxiety and self-confidence. The participants were players in a professional LOL esports team during a SuperLiga Orange spring split. The profile of mood states and competitive state anxiety inventory-2 questionnaires were used. Performance was assessed using in-game variables, such as game result, favorable and unfavorable plays, and kills/deaths/assists ratio. The results showed that no changes were found in the performance of the players according to the pregame iceberg profile. Changes were found in the pre- and postgame iceberg profile, according to the final outcome of the game, and the favorable and unfavorable plays. Furthermore, the psychological variables cognitive and somatic anxiety, and self-confidence, had a relationship with the presence or absence of the iceberg profile. To conclude, the iceberg profile does not seem to influence the performance of esports players, although it is modified by events that occur during the game.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"76-87"},"PeriodicalIF":2.8000,"publicationDate":"2024-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10472657/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0

Abstract

Little is known about the interactions between the iceberg profile, which is characterized by high vigor scores, as opposed to low scores in tension, depression, anger, fatigue, and confusion, and performance in League of Legends (LOL). For these reasons, the objectives of the present research were to analyze whether the performance was influenced by the presence of the iceberg profile before the start of the game and to determine the changes produced in the iceberg profile of esports players as a function of the final outcome of the game, the players' performance during the game, and pregame anxiety and self-confidence. The participants were players in a professional LOL esports team during a SuperLiga Orange spring split. The profile of mood states and competitive state anxiety inventory-2 questionnaires were used. Performance was assessed using in-game variables, such as game result, favorable and unfavorable plays, and kills/deaths/assists ratio. The results showed that no changes were found in the performance of the players according to the pregame iceberg profile. Changes were found in the pre- and postgame iceberg profile, according to the final outcome of the game, and the favorable and unfavorable plays. Furthermore, the psychological variables cognitive and somatic anxiety, and self-confidence, had a relationship with the presence or absence of the iceberg profile. To conclude, the iceberg profile does not seem to influence the performance of esports players, although it is modified by events that occur during the game.
冰山轮廓不会影响《英雄联盟》精英玩家的表现,但会随着游戏事件的发生而改变
冰山轮廓的特点是精力充沛,而不是紧张、抑郁、愤怒、疲劳和困惑的得分较低,关于冰山轮廓与《英雄联盟》(LOL)中的表现之间的相互作用,我们知之甚少。基于这些原因,本研究的目的是分析游戏开始前冰山轮廓的存在是否会影响电子竞技玩家的表现,并确定游戏最终结果、玩家在游戏中的表现以及赛前焦虑和自信对电子竞技玩家冰山轮廓产生的变化的作用。参与者是参加超级联赛Orange春季赛的LOL职业战队的选手。采用情绪状态量表和竞争状态焦虑量表-2问卷。玩家的表现是通过游戏内部变量来评估的,比如游戏结果、有利和不利的玩法以及击杀/死亡/助攻比率。结果表明,根据赛前冰山轮廓,球员的表现没有变化。根据游戏的最终结果,以及有利和不利的玩法,发现了游戏前后冰山轮廓的变化。此外,心理变量认知焦虑和躯体焦虑以及自信与冰山轮廓的存在与否有关系。综上所述,冰山轮廓似乎不会影响电子竞技选手的表现,尽管它会受到比赛过程中发生的事件的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信