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上海市高校學(xué)生電子競技參與現(xiàn)狀及對策研究

發(fā)布時間:2018-11-27 19:32
【摘要】:電子競技是我國正式開放的第99個體育競技項目。隨著科技的快速發(fā)展,人們接觸電腦與網(wǎng)絡(luò)的時間越來越多,尤其在高校校園中,競技游戲已經(jīng)成為了廣大學(xué)生學(xué)習(xí)之余的一項重要活動。這種新型的體育項目已經(jīng)逐漸被大眾認(rèn)可,并且正在我國高等院校中發(fā)展與完善。如何讓在校大學(xué)生全面正確地認(rèn)識電子競技運動,并依照電子競技運動本身的特征正確的指引學(xué)生健康參與這一運動,探究學(xué)生參與電子競技的特征,思考電子競技運動如何在高校校園中能夠得到更好的發(fā)展,已經(jīng)成為了一個跨時代意義的新興主題。本文以上海市高校學(xué)生參與電子競技活動作為調(diào)查研究的主線,以上海市6所院校學(xué)生為調(diào)查對象,采用文獻(xiàn)資料法、問卷調(diào)查法、數(shù)理統(tǒng)計法和對比研究法作等研究方法對高校學(xué)生的電子競技參與情況進(jìn)行了研究,明確了學(xué)生參與電子競技的基本特征;同時,指明了電子競技存在的巨大價值,電子競技不僅能夠促進(jìn)青少年的健康成長,而且可以幫助學(xué)生實現(xiàn)高校體育的課程目標(biāo);另外,本文重點研究了影響電子競技在高校校園中發(fā)展的因素。通過研究得出以下結(jié)論:1.大學(xué)生對電子競技這個新興的項目已經(jīng)有了一定程度的認(rèn)識。其中校園軟硬件的支持、學(xué)生興趣的引導(dǎo)以及電子競技自身項目特點是學(xué)生們認(rèn)為電子競技在校園中開展與學(xué)生參與的最重要原因。2.在平時對電子競技的參與時間、參與地點、參與同伴和適合自己的參與項目有了一定的安排。其中周末與節(jié)假日參與為主要的參與時間,宿舍是學(xué)生們參與的主要地點,參與同伴大多為學(xué)生及網(wǎng)絡(luò)游戲中的朋友,對抗類競技類游戲是學(xué)生們的主要游戲選擇。3.在參與電子競技的過程中,對自己的社會性發(fā)展能力、認(rèn)知能力、健康的人格和體育意識也都有著不同程度的提高。在參與過程中,積極情緒占主要部分,學(xué)生們普遍認(rèn)為電子競技對自己的觀察力、注意力與思維能力有提高,并且認(rèn)為通過電子競技活動可以提高自己的交際能力,擴(kuò)大人際交往面。4.學(xué)生對學(xué)校的組織形式并不十分滿意,學(xué)生的參與沒有規(guī)范統(tǒng)一的組織和管理,F(xiàn)階段學(xué)校中的電子競技活動大部分還是學(xué)生自發(fā)組織,但是學(xué)生對校園電子競技社團(tuán)的作用大多持積極態(tài)度。5.學(xué)生對于參與電子競技的消費比較保守,這與每個學(xué)生的不同條件以及電子競技本身的特點有一定的關(guān)系。購買電子競技專業(yè)外設(shè)的人數(shù)并不多,但是曾在電子競技活動過程中消費過的學(xué)生人數(shù)很多。6.在影響校園電子競技活動的因素調(diào)查中,傳統(tǒng)觀念、電子競技特征認(rèn)知情況、參與時間和參與伙伴、參與時產(chǎn)生的不良情緒、缺乏組織管理者與相關(guān)政策、大學(xué)生對游戲消費意識不高等幾點的特征值最高,是影響電子競技活動在校園中開展與學(xué)生參與的主要因素?傮w而言,電子競技在高校中已經(jīng)進(jìn)入快速發(fā)展的時期,學(xué)生對于電子競技的參與度也在逐步提高。并據(jù)此提出相應(yīng)建議。
[Abstract]:E-competition is the first 99 sports competition in China. With the rapid development of science and technology, people contact the computer and the network more and more, especially in the university campus, the competitive game has become an important activity of the students' learning. This new type of sports has gradually been recognized by the public, and is being developed and perfected in higher institutions of higher learning in our country. How to make the college students fully and correctly know the electronic competitive sports, and to guide the students' healthy participation in this exercise according to the characteristics of the electronic competitive sports itself, to explore the characteristics of the students' participation in the electronic competition, It has become a new subject of cross-time to think about how the electronic competitive sports can get better development in the university campus. This paper, taking the participation of the students in Shanghai as the main line of the investigation and research, takes the students of 6 colleges and universities in Shanghai as the subject of the investigation, and adopts the methods of documentation, the questionnaire and the questionnaire. The paper makes a study on the participation of the e-competitive participation of the university students by the methods of mathematical statistics and comparative study, and makes clear the basic characteristics of the students' participation in the electronic competition. At the same time, the great value of the e-competitive existence is pointed out. E-sports not only can promote the healthy growth of the youth, but also can help the students to realize the course goal of the university physical education; in addition, the paper focuses on the factors that influence the development of the electronic competition in the university campus. The following conclusions were obtained by the study: 1. The university students have a certain degree of understanding of the new project of e-competition. The support of the hardware and software of the campus, the guidance of the students' interest and the characteristics of the e-competitive themselves are the most important reasons that the students consider the electronic competition to carry out the students' participation in the campus. At ordinary times, the participation time of the electronic competition, the participating place, the participating partner and the participation project suitable for themselves have a certain arrangement. The participation of the weekend and the holidays is the main participation time, the dormitory is the main place of the students' participation, the participants are mostly students and friends in the online game, and the anti-competitive games are the main game options of the students. In the process of participating in the electronic competition, the social development ability, the cognitive ability, the healthy personality and the physical education consciousness have different degrees. In the process of participation, the positive emotion accounts for the main part, and the students are generally considered to have an improvement in the observation force, the attention and the thinking ability of the electronic competition, and it is thought that the electronic competitive activity can improve the communication ability and enlarge the human communication surface. The students are not very satisfied with the organization form of the school, and the participation of the students is not standardized and unified. At present, most of the e-competitive activities in the school are self-organized by the students, but the students have a positive attitude to the role of the campus e-competitive society. The students' consumption of participating in the electronic competition is more conservative, which is related to the different conditions of each student and the characteristics of the electronic competition itself. There is not a large number of electronic competitive peripherals, but the number of students who have consumed in the course of e-competitive activity is many. In the study of the factors that affect the electronic competitive activity of the campus, the traditional concept, the cognitive situation of the electronic competitive feature, the participation time and the participating partner, the bad mood generated in the participation, the lack of the organization manager and the related policy, the college students have the highest value of the characteristic value of the low awareness of the game consumption, It is the main factor that affects the participation of e-competitive activities in the campus. In general, the electronic competition has entered the period of rapid development in the university, and the participation of the students in the electronic competition is also gradually increasing. and accordingly propose corresponding suggestions.
【學(xué)位授予單位】:上海師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2015
【分類號】:G899-4

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