• Home
  • Search
  • Модельные характеристики киберспортсменов на основе цифровых следов в видеоиграх
  • https://doi.org/10.62105/2949-6349-2025-2-3-26-37Copy DOI Icon

Модельные характеристики киберспортсменов на основе цифровых следов в видеоиграх

Show More
  • Abstract
  • Literature Map
  • References
  • Similar Papers
Abstract

Relevance. Esports has evolved from an amateur hobby into a professional sport of global significance. The effectiveness of esports athletes is determined not only by their abilities but also by their capacity to analyze and adapt gaming behavior based on data, which shapes their model characteristics. Modeling, as a leading method of sports training, is aimed at reproducing the patterns of an athlete’s activity for its optimization. In esports, model characteristics are reflected in the format of a digital footprint (rating) directly within the digital environments of video games. The study of the systematization of rating algorithms in video games that are international esports disciplines, as well as of the model characteristics derived from them, is highly relevant. Methods.Analysis of scientific literature and specialized Internet resources (digital footprints in 13 video games), expert survey (n=26), and modeling. Results. The article presents a review of scientific literature devoted to model characteristics in esports, as well as an analysis of scoring systems in video games that are international esports disciplines. Based on interviews with experts and analysis of digital footprint databases in video games, model characteristics of esports athletes were compiled. A systematic analysis of the model characteristics of esports athletes, formed through a comprehensive study of digital footprints generated in the process of gameplay interaction in video games, is presented. Model characteristics of esports athletes of various qualification levels were studied and structured across 13 video games (Dota 2, CS2, League of Legends, Valorant, Standoff 2, Warface, World of Tanks (Steel Hunter), World of Tanks (7x7 Esports), Mobile Legends: Bang Bang, Apex Legends, Fortnite, Rocket League, Tekken 8, FC 24 (sports simulator)) for each stage of sports training. Conclusion. The model characteristics of esports athletes based on digital footprints (ratings) in video games serve as a reference point for modeling training loads at each stage of sports training. The results of this study can become the foundation for sports selection as an important element of athletic preparation.

Similar Papers
  • Research Article
  • Citations3

Interactive game as a means of developing extracurricular activities in informatics

  • Dec 15, 2019
  • RUDN Journal of Informatization in Education
  • Olga Yu Zaslavskaya
  • Book Chapter
  • Citations2

Helping Hands: Designing Video Games with Interpersonal Touch Interaction

  • Jan 01, 2010
  • Cody Watts +2
  • Research Article
  • Citations35

Gazing at Games: An Introduction to Eye Tracking Control

  • Mar 05, 2012
  • Synthesis Lectures on Computer Graphics and Animation
  • Veronica Sundstedt
  • Research Article
  • Citations15

Let’s Talk Games: An Expert Exploration of Speech Interaction with NPCs

  • Apr 18, 2024
  • International Journal of Human–Computer Interaction
  • Nima Zargham +6
  • PDF
  • Research Article

ANALISIS VISUAL SPLASH ART KARAKTER LUX PADA GAME “LEAGUE OF LEGENDS”

  • Oct 16, 2023
  • Jurnal Dimensi DKV: Seni Rupa dan Desain
  • Josslyn Amelie +1
  • Research Article
  • Citations6

Occupational therapy rehabilitation of industrial setup hand injury cases for functional independence using modified joystick in interactive computer gaming in Anand, Gujarat

  • Jan 01, 2018
  • National Journal of Physiology, Pharmacy and Pharmacology
  • Deepak Ganjiwale +4
  • Research Article
  • Citations4

Racing Berlin

  • Jun 01, 2000
  • M/C Journal
  • Claudia Mesch
  • Research Article
  • Citations32

Does driving experience in video games count? Hazard anticipation and visual exploration of male gamers as function of driving experience

  • Nov 30, 2013
  • Transportation Research Part F: Traffic Psychology and Behaviour
  • Maria Rita Ciceri +1
  • Research Article

Video games for fitness

  • Mar 01, 2010
  • AAP News
  • Heather Waldron
  • Research Article
  • Citations3

Weighting the Position & Skillset of Players in League of Legends Using Analytic Hierarchy Process

  • Nov 30, 2021
  • Journal of IT in Asia
  • Jeremiah Anyi Wan Jr +2
  • Book Chapter
  • Citations5

The Inherent Conflicts of Musical Interactivity in Video Games

  • Apr 30, 2021
  • Richard Stevens
  • Research Article
  • Citations5

The Changes of Cognition in Teenagers after Playing Video Games

  • Aug 16, 2021
  • Journal of Student Research
  • Kunsh Singh +1
  • Research Article
  • Citations70

Interactive music video games and children's musical development

  • Feb 21, 2012
  • British Journal of Music Education
  • Lily Gower +1
  • Supplementary Content

Design Considerations for a Virtual Reality Serious Game Towards Connectedness to a Nature-Based Tourism Attraction

  • Aug 05, 2020
  • Griffith Research Online (Griffith University, Queensland, Australia)
  • Lewis A Carter
  • Dissertation

Identifying strategies of eSports players at various proficiency

  • Jan 01, 2021
  • Lawrence Edmondson
Cactus Communications logo

Copyright 2026 Cactus Communications. All rights reserved.