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    Clarifying the Sharpened network diversity in French flair rugby

    Koh Sasaki
    Mitsuyuki Nakayama
    Eiji Kutsuki
    Kensuke Iwabuchi
    Takumi Yamamoto
    Ichiro Watanabe
    Hironobu Shimozono
    Jun Murakami
    Takashi Katsuta
    Takuo Furukawa
    Ichiro Kono

    This study aimed that open rugby, known as flair rugby, drives the modern game by analyzing the 2022-2023 international test matches of France representative team. We examined the superiority of a spatial tactic called French flair rugby. First, the advantage of creating a relatively large number of networks was demonstrated. From the transitivity analysis of the network (CUG test; Conditional Uniform Graph test), the cooperation occurs at a higher level than in other networks. The network graph structure showed which players functioned centrally at which time of match as unusual positions, i.e., multi-position and multi-skill. In this study, we operationally defined this diversity as the sum of the standardized eigenvector centralities. We found that the increase in the time-series score balance tended to reduce and sharpened the diversity. As a result of examining a scale-free model in network theory, Sharpening the diversity (central and transitive role players) tended of the network power law scaling.

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  • Special Issue Environmental Sciences Psychology and Education Sociology

    The Effects of Positive and Negative Ions on esports Performance and Arousal Levels Part 2 -Testing Higher Ion Density-

    Goichi Hagiwara
    Hirokazu Funamori
    Masaru Matsumoto
    Seiji Takami
    Hiroaki Okano
    Daisuke Akiyama

    The purpose of this study was to investigate the psychological effects of higher positive and negative ion conditions on the arousal levels of esports players during a racing game. Participants (10 males) from a collegiate esports team were the participants in the study. The effects of higher concentrations of positive and negative ions were evaluated in a randomized crossover. Each participant performed two experiments four weeks apart; two experimental environments were used: positive and negative ions filling the atmosphere (PNI) condition and a control (CON) condition. A car racing game was employed as the performance task. Arousal was measured by the two-dimensional mood scale (TDMS) and electroencephalogram (EEG). EEG was used to measure arousal. The results showed that the level of arousal in the subjective assessment and the level of arousal in the EEG were significantly higher in the CON condition for PNI. In addition, PNI performed significantly better on the game task than in the CON condition. The present study demonstrated in positive and negative ion environments with higher concentrations than in the previous study, and the results showed higher arousal levels in subjective assessments, indicating that higher concentrations of ionic environments are beneficial for esports players.

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