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203 Results Found

  • Feature Paper
  • Article
  • Open Access
33 Citations
6,926 Views
10 Pages

The aim of the present study was to examine the differences in game-related statistics between national and foreign female basketball players in the Women’s EuroLeague, according to playing positions and team ability. The official box-scores of 112 g...

(This article belongs to the Special Issue New Trends in Research on Training, Performance, Conditioning, Coaching, Evaluation and Health in Basketball)
  • Article
  • Open Access
6 Citations
4,385 Views
9 Pages

10 October 2018

The purposes of this study were (a) to evaluate differences in basketball game-related statistics among continental championships for under-18 (U18) women, and (b) to identify game-related statistics that discriminate among the continents. The analys...

  • Article
  • Open Access
15 Citations
4,801 Views
8 Pages

1 November 2017

The aim of this study was to investigate the effects of rule changes on game-related statistics in men’s water polo matches. A total of 856 men’s matches played in all Olympic Games and World Championship since 1936 was analysed. The game-related sta...

  • Article
  • Open Access
10 Citations
5,370 Views
11 Pages

20 July 2018

The aims of this study were (i) to compare basketball game-related statistics in women by region (Africa, America, Asia, Europe), and (ii) to identify characteristics that discriminate performances for each region. A total of 134 games from each cont...

(This article belongs to the Special Issue Improving Practice and Performance in Basketball)
  • Article
  • Open Access
10 Citations
3,658 Views
11 Pages

27 May 2022

The aim of this observational study was to determine if on-court activity and match statistics differed between periods of scoring streaks and regular play in basketball. Thirty-seven basketballers including professional women, semi-professional wome...

(This article belongs to the Special Issue Applications, Wearables and Sensing Technology in Sports and Physical Activity)
  • Article
  • Open Access
31 Citations
6,572 Views
9 Pages

29 May 2018

This study aimed to examine the scoring strategies differentiating between winning and losing teams during FIBA EuroBasket Women 2017 in relation to different game scores. Data were gathered for all games of FIBA EuroBasket Women 2017 from the offici...

(This article belongs to the Special Issue Improving Practice and Performance in Basketball)
  • Article
  • Open Access
6 Citations
8,028 Views
15 Pages

The Influence of Game-Related Statistics on the Final Results in FIBA Global and Continental Competitions

  • Jasmin Komić,
  • Slobodan Simović,
  • Denis Čaušević,
  • Dan Iulian Alexe and ,
  • Michal Wilk,
  • Babina Rani and
  • Cristina Ioana Alexe
  • + 2 authors+ 0 author

20 June 2024

Sport, particularly in the realm of professional competition, is a domain of human endeavor that is increasingly dependent on the use of analytical statistical information. Consequently, mathematics and statistics are becoming increasingly crucial el...

(This article belongs to the Special Issue Advances in Sports Science and Movement Analysis)
  • Article
  • Open Access
27 Citations
9,627 Views
17 Pages

Decision-making is a central skill of basketball players intending to excel individually and contribute to their teams’ success. The assessment of such skills is particularly challenging in complex team sports. To address this challenge, this study a...

(This article belongs to the Special Issue New Trends in Research on Training, Performance, Conditioning, Coaching, Evaluation and Health in Basketball)
  • Article
  • Open Access
5 Citations
3,777 Views
9 Pages

This study aimed to investigate the changes in shot distribution and accuracy in senior and under-17 international basketball tournaments in the 2010s. A retrospective cross-sectional design was employed, and a total of 1055 games from 20 world-level...

(This article belongs to the Special Issue Training and Performance in Youth Sports)
  • Article
  • Open Access
7 Citations
3,439 Views
16 Pages

11 January 2025

This study aimed to determine the acute effects of the French contrast method (FCM) and post-activation potentiation (PAP) protocols on 3 × 3 basketball game demands and thermal asymmetry in male basketball players and to compare these effects...

  • Article
  • Open Access
3 Citations
947 Views
47 Pages

30 April 2026

This paper presents a theoretically grounded integration of deterministic Q-learning with relational game theory (QLRG) for efficiently identifying minimal winning coalitions in Online Social Networks (OSNs). We address the fundamental challenge that...

  • Article
  • Open Access
3 Citations
3,301 Views
9 Pages

In the game of basketball game-related statistics are utilised to help decision makers to evaluate players’ achievements. Previous research showed that in the case of individual awards, points are preferred over other indicators of effectivenes...

  • Article
  • Open Access
24 Citations
10,326 Views
12 Pages

Long-Term Trends in Shooting Performance in the NBA: An Analysis of Two- and Three-Point Shooting across 40 Consecutive Seasons

  • Tomasz Zając,
  • Kazimierz Mikołajec,
  • Paweł Chmura,
  • Marek Konefał and ,
  • Michał Krzysztofik and
  • Piotr Makar
  • + 1 author+ 0 author

This study aims to depict two-point and three-point shooting trends and explore their influence on game outcomes in the NBA across 40 consecutive seasons. Therefore, the following game-related statistics were considered: total points per game (PPG),...

(This article belongs to the Section Global Health)
  • Article
  • Open Access
2 Citations
855 Views
24 Pages

22 June 2026

The Q-Learning Relational Game (QLRG) framework provides a theoretically rigorous method for identifying minimal winning coalitions in online social networks (OSNs) under the restrictive assumption of global agent symmetry or uniform matroid structur...

  • Article
  • Open Access
6 Citations
3,521 Views
17 Pages

From Data to Decisions: Using Explainable Machine Learning to Predict EuroLeague Basketball Outcomes

  • Panagiotis F. Foteinakis,
  • Christos Kokkotis,
  • Georgios Karamousalidis,
  • Alexandra Avloniti and ,
  • Stefania Pavlidou,
  • Nikolaos Zaras,
  • Theodoros Stampoulis,
  • Dimitrios Pantazis,
  • Panagiotis Aggelakis and
  • Athanasios Chatzinikolaou
  • + 8 authors+ 3 authors

21 November 2025

Predicting basketball game outcomes in elite competitions is a complex task influenced by multiple interacting performance factors. This study applied a supervised machine learning (ML) framework to predict EuroLeague game outcomes using team-level g...

  • Article
  • Open Access
11 Citations
5,786 Views
16 Pages

Development and Validation of an Observational Game Analysis Tool with Artificial Intelligence for Handball: Handball.ai

  • Moises Marquina,
  • Demetrio Lozano,
  • Carlos García-Sánchez,
  • Sergio Sánchez-López and
  • Alfonso de la Rubia

27 July 2023

Performance analysis based on artificial intelligence together with game-related statistical models aims to provide relevant information before, during and after a competition. Due to the evaluation of handball performance focusing mainly on the resu...

(This article belongs to the Section Intelligent Sensors)
  • Article
  • Open Access
6 Citations
6,244 Views
18 Pages

All-NBA Teams’ Selection Based on Unsupervised Learning

  • João Vítor Rocha da Silva and
  • Paulo Canas Rodrigues

9 February 2022

All-NBA Teams’ selections have great implications for the players’ and teams’ futures. Since contract extensions are highly related to awards, which can be seen as indexes that measure a players’ production in a year, team sel...

(This article belongs to the Special Issue Multivariate Statistics and Applications)
  • Article
  • Open Access
5 Citations
3,159 Views
16 Pages

Principal Component Approach and Relationship between Nomination Scale for Identification of Football Talent and Physical Fitness in Young Soccer Players

  • Santiago Castro-Infantes,
  • Víctor M. Soto Hermoso,
  • Ricardo Martín-Moya,
  • Filipe Manuel Clemente and ,
  • Hugo Sarmento,
  • Alfonso Castillo-Rodríguez and
  • Francisco Tomás González-Fernández
  • + 2 authors+ 0 author

27 August 2024

The present study aimed to investigate the relationship between the physical capabilities of young soccer players and their performance in game-related variables as assessed through the Nomination Scale for Identifying Football Talent (NSIFT) questio...

(This article belongs to the Special Issue Advances in Assessment of Physical Performance)
  • Article
  • Open Access
12 Citations
5,832 Views
16 Pages

In this article researchers examined the differences that may characterise selected groups of gamers with regard to age and time spent on playing a survival game, Valheim, confronted with their interpretation of map symbols used in the game. The Valh...

(This article belongs to the Special Issue Cartography and Geomedia)
  • Article
  • Open Access
1 Citations
1,579 Views
11 Pages

The Relationship Between the Functional Head Impulse Test (F-HIT) and Digital Gaming Addiction in Adolescents

  • Deniz Uğur Cengiz,
  • Sanem Can Çolak,
  • Mehmet Akif Kay,
  • Büşra Kurtcu and ,
  • Mehmet Sağlam,
  • Munise Duran and
  • Osman Tayyar Çelik
  • + 2 authors+ 0 author

25 June 2025

Background/Objectives: Considering the extensive use of digital tools among adolescents and the effects of game addiction on physical, social, emotional, and cognitive domains, this study aimed to investigate the relationship between digital game add...

(This article belongs to the Section Pediatric Mental Health)
  • Article
  • Open Access
9 Citations
5,599 Views
28 Pages

26 March 2020

In everyday life, games begin inconspicuously, leaving an individual to stumble upon their assessment of a situation. An unaware individual is unlikely to exhibit strategic behavior in a given situation, which highlights the importance of awareness e...

  • Article
  • Open Access
16 Citations
11,735 Views
7 Pages

The Effects of Regular Physical Activity and Playing Video Games on Reaction Time in Adolescents

  • Aleksandar Klasnja,
  • Natasa Milenovic,
  • Sonja Lukac,
  • Aleksandar Knezevic and ,
  • Jelena Klasnja and
  • Vedrana Karan Rakic
  • + 1 author+ 0 author

Reaction time is of great importance in life. In both sports and video games, movements of participants are conditioned by different visual, acoustic and somatosensory signals. The aim of this research was to determine whether reaction time is influe...

(This article belongs to the Section Adolescents)
  • Article
  • Open Access
8 Citations
2,545 Views
15 Pages

Attitudes toward food are one of the most critical factors related to consumer behavior in the food market. Therefore, identifying attitudes toward a specific food product may be essential for identifying factors influencing certain behaviors regardi...

(This article belongs to the Section Behavioral and Mental Health)
  • Article
  • Open Access
1,519 Views
15 Pages

22 January 2026

This paper analyses several mathematical games developed 50 years ago by Manfred Eigen and Ruthild Winkler in their famous book “Laws of the Game: How the Principles of Nature Govern Chance,” published for the first time in German in 1975...

(This article belongs to the Section D: Chemistry: Symmetry/Asymmetry)
  • Article
  • Open Access
69 Citations
7,702 Views
13 Pages

Game Meat Consumption—Conscious Choice or Just a Game?

  • Katarzyna Niewiadomska,
  • Małgorzata Kosicka-Gębska,
  • Jerzy Gębski,
  • Krystyna Gutkowska and ,
  • Marzena Jeżewska-Zychowicz and
  • Marianna Sułek
  • + 1 author+ 0 author

24 September 2020

Game meat is constantly present on the European meat market, but a limited number of consumers are interested in its consumption. Considering the unique features of wild animal meat, we should explore what pushes consumers to include it in their diet...

(This article belongs to the Special Issue Game Meat and Game Meat Products: Safety, Quality and Consumer Perception)
  • Article
  • Open Access
24 Citations
9,675 Views
37 Pages

Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies

  • Carlos Hernández-Jiménez,
  • Raquel Sarabia,
  • María Paz-Zulueta,
  • Paula Paras-Bravo and ,
  • Amada Pellico,
  • Laura Ruiz Azcona,
  • Cristina Blanco,
  • María Madrazo,
  • María Jesus Agudo and
  • Miguel Santibáñez
  • + 6 authors+ 1 author

Objective: To study the impact of active video games on Body Mass Index (BMI) in children and adolescents. Design and Methods: A systematic review and meta-analysis. Data were pooled in meta-analysis using the method of random effects or fixed effect...

(This article belongs to the Special Issue Health Promotion: Physical Activity and Nutrition Behaviors in Children and Youth)
  • Article
  • Open Access
45 Citations
12,821 Views
16 Pages

There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates...

(This article belongs to the Special Issue Game-Based Learning and Gamification for Education)
  • Article
  • Open Access
4 Citations
8,019 Views
12 Pages

19 December 2023

The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play,...

  • Article
  • Open Access
195 Citations
18,886 Views
13 Pages

Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There are however a growing number of female gamers and we need to learn more about how gender affects gaming. The aim of this study is to both quantify gam...

(This article belongs to the Section Adolescents)
  • Article
  • Open Access
211 Views
16 Pages

A Serious Game for Learning About Water Conservation in a Science Museum Setting: An Evaluation Study

  • Iolie Nicolaidou,
  • Christina Karanikola,
  • Andrea Moisa,
  • Loizos Aristeidis and ,
  • Christiana Tourapi and
  • Marlen Vasquez
  • + 1 author+ 0 author

In water-scarce countries, students need to develop prosocial behaviors in relation to water conservation and sustainability. Studies that used games to develop water conservation skills for primary school students did not use digital games; they foc...

(This article belongs to the Special Issue Technology-Enhanced Game-Based Approaches in Education: Learning, Emotions, and Motivation)
  • Article
  • Open Access
16 Citations
10,660 Views
14 Pages

Gaming Preferences and Personality among School Students

  • Balan Rathakrishnan,
  • Soon Singh Bikar Singh and
  • Azizi Yahaya

22 February 2023

Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphasize the violent genre only. Therefore, this study was conducted to investigate the relationship between personality and gaming preferences among schoo...

(This article belongs to the Section Pediatric Mental Health)
  • Article
  • Open Access
3 Citations
3,788 Views
13 Pages

The current study examined the effects of brief video game exposure on cognitive control using event-related potentials (ERPs). Cognitive control was assessed by ERP components associated with the ability to detect (N2) and resolve (SP) conflict when...

(This article belongs to the Section Health Communication and Informatics)
  • Feature Paper
  • Article
  • Open Access
45 Citations
12,013 Views
15 Pages

Since the inclusion of gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a condition for further study, there has been an increasing consensus that problematic gaming can be detrimental to me...

(This article belongs to the Special Issue Internet-Related Addictions and Health)
  • Article
  • Open Access
1 Citations
4,493 Views
26 Pages

11 November 2025

In recent years, video games have become an increasingly popular form of entertainment and enjoyment for consumers of all ages. Given their rapid rise in production, projects such as PlayMyData aim to organize the immense amounts of data that accompa...

  • Article
  • Open Access
35 Citations
10,702 Views
11 Pages

Adolescents frequently show risky behavior, and these problematic behavior patterns often do not occur in isolation, but together. Problematic alcohol use is widespread among youth, as is problematic use of the Internet and of specific online applica...

(This article belongs to the Special Issue Internet and Smartphone Use-Related Addiction Health Problems: Treatment, Education and Research)
  • Article
  • Open Access
10 Citations
4,009 Views
15 Pages

Adolescents’ Perceptions of a Relapse Prevention Treatment for Problematic Gaming—A Qualitative Study

  • Sevtap Gurdal,
  • Sabina Kapetanovic,
  • Isak Einarsson,
  • Karin Boson and
  • Emma Claesdotter-Knutsson

22 August 2023

Given the increasing prevalence of problematic gaming, in 2013, the diagnosis “Internet gaming disorder (IGD)” was included in the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5) as a potential diagnosis. With a...

(This article belongs to the Section Community Care)
  • Article
  • Open Access
1 Citations
2,412 Views
25 Pages

30 January 2026

The rapid expansion of gaming and esports in Saudi Arabia has prompted new interest in understanding how social and regional factors shape digital play. One trend is the variation in gaming preferences and motivations across gender and geographic reg...

(This article belongs to the Special Issue Benefits of Game-Based Learning)
  • Article
  • Open Access
33 Citations
12,468 Views
25 Pages

A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model

  • Kim Martinez,
  • María Isabel Menéndez-Menéndez and
  • Andres Bustillo

19 November 2022

Serious games have to meet certain characteristics relating to gameplay and educational content to be effective as educational tools. There are some models that evaluate these aspects, but they usually lack a good balance between both ludic and learn...

(This article belongs to the Special Issue New Challenges in Serious Game Design)
  • Article
  • Open Access
7 Citations
5,490 Views
15 Pages

Goal or Miss? A Bernoulli Distribution for In-Game Outcome Prediction in Soccer

  • Wendi Yao,
  • Yifan Wang,
  • Mengyao Zhu,
  • Yixin Cao and
  • Dan Zeng

13 July 2022

Due to a colossal soccer market, soccer analysis has attracted considerable attention from industry and academia. In-game outcome prediction has great potential in various applications such as game broadcasting, tactical decision making, and betting....

  • Article
  • Open Access
2 Citations
7,184 Views
14 Pages

Introduction: In the literature, video game addiction in youths is correlated with dysfunctional symptoms of anxiety, emotional disorders, and mood disorders, and the pandemic period of 2020–2022 has favored the aggravation of this behavioral a...

  • Article
  • Open Access
5 Citations
3,836 Views
36 Pages

Using Game-Based Learning for Engaging with Determinants in Mathematics Education at the University Level

  • Szilvia Szilágyi,
  • Anna Mária Takács,
  • Attila Körei and
  • Zsuzsanna Török

8 October 2025

Practising the calculation of determinants is important in linear algebra. A pioneering study involving 580 first-year university students evaluated the impact of game-based learning in higher mathematics education. The participants formed two groups...

(This article belongs to the Special Issue Teacher Effectiveness, Student Success and Pedagogic Innovation)
  • Article
  • Open Access
1,700 Views
24 Pages

18 March 2026

Digital serious games are increasingly recognised as valuable tools for fostering student engagement and supporting active learning processes in formal educational contexts. Within the field of heritage education, however, empirical evidence concerni...

  • Article
  • Open Access
1,900 Views
26 Pages

24 September 2025

Video games have become one of the most influential digital entertainment platforms. They offer advertisers new opportunities through in-game placements. This study examines the relationship between the socio-demographic characteristics of gamers (ge...

(This article belongs to the Section Information and Communications Technology)
  • Article
  • Open Access
2,247 Views
28 Pages

10 March 2026

We introduce cumulative tic-tac-toe, a novel variant of the classic 3×3 tic-tac-toe game in which play continues until the board is completely filled. Each player’s final score is determined by the total number of three-in-a-row sequences...

  • Article
  • Open Access
261 Views
24 Pages

24 September 2026

Mobile gaming applications (apps) commonly incorporate third-party technologies associated with advertising, analytics, attribution, and social/engagement functions. Despite substantial research on mobile privacy, tracking, and third-party Software D...

(This article belongs to the Section Cybersecurity)
  • Feature Paper
  • Article
  • Open Access

2 November 2026

Autism spectrum disorder (ASD) is a prevalent neurodevelopmental condition and has become an important public health concern worldwide. This study investigated the effects of a 12-week structured soccer game-based creation program on multiple develop...

(This article belongs to the Special Issue Advanced Technologies in Mental Health: Cognitive Neuroscience, Neurobiology, AI, and Big Data)
  • Article
  • Open Access
4 Citations
6,672 Views
29 Pages

14 March 2018

This paper provides a high-level discussion and propositions of frameworks and models for acquisition strategy of complex systems. In particular, it presents an innovative system engineering approach to model the Department of Defense (DoD) acquisiti...

(This article belongs to the Special Issue Recent Advances in Game and Decision Theory: Structures, Models, Applications and Software Implementation)
  • Article
  • Open Access
10 Citations
4,928 Views
15 Pages

Analysis of Heart Rate Variability in Response to Serious Games in Elderly People

  • Chun-Ju Hou,
  • Yen-Ting Chen,
  • Mycel Capilayan,
  • Yu-Sian Lin and ,
  • Min-Wei Huang and
  • Ji-Jer Huang
  • + 1 author+ 0 author

30 September 2021

As the proportion of elderly people continues to grow, so does the concern about age-related cognitive decline. Serious games have been developed for cognitive training or treatment, but measuring the activity of the autonomic nervous system (ANS) ha...

(This article belongs to the Special Issue Wearable and Unobtrusive Technologies for Healthcare Monitoring)
  • Article
  • Open Access
15 Citations
9,106 Views
13 Pages

15 September 2021

Early detection and repeated learning training of children with intellectual disabilities are important factors that are directly related to the quality of future life of such children. However, implementation of such programs is challenging, as the...

  • Article
  • Open Access
11 Citations
7,796 Views
32 Pages

23 January 2025

Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths c...

(This article belongs to the Special Issue Engaging Children in Math: Game-Based and Playful Approaches to Learning)

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