Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (7)

Search Parameters:
Keywords = late-game situations

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
21 pages, 2021 KiB  
Article
A Data Mining Approach to Identify NBA Player Quarter-by-Quarter Performance Patterns
by Dimitrios Iatropoulos, Vangelis Sarlis and Christos Tjortjis
Big Data Cogn. Comput. 2025, 9(4), 74; https://doi.org/10.3390/bdcc9040074 - 25 Mar 2025
Cited by 2 | Viewed by 3162
Abstract
Sports analytics is a fast-evolving domain using advanced data science methods to find useful insights. This study explores the way NBA player performance metrics evolve from quarter to quarter and affect game outcomes. Using Association Rule Mining, we identify key offensive, defensive, and [...] Read more.
Sports analytics is a fast-evolving domain using advanced data science methods to find useful insights. This study explores the way NBA player performance metrics evolve from quarter to quarter and affect game outcomes. Using Association Rule Mining, we identify key offensive, defensive, and overall impact metrics that influence success in both regular-season and playoff contexts. Defensive metrics become more critical in late-game situations, while offensive efficiency is paramount in the playoffs. Ball handling peaks in the second quarter, affecting early momentum, while overall impact metrics, such as Net Rating and Player Impact Estimate, consistently correlate with winning. In the collected dataset we performed preprocessing, applying advanced anomaly detection and discretization techniques. By segmenting performance into five categories—Offense, Defense, Ball Handling, Overall Impact, and Tempo—we uncovered strategic insights for teams, coaches, and analysts. Results emphasize the importance of managing player fatigue, optimizing lineups, and adjusting strategies based on quarter-specific trends. The analysis provides actionable recommendations for coaching decisions, roster management, and player evaluation. Future work can extend this approach to other leagues and incorporate additional contextual factors to refine evaluation and predictive models. Full article
Show Figures

Figure 1

17 pages, 3639 KiB  
Article
Offensive Patterns and Performance Analysis in One-Possession Scenarios During the Last Minute and Overtime in the EuroLeague
by Christopher Vázquez-Estévez, Iván Prieto-Lage, Xoana Reguera-López-de-la-Osa, Jesús Antonio Gutiérrez-Santiago, Mario Toledo-González and Alfonso Gutiérrez-Santiago
Appl. Sci. 2025, 15(4), 1928; https://doi.org/10.3390/app15041928 - 13 Feb 2025
Cited by 1 | Viewed by 1630
Abstract
In elite basketball, closely contested games are often decided in the last minute, where a single possession can significantly alter the outcome. The objective of this study was to analyze the offensive patterns and effectiveness of successful play sequences executed during the last [...] Read more.
In elite basketball, closely contested games are often decided in the last minute, where a single possession can significantly alter the outcome. The objective of this study was to analyze the offensive patterns and effectiveness of successful play sequences executed during the last minute and overtime periods of the 2022–2023 EuroLeague men’s basketball season. Specifically, we examined how offensive strategies varied based on score conditions and team status (winning, losing, or tied) in games with a score difference of three points or fewer, representing a maximum one-possession margin. The sample consisted of 709 technical–tactical actions performed in one-possession games during the last minute and overtime periods of the men’s EuroLeague 2022–2023 season. An observational methodology was employed using the LINCE PLUS software with a purpose-designed observational instrument. Descriptive analyses and chi-square (χ2) tests were conducted using SPSS 25, and T-Pattern analysis was performed with Theme 6 software. Statistical significance was set at p < 0.05. The results showed that teams leading at the start of the possession executed a higher number of successful actions, primarily through free throws drawn from fouls committed by the opposing team. Additionally, plays involving few or no passes, executed within the first 17 s of possession, and completed by point guards or centers, were associated with higher success rates. While less frequent, fast breaks proved to be more effective than set offenses. Furthermore, the study highlights the role of elite playmakers in late-game situations, as their ability to read defenses and create scoring opportunities plays a crucial role in determining offensive success. The practical implications of this study can assist coaches in optimizing offensive strategies during high-pressure moments in elite men’s basketball by refining late-game decision-making and tactical planning. Full article
Show Figures

Figure 1

14 pages, 760 KiB  
Article
Heart Rate Variability during Online Video Game Playing in Habitual Gamers: Effects of Internet Addiction Scale, Ranking Score and Gaming Performance
by Kehong Long, Xuzhe Zhang, Ningxin Wang and Hao Lei
Brain Sci. 2024, 14(1), 29; https://doi.org/10.3390/brainsci14010029 - 26 Dec 2023
Cited by 6 | Viewed by 3687
Abstract
Previous studies have demonstrated that individuals with internet gaming disorder (IGD) display abnormal autonomic activities at rest and during gameplay. Here, we examined whether and how in-game autonomic activity is modulated by human characteristics and behavioral performance of the player. We measured heart [...] Read more.
Previous studies have demonstrated that individuals with internet gaming disorder (IGD) display abnormal autonomic activities at rest and during gameplay. Here, we examined whether and how in-game autonomic activity is modulated by human characteristics and behavioral performance of the player. We measured heart rate variability (HRV) in 42 male university student habitual gamers (HGs) when they played a round of League of Legends game online. Short-term HRV indices measured in early, middle and late phases of the game were compared between the players at high risk of developing IGD and those at low risk, as assessed by the revised Chen Internet addiction scale (CIAS-R). Multiple linear regression (MLR) was used to identify significant predictors of HRV measured over the whole gameplay period (WG), among CIAS-R, ranking score, hours of weekly playing and selected in-game performance parameters. The high-risk players showed a significantly higher low-frequency power/high-frequency power ratio (LF/HF) relative to the low-risk players, regardless of game phase. MLR analysis revealed that LF/HF measured in WG was predicted by, and only by, CIAS-R. The HRV indicators of sympathetic activity were found to be predicted only by the number of slain in WG (NSlain), and the indicators of parasympathetic activity were predicted by both CIAS-R and NSlain. Collectively, the results demonstrated that risk of developing IGD is associated with dysregulated autonomic balance during gameplay, and in-game autonomic activities are modulated by complex interactions among personal attributes and in-game behavioral performance of the player, as well as situational factors embedded in game mechanics. Full article
(This article belongs to the Section Behavioral Neuroscience)
Show Figures

Figure 1

16 pages, 825 KiB  
Article
Differences in Changes in Game Usage Time and Game Use-Related Factors Depending on Parity in a Prospective Study of Pregnant Women in Japan
by Hiroko Sato and Toshiyuki Yasui
Healthcare 2023, 11(23), 3017; https://doi.org/10.3390/healthcare11233017 - 22 Nov 2023
Viewed by 1345
Abstract
Game usage has recently been increasing, but the actual situation of game usage and issues among pregnant women are not clarified. The purpose of this prospective longitudinal study was to examine changes in game usage, lifestyle, and thoughts about game usage during pregnancy [...] Read more.
Game usage has recently been increasing, but the actual situation of game usage and issues among pregnant women are not clarified. The purpose of this prospective longitudinal study was to examine changes in game usage, lifestyle, and thoughts about game usage during pregnancy depending on parity and to clarify the characteristics of pregnant women who continue to use games. We conducted three web surveys in early, mid- and late pregnancy in 238 pregnant women. For primiparous women who continued to use games, there was a significant increase in game usage time from early to late pregnancy (p = 0.022), and 25.0% of those women had anxiety that they might have a game addiction. For primiparous women in mid-pregnancy and multiparous women in early and late pregnancy, the proportions of women who thought that they could not use gaming sufficiently due to pregnancy and child-rearing were significantly higher in women who continued to use games. In both primiparous women and multiparous women, the proportion of partners who used games was significantly higher in women who continued to use games. It is necessary for midwives to discuss with pregnant women and their partners about game usage and to provide advice about control of game usage in daily life. Full article
(This article belongs to the Special Issue Midwifery Care: Improvement of Maternal and Newborn Health)
Show Figures

Figure 1

15 pages, 1782 KiB  
Article
Goal or Miss? A Bernoulli Distribution for In-Game Outcome Prediction in Soccer
by Wendi Yao, Yifan Wang, Mengyao Zhu, Yixin Cao and Dan Zeng
Entropy 2022, 24(7), 971; https://doi.org/10.3390/e24070971 - 13 Jul 2022
Cited by 4 | Viewed by 3524
Abstract
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. In some sports, the method of directly predicting in-game [...] Read more.
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. In some sports, the method of directly predicting in-game outcomes based on the ongoing game state is already being used as a statistical tool. However, soccer is a sport with low-scoring games and frequent draws, which makes in-game prediction challenging. Most existing studies focus on pre-game prediction instead. This paper, however, proposes a two-stage method for soccer in-game outcome prediction, namely in-game outcome prediction (IGSOP). When the full length of a soccer game is divided into sufficiently small time frames, the goal scored by each team in each time frame can be modeled as a random variable following the Bernoulli distribution. In the first stage, IGSOP adopts state-based machine learning to predict the probability of a scoring goal in each future time frame. In the second stage, IGSOP simulates the remainder of the game to estimate the outcome of a game. This two-stage approach effectively captures the dynamic situation after a goal and the uncertainty in the late phase of a game. Chinese Super League data have been used for algorithm training and evaluation, and the results demonstrate that IGSOP outperforms existing methods, especially in predicting draws and prediction during final moments of games. IGSOP provides a novel perspective to solve the problem of in-game outcome prediction in soccer, which has a potential ripple effect on related research. Full article
Show Figures

Graphical abstract

15 pages, 1609 KiB  
Article
Knowledge, Perspectives, and Priorities Regarding Self-Care Activities: A Population-Based Qualitative Study among Iranian Adolescents
by Marjan Mohammadzadeh, Tayebe Alizadeh, Hamidin Awang, Zahra Mohammadzadeh, Frahnaz Mirzaei and Christiane Stock
Adolescents 2021, 1(2), 123-137; https://doi.org/10.3390/adolescents1020010 - 7 Apr 2021
Cited by 2 | Viewed by 3892
Abstract
This qualitative study aimed to investigate knowledge, perspectives, and priorities related to self-care among Iranian adolescents. Through snowball sampling, the link to the questionnaire was shared in available social media apps. The results showed that 192 of 294 participants reported that they had [...] Read more.
This qualitative study aimed to investigate knowledge, perspectives, and priorities related to self-care among Iranian adolescents. Through snowball sampling, the link to the questionnaire was shared in available social media apps. The results showed that 192 of 294 participants reported that they had heard about “self-care”. Parents/family and school were the most frequent sources of learning about self-care among the male and female respondents, respectively. Analyzing the participants’ statements regarding their own understanding of self-care activities, three major terms—“taking care of”, “avoid”, and “respect” were identified. When being ask about what they do for their own self-care, the results showed spending time on the Internet had the highest repetition rate among boys’ responses, followed by “going to gym”, “video games”, and “listening to music”. Regarding the desired activities, both girls’ and boys’ statements indicated that among leisure activities, “traveling” was the most frequent word, followed by being with friends. The girls showed more interest in attending night clubs or spending time outside the home late at night. Insights from this study identifying preferences in self-care activities can be used to develop intervention programs for Iranian adolescents to improve their lifestyle and, consequently, their well-being based on their needs and situation. Full article
Show Figures

Figure 1

14 pages, 276 KiB  
Article
Ethics of Virtual Reality Applications in Computer Game Production
by Daniel Kade
Philosophies 2016, 1(1), 73-86; https://doi.org/10.3390/philosophies1010073 - 4 Dec 2015
Cited by 12 | Viewed by 7334
Abstract
A current trend in the gaming industry is to provide more realistic and believable looking animation. To support this, motion capture has been used to create such animation. Lately, immersive virtual environments have been further developed and can be used to support motion [...] Read more.
A current trend in the gaming industry is to provide more realistic and believable looking animation. To support this, motion capture has been used to create such animation. Lately, immersive virtual environments have been further developed and can be used to support motion capture actors with their work. Using immersive virtual environments as work environments has already been explored, but no ethical analysis or applied ethical code has been provided for such situations. In this paper, we investigate the ethical implications of introducing a highly immersive virtual environment for motion capture acting and discuss under which circumstances it is ethically justified to place an actor in such an environment. Moreover, we provide an overview of research in computer games ethics, ethics for virtual realities and acting, as well as an investigation of potential moral and ethical issues in motion capture. Finally, a discussion shall help in finding an ethical consensus within the field of motion capture and for related situations. Full article
(This article belongs to the Special Issue Computing and Philosophy: Papers from IACAP 2014)
Show Figures

Figure 1

Back to TopTop