Full participation of people with physical disabilities in active eSports
身体残疾人士充分参与活跃的电子竞技
基本信息
- 批准号:10646057
- 负责人:
- 金额:$ 8.35万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2023
- 资助国家:美国
- 起止时间:2023-06-15 至 2025-05-31
- 项目状态:未结题
- 来源:
- 关键词:AdherenceAdministratorAdultAgeAreaCommunitiesDevelopmentDisabled PersonsEquityEvaluationEventExclusionFamilyFutureGatekeepingGeneral PopulationGoalsGrantGuidelinesHealthHealth PromotionImpairmentIndividualInequityInternationalInterventionInterviewInvestigationKnowledgeLawsLeadLearningLinkLiteratureLongevityMedicalMental HealthMethodsModelingOutcomeParentsParticipantPatternPerceptionPersonal SatisfactionPersonsPhasePhysical activityPlayPopulationProcessPsyche structureRecommendationRegulationRehabilitation therapyResearchResearch PersonnelResourcesSamplingScholarshipSeriesSocietiesSportsSpousesTherapeuticUnited StatesUniversitiesVariantWorkagedcommunity consultationcomorbiditydisabilityevidence baseexperienceimprovedknowledge basephysical conditioningphysical inactivityphysically handicappedpsychologicpsychosocialrecruitresponsesedentarysocialtoolvirtual
项目摘要
ABSTRACT
In the United States, 18% of individuals aged 18 and over have a physical disability (defined as a mobility
impairment).1 Individuals with physical disabilities are less likely to meet physical activity guidelines than
individuals without disabilities, which may be connected to higher likelihood of poor physical and mental health
outcomes in the disability community.3 This gap in participation is in large part due to critical barriers to
participation.2,4,5 While individuals with physical disabilities have a basic right to full participation in society,6 there
are substantial medical, psychological, social, and environmental barriers that make full participation in physical
activity difficult.7 Research in this area has, however, largely overlooked a rapidly growing type of physical activity
participation: active eSports.2,4,5,8 The promise of active eSports leagues for physical activity promotion among
individuals with physical disabilities lies in the fact that, as a virtual sport, it could be easily scaled to reach diverse
communities that may not have resources for in-person parasport programming and promote physical activity
participation. However, according to preliminary research, individuals with physical disabilities who participate in
active eSports may be experiencing substantial inequities that would not be permitted in traditional sport
contexts.9 The objective of the proposed grant is to understand full participation6,10 for individuals with physical
disabilities in active eSports. More specifically, we seek to extend our previous research on quality parasport
participation to the realm of active eSports and answer the question: “What constitutes quality participation for
adults with physical disabilities in active eSports?” To answer this question, we will follow the blueprint laid out
in our previous development of the Quality Parasport Participation Framework2 and pursue three aims. In Aim
1, we will conduct a scoping review of active eSports research. We will examine existing literature on active
eSports among individuals with physical disabilities across the lifespan, with a focus on identifying barriers and
benefits to participation, as well as mechanisms linked to experiential aspects of participation. In Aim 2, we will
conduct a qualitative investigation seeking to understand experiences and perceptions of active eSports for
adults with physical disabilities. Finally, in Aim 3, we will develop a testable conceptual model of participation in
active eSports for adults with physical disabilities through a multi-step stakeholder-centered process. eSports is
the world’s fastest growing sport, with matches hosted by prominent gatekeepers to the traditional sports world,
including the International Olympic Committee.8,11,12 The findings from the proposed research will provide an
evidence base for future interventions, as well as a method for assessing full participation, equity, and inclusion
of people with physical disabilities in this new, rapidly growing sport.
抽象的
在美国,18%的18%及以上的人患有身体残疾(定义为流动性
损害).1身体疾病的人不太可能符合体育锻炼指南,而不是
没有残疾的人,这可能与身体健康不良的可能性更高有关
3残疾人社区的成果。3参与的差距在很大程度上是由于关键的障碍
参与。2,4,5虽然身体障碍的人具有完全参与社会的基本权利,但6
是实质性的医学,心理,社会和环境障碍,使身体充分参与
7然而,在这一领域的研究很大程度上忽略了快速增长的体育活动
参与:主动电子竞技。2,4,5,8积极的电子竞技领导者的承诺在体育锻炼中促进
身体障碍的人在于一个事实,即作为一项虚拟运动,它很容易缩放以吸引潜水员
可能没有资源用于面对面的parasport编程并促进体育锻炼的社区
参与。但是,根据初步研究,参加身体疾病的人参加
主动电子竞技可能会遇到实质性的不平等现象,而传统运动中不允许
上下文。9拟议的赠款的目的是了解完全参与6,10
主动电子竞技中的残疾。更具体地说,我们试图扩展我们先前关于优质parasport的研究
参与主动电子竞技领域,并回答以下问题:“什么构成质量参与
为了回答这个问题,我们将遵循蓝图布置
在我们以前的质量Parasport参与框架2的发展中,并追求三个目标。目标
1,我们将对主动电子竞技研究进行范围审查。我们将研究有关活动的现有文献
整个生命周期中身体残障人士之间的电子竞技,重点是确定障碍和
参与的好处以及与参与专家方面相关的机制。在AIM 2中,我们将
进行定性投资,以寻求了解主动电子竞技的经验和看法
身体疾病的成年人。最后,在AIM 3中,我们将开发一个可测试的参与概念模型
通过以多步利益相关的过程为身体残疾的成年人的活跃电子竞技。电子竞技是
世界上增长最快的运动,由著名的守门人与传统体育界举办的比赛,
包括国际奥林匹克委员会。8,11,12拟议研究的发现将提供
未来干预措施的证据基础,以及评估全面参与,公平和包容的方法
在这项新的,快速发展的运动中有身体残疾的人。
项目成果
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