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 岁及以上的人中有 18% 患有身体残疾(定义为行动不便)
1 与身体残疾的人相比,身体残疾的人不太可能达到身体活动指南
没有残疾的人,这可能与身体和心理健康状况不佳的可能性较高有关
3 参与方面的差距在很大程度上是由于
参与。2,4,5 虽然身体残疾的个人享有充分参与社会的基本权利,6
是严重的医疗、心理、社会和环境障碍,使人们无法充分参与身体活动
7 然而,该领域的研究在很大程度上忽视了快速增长的体力活动类型
参与:活跃的电子竞技。2,4,5,8 活跃的电子竞技联盟对促进体育活动的承诺
身体残疾的人的事实在于,作为一项虚拟运动,它可以很容易地扩展到不同的群体
可能没有资源进行现场辅助运动项目和促进身体活动的社区
然而,根据初步研究,身体残疾的人参与。
活跃的电子竞技可能会遇到传统体育运动所不允许的巨大不平等
9 拟议赠款的目的是了解身体状况不佳的个人的充分参与6,10
更具体地说,我们寻求扩展我们之前对高质量辅助运动的研究。
参与积极的电子竞技领域并回答以下问题:“什么构成了高质量的参与
为了回答这个问题,我们将遵循制定的蓝图。
我们之前制定了优质残奥会参与框架2,并追求三个目标。
1,我们将对活跃的电子竞技研究进行范围审查我们将审查有关活跃电子竞技的现有文献。
整个生命周期中身体残疾者的电子竞技,重点是识别障碍和
参与的好处以及与参与的体验方面相关的机制 在目标 2 中,我们将。
进行定性调查,旨在了解活跃电子竞技的经验和看法
最后,在目标 3 中,我们将开发一个可测试的参与概念模型。
通过以利益相关者为中心的多步骤过程,为身体残疾的成年人提供积极的电子竞技。
世界上发展最快的运动,由传统体育界的著名守门人主办的比赛,
包括国际奥林匹克委员会。8,11,12 拟议研究的结果将提供
未来干预措施的证据基础,以及评估充分参与、公平和包容性的方法
身体残疾人士参与这项快速发展的新兴运动。
项目成果
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