Active Screen-Time and Specific Physical Esport Training - Dr. Felix Wachholz

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Aim Lab
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Aim Lab (2018)
Duration: 1:12:16
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Active Screen-Time and Specific Physical Esport Training - Dr. Felix Wachholz

This is a recording of the Esports Research Colloquium on January 17, 2024. The idea of this colloquium is to provide a forum for knowledge exchange, for networking, and for discussing research ideas. In this session, Dr. Felix Wachholz from University of Innsbruck talked about active screen time and physical esports training.

About the speaker:

Dr. Felix Wachholz
Felix Wachholz is a PhD in sport science who works as University Assistant at the Leopold-Franzens-Universität in Innsbruck. His main research focus is digitalization in sport and his work relates to e-sport as well as virtual reality and the altering sportive behavior of society due to technological developments. He worked with the club Wacker Gaming and various E-athletes like Mario Viska. Moreover, together with Stefanie Wachholz (formerly Knoll) he wrote the book E-Sport Fitness. He is certified climbing and track & field (athletics) instructor and passionate climber and skier himself.

LinkedIn: https://www.linkedin.com/in/felix-wachholz-32b92155/
X: @FelixWachholz

About the presentation:
In this YouTube video, Dr. Felix Wachholz unfolds the impact of screen time and introduces the Project Esport (Evaluating the Sportive Potential Of Relevant new Talents). The first part unveils how Covid-19 has transformed screen habits in the European Alps, exploring effects on different age groups, genders, and body mass index. Dr. Wachholz delves into the connection between screen time, gaming, and mental health. Following a discussion of the findings, the second part delves into Project Esports, investigating if specific physical training can enhance performance. Gain insights into the study design, featuring High Intensity Interval Training (HIIT) and reaction time measures like aimlab and blazepods. The video wraps up with a glimpse into potential results. Afterwards, the findings and the general topic are discussed. Tune in to unravel the fascinating world where technology meets health and sports.

00:00:00 Introduction
00:02:00 Part One - 00:02:00 Background: Active vs. passive screen-time
00:04:42 Open Questions
00:05:42 Methods
00:09:46 Results – Serious mental illness
00:11:42 Results – Age differences
00:13:10 Results – Generation differences
00:14:19 Results – Correlations
00:16:49 Discussion
00:18:12 Limitations
00:19:34 Importance for Esports
00:20:48 Q&A on Part One
00:25:45 Part Two - Project Esport
00:27:18 Research Questions
00:28:36 Theory
00:30:44 Study Design and Methods
00:38:00 Interventions
00:40:07 Results (Potential)
00:42:26 Implications (Potential)
00:44:33 Q&A on Part Two

Thanks for watching!

The next colloquium will be announced soon on the Esports Research Network social media and the following accounts: https://twitter.com/Oli_Leis and https://linkedin.com/in/olileis/. Feel free to join following esports colloquia and share it with others.




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