Full participation of people with physical disabilities in active eSports
Full participation of people with physical disabilities in active eSports
批准号:
10646057
负责人:
Celina Hove Shirazipour
金额:
$8.35万
依托单位国家:
美国
项目类别:
财政年份:
2023
资助国家:
美国
项目状态:
未结题
起止时间:
2023-06-15 至 2025-05-31
关键词:
AdherenceAdministratorAdultAgeAreaCommunitiesDevelopmentDisabled PersonsEquityEvaluationEventExclusionFamilyFutureGatekeepingGeneral PopulationGoalsGrantGuidelinesHealthHealth PromotionImpairmentIndividualInequityInternationalInterventionInterviewInvestigationKnowledgeLawsLeadLearningLinkLiteratureLongevityMedicalMental HealthMethodsModelingOutcomeParentsParticipantPatternPerceptionPersonal SatisfactionPersonsPhasePhysical activityPlayPopulationProcessPsyche structureRecommendationRegulationRehabilitation therapyResearchResearch PersonnelResourcesSamplingScholarshipSeriesSocietiesSportsSpousesTherapeuticUnited StatesUniversitiesVariantWorkagedcommunity consultationcomorbiditydisabilityevidence baseexperienceimprovedknowledge basephysical conditioningphysical inactivityphysically handicappedpsychologicpsychosocialrecruitresponsesedentarysocialtoolvirtual
中文摘要
摘要
在美国,18%的18岁及以上的人有身体残疾(定义为行动不便),
1身体残疾的人不太可能符合身体活动指南,
没有残疾的人,这可能与身体和精神健康状况不佳的可能性更高有关
3参与方面的这一差距在很大程度上是由于在以下方面存在重大障碍:
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,
是实质性的医疗,心理,社会和环境障碍,使充分参与身体
然而,这一领域的研究在很大程度上忽视了一种快速增长的体力活动
参与:积极的电子竞技。2,4,5,8积极的电子竞技联盟对促进体育活动的承诺,
身体残疾的人在于,作为一项虚拟运动,它可以很容易地扩展到各种各样的人,
社区可能没有资源进行现场parasport规划,并促进体育活动
参与的然而,根据初步研究,参加体育活动的身体残疾者
活跃的电子竞技可能会经历传统体育不允许的严重不公平
9拟议补助金的目的是了解充分参与6,10对于有身体缺陷的个人,
残疾人积极参与电子竞技。更具体地说,我们寻求扩大我们以前的研究质量parasport
参与积极的电子竞技领域,并回答这个问题:“什么是高质量的参与,
残疾成年人参加电子竞技?”为了回答这个问题,我们将按照规划的蓝图
在我们之前开发的质量Parasport参与框架2中,我们追求三个目标。在Aim中
1,我们将对活跃的电子竞技研究进行范围审查。我们将研究现有的文献,
在整个生命周期中,身体残疾的个人之间的电子竞技,重点是识别障碍,
参与的好处,以及与参与的经验方面有关的机制。在目标2中,我们
进行定性调查,寻求了解积极的电子竞技的经验和看法,
身体残疾的成年人。最后,在目标3中,我们将开发一个可测试的参与概念模型,
通过多步骤的以残疾人为中心的过程,为身体残疾的成年人提供积极的电子竞技。电子竞技是
世界上发展最快的运动,由著名的看门人主办的比赛,以传统的体育世界,
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、公平和包容的方法
身体残疾的人在这项新兴的,快速发展的运动中。
英文摘要
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.
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