(英) |
In recent years, e-sports has been widely spread all over the world. In Japan, the first e-sports competition was held as one of cultural programs in the National Athletic Meet at Ibaraki in 2019. Under the situation where activities of physical sports are restricted due to COVID-19 virus, the e-sports, which is possible to perform online regardless of a time or place, will be focused more and more. Though there are many problems related to the e-sports in variety fields: for example, network technology, video game addiction, and so on, most of these problems are not solved because of rapid spreading of the esports. In this paper, with the aim to solve the above problems, we report investigating the impact of network and acoustic environments on e-sports competition. |