Научная статья на тему 'CYBERSPORT – IS THE SPORT OF THE FUTURE'

CYBERSPORT – IS THE SPORT OF THE FUTURE Текст научной статьи по специальности «СМИ (медиа) и массовые коммуникации»

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Ключевые слова
security system / cybersport / IT technology
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Текст научной работы на тему «CYBERSPORT – IS THE SPORT OF THE FUTURE»

References:

1. Mayorov S.I. Information Business: Commercial Distribution and Marketing. - M., 2001.

2. Prokhorov A. The market of information technologies at the turn of the millennium. Computer Press., 2001, No. 1

© rappbieB r., 2023

УДК 62

Гафурова М.А.,

старший преподаватель Сейитгулыев Б.Х., преподаватель Айдогдыева Дж., студентка Атаева О., студентка

Научный руководитель: Хатджиева О.Г.,

преподаватель

Институт Инженерно-технических и транспортных коммуникаций Туркменистана CYBERSPORT - IS THE SPORT OF THE FUTURE Keywords:

security system, cybersport, IT technology.

Information security - many companies use management and production systems based on proprietary technologies or do not have access to the Internet, but as communication with partner's increases, the use of open standards and protocols significantly increases information security risks. Protecting industrial systems will require not only high-quality and secure communications, but also identity and access management systems.

Augmented reality is a technology in its early stages of development, but in the future it will allow employees to make decisions faster. For example, a worker can look at augmented reality glasses and get instructions on how to fix or replace a broken part in a production line. It can also be used in education, virtual exhibitions, print and advertising and retail.

A cyber-physical system is an information technology concept that involves connecting computing resources to physical entities of any kind, including biological and man-made entities. In cyber-physical systems, the computing component is distributed throughout the physical system. binds synergistically to the transporter and its constituents.

The main technological areas of cyber-physical systems can be listed. Individually, they are already used in different fields, but together they are changing the relationship between producers, suppliers and buyers, as well as between man and machine.

Big data analytics - Aggregation and comprehensive evaluation of data from various sources will become the standard for real-time decision making.

E-sports is a sport that uses IT technologies. Politics competition in virtual space around the world. Tournaments for such games are divided into computer classes, as well as by models, tasks and player skills.

Computer games have long since moved from the entertainment category to the sports category. If earlier people who were immersed in virtual reality were called gamers, today this category of people has an official definition - a cyber-sportsman is a professional player who takes part in computer game competitions. And what is special about cybersport, who is such a cybersport man and what he does in his work - let's understand together.

E-sports drives the intellectual abilities of the player, and also develops the qualities, meaning and traditional sports - ingenuity, speed, fine motor skills of the hands, the ability to quickly assess the situation in a virtual "field of fear" and others.

Of course, the average computer and Internet user has heard of eSports at least once a month. In fact, millions of gamers around the world spend months and years playing their favorite games in order to become the best and master the game. What is Cybersport?

Cybersport is a competition in computer video games. The word cyber here comes from the word "cybernetic". Russia was the first to recognize this sport as an official sport. eSports is recognized and supported at the state level as a form of sports in many countries: USA, China, South Korea, Malaysia and other countries.

The perfect team composition

• master player, players. • Captain. • Trainer.

Just as not everyone who plays ball around the yard can be a soccer player, not every player is an eSports player. As in any sport, the most motivated and talented individuals who are able to analyze their strategies and mistakes succeed. There is a lot of competition in eSports. Players earn money by successfully participating in tournaments, and some get paid if they play for a certain organization.

E-sports competitions, including international ones, are held all over the world. Major games are watched by millions, and often tournaments are held in stadiums that gather thousands of eSports fans. The amount of prize funds is impressive; tens of millions of dollars are earned from this sport at world championships. One of the most popular tournaments is the World Cyber Games (WCG), an international tournament held in various countries from 2000 to 2013. Today, the biggest and most prestigious tournaments are those organized by the game developers themselves.

In the scientific world there are works that testify to the benefits of video games. The results of the experiments confirmed that cybersport develops thinking, reaction and concentration. On the other hand, there are works that testify to the negative impact of games on the psych emotional state of sportsmen.

To become an e-Sportsman, sportsman need to develop the following skills:

• analytical thinking;

• ability to quickly make important decisions;

• quick reaction to the situation;

• the ability to abstract from the outside world and focus on the game moment;

• Zealousness: not just to play, but to really occupy a place in the ranking of cyber sportsmen;

• ability to think strategically and tactically;

• good physical form, which will allow you to spend many hours in a static position during a game tournament;

• good vision developed fine motor skills.

In addition, in order to navigate the games, it is necessary to speak English, as most games are created in this language. Important and communicative skills, if the game is not personal, but team.

Literature:

1. Collis William. Cybersport: games, money, two clubs, 2021. Electronic book "Peter Publishing House"

2. https://synergy.ru/about/education_articles/

© Ta^ypoBa M.A., CeMMTry.nbieB E.X., AfiflorflbieBa fl^., ATaeBa O., 2023

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