WorldWideScience

Sample records for sports game objects

  1. Local Positioning Systems in (Game) Sports

    Science.gov (United States)

    Leser, Roland; Baca, Arnold; Ogris, Georg

    2011-01-01

    Position data of players and athletes are widely used in sports performance analysis for measuring the amounts of physical activities as well as for tactical assessments in game sports. However, positioning sensing systems are applied in sports as tools to gain objective information of sports behavior rather than as components of intelligent spaces (IS). The paper outlines the idea of IS for the sports context with special focus to game sports and how intelligent sports feedback systems can benefit from IS. Henceforth, the most common location sensing techniques used in sports and their practical application are reviewed, as location is among the most important enabling techniques for IS. Furthermore, the article exemplifies the idea of IS in sports on two applications. PMID:22163725

  2. Movement games in sports training of children

    OpenAIRE

    Komoň, Tomáš

    2015-01-01

    Title: Movement Games in Sports Training of Children Objectives: Create a systemized inventory of movement games. Movement games categorized according to which football skills can developed. Verify popularity of the each movement game in simple questionnaire. Methods: The literature search and data analysis. Also, quantitative research in the form of a simple questionnaire. Results: Systematized inventory of 39 movement games with methodological descriptions. Each movement game has feedback i...

  3. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    OpenAIRE

    Edwards, Jacqueline; Jeffrey, Sarah; May, Tamara; Rinehart, Nicole J.; Barnett, Lisa M.

    2017-01-01

    Background: Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison with their typically developing (TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control (OC) skills of 11 children with ASD aged 6–1...

  4. Pre-sport games of Badminton for the sport for all

    Directory of Open Access Journals (Sweden)

    Maidelín Díaz Miranda

    2016-12-01

    Full Text Available The games are the fundamental activity in the children by means of which you/they are developed physical and intellectually, of here the motivation of investigating on the application of several of them in the sport for all, specifically with the project badminton. Keeping in mind the few games that are used to contribute to the development of the abilities in this sport, is that we think about to structure pre-sport games with that purpose and to improve this way the assimilation of the dexterities of the children that practice this discipline in the Sport for All". For it, besides the theoretical methods, empiric methods were used as the observation and the interview. The work shows the assimilation of the abilities and technical basic of the badminton, through games, jointly with aspects on the sport for all, besides being presented 8 structured games, which contribute to the learning of the basic abilities of the badminton.

  5. eSports Gaming and You

    Science.gov (United States)

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  6. ELECTRONIC SPORT: HOW PRO-GAMING NEGOTIATES TERRITORIAL BELONGING AND GENDER

    Directory of Open Access Journals (Sweden)

    Janina Maric

    2011-11-01

    Full Text Available The article explores the phenomenon of electronic sport (e-sport, which refers to organised and competitive video gaming. It is approached as a 'social world' and a specific culture of gaming, which produces organised groups, events and broadcasting. Located at the intersection of gaming and sports, e-sport adopts elements from both areas. From a grounded theory perspective, the article discusses the contexts, meanings and practices of pro-gaming within e-sport as researched in a study consisting of semi-structured interviews with e-sport fans, gamers, journalists and team managers and observation of e-sport events and clubhouses. The results point out that territorial belonging and gender remain relevant for pro-gaming. Both can inspire belonging and result in exclusions or inclusions. But while territorial belonging is adopted as a flexible practice, gender is structuring gaming within e-sport.

  7. ELECTRONIC SPORT: HOW PRO-GAMING NEGOTIATES TERRITORIAL BELONGING AND GENDER

    OpenAIRE

    Janina Maric

    2011-01-01

    The article explores the phenomenon of electronic sport (e-sport), which refers to organised and competitive video gaming. It is approached as a 'social world' and a specific culture of gaming, which produces organised groups, events and broadcasting. Located at the intersection of gaming and sports, e-sport adopts elements from both areas. From a grounded theory perspective, the article discusses the contexts, meanings and practices of pro-gaming within e-sport as researched in a study consi...

  8. Sport psychology consultants’ perceptions of their challenges at the London 2012 Olympic Games

    DEFF Research Database (Denmark)

    Elsborg, Peter; Diment, Greg; Elbe, Anne-Marie

    2015-01-01

    The objective of this study was to explore how sport psychology consultants perceive the challenges they face at the Olympic Games. Post-Olympics semistructured interviews with 11 experienced sport psychology consultants who worked at the London Games were conducted. The interviews were transcribed...... and inductively content analyzed. Trustworthiness was reached through credibility activities (i.e., member checking and peer debriefing). The participants perceived a number of challenges important to being successful at the Olympic Games. These challenges were divided into two general themes: Challenges Before...... the Olympics (e.g., negotiating one’s role) and Challenges During the Olympics (e.g., dealing with the media). The challenges the sport psychology consultants perceived as important validate and cohere with the challenge descriptions that exist in the literature. The findings extend the knowledge on sport...

  9. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  10. Play, game, sport – and democratic self-determination

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    degree contradictory? Several languages use “play” and “game” in a differentiated way: Animals play, but do not engage in games – and the Olympic Games are not Olympic Play. Beneath this dualism, the relation becomes more complex and less dualistic, as Danish, Basque, and Korean languages show. We have......Sport as a sort of game receives its almost religious, sacral undertones from its kinship with play. This is what we learn from educational idealism as well as from Olympic ideology. At a closer glimpse, the phenomena of play, game, and sport are, however, much more differentiated – and to some...... to listen to the deeper knowledge of languages. Maybe, etymology and the anonymous folk speaking through language can tell us something important. Something which is more substantial than the sacral and normative constructions of sport idealism. The differentiation between play, game, and sport has...

  11. Game story space of professional sports: Australian rules football

    Science.gov (United States)

    Kiley, Dilan Patrick; Reagan, Andrew J.; Mitchell, Lewis; Danforth, Christopher M.; Dodds, Peter Sheridan

    2016-05-01

    Sports are spontaneous generators of stories. Through skill and chance, the script of each game is dynamically written in real time by players acting out possible trajectories allowed by a sport's rules. By properly characterizing a given sport's ecology of "game stories," we are able to capture the sport's capacity for unfolding interesting narratives, in part by contrasting them with random walks. Here we explore the game story space afforded by a data set of 1310 Australian Football League (AFL) score lines. We find that AFL games exhibit a continuous spectrum of stories rather than distinct clusters. We show how coarse graining reveals identifiable motifs ranging from last-minute comeback wins to one-sided blowouts. Through an extensive comparison with biased random walks, we show that real AFL games deliver a broader array of motifs than null models, and we provide consequent insights into the narrative appeal of real games.

  12. Freud on play, games, and sports fanaticism.

    Science.gov (United States)

    Holowchak, M Andrew

    2011-01-01

    Much has been written in the secondary literature on Freud's aggression-release perspective vis-à-vis competitive sports. Very little has been written, however, on Freud's own explicit contribution to play, games, and sport. That is likely the result of Freud's reluctance to take up them--especially from the gamesman's and sportsman's points of view. One can, however, tease out the development of Freud's thoughts on games, play, and sport through a careful examination of his corpus over time. In doing so, one finds an early view of play and games, where the drives behind those activities are self- and other-preservative, and a later view, where Freud introduces his death drive. The article ends with some notions on what Freud might have said on the fanaticism that accompanies competitive sport, had he expressly taken up the issue.

  13. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  14. Does playing a sports active video game improve young children's ball skill competence?

    Science.gov (United States)

    Johnson, Tara M; Ridgers, Nicola D; Hulteen, Ryan M; Mellecker, Robin R; Barnett, Lisa M

    2016-05-01

    Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. Two group pre/post experimental design study. Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). No significant differences between the control and intervention groups were observed for both outcomes. This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Laughter in popular games and in sport

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2013-01-01

    , techniques and evaluation of the competitive action. This is told as a story of social improvement and progress--and about turning unhealthy wildness into civilized 'healthy' sport activity. What sociological analysis of game-playing tended to ignore was the laughter of the participants. With the seriousness...... of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport...... and fitness, and the 'underground' dimension of laughter in modern sports. By comparative analysis, laughter reveals as a bodily discourse about the imperfect human being. It tells an oppositional story about the perfectionism in the order of Western thinking--in sports as well as in health. The bodily...

  16. Game-specific characteristics of sport-related concussions.

    Science.gov (United States)

    Helmich, Ingo

    2018-01-01

    Concussions are common incidences in sports. However, game-specific characteristics such as tactics, field positions, etc. might positively/negatively contribute to the occurrence of mild traumatic brain injuries (mTBI) in various sports such as soccer, volleyball, handball, or basketball. Thus, the intention of this study was to analyze game-specific characteristics of concussive incidents in active players from the perspective of different sportive disciplines. Four sport-specific questionnaires for soccer, handball, volleyball and basketball were established using an online survey tool. A total of 3001 participants completed the questionnaires. 18% of the participants answered that they had experienced a concussion which significantly differed depending on the sport practiced (χ2(3)=56.868, Pconcussions on the amateur level, volleyball players experienced most on the professional level and basketball players during leisure play (χ2(9)=112.667, Pconcussions by a collision with another player, volleyball players instead experienced most concussions by hits from the ball (χ2(6)=211.260, Pconcussive incidences (χ2(7)=19.638, Pconcussions (χ2(6)=13.617, Pconcussions are sport-specific and particularly concern amateurs. This indicates that most concussions in ball games appear in situations, where medical care units are not necessarily present. Preventive measures should therefore especially address amateurs in ball sports.

  17. A Sports Franchise Simulation Game

    Science.gov (United States)

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  18. Design sensitivities for interactive sport-training games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Rasmussen, Majken Kirkegård; Grønbæk, Kaj

    2014-01-01

    and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns...... and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general.......This paper presents the design and development process of an interactive football-training game that aims to improve players' ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented...

  19. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...... and developing relevant and engaging training experiences. I term this combination interactive sports training games. This dissertation bridges this gap by exploring how to design and develop bodily interactions that leverage the quality and engagement of sports training by using game mechanics, but also how...... to identify and avoid the pitfalls and challenges that emerge in the process. It further explores how competition can be facilitated in bodily games and how it affects players. These explorations are done by designing, developing and evaluating innovative interactive sports training games. The results...

  20. Electronic games of movement: it is sport or simulation in the perception of young people?

    Directory of Open Access Journals (Sweden)

    Ana Paula Salles da Silva

    2017-09-01

    Full Text Available Electronic games have been one of the main ways of access of young to technology in Brazil, leading to new experiences in social practices.The objective of this study is to identify the perception of young people on the experience of electronic games of movement with sports theme. Methodology: 24 young elementary school students were investigated, divided into 3 groups. Each group participated in 10 sessions with electronic games of movement of 3 hours each. During the sessions the speeches of the young people were recorded in a field diary. Results: departing from the speeches of young people the experiment with electronic games of movement emerges as a mediated and unique experience. It is mediated because it interposes itself between subject and object and it is unique because the way is the experience itself.Conclusions: the perception of the young people indicates a conceptual enlargement in which the comprehension of sports is expanded by the experiences with technology.

  1. Sport as an object of reflection and as personal experience

    OpenAIRE

    Olga Markič

    2012-01-01

    The philosophy of sport is traditionally concerned with three topics: the problem of finding appropriate definitions of the main concepts (e.g. sport, game, play and rules), ethical problems (e.g. values, fair-play and performance enhancement), and the aesthetic characteristics of sport. The author briefly presents the influential Suits’ analysis of the notion of game, but her main interest lies in connecting sport with cognitive science, particularly cognitive philosophy. She contrasts class...

  2. Video Gaming Disorder and Sport and Exercise in Emerging Adulthood: A Longitudinal Study.

    Science.gov (United States)

    Henchoz, Yves; Studer, Joseph; Deline, Stéphane; N'Goran, Alexandra A; Baggio, Stéphanie; Gmel, Gerhard

    2016-01-01

    Among the negative consequences of video gaming disorder, decreased participation in sport and exercise has received little attention. This study aimed to assess the longitudinal association between video gaming disorder and the level of sport and exercise in emerging adult men. A questionnaire was completed at baseline and 15-month follow-up by a representative national sample of 4,933 respondents. The seven items of the Game Addiction Scale were used to construct a latent variable representing video gaming disorder. Level of sport and exercise was also self-reported. Cross-lagged path modeling indicated a reciprocal causality between video gaming disorder and the level of sport and exercise, even after adjusting for a large set of confounders. These findings support the need for better promotion of sport and exercise among emerging adults in order to contribute to the prevention of video gaming disorder, and to raise the level of sport and exercise activity in addicted gamers.

  3. Sports and games for post-traumatic stress disorder (PTSD).

    Science.gov (United States)

    Lawrence, Sue; De Silva, Mary; Henley, Robert

    2010-01-20

    Traumatic experiences evoke emotions such as fear, anxiety and distress and may encourage avoidance of similar situations in the future. For a proportion of those exposed to a traumatic event, this emotional reaction becomes uncontrollable and can develop into Post Traumatic Stress Disorder (PTSD) (Breslau 2001). Most of those diagnosed with PTSD fully recover while a small proportion develop a chronic PTSD a year after the event (First 2004). Sports and games may be able to alleviate symptoms of PTSD. 1. To assess the effectiveness of sports, and games in alleviating and/or diminishing the symptoms of PTSD when compared to usual care or other interventions. 2. To assess the effectiveness of different types of sports and games in alleviating and/or diminishing symptoms of PTSD. The Cochrane Collaboration Depression, Anxiety and Neurosis Controlled Trials Registers (CCDAN-CTR) were searched up to June 2008.The following databases were searched up to June 2008: the Cochrane Central registry of Controlled Trials; MEDLINE; EMBASE; CINAHL; PsycINFO. Reference lists of relevant papers were searched and experts in the field were contacted to determine if other studies were available. To be included, participants had to be diagnosed with PTSD using criteria outlined in the Diagnostic and Statistical Manual for Mental Disorders (DSM IV) and/or ICD criteria. Randomised controlled trials (RCTs) that considered one or more well-specified sports or games for alleviating and/or diminishing symptoms of PTSD were included.Sports, and games were defined as any organized physical activity done alone or with a group and non-physical activities such as computer games and card games done alone or with a group. Psychological interventions such as music therapy, art therapy and play therapy and behavioural therapy were excluded. Two reviewers (SL and MD) separately checked the titles and abstracts of the search results to determine which studies met the pre-determined inclusion criteria

  4. Public gaming: eSport and event marketing in the experience economy

    OpenAIRE

    Borowy, Michael

    2012-01-01

    This thesis situates organized competitive digital gaming (eSport) in the context of historical sport, the rise of the computer and video games industry, event marketing, and the experience economy. It argues that the oftentimes misattributed origins of eSport in truth first took place during the early 1980s in arcades, when the various criteria for sport, including public contest, a structured framework for victory and defeat, mediatization and promotion, professionalization, record-keeping,...

  5. Teaching Sport Psychology to the XBox Generation: Further evidence for game-based learning

    OpenAIRE

    Manley, A; Whitaker, L; Patterson, L

    2012-01-01

    Objective: To extend recent research examining the impact of game-based activities on the learning experience of undergraduate psychology students. Design: A counterbalanced repeated measures design was employed to evaluate students’ learning experiences following their involvement in active game-based learning activities. Method: Students on a Level 5 sport psychology module (N=134) were asked to participate in four practical classes demonstrating the impact of psychological factors (e.g. an...

  6. Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2016-02-01

    Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (N = 1132; 70.6 % female; M age = 19.06 years, range of 17-25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.

  7. Sport Tourism and its History and Contribution of Olympic Games to Touristic Promotion

    Directory of Open Access Journals (Sweden)

    Zafer Y I L D I Z

    2015-08-01

    Full Text Available Tourism sector is one of the sectors that gain momentum and importance with the globalization. One of the important sub branches of the tourism that attracts attention with 1 - 1 - 5 billion people and approximately 2 trillion world incomes is sport tourism. The first tourism movement is the start of Olympics in Ancient Greek and movement of people who want to watch these games. Due to the fact that this tourism type that emerges thanks to the sports activities, contributes the economic and social structure of that region, states carry out significant lobbying activities to host Olympics. The mass of the number of the sportsmen to attend to the sport activity and audience that come to watch these games and more importantly live s treams from the place of the games contribute significantly to the promotion of that region. While eating and drinking, traveling, souvenirs expenses are direct incomes; it significantly contributes to the transportation and carriage sector. The appearance of before and after of the Olympic regions show great difference. One of the most important examples is the province of Mersin that hosts the latest Mediterranean games. While infrastructure and supra structure investments made for the preparation of city to the games in a brief time change the appearance of the city, national and international promotions significantly change the province. Olympic causes important development beyond measure. The objective of this study is to specify social and economic con tributions of tourism type emerged by the sport activities on the region and raise awareness for its contribution to country promotion. The study bases significantly on the literature review. The study will have a solid structure by making use of the dome stic and international statistical data. The scope of the study is Olympics in general and Mediterranean games in Mersin Province in particular.

  8. Game Indicators Determining Sports Performance in the NBA.

    Science.gov (United States)

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

    2013-01-01

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003-11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offensive, determines sports performance in the NBA. The most critical indicators are: Win%, Offensive EFF, 3rd Quarter PPG, Win% CG, Avg Fauls and Avg Steals. In practical applications these results connected with top teams and elite players may help coaches to design better training programs.

  9. THE EVOLUTION OF THE WINTER PARALYMPIC GAMES AND SPORTS

    Directory of Open Access Journals (Sweden)

    Vasilios Giovanis

    2015-03-01

    Full Text Available Purpose: The aim of this research was to record and the evolution of the winter paralympic games and sports since 1976 until 2010. The history of the Winter Paralympic Games is relatively recent compared to that one of the Olympic Games. The first Games were held in 1976 in Ornskoldsvik, Sweden and the most recent, 38 years later in 2014, in Sochi, Russia. This article will examine the Winter Paralympic Games up until the ones in 2010 in Vancouver, Canada. During these years, there have been many changes in relation to the Games itself, the governing body of the Paralympic Movement, the sports’ facilities, the sports involved and sports’ categories. The motivation for writing this paper was the need to record and gather all of these items in one paper. Gathering information for the Winter Paralympic Games will be an important theoretical background. This information will create a database for the structure of the governing body of the Paralympic Games, for the organization of the Games [Local Organizing Committee (LOC, venues and equipment], for the evolution of the Winter Paralympic Sports and the categories of the athletes, as well as the evolution of the athletes’ and sports’ participation. Material : The research material that was used was mainly from the bibliography and records of the International Paralympic Committee (IPC, from the Official Post Games Reports and the Internet, while the research method that was used was descriptive. Moreover, the use of diagrams will depict the distribution of the participation of athletes and countries in each Games. Results : The participation of countries grew continuously and steadily from 16 to 44, during the years of 1976 to 2010 respectively. Regarding the athletes’ participation, starting in the first Games with 198 athletes, they reached the number of 502 in the 2010 Vancouver Winter Paralympic Games. The participation percentages of the athletes coming from Europe constituted the bulk

  10. Laughter in popular games and in sport. The other health of human play.

    Science.gov (United States)

    Eichberg, Henning

    2013-01-01

    Hurling in Cornwall, la soule in Britanny, Shrovetide football in England: Popular games have normally been treated as forerunners of modern sport, sport having regulated the space and the time of the game, the (non-) violence of behaviour, the control of results, the planning, strategy, tactics, techniques and evaluation of the competitive action. This is told as a story of social improvement and progress--and about turning unhealthy wildness into civilized 'healthy' sport activity. What sociological analysis of game-playing tended to ignore was the laughter of the participants. With the seriousness of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport and fitness, and the 'underground' dimension of laughter in modern sports. By comparative analysis, laughter reveals as a bodily discourse about the imperfect human being. It tells an oppositional story about the perfectionism in the order of Western thinking--in sports as well as in health. The bodily 'physiology' of laughter, the exploding psychical energy, and the inter-bodily social relations in laughter and play and game point towards the multi-dimensionality of health, as it was formulated by WHO: as "physical, mental, and social well-being".

  11. [Sports injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Division].

    Science.gov (United States)

    Wang, Fengzhe; Chen, Zhian; Pan, Shinong; Liao, Wei; Zhan, Yuhua; Zheng, Liqiang; Wang, Yitong; Lu, Chunxue; Fu, Wei; Zhang, Xiaogang; Liang, Hongjun; Guo, Qiyong

    2015-05-05

    To retrospectively analyse the medical imaging examination results of the injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Divison. Collected and analyzed the health information and medical imaging examination results from Shengjing Hospital of China Medical University during the two games. There was 9 cases of sports injuries in the 2008 Olympic Games, mainly for knee, ankle ligament injury and muscle sprain, 36 cases of sports injuries in the 2013 China National Games, mainly for head traumas (9 cases), knee injuries (7 cases), ankle injuries (7 cases), shoulder injures (4 cases). Competitions of high risk of being injured were wrestling (10 cases), track and field (8 cases), American football (6 cases). The most common cause of illness were respiratory system (60 cases) and the digestive system (27 cases) in the total 233 cases illnesses in the China National Games. Different sports have different characteristic, regularity and mechanism of injury. Medical imaging examination has important value in the diagnosis of injury during large games. The respiratory system and digestive system are the most common illnesses and affect the athletes training and competition as important as injuries. So illness is the focus on the medical care assurance of the large games.

  12. Leadership as factor of men's student basketball team sports and games activities efficiency

    Directory of Open Access Journals (Sweden)

    Andryushina L.L.

    2012-11-01

    Full Text Available The main goal of study is extension of information about combining psychological, athlete's physical and sports fitness qualification in playing sports in training process while studying in university. This study took place on 24 athletes, boys 18 - 21 years of different skills (the candidate for the master of sports - 9, first-class sportsman - 12, second-class sportsman - 3. It is proved that the effectiveness of sports and gaming activities in team sports will then be productive when there be a switch in the relationship between leading and famous players from the "subject - object" to "subject -subjective ". It was determined that the main precondition for the effectiveness of competitive activity is before head identification and formation of leadership behavior in teams players of team sports, where leadership is behavioral interaction process for individuals or teams to achieve established goals.

  13. The Use of Active Video Games in Physical Education and Sport

    Directory of Open Access Journals (Sweden)

    Natalia Chukhlantseva

    2017-02-01

    Full Text Available ICT cause and accelerate the processes of getting and developing knowledge, facilitate the process of modernization of education. Active video games, which involve physical movement of the player’s body, are used to increase the efficiency of perception of the educational material connected with motor activity and to raise the level of motor activity of young people Active video games which require the display of strength, coordination and flexibility are included into the curriculum of physical education, combining physical education with a game. These games use the player’s body movements as a controller, thus providing an alternative to static games and helping to preserve health. The study is the analysis of publications on the use of ICT, namely active video games (exergames in the field of physical culture and sports. The study has found that the use of active video games in educational and training process promotes physical qualities, improves cognitive functions, improves socialization and motivation to exercise. It has been proved that the use of exergames motivation increases motor activity of students and adults. Specially selected exergames help to familiarize students with various types of sports activities, such as those that are difficult to practice in the gym. Rational use of active video games in the classroom optimizes the educational process. Modern mobile exergames on one platform include several sports and can be used outside sports facilities, encouraging more people to exercise. Exergames personalize elements of the game, the level of difficulty, type of physical activity, have a system of evaluation of changes in the user’s preparedness, increase motivation to exercise.

  14. Designing the Object Game

    DEFF Research Database (Denmark)

    Filip, Diane; Lindegaard, Hanne

    2016-01-01

    The Object Game is an exploratory design game and an experiment of developing a tangible object that can spark dialogue and retrospection between collaborative partners and act as a boundary object. The objective of this article is to show and elaborate on the development of the Object Game......, and to provide case examples of the game in action. The Object Game has two parts – Story-building and Co-rating of objects – with the aim of stimulating a collaborative reflection on knowledge sharing with different objects. In Story-building, the participants visualize their knowledge sharing process...... these facilitated knowledge transfer, knowledge exchange, knowledge generation, and knowledge integration. The participants collaborative reflected on their use of different objects for knowledge sharing and learn which objects have been effective (and which have not been effective) in their collaborative...

  15. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  16. Game Indicators Determining Sports Performance in the NBA

    OpenAIRE

    Miko?ajec, Kazimierz; Maszczyk, Adam; Zaj?c, Tomasz

    2013-01-01

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003?11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offen...

  17. Senior Games as Serious Sport Tourism

    Science.gov (United States)

    Heo, Jimmoo; King, Carina

    2009-01-01

    Stebbins (1992) defined serious leisure as the systematic pursuit of amateur, hobbyist, or volunteer activity that is substantial and interesting for the participants involved. This study investigated associations between serious leisure and sport tourism using Indiana Senior Games participants. This study used a self-report questionnaire to…

  18. Sports injuries and illnesses during the second Asian Beach Games.

    Science.gov (United States)

    Al-Shaqsi, Sultan; Al-Kashmiri, Ammar; Al-Risi, Ahmed; Al-Mawali, Suleiman

    2012-09-01

    Prevention of sport injuries and illnesses is a focus for epidemiological surveillance. To record and analyse all sports injuries and illnesses registered during the second Asian Beach Games. A descriptive epidemiological study using the International Olympic Committee Surveillance system to register injuries and illnesses during the second Asian Beach Games. The second Asian Beach Games hosted 1132 athletes from 43 countries competing in 14 beach sports. All National Olympic Committees' physicians of the participating teams were invited to report all injuries and illnesses. In addition, medical officers at the different Olympic venues and the main Olympic village reported injuries and illnesses treated at the clinics on a daily basis. A total of 177 injuries were reported equating to an incidence rate of 156.4 per 1000 registered athletes. Tent pegging recorded the highest incidence of injuries with 357 per 1000 registered athletes. The most prevalent injuries were in the foot/toe with 14.1% of all reported injuries. The majority of injuries were incurred during competition (75.4%). In addition, the most common mechanism of injury was contact with another athlete (n=42, 23.7%) and combined sudden and gradual overuse contributed to 30% of the total injury burden. Furthermore, 118 illnesses were reported resulting in an incidence rate of 104.2 illnesses per 1000 registered athletes. The most affected system was the respiratory tract (39.1%) with infection being the most common cause (n=33, 38.0%). The incidence of injury and illness differed significantly among the 14 sports. The data indicate that the risk of injury from beach games is sport dependant. This means that any preventive measures have to be tailored for each discipline. Furthermore, the study showed that respiratory infections are the commonest illness in beach sports and therefore, event organisers should focus improving public health measures and hygiene awareness.

  19. Sport as an object of reflection and as personal experience

    Directory of Open Access Journals (Sweden)

    Olga Markič

    2012-07-01

    Full Text Available The philosophy of sport is traditionally concerned with three topics: the problem of finding appropriate definitions of the main concepts (e.g. sport, game, play and rules, ethical problems (e.g. values, fair-play and performance enhancement, and the aesthetic characteristics of sport. The author briefly presents the influential Suits’ analysis of the notion of game, but her main interest lies in connecting sport with cognitive science, particularly cognitive philosophy. She contrasts classical cognitivism with the so-called embodied and situated cognition approach. She argues that sport is a good laboratory for testing different approaches and ideas in cognitive science, and stresses two major points. First, sport is an activity where skills are of the utmost importance which helps to shed light on the weaknesses of classical cognitivism. Second, the personal experiences and feelings of athletes play an important role and cannot be dismissed. Both features emphasize the need to treat mental processes as embodied and situated in the environment. The author concludes that we have to broaden the philosophy of sport with topics borrowed from the philosophy of cognitive science and phenomenology of sport.

  20. Sports video games: re-shaping football and re-defining fandom?

    OpenAIRE

    ervine bangor ac uk, j.

    2017-01-01

    This paper will examine ways in which football video games, such as Football Manager and FIFA, are re- shaping the sport of football and re-defining the relationship between fans and the sport. In so doing, it will explore ways in which football video games have been portrayed in both the UK and France through close study of the press, academic literature, the press and popular culture.To begin with, it will be argued that dismissive attitudes of some journalists and football managers towards...

  1. Game Play Participation of Amotivated Students during Sport Education

    Science.gov (United States)

    Wallhead, Tristan L.; Garn, Alex C.; Vidoni, Carla; Youngberg, Charli

    2013-01-01

    Sport Education has embedded pedagogical strategies proposed to reduce the prevalence of amotivation in physical education. The purpose of this study was to provide an examination of the game play participation rates of amotivated students within a Sport Education season. A sample of 395 high school students participated in a season of team…

  2. Impact of Sport-related Games on High School Students’ Communication Skills

    Directory of Open Access Journals (Sweden)

    Ozturk Ozden Tepekoylu

    2015-09-01

    Full Text Available In Recent studies underline the fact that adolescents are, at many times, likely to experience serious communication problems with their families and close environments. So, the aim of this study is to determine positive impact of sport-related games, which are performed as extracurricular activities, on high school students’ communication skills. In the study, pre, & post-tests was utilized with the control group’s experimental patterns. Two participant groups were made up of totally 30 high school students, 15 of whom would be in the experimental group and the rest of whom were in the control group. The former group was given sport- related 20 applications for 10 weeks during which the latter group would not deal with any extracurricular activities. Meanwhile, before and after the applications, data was collected by means of “The Communication Skills Scale” which was developed by Korkut (1996 and then analysed through “two-way ANCOVA” test techniques. Results clarify that the considerable gap in scores of the students’ pre, & post-tests perception concerning their communication skills are clearly attributed to sport-related games and it was also established that scores of the students in the experimental group were meaningfully higher than ones in the control group. However, perception of communication skills in the both groups was not significantly different by sex of the students. Moreover, the common effect of sex and participation on sport- related games was not found statistically meaningful in terms of communication skills. Consequently, it could be said that sport-related games impact positively communication skills.

  3. The Kladruby Games, the Paralympics, and the pre-history of disability sport

    Directory of Open Access Journals (Sweden)

    Roman Reismüller

    2017-06-01

    This article presents an account of the development of the Kladruby Games in Czechoslovakia from 1948, which in 2017 celebrate their 100th edition, in order to bring to light some of the hidden history of disability sport. We might be led to speculate on how the Kladruby Games might have developed from these very promising beginnings, had Srdečný received earlier support from the authorities, and the impetus to consider Olympic connections. Such speculations we consider to be fruitless, given the very different conceptions of disability sport at work here. Srdečný’s continuing commitment was to seeing the Kladruby Games as an impetus to the rehabilitative and recreational benefits of sport, rather than the contradictions experienced by the Paralympics in balancing elite performance values with its other aims.

  4. The Commonwealth Games as an Example of Bringing States Closer Through Sport

    Directory of Open Access Journals (Sweden)

    Kobierecki Michał Marcin

    2017-03-01

    Full Text Available The aim of the article is to investigate the issue of positive sports diplomacy directed at bringing countries closer and deepening cooperation between them. Generally, sports diplomacy is a broader term and may include various ways of utilizing sport, both negative and positive, even for the sake of nation-branding. Positive sports diplomacy most commonly refers to bringing hostile states closer together, but it may also be used to deepen political alliances or foster friendship and cooperation between states that are not mutually hostile. The research focuses on the latter form of positive sports diplomacy. The investigation is a case study concerning the Commonwealth Games, a sports event that is held once every four years and gathers countries and territories that used to belong to the former British Empire. The research therefore aims to determine whether this event, the second largest multisport event in the world, is significant from political and diplomatic perspectives. A second research question concerns whether the Commonwealth Games should be seen as an attempt by Great Britain to maintain influence in its former colonies. The research attempts to test the hypothesis that the Commonwealth Games are an important contributor to sustaining ties between states of the former British Empire.

  5. Sport psychology consultants’ perceptions of their challenges at the London 2012 Olympic Games

    DEFF Research Database (Denmark)

    Elsborg, Peter; Diment, Gregory; Elbe, Anne-Marie

    2014-01-01

    The aim of the study was to explore the challenges sport psychology consultants perceived at the 2012 London Olympic Games. Semi-structured interviews were conducted with 11 sport psychology consultants up to six weeks after the London Games. The interviews were transcribed and inductively content...... analyzed. The results show that consultants perceived a number of challenges important to being successful at the Olympic Games. These challenges were divided into two general themes: Challenges before the Olympics (e.g. negotiating your role) and Challenges during the Olympics (e.g. dealing with the media......). Furthermore, four different Sport psychology consultant roles during the Olympics could be defined. On the one hand, the reported challenges validate and cohere with the challenge descriptions in the literature. On the other hand, the data identifies individual contextual differences between the consultants...

  6. Recreational game and social sport as law policy. Its relationship with childhood in socially and economically deprived communities

    Directory of Open Access Journals (Sweden)

    Ianina Tuñón

    2014-06-01

    Full Text Available Currently, it is widely known that sports, exercise and recreational physical activities have benefits for human and social development as well as for their establishment as a human right within different legal activities. This right to sport and recreational game during childhood is made explicit in the Convention on the Rights of the Child (UN, 1989, and the National Education Act, and the Integral Protection Act (Law 26.061. The aim of this article is to analyze the implementation of public policies through a case study in La Matanza, in three socio-residential areas of slums or urban settlements, with children from 4 to 14 years old as the target population. Adopting qualitative perspectives, we carried out the analysis of the theoretical and methodological approach together with objective field practices. The results show that programs oriented towards sport as a social practice have limitations when it comes to translating the essence of human development from a rights approach into concrete practice, as well as covering, constructing and implementing educational offers in the field of game and recreational sport.

  7. Injuries in team sport tournaments during the 2004 Olympic Games.

    Science.gov (United States)

    Junge, Astrid; Langevoort, Gijs; Pipe, Andrew; Peytavin, Annie; Wong, Fook; Mountjoy, Margo; Beltrami, Gianfranco; Terrell, Robert; Holzgraefe, Manfred; Charles, Richard; Dvorak, Jiri

    2006-04-01

    Several authors have analyzed the incidence of injuries in a given sport, but only a few have examined the exposure-related incidence of injuries in different types of sports using the same methodology. Analysis of the incidence, circumstances, and characteristics of injuries in different team sports during the 2004 Olympic Games. Cohort study; Level of evidence, 2. During the 2004 Olympic Games, injuries in 14 team sport tournaments (men's and women's soccer, men's and women's handball, men's and women's basketball, men's and women's field hockey, baseball, softball, men's and women's water polo, and men's and women's volleyball) were analyzed. After each match, the physician of the participating teams or the official medical representative of the sport completed a standardized injury report form. The mean response rate was 93%. A total of 377 injuries were reported from 456 matches, an incidence of 0.8 injuries per match (95% confidence interval, 0.75-0.91) or 54 injuries per 1000 player matches (95% confidence interval, 49-60). Half of all injuries affected the lower extremity; 24% involved the head or neck. The most prevalent diagnoses were head contusion and ankle sprain. On average, 78% of injuries were caused by contact with another player. However, a significantly higher percentage of noncontact (57%) versus contact injuries (37%) was expected to prevent the player from participating in his or her sport. Significantly more injuries in male players (46%) versus female players (35%) were expected to result in absence from match or training. The incidence, diagnosis, and causes of injuries differed substantially between the team sports. The risk of injury in different team sports can be compared using standardized methodology. Even if the incidence and characteristics of injuries are not identical in all sports, prevention of injury and promotion of fair play are relevant topics for almost all team sports.

  8. The psychosocial impact of professional gambling, professional video gaming & eSports

    OpenAIRE

    Griffiths, MD

    2017-01-01

    The convergence of digital technologies, sport, and gambling industry has multiplied the possible combinations of products that, having originated in one field, have evolved into something different. This article briefly examines eSports and gambling, as well as a brief examination of the convergence between professional gambling and professional video game playing.

  9. TAFISA AND UNESCO JOINT EFFORT FOR BUILDING CULTURAL CAPITAL THROUGH TRADITIONAL SPORTS. AN ANALYSIS OF THE 5TH WORLD SPORT FOR ALL GAMES

    Directory of Open Access Journals (Sweden)

    Małgorzata Bronikowska

    2015-02-01

    Full Text Available The aim of this article is to emphasize and acknowledge traditional sports as an important historical and socio-cultural phenomenon. By describing ‘the traditional sports and games movement’ from its organization to some key ideas, the authors show how local and national heritage of physical culture is important to every society. Within the current process of globalization, which touches on not only economic and political domains but also cultural and ethnic ones, people need to be aware of their heritage and identity. Various forms of our own, indigenous physical activity are part of this identity. In this article, the authors show the general background to the current situation of traditional sports in a globalized world, which is the socio-cultural context in which they exist, by describing some examples of these kinds of sports and initiatives all over the world. Afterwards, the focus will turn to a particular event – The 5thWorld Sport for All Games – during which traditional sports and games are played and promoted, showing the existence of this kind of sport as a potentially efficient tool in promoting cultural exchange and preserving heritage in the contemporary world.

  10. Football Manager: Mutual Shaping between Game, Sport, and Community

    OpenAIRE

    Hocquet , Alexandre

    2016-01-01

    International audience; Football Manager is one of the most popular sports management video games. For twenty years now, it has been a best seller in all the countries of the world where football is culturally important. Its purpose is to simulate a manager's career with an emphasis on data analysis and number crunching, especially the football match scenario and the football players' quantified characteristics. The claimed realism of the game is therefore based, among other things, on the re...

  11. Psychological issues of the russian sport (towards the 31st Summer Olympic games in Rio de Janeiro, Brazil

    Directory of Open Access Journals (Sweden)

    Alexander V. Morozov

    2015-09-01

    Full Text Available The paper deals with the psychological issues of the Russian sport in general (including internal and external, objective and subjective ones. The attitudes of the most authoritative sports experts are analyzed. Various media discuss the performance of Russians in the Olympics of the third Millennium, the role and importance of psychology in modern sport and also in preparation of elite sport athletes for such important tournaments as the Olympic Games. The paper discusses fundamental differences of psychological preparation of the Russian and foreign athletes, comparative analysis of national team performances of Russia in the summer Olympics and Paralympic Games over the past 20 years, i.e. in 1996, 2000, 2004, 2008 and 2012. The paper analyses the strongest team performances on the global level in the latest Summer Olympic games and the probabilistic prediction of the performance results in the Summer Olympics in Brazil in reference with November doping scandal in the Russian Athletics Federation associated with charges of the Russian athletes in the mass doping followed by a loud dismissal of a number of sports officials and coaches, with two Russian athletes to be disqualified and stripped of their medals of London Olympics-2012, and also a RAF member in the IAAF to be suspended, which puts into question the possibility of Russian national athletics team participating in the next Olympics. The paper outlines current problematic issues the solution of which is urgent for the 21st Summer Olympics 2016 in Rio de Janeiro, Brazil, and should contribute to a fundamental change in the psychological, spiritual, moral atmosphere not only of an individual athlete, but for all Russian sport in general.

  12. Influence of sports games classes in specialized sections on formation of healthy lifestyle at students of the highest educational institutions

    OpenAIRE

    Kudryavtsev, M.; Galimova, A.; Alshuvayli, Kh.; Altuvayni, A.

    2018-01-01

    In modern society, the problem of formation of healthy lifestyle at youth, in particular, at students of the highest educational institutions is very relevant. Sport is a good mean for motivation, in this case – sports games. Purpose: to reveal consequences of participation in sports games and influence of these actions on healthy lifestyle of students of the highest educational institutions, to designate a role of classes in the sections, specializing in preparation for sports games in this ...

  13. Provisioning of game meat to rural communities as a benefit of sport hunting in Zambia.

    Directory of Open Access Journals (Sweden)

    Paula A White

    Full Text Available Sport hunting has reportedly multiple benefits to economies and local communities; however, few of these benefits have been quantified. As part of their lease agreements with the Zambia Wildlife Authority, sport hunting operators in Zambia are required to provide annually to local communities free of charge i.e., provision a percentage of the meat obtained through sport hunting. We characterized provisioning of game meat to rural communities by the sport hunting industry in Zambia for three game management areas (GMAs during 2004-2011. Rural communities located within GMAs where sport hunting occurred received on average > 6,000 kgs per GMA of fresh game meat annually from hunting operators. To assess hunting industry compliance, we also compared the amount of meat expected as per the lease agreements versus observed amounts of meat provisioned from three GMAs during 2007-2009. In seven of eight annual comparisons of these GMAs, provisioning of meat exceeded what was required in the lease agreements. Provisioning occurred throughout the hunting season and peaked during the end of the dry season (September-October coincident with when rural Zambians are most likely to encounter food shortages. We extrapolated our results across all GMAs and estimated 129,771 kgs of fresh game meat provisioned annually by the sport hunting industry to rural communities in Zambia at an approximate value for the meat alone of >US$600,000 exclusive of distribution costs. During the hunting moratorium (2013-2014, this supply of meat has halted, likely adversely affecting rural communities previously reliant on this food source. Proposed alternatives to sport hunting should consider protein provisioning in addition to other benefits (e.g., employment, community pledges, anti-poaching funds that rural Zambian communities receive from the sport hunting industry.

  14. Provisioning of game meat to rural communities as a benefit of sport hunting in Zambia.

    Science.gov (United States)

    White, Paula A; Belant, Jerrold L

    2015-01-01

    Sport hunting has reportedly multiple benefits to economies and local communities; however, few of these benefits have been quantified. As part of their lease agreements with the Zambia Wildlife Authority, sport hunting operators in Zambia are required to provide annually to local communities free of charge i.e., provision a percentage of the meat obtained through sport hunting. We characterized provisioning of game meat to rural communities by the sport hunting industry in Zambia for three game management areas (GMAs) during 2004-2011. Rural communities located within GMAs where sport hunting occurred received on average > 6,000 kgs per GMA of fresh game meat annually from hunting operators. To assess hunting industry compliance, we also compared the amount of meat expected as per the lease agreements versus observed amounts of meat provisioned from three GMAs during 2007-2009. In seven of eight annual comparisons of these GMAs, provisioning of meat exceeded what was required in the lease agreements. Provisioning occurred throughout the hunting season and peaked during the end of the dry season (September-October) coincident with when rural Zambians are most likely to encounter food shortages. We extrapolated our results across all GMAs and estimated 129,771 kgs of fresh game meat provisioned annually by the sport hunting industry to rural communities in Zambia at an approximate value for the meat alone of >US$600,000 exclusive of distribution costs. During the hunting moratorium (2013-2014), this supply of meat has halted, likely adversely affecting rural communities previously reliant on this food source. Proposed alternatives to sport hunting should consider protein provisioning in addition to other benefits (e.g., employment, community pledges, anti-poaching funds) that rural Zambian communities receive from the sport hunting industry.

  15. design and production of trophies for selected sports and games

    African Journals Online (AJOL)

    DEPT OF AGRICULTURAL ENGINEERING

    ABSTRACT. Design and production of trophies for games and sports particularly in a form of metal art has .... ment used included buffing machine, electro- plating machine ..... ing and learning processes which involves criti- cal observation ...

  16. MODELLING THE INTERACTION IN GAME SPORTS - RELATIVE PHASE AND MOVING CORRELATIONS

    Directory of Open Access Journals (Sweden)

    Martin Lames

    2006-12-01

    Full Text Available Model building in game sports should maintain the constitutive feature of this group of sports, the dynamic interaction process between the two parties. For single net/wall games relative phase is suggested to describe the positional interaction between the two players. 30 baseline rallies in tennis were examined and relative phase was calculated by Hilbert transform from the two time-series of lateral displacement and trajectory in the court respectively. Results showed that relative phase indicates some aspects of the tactical interaction in tennis. At a more abstract level the interaction between two teams in handball was studied by examining the relationship of the two scoring processes. Each process can be conceived as a random walk. Moving averages of the scoring probabilities indicate something like a momentary strength. A moving correlation (length = 20 ball possessions describes the momentary relationship between the teams' strength. Evidence was found that this correlation is heavily time-dependent, in almost every single game among the 40 examined ones we found phases with a significant positive as well as significant negative relationship. This underlines the importance of a dynamic view on the interaction in these games.

  17. Sport Art: Spectacle or Sacrament.

    Science.gov (United States)

    Studer, Ginny L., Ed.; And Others

    1982-01-01

    The chief objective of sport art is to capture that actual fleeting moment of excellent performance in a sporting event. In a series of articles, the significance of sport art is shown in its importance in recording historic contests and games, emphasizing social achievement and personal performance goals, and attempting to symbolize the depth of…

  18. Sports injuries during the Summer Olympic Games 2008.

    Science.gov (United States)

    Junge, Astrid; Engebretsen, Lars; Mountjoy, Margo L; Alonso, Juan Manuel; Renström, Per A F H; Aubry, Mark John; Dvorak, Jiri

    2009-11-01

    Standardized assessment of sports injuries provides important epidemiological information and also directions for injury prevention. To analyze the frequency, characteristics, and causes of injuries incurred during the Summer Olympic Games 2008. Descriptive epidemiology study. The chief physicians and/or chief medical officers of the national teams were asked to report daily all injuries newly incurred during the Olympic Games on a standardized injury report form. In addition, injuries were reported daily by the physicians at the medical stations at the different Olympic venues and at the polyclinic in the Olympic Village. Physicians and/or therapists of 92 national teams covering 88% of the 10,977 registered athletes took part in the study. In total, 1055 injuries were reported, resulting in an incidence of 96.1 injuries per 1000 registered athletes. Half of the injuries (49.6%) were expected to prevent the athlete from participating in competition or training. The most prevalent diagnoses were ankle sprains and thigh strains. The majority (72.5%) of injuries were incurred in competition. One third of the injuries were caused by contact with another athlete, followed by overuse (22%) and noncontact incidences (20%). Injuries were reported from all sports, but their incidence and characteristics varied substantially. In relation to the number of registered athletes, the risk of incurring an injury was highest in soccer, taekwondo, hockey, handball, weightlifting, and boxing (all >or=15% of the athletes) and lowest for sailing, canoeing/kayaking, rowing, synchronized swimming, diving, fencing, and swimming. The data indicate that the injury surveillance system covered almost all of the participating athletes, and the results highlight areas of high risk for sport injury such as the in-competition period, the ankle and thigh, and specific sports. The identification of these factors should stimulate future research and subsequent policy change to prevent injury in

  19. Integrated use of sports games in physical education of preschool children

    Directory of Open Access Journals (Sweden)

    O.E. Konoh

    2013-12-01

    Full Text Available Purpose : considered the use of an integrated program of sports in physical education of children in pre-school educational institution. Material and methods : the experiment was attended with parental permission children 5-6 years. In the control group sessions were conducted with additional recreational gymnastic oriented. In the four experimental groups – mini-basketball, mini-handball and futsal. Results : the substantiation of the integrated use of sports games during physical education classes with children. The main starting points for the development of the methodology are: analysis of questionnaires on physical education specialists in preschool educational institutions, educators and parents considering the opinion and the results of previous studies of the level of physical development and physical readiness of preschool children, and analysis of test results to the success of children's possession of the ball. The results of the pedagogical experiment and given their analysis in terms of the influence of physical education classes through the use of sports games on physical development, physical fitness and functional status of children. The data that characterize the rate of growth results in the pedagogical experiment. Conclusions : it was established that the systematic use of sports complex will help to eliminate the deficit movements, balance maturation, children form healthy lifestyle habits.

  20. Students' Game Performance Improvements during a Hybrid Sport Education-Step-Game-Approach Volleyball Unit

    Science.gov (United States)

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana

    2016-01-01

    The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…

  1. Application of Game Theory in Describing Efficacy of Decision Making in Sportsman’s Tactical Performance in Team Sports

    Directory of Open Access Journals (Sweden)

    Joško Sindik

    2008-06-01

    Full Text Available A mathematical method of decision-making in which a competitive or cooperative situation is analyzed to determine the optimal course of action for an interested “player” is often called game theory. Game theory has very broad application in different sciences. Team sports tactical performance is considered from the aspects of data processing theory and the phenomenon of selective attention, as well as from the game theory. Team sports tactical performance is an asymmetric, sequential (of imperfect information, non-zero-sum game. In decision making, predictability in team sports is in fact bargaining, and the player has to use a mixed strategy for choosing option with highest expected utility. Player could choose a trembling hand equilibrium, to eliminate imperfect equilibrium. Strategic dominance conceipt can explain that a player could choose strategy which dominates between other possible strategies, and/or could be led by “team reasoning”, too. In this article, the level of predictability of the most frequent tactical performance of one player in a team sport game is considered, reflecting outcomes both for the same team’s tactical performance (co-players in one player’s team, as well as for the opponent team’s tactical performance. Four different possible situations during team sport competition could lead to considering utilities of one player’s specific decisions.

  2. Comparison of eSports and Traditional Sports Consumption Motives

    Science.gov (United States)

    Lee, Donghun; Schoenstedt, Linda J.

    2011-01-01

    With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…

  3. Sports injuries and illnesses during the London Summer Olympic Games 2012.

    Science.gov (United States)

    Engebretsen, Lars; Soligard, Torbjørn; Steffen, Kathrin; Alonso, Juan Manuel; Aubry, Mark; Budgett, Richard; Dvorak, Jiri; Jegathesan, Manikavasagam; Meeuwisse, Willem H; Mountjoy, Margo; Palmer-Green, Debbie; Vanhegan, Ivor; Renström, Per A

    2013-05-01

    The Olympic Movement Medical Code encourages all stakeholders to ensure that sport is practised without danger to the health of the athletes. Systematic surveillance of injuries and illnesses is the foundation for developing preventive measures in sport. To analyse the injuries and illnesses that occurred during the Games of the XXX Olympiad, held in London in 2012. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses (1) through the reporting of all National Olympic Committee (NOC) medical teams and (2) in the polyclinic and medical venues by the London Organising Committee of the Olympic and Paralympic Games' (LOCOG) medical staff. In total, 10 568 athletes (4676 women and 5892 men) from 204 NOCs participated in the study. NOC and LOCOG medical staff reported 1361 injuries and 758 illnesses, equalling incidences of 128.8 injuries and 71.7 illnesses per 1000 athletes. Altogether, 11% and 7% of the athletes incurred at least one injury or illness, respectively. The risk of an athlete being injured was the highest in taekwondo, football, BMX, handball, mountain bike, athletics, weightlifting, hockey and badminton, and the lowest in archery, canoe slalom and sprint, track cycling, rowing, shooting and equestrian. 35% of the injuries were expected to prevent the athlete from participating during competition or training. Women suffered 60% more illnesses than men (86.0 vs 53.3 illnesses per 1000 athletes). The rate of illness was the highest in athletics, beach volleyball, football, sailing, synchronised swimming and taekwondo. A total of 310 illnesses (41%) affected the respiratory system and the most common cause of illness was infection (n=347, 46%). At least 11% of the athletes incurred an injury during the games and 7% of the athletes' an illness. The incidence of injuries and illnesses varied substantially among sports. Future initiatives should include the development of preventive measures tailored for each specific sport and the

  4. Use of mobile and educational games in the sports training of young football players

    Directory of Open Access Journals (Sweden)

    Volodymyr Naumchuk

    2018-02-01

    Full Text Available Purpose: determine the content and sequence of the use of mobile and educational games in the process of sports training for young football players. Material & Methods: analysis, synthesis and generalization of scientific information on the problem of research, educational and methodological literature and Internet sources, pedagogical observations. Results: it is established that the effectiveness of the use of mobile and educational games should be ensured not only through their appropriate selection in accordance with the pedagogical conditions and due organizational and methodical decision, but also by determining the optimal sequence of their implementation in the training process, adapting their content and structure to the contingent students and a specific pedagogical situation. The generalized sequence of application of these games in the process of sports training of young football players is considered, on a specific example their approximate content is revealed. Conclusion: the content and sequence of the use of mobile and educational games are determined by methodological provisions that provide for the primary solution of the tasks of the individual side of the training of young football players with the subsequent resolution of interrelations in its limits. After that, those tasks of a certain side of sports training that can be solved by means of another are realized. In the future, the relationship and integration of two or more parties of long-term training is carried out in control games and official competitions.

  5. Sport électronique, agressivité motrice et sociabilités

    OpenAIRE

    BESOMBES, Nicolas

    2016-01-01

    This transdiciplinary work, at the intersection of motor praxeology, the sociology of sports and game studies, seeks to understand the phenomenon of “electronic sport” (Wagner, 2006; Taylor, 2012), using the fighting game Mortal Kombat X as its primary focus. The first chapter of this dissertation examines the competitive video gaming practice under four objective and operational criteria commonly used to define a sport: the physicality, the organization of competitions, the regulatory system...

  6. Newspaper Coverage of Women's Sports during the 2000 Sydney Olympic Games: Belgium, Denmark, France, and Italy

    Science.gov (United States)

    Capranica, Laura; Minganti, Carlo; Billat, Veronique; Hanghoj, Signe; Piacentini, Maria Francesca; Cumps, Elke; Meeusen, Romain

    2005-01-01

    In general, women are well represented among sport participants and sport audiences but not in the media. Data show that women's sport is greatly under-reported and trivialized in newspapers. Therefore, the purpose of this study was to measure press coverage during the 2000 Summer Olympic Games in the largest circulating Belgian, Danish, French,…

  7. Virtual(ly) Athletes: Where eSports Fit within the Definition of "Sport"

    Science.gov (United States)

    Jenny, Seth E.; Manning, R. Douglas; Keiper, Margaret C.; Olrich, Tracy W.

    2017-01-01

    Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a "sport" and gamers are being identified as "athletes" within society today. eSports has even infiltrated higher education in the…

  8. Pattern and management of sports injuries presented by Lagos state athletes at the 16th National Sports Festival (KADA games 2009 in Nigeria

    Directory of Open Access Journals (Sweden)

    Owoeye Oluwatoyosi BA

    2010-01-01

    Full Text Available Abstract Background There is a dearth of information on the epidemiology of sports injuries in Nigeria. The study was aimed at documenting sports injuries sustained by Lagos state athletes during the 16th National Sports Festival (KADA Games 2009. It was also aimed at providing information on treatments offered to injured athletes. Methods The study was carried out at Amadu Bello Stadium Complex, sporting arena of the Murtala Square and the team Lagos mini clinic. Participants were accredited Lagos state athletes who at one point in time during the games required treatment from any of the members of the medical team. Demographic data of athletes, type of injuries, body parts injured and treatment modalities used were documented and analysed using descriptive statistics. Results Within the period of the games, a total of 140 sports injuries were documented from 132 athletes with an approximate male to female ratio of 2:1 and age ranging from 15-38 years. Most of the injuries reported by the athletes were "minor" injuries. Muscle strain was the most common type of injury (31.4% followed by ligament sprains (22.9%. The lower extremities were the most injured body region accounting for 50% of all injuries. Over 60% of injuries presented by the athletes were from basketball, cricket, hockey, rugby and baseball. Cryotherapy was the most frequently used treatment modality, followed by bandaging and massage with anti-inflammatory gels. Conclusion Establishing injury prevention programmes directed at the lower extremities may help reduce the risk of injuries to the lower extremities. Since cryotherapy was the most used treatment modality, it is suggested that it should be made abundantly available to the medical team preferably in forms of portable cold sprays for easy transportation and application during the games. It is also important that physiotherapists form the core of the medical team since they are trained to apply most of these treatment

  9. 75 FR 6058 - Federal Sport Fish Restoration; California Department of Fish and Game Fish Hatchery and Stocking...

    Science.gov (United States)

    2010-02-05

    ...] Federal Sport Fish Restoration; California Department of Fish and Game Fish Hatchery and Stocking Program... (NEPA) of 1969, as amended, for the EIR/EIS jointly prepared with CDFG. Under the Sport Fish Restoration... has authority to grant Federal funds from the Sport Fish Restoration and Boating Trust Fund to support...

  10. Investigation of Relationships in the Children's Team in the Process of Sports Gaming

    Directory of Open Access Journals (Sweden)

    Lyudmila N. Voloshina

    2017-09-01

    Full Text Available The article presents the results of studying the children's readiness (in the age of 5-7 years old to interact with peers and adults in the elementary sports and gaming activities. The study was carried out within the framework of the pilot program of the Russian Academy of Education, based on the pre-school educational institutions in the city of Belgorod. To study the relationship in the children's team we used observation, sociometric technique, and diagnostic game situation. The analysis of results obtained showed the presence of problems of readiness to interact with peers and the formation of a communicative component of social experience in children in the age of 5-7 years old. Namely: insufficient level of children's independence, limited ideas about the possibility of using the sports and gaming activities in their own experience, low level of social and normative behavior. The results of the study confirmed the data previously presented in the publications on the growth in the number of preschool children not capable to interpersonal interaction.

  11. Sports injuries and illnesses during the Winter Olympic Games 2010.

    Science.gov (United States)

    Engebretsen, Lars; Steffen, Kathrin; Alonso, Juan Manuel; Aubry, Mark; Dvorak, Jiri; Junge, Astrid; Meeuwisse, Willem; Mountjoy, Margo; Renström, Per; Wilkinson, Mike

    2010-09-01

    Identification of high-risk sports, including their most common and severe injuries and illnesses, will facilitate the identification of sports and athletes at risk at an early stage. To analyse the frequencies and characteristics of injuries and illnesses during the XXI Winter Olympic Games in Vancouver 2010. All National Olympic Committees' (NOC) head physicians were asked to report daily the occurrence (or non-occurrence) of newly sustained injuries and illnesses on a standardised reporting form. In addition, the medical centres at the Vancouver and Whistler Olympic clinics reported daily on all athletes treated for injuries and illnesses. Physicians covering 2567 athletes (1045 females, 1522 males) from 82 NOCs participated in the study. The reported 287 injuries and 185 illnesses resulted in an incidence of 111.8 injuries and 72.1 illnesses per 1000 registered athletes. In relation to the number of registered athletes, the risk of sustaining an injury was highest for bobsleigh, ice hockey, short track, alpine freestyle and snowboard cross (15-35% of registered athletes were affected in each sport). The injury risk was lowest for the Nordic skiing events (biathlon, cross country skiing, ski jumping, Nordic combined), luge, curling, speed skating and freestyle moguls (less than 5% of registered athletes). Head/cervical spine and knee were the most common injury locations. Injuries were evenly distributed between training (54.0%) and competition (46.0%; p=0.18), and 22.6% of the injuries resulted in an absence from training or competition. In skeleton, figure and speed skating, curling, snowboard cross and biathlon, every 10th athlete suffered from at least one illness. In 113 illnesses (62.8%), the respiratory system was affected. At least 11% of the athletes incurred an injury during the games, and 7% of the athletes an illness. The incidence of injuries and illnesses varied substantially between sports. Analyses of injury mechanisms in high-risk Olympic winter

  12. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    Science.gov (United States)

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  13. Quantification of physiological, movement, and technical outputs during a novel small-sided game in young team sport athletes.

    Science.gov (United States)

    Harrison, Craig B; Gill, Nicholas D; Kinugasa, Taisuke; Kilding, Andrew E

    2013-10-01

    The aim of this study was to quantify the physiological responses, time-motion characteristics, and technical executions associated with a novel non-sport-specific small-sided game (SSG) in young team sport players. On 6 separate occasions, 12 young male team sport athletes (mean ± SD: age, 13.0 ± 0.3 years; height, 157.4 ± 4.9 cm; body mass, 47.0 ± 5.0 kg; and V[Combining Dot Above]O2peak, 55.1 ± 4.6 ml·kg·min) completed various "bucketball" SSG formats (i.e., 3 vs. 3, 4 vs. 4, and 6 vs. 6) twice each. Heart rate (HR) was measured during each SSG at 5-second intervals. Time-motion characteristics were measured using global positioning systems. Ratings of perceived exertion (RPEs) were recorded immediately after the SSGs using the Borg scale (RPEs, 6-20). Technical skill executions were measured using a high-speed digital video camera. Analysis revealed a tendency for the 3 vs. 3 games to elicit higher HRs (88.3 ± 4.3) than either 4 vs. 4 (85.9 ± 4.9) or 6 vs. 6 formats (85.9 ± 3.2). Total distance traveled at 13-17.9 km·h was more during 6 vs. 6 than 3 vs. 3 games (very likely substantial true difference, 97%), and total possessions and number of catches, passes, and shots were all higher in 3 vs. 3 compared with 4 vs. 4 and 6 vs. 6 games. There was no difference in RPE between the game formats. The results of this study indicate that 3 vs. 3 non-sport-specific SSGs provide higher stimulus for aerobic fitness adaptation and technical improvement than 4 vs. 4 and 6 vs. 6 formats, and their use for training young team sport athletes is recommended.

  14. Psychosocial impact of participation in the National Veterans Wheelchair Games and Winter Sports Clinic.

    Science.gov (United States)

    Sporner, Michelle L; Fitzgerald, Shirley G; Dicianno, Brad E; Collins, Diane; Teodorski, Emily; Pasquina, Paul F; Cooper, Rory A

    2009-01-01

    The purpose of this study was to determine the characteristics of individuals who participate in the National Veterans Wheelchair Games (NVWG) and the Winter Sports Clinic (WSC) for veterans with disabilities. In addition, it was of interest to determine how these events had impacted their lives. Participants were recruited at the 20th Winter Sports Clinic, held in Snowmass Colorado and the 26th National Veterans Wheelchair Games held in Anchorage, Alaska. Data of interest included demographic, sport participation information, community integration, self-esteem, and quality of life. A secondary data analysis was completed to determine how comparable individuals who attended the NVWG/WSC were to individuals who did not participate in these events. The 132 participants were a mean age of 47.4 + 13.4 and lived with a disability for an average of 13.4 + 12.1. Participants felt that the NVWG/WSC increased their knowledge of sports equipment (92%), learning sports (89%), mobility skills (84%), and acceptance of disability (84%). The majority of participants stated that the NVWG/WSC improved their life. Of those who participated at the NVWG/WSC, they tended to be more mobile, but have increased physical and cognitive limitations as measured by the CHART when compared to the non-attendees. Recommending veterans participate in events such as the NVWG and WSC can provide psychosocial benefits to veterans with disabilities.

  15. MANAGEMENT OF THE SPORT EVENT „THE MINI OLYMPIC GAMES – ZEMUN 2004.“

    Directory of Open Access Journals (Sweden)

    Violeta Šiljak

    2006-06-01

    Full Text Available Implementation of scientific management in sport applied to the sport event is very significant because of connection between theory and practice. Management of a sport event is complex, because it is necessary to supervise the event itself, from the beginning till the end. „The Mini Olympic Games – Zemun 2004.“ are the sport event which was successfully organized in June 2004. by the Faculty of Management in Sport. The aim of this project was to establish interaction of cultural, business and friendly relations between Greece and Serbia, as well as to promote the Faculty of Management in Sport, University „Braća Karić“. The realization of this sport event was based on application of all the principles of general management. This striking example could be a very useful for future practical work in order to perceive extremely important syncretism of scientific management and sport events.

  16. The epidemiology of sports injury during the 37th Thailand National Games 2008 in Phitsanulok.

    Science.gov (United States)

    Laoruengthana, Artit; Poosamsai, Paisan; Fangsanau, Tharinee; Supanpaiboon, Pattrawan; Tungkasamesamran, Kasame

    2009-12-01

    Prevention of injury among athletes is of paramount importance for sport events. The incidence of injury differs depending on many factors, such as level of competition, type of sport, and standard of surveillance systems. It is our purpose to provide a descriptive epidemiology of a national level competition multi-sports event. During the 2008 Thailand National "Phitsanulok" Games, official medical teams of the various sports completed a report form after each match or competition. The demographic data, type of sport, details of injury or illness, diagnosis, and treatment were collected from the PLKGames 2008 program and analyzed by the Medical Surveillance Committee. There were 14,429 athletes and staff participating in the "Phitsanulok" games. A total of 496 injuries were reported during the competition, of which 300 male and 196 female athletes sustained injuries, resulting in an incidence rate of 4.1 injuries per 100 registered athletes. For all sports, 71, 50 and 38 injuries occurred during Rugby, Handball and Basketball, respectively, which accounted for 32% of all injuries. No injury was reported from many sports, such as table tennis, shooting, dancing, and golf The most common diagnoses were sprains and strains. About half of injuries were caused by contact with another athlete, followed by noncontact (28.6%) and limited-contact incidences (27.6%). According to the number of athletes, the risk of incurring an injury was highest in Pencak Silat, handball, basketball, and rugby football. About half of injuries affected lower extremities, while 135, 53, and 49 injuries involved upper extremity, head & neck, and axial body parts, respectively. The knee and ankle were the most common sites of injury. The data demonstrates a potential risk of injury occurring predominately in full-contact sports and limited-contact sports. The data is potentially useful in developing injury surveillance systems for future sporting events.

  17. Importance of the First and the Second Russian Olympic Games for development of sports and Olympic movement in the Russian Empire

    OpenAIRE

    Лях-Породько, Олексій

    2014-01-01

    The article reveals and analyses external and internal (nation-wide and regional) factors which have affected the holding of the First Russian Olympic Games of 1913 in Kiev and the Second Russian Olympic Games of 1914 in Riga are analyzed. It was determined that sports activity in the state was considerably stirred up during 1913–1914 years. It was found that the first Russian Olympic Games directly affected development of governmental-public structure of physical training and sports, creatio...

  18. Informal roles within eSport teams : a content analysis of the game 'Counter-Strike: Global Offensive

    OpenAIRE

    Drenthe, Rolf

    2016-01-01

    Informal roles are roles that are not formally prescribed by a group or organization and are being established through group interaction that takes place among group members. Previous literature has identified twelve roles within traditional sport, however to date limited research has been done within the field of role development within competitive computer gaming (eSports). The purpose of the present study was to explore the informal roles within the eSport setting and i...

  19. [Doping in disabled sports. Doping control activities at the Paralympic Games 1984-2008 and in Germany 1992-2008].

    Science.gov (United States)

    Thevis, Mario; Hemmersbach, Peter; Geyer, Hans; Schänzer, Wilhelm

    2009-12-15

    Activities concerning the fight against doping with regard to the Paralympic Games have been initiated in 1984, when first doping controls were conducted. The foundation of the International Paralympic Committee exactly 20 years ago (1989) considerably supported systematic sports drug-testing programs specifically designed to meet the particular challenges related to disabled sports, which yielded a variety of adverse analytical findings (e.g., with anabolic steroids, diuretics, corticosteroids, and stimulants) especially at Paralympic Summer Games. In Germany, doping controls for handicapped athletes were established in 1992 and have been conducted since by the National Paralympic Committee Germany and the National Anti-Doping Agency. Also here, various analogies in terms of antidoping rule violations were found in comparison to doping controls of nondisabled athletes. In the present article, available numbers of samples analyzed at Paralympic Summer and Winter Games as well as within the doping control program for disabled sports in Germany are summarized, and particularities concerning sample collection and the doping method termed boosting are presented.

  20. Perspectives on a Learning-Model for Innovating Game-Based Movement in Sports and Health

    DEFF Research Database (Denmark)

    Elbæk, Lars; Friis, Jørgen Jakob

    2017-01-01

    science and health education. We therefore ask: Which learning approach and educational factors does a learning model need to provide, in order to establish the best foundation for learning innovation and the design of game-based movement solutions within sport and health education? This paper suggests......As fitness trackers promote the quantifiable self and exergaming and interactive playful installations find their way into the public domain, the design for movement comes into focus. New trends like mobile platforms for gamed-based interaction, such as Pokémon GO, are also attempting to promote...... an active lifestyle. Such digitally supported movement promote health and underlines a need for students to understand that movement design incorporates many aspects: technology, gamification, motivation and understanding of health. To support this, a movement innovation program was needed at our sports...

  1. Deliberate practice and performance in music, games, sports, education, and professions: a meta-analysis.

    Science.gov (United States)

    Macnamara, Brooke N; Hambrick, David Z; Oswald, Frederick L

    2014-08-01

    More than 20 years ago, researchers proposed that individual differences in performance in such domains as music, sports, and games largely reflect individual differences in amount of deliberate practice, which was defined as engagement in structured activities created specifically to improve performance in a domain. This view is a frequent topic of popular-science writing-but is it supported by empirical evidence? To answer this question, we conducted a meta-analysis covering all major domains in which deliberate practice has been investigated. We found that deliberate practice explained 26% of the variance in performance for games, 21% for music, 18% for sports, 4% for education, and less than 1% for professions. We conclude that deliberate practice is important, but not as important as has been argued. © The Author(s) 2014.

  2. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    Science.gov (United States)

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  3. Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity.

    Science.gov (United States)

    Moller, Arlen C; Majewski, Sara; Standish, Melanie; Agarwal, Pooja; Podowski, Aleksandra; Carson, Rebecca; Eyesus, Biruk; Shah, Aakash; Schneider, Kristin L

    2014-11-25

    The popularity of active video games (AVGs) has skyrocketed over the last decade. However, research suggests that the most popular AVGs, which rely on synchronous integration between players' activity and game features, fail to promote physical activity outside of the game or for extended periods of engagement. This limitation has led researchers to consider AVGs that involve asynchronous integration of players' ongoing physical activity with game features. Rather than build an AVG de novo, we selected an established sedentary video game uniquely well suited for the incorporation of asynchronous activity: online fantasy sports. The primary aim of this study was to explore the feasibility of a new asynchronous AVG-active fantasy sports-designed to promote physical activity. We conducted two pilot studies of an active fantasy sports game designed to promote physical activity. Participants wore a low cost triaxial accelerometer and participated in an online fantasy baseball (Study 1, n=9, 13-weeks) or fantasy basketball (Study 2, n=10, 17-weeks) league. Privileges within the game were made contingent on meeting weekly physical activity goals (eg, averaging 10,000 steps/day). Across the two studies, the feasibility of integrating physical activity contingent features and privileges into online fantasy sports games was supported. Participants found the active fantasy sports game enjoyable, as or more enjoyable than traditional (sedentary) online fantasy sports (Study 1: t8=4.43, Pgame was cited as a key motivating factor for increasing physical activity. Preliminary evidence supports potential for the active fantasy sports system as a sustainable and scalable intervention for promoting adult physical activity.

  4. Sports injuries and illnesses in the Lillehammer 2016 Youth Olympic Winter Games.

    Science.gov (United States)

    Steffen, Kathrin; Moseid, Christine Holm; Engebretsen, Lars; Søberg, Pia K; Amundsen, Olav; Holm, Kristian; Moger, Thomas; Soligard, Torbjørn

    2017-01-01

    Injury and illness surveillance during high-level youth sports events is an important first step in health prevention and caretaking of the young elite athletes. To analyse injuries and illnesses that occurred during the 10 days 2nd Youth Olympic Winter Games (YOG), held in Lillehammer 2016. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses through the reporting of (1) all National Olympic Committee (NOC) medical teams and (2) the polyclinic and medical venues by the Lillehammer Organising Committee (LYOCOG) medical staff. In total, 1083 athletes (48 double-starters), 46% (n=502) of them females, from 70 NOCs were registered in the study. NOCs and LYOCOG reported 108 injuries and 81 illnesses, equalling to 9.5 injuries and 7.2 illnesses per 100 athletes. The percentage of injured athletes was highest in the snowboard and ski slopestyle and cross disciplines, alpine skiing and skeleton, and lowest in the Nordic skiing disciplines. Approximately, two-thirds of the injuries (n=71, 65.7%) prevented the athlete from training or competition, while 10 injuries (9.3%) were registered with an estimated absence from sport for >7 days. The rate of illness was highest in curling and the Nordic skiing disciplines with most of them being respiratory tract infections (81.5%). Overall, 9% of the athletes incurred at least one injury during the games, and 7% an illness, which is similar to the first YOG in Innsbruck 2012 and slightly lower compared with previous Winter Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  5. Mobile Game Development: Object-Orientation or Not

    DEFF Research Database (Denmark)

    Zhang, Weishan; Han, Dong; Kunz, Thomas

    2007-01-01

    technology is the prevalent programming paradigm, most of the current mobile games are developed with object-orientation (OO) technologies. Intuitively OO is not a perfect paradigm for embedded software. Questions remain such as how OO and to what degree OO will affect the performance, executable file size......Mobile games are one of the primary entertainment applications at present. Limited by scarce resources, such as memory, CPU, input and output, etc, mobile game development is more difficult than desktop application development, with performance as one of the top critical requirements. As object-oriented...... for the development of mobile device applications (but normal for usual desktop applications). We then apply some optimization strategies along the way of structural programming. The experiment shows that the total jar file size of these five optimized games decreases 71%, the lines of codes decreases 59...

  6. Teaching Game Sense in Soccer

    Science.gov (United States)

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  7. Catering for the athletes village at the Sydney 2000 Olympic Games: the role of sports dietitians.

    Science.gov (United States)

    Pelly, Fiona; O'Connor, Helen; Denyer, Gareth; Caterson, Ian

    2009-08-01

    This article describes the development, analysis, and implementation of the menu available to athletes and patrons in the main dining hall of the Athletes Village at the Sydney 2000 Olympic Games and the significant role of sports dietitians in this process. Menu design and development was informed by focus groups, literature reviews, and food-preference surveys of athletes. The final menu was also assessed by an expert panel of Australian sports dietitians. A custom-designed database (Foodweb) was developed to enable dietary analysis of food-production data and creation of point-of-choice nutrition labels. Dietitians assisted with quality assurance testing and training of catering staff. Athletes surveyed in the main dining hall (N=414) agreed that the menu contained sufficient variety and adequate meat, pasta/rice, vegetable/salad, fruit, and snack items. Sports dietitians played a significant role in ensuring that the menu met the needs of athletes from a range of differing cultural and sporting backgrounds. Dining-hall patrons provided positive feedback and few complaints about the overall dining experience. The information presented in this report can help future caterers and dietitians with the planning and provision of suitable food for athletic performance at an Olympic Games.

  8. Analysis and modification of traditional games and sports towards their correct use in educational contexts

    Directory of Open Access Journals (Sweden)

    Antonio Méndez-Giménez

    2011-01-01

    Full Text Available This article supports the idea of modifying traditional games and sports in order to provide students with significant educational experiences. First, a structural-functional analysis of traditional games is presented. Second, a teaching strategy to enhance their potential in physical education classes is introduced. Third, an approach to make traditional games more vivid for students is offered. The structure of each of the traditional games’ categories is revised, and a few changes are introduced bearing in mind the children’s characteristics and the school context’s limitations. Finally, homemade materials are presented as a perfect tool for these changes, and to foster children’s participation and motivation on traditional games

  9. Size variation and flow experience of physical game support objects

    NARCIS (Netherlands)

    Feijs, L.M.G.; Peters, P.J.F.; Eggen, J.H.

    2004-01-01

    This paper is about designing and evaluating an innovative type of computer game. Game support objects are used to enrich the gaming experience [7]. The added objects are active but are simpler than real robots. In the study reported here they are four helper ghosts connected to a traditional Pacman

  10. Russia and the olympic movement : a study of Russian national identity as described in the newspaper Sovetskij Sport during the winter olympic games of 1988, 1992, 1994, and in the future winter olympic games of 2014

    OpenAIRE

    Nikitin, Anna

    2010-01-01

    The topic of the thesis deals with Russia and the Olympic Movement, studying Russian national identity as it is described in the newspaper Sovetskij Sport during three past Winter Olympic Games (1988, 1992, 1994) and the upcoming Winter Olympic Games that take place in Sochi 2014 in the framework of international politics. The research task is to analyze, what kinds of discourses do the writings of Russian Olympic Committee’s leading sports journal Sovetskij Sport use in times of the above me...

  11. Public Stigma Across Addictive Behaviors: Casino Gambling, eSports Gambling, and Internet Gaming.

    Science.gov (United States)

    Peter, Samuel C; Li, Qian; Pfund, Rory A; Whelan, James P; Meyers, Andrew W

    2018-04-07

    The negative psychological effects of public stigma on disordered gamblers have been well documented. Public stigma deters treatment-seeking and other help-seeking behaviors, and negatively impacts individuals' view of themselves. Different types of disordered gambling activities may attract different degrees of stigma. One increasingly popular form of gambling involves placing bets on the outcomes of competitive video games, also called eSports gambling. This activity shares characteristics with Internet gaming and gambling. The purpose of this study was to compare the degree of public stigma held towards traditional casino gamblers, eSports gamblers, and Internet gamers, as compared to an individual experiencing comparable levels of impairment and distress due to a financial crisis. Using an experimental between-groups vignette study design, we found that all three types of behavioral addictions were more heavily stigmatized than the control condition. The three behavioral addictions were seen as being highly controllable, engendered a significant amount of anger and blame, and resulted in higher levels of desired social distance. Traditional casino gamblers were seen as significantly more dangerous to be around and created a higher level of desired social distance than the Internet gamer. Differences between the Internet gamer and eSports better were less pronounced. These findings underscore the importance of reducing public stigma for gambling and other behavioral addictions, and provide information that can be used when developing interventions to impact stigma.

  12. The Game Object Model and expansive learning: Creation ...

    African Journals Online (AJOL)

    The Game Object Model and expansive learning: Creation, instantiation, ... The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching. ... AJOL African Journals Online.

  13. Rio 2016: opportunities and challenges for Brazilian Sport

    Directory of Open Access Journals (Sweden)

    Katiuscia Mello Figuerôa

    2013-11-01

    Full Text Available The main objective of this paper is to describe the scenery of the Brazilian sport, mainly in the sphere of the high performance sport, in the context of the preparation and organization of the Olympic and Paralympic Games 2016 through the planning, actions and the funding for sport in this period and the appreciation of similar experiences that allow us to point out some paths so that the main proposed objectives are achieved. After covering the indicated scenery, we verified the main proposals and planning for the Brazilian sport in the surrounding context for this study and we outlined some suggestions for achieving the expected improvements to the area, mainly in the high performance sport’s sphere.

  14. Nutrition in team sports.

    Science.gov (United States)

    Mujika, Iñigo; Burke, Louise M

    2010-01-01

    Team sports are based on intermittent high-intensity activity patterns, but the exact characteristics vary between and within codes, and from one game to the next. Despite the challenge of predicting exact game demands, performance in team sports is often dependent on nutritional factors. Chronic issues include achieving ideal levels of muscle mass and body fat, and supporting the nutrient needs of the training program. Acute issues, both for training and in games, include strategies that allow the player to be well fuelled and hydrated over the duration of exercise. Each player should develop a plan of consuming fluid and carbohydrate according to the needs of their activity patterns, within the breaks that are provided in their sport. In seasonal fixtures, competition varies from a weekly game in some codes to 2-3 games over a weekend road trip in others, and a tournament fixture usually involves 1-3 days between matches. Recovery between events is a major priority, involving rehydration, refuelling and repair/adaptation activities. Some sports supplements may be of value to the team athlete. Sports drinks, gels and liquid meals may be valuable in allowing nutritional goals to be met, while caffeine, creatine and buffering agents may directly enhance performance. Copyright © 2011 S. Karger AG, Basel.

  15. Sport, modernity and nation building: The Indonesian National Games of 1951 and 1953

    Directory of Open Access Journals (Sweden)

    Colin Brown

    2008-12-01

    Full Text Available The study of sport – its social, political, cultural and economic aspects – is a well-established academic field, scholars widely acknowledging its significance in understanding how a society is organized and understood. As Perkin (1992:211 puts it: The history of societies is reflected more vividly in the way they spend their leisure than in their politics or their work […] the history of sport gives a unique insight into the way a society changes and impacts on other societies it comes into contact with and, conversely, the way those societies react back to it. Sport has a particular resonance in considerations of the emergence of modern nation-states out of colonialism, given the connections between the diffusion of modern sports around the world and the colonial experience. Although virtually all societies played games of various kinds, competitive, rule-based sports are essentially modern, western phenomena, dating back no further than the nineteenth century. Their spread through the world coincided with, and in many respects was an inherent part of, the expansion of western colonialism. In the British Empire in particular, sport was seen as reflecting the essential values and characteristics of the British race which justified the existence of colonialism. Wherever the British went, they took their sports with them, together with the social mores they represented.

  16. Bad object 2.0: Games and gamers

    Directory of Open Access Journals (Sweden)

    Steve Anderson

    2015-09-01

    Full Text Available This is not a history project. Nor is it about video games and the people who play them. Instead, this project focuses on the cultural discourse surrounding digital games as they have been refracted by the lenses of American film and television. This study considers a broad cross-section of Hollywood’s depictions of games, tracing their evolution from objects of fascination and technological possibility in the 1970s and 1980s to catalysts for antisocial behavior in the 1990s and 2000s. This evolution maps revealingly onto the changing economic circumstances of the games industry, describing a direct correlation between the economic viability of the industry and its critical depiction in Hollywood.

  17. Mediating Peer Teaching for Learning Games: An Action Research Intervention Across Three Consecutive Sport Education Seasons.

    Science.gov (United States)

    Farias, Cláudio; Mesquita, Isabel; Hastie, Peter A; O'Donovan, Toni

    2018-03-01

    The purpose of this study was to provide an integrated analysis of a teacher's peer-teaching mediation strategies, the student-coaches' instruction, and the students' gameplay development across 3 consecutive seasons of sport education. Twenty-six 7th-grade students participated in 3 consecutive sport education seasons of invasion games (basketball, handball, and soccer). The research involved 3 action research cycles, 1 per season, and each cycle included the processes of planning, acting and monitoring, reflecting, and fact finding. Data collection consisted of videotape and audiotape records of all 47 lessons, a reflective field diary kept by the first author in the role of teacher-researcher, and a total of 24 semistructured focus-group interviews. Trustworthiness criteria for assuring the quality of qualitative research included extensive data triangulation, stakeholders' crosschecking, and collaborative interpretational analysis. Through the application of systematic preparation strategies, student-coaches were able to successfully conduct team instruction that resulted in students' tactical development and improved performance. Aspects such as the study of predominant configurations of players' gameplay and similar tactical principles across games within the same category prevented a setback in the complexity of the learning content addressed at the beginning of each season. Players also showed an increasing ability to adapt gameplay to game conditions. While sport education has the capacity to develop competent players, different levels of teacher guidance and learners' instructional responsibility are necessary when teaching tactics.

  18. Effect of the Sport Education Tactical Model on Coeducational and Single Gender Game Performance

    Science.gov (United States)

    Pritchard, Tony; McCollum, Starla; Sundal, Jacqueline; Colquit, Gavin

    2014-01-01

    Physical education teachers are faced with a decision when teaching physical activities in schools. What type of instructional model should be used, and should classes be coeducational or single gender? The current study had two purposes. The first purpose investigated the effectiveness of the sport education tactical model (SETM) during game play…

  19. Athletes' opinions of food provision at the 2010 Delhi Commonwealth Games: the influence of culture and sport.

    Science.gov (United States)

    Burkhart, Sarah J; Pelly, Fiona E

    2013-02-01

    The aim of this study was to investigate whether athletes' opinion of food provision in the main dining hall of the athletes' village at the Delhi 2010 Commonwealth Games varied according to cultural background, sport, stage of competition, and previous experience at similar events. A previously developed questionnaire was distributed over 3 meal periods to 351 athletes dining in the main dining hall during the course of the games (Sept. 23 to Oct. 4, 2010). Despite the challenges of food provision in a non-Western region, the availability of food and beverage items was rated highly. However, athletes from Western regions tended to rate food-provision qualities lower than athletes from non-Western regions. Most athletes found it easy to find items to meet their nutrition needs; however, requests for sports foods, snacks, and culturally specific items were received. Power/sprint athletes were more critical of the food provision, whereas athletes from aesthetic sports tended to rate it more highly. Athletes farther from competition gave higher ratings for taste, while athletes who had more experience in this type of environment also tended to be more critical of the food provision. Overall daily mean opinion scores for taste and menu variety decreased over the games period. The results of this study can help organizers and caterers ensure that appropriate food and beverage are provided for athletes at major competition events.

  20. Sports injuries and illnesses in the Sochi 2014 Olympic Winter Games.

    Science.gov (United States)

    Soligard, Torbjørn; Steffen, Kathrin; Palmer-Green, Debbie; Aubry, Mark; Grant, Marie-Elaine; Meeuwisse, Willem; Mountjoy, Margo; Budgett, Richard; Engebretsen, Lars

    2015-04-01

    Systematic surveillance of injuries and illnesses is the foundation for developing preventive measures in sport. To analyse the injuries and illnesses that occurred during the XXII Olympic Winter Games, held in Sochi in 2014. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses (1) through the reporting of all National Olympic Committee (NOC) medical teams and (2) in the polyclinic and medical venues by the Sochi 2014 medical staff. NOC and Sochi 2014 medical staff reported 391 injuries and 249 illnesses among 2780 athletes from 88 NOCs, equalling incidences of 14 injuries and 8.9 illnesses per 100 athletes over an 18-day period of time. Altogether, 12% and 8% of the athletes incurred at least one injury or illness, respectively. The percentage of athletes injured was highest in aerial skiing, snowboard slopestyle, snowboard cross, slopestyle skiing, halfpipe skiing, moguls skiing, alpine skiing, and snowboard halfpipe. Thirty-nine per cent of the injuries were expected to prevent the athlete from participating in competition or training. Women suffered 50% more illnesses than men. The rate of illness was highest in skeleton, short track, curling, cross-country skiing, figure skating, bobsleigh and aerial skiing. A total of 159 illnesses (64%) affected the respiratory system, and the most common cause of illness was infection (n=145, 58%). Overall, 12% of the athletes incurred at least one injury during the games, and 8% an illness, which is similar to prior Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  1. The understanding of the concept of business in terms of the concepts of GAME/SPORT with the example of business English idioms

    Directory of Open Access Journals (Sweden)

    Milošević Ivan

    2016-01-01

    Full Text Available This paper focuses on the potential understanding of the concept of BUSINESS in terms of the concepts of GAME and SPORT with the examples of Business English idioms (idiomatic expressions. Namely, in the light of the cognitive linguistics, meaning is considered to be not only a linguistic phenomenon, but a conceptual phenomenon as well. Such vantage point enables a lexico-semantic interpretation of linguistic units from a conceptual perspective, which includes the forming of correspondences between two concepts, with one concept being understood in terms of the other. The analysis includes 24 Business English idioms which stem from the conceptual domain of GAME/SPORT and is aimed at establishing the conceptual mapping (primarily via a cognitive mechanism known as the conceptual metaphor between the above stated source and the target domains, which prove a potential understanding of the concept of BUSINESS on the basis of the concepts of SPORT and GAME.

  2. ESTIMATION OF SPORTS-TECHNICAL READINESS OF STUDENTS OF METHODICAL BRANCH «FOOTBALL» MSUCE

    Directory of Open Access Journals (Sweden)

    Shamonin Andrey Valentinovich

    2012-07-01

    Full Text Available Increase of sports-technical skill in sports occurs on the basis of last achievements of the theory and physical training and sports practice. Development of football isn't possible without search and introduction in training process of optimum pedagogical models of perfection of physical and technical readiness of football players. Such pedagogical models should be applied, as in groups of initial preparation, so at the subsequent grade levels, including in student's football. Modern training process (pedagogical model, should be under construction on objective indicators of physical, technical and special readiness (so-called feedback. However, the estimation of sports-technical readiness at sports schools on football is reduced only to testing of speed, jumps, juggling, dribbling and a shoot for goal. The same criteria are applied and in student's football. Unfortunately, the given control exercises not in a condition to the full to reflect level of physical and technical readiness of the football player. For more objective estimation of special readiness it is necessary to use the test tasks revealing a level of development of coordination abilities of game structure game and competitive activity (game in football. It will allow trainers to have fuller picture of readiness of the football player, in respect of its professional (football skills. As a result coach have possibility to trace level of a condition of the various parties of sports readiness (physical, technical and coordination student's youth engaged in football at each stage of long-term preparation.

  3. VIDEO GAMES ARE AN INTERESTING OBJECT TO THE COGNITION STUDIES

    Directory of Open Access Journals (Sweden)

    Cleci Maraschin

    2013-12-01

    Full Text Available Video games create a virtual space that can be inhabited in various ways by the players. Despite the controversies in which they are constantly included, electronic games bear witness to the modus operandi in our contemporary cognition permeated by technical objects. By focusing the know-how instead of a declarative experience the games open questions in the field of new literacies and problematize the use of technology in teaching practices. From the development of a locative game at the Botanical Garden of Porto Alegre, this article discussed some, methodological, political and theoretical implications arising from the research with video games in the field of cognitive studies. We discuss, finally, three theoretical / methodological implications the practice with video games forces us to think: research the video game through the process of its operation, questioning cognitive policies that organize our everyday and map the complex web of practices that supports the use of technical objects.

  4. “INFLUENCE OF BASIC MOTOR ABILITIES AND CONOTIVE CRITERION ON RESULTS OF SUCCESS IN SOME SPORTS GAMES FOR STUDENTS OF TEACHING SCHOOL”

    Directory of Open Access Journals (Sweden)

    Midhat Mekić

    2008-08-01

    Full Text Available Upon the results of research it is possible to conclude that high level of influence of basic motor abilities and conotive criterion for successive results of sports games. Dominative predictions of values had conatice characteristic (A1,L17 and one test for judgment of explosiveness of lower extremities. For above mentioned results of this research, first of all, main values of defining hypothesis for further research, as well as promotion of education-teaching process of sports games in high schools.

  5. Descriptive epidemiology of Paralympic sports injuries.

    Science.gov (United States)

    Webborn, Nick; Emery, Carolyn

    2014-08-01

    Paralympic sports have seen an exponential increase in participation since 16 patients took part in the first Stoke Mandeville Games on the opening day of the 1948 London Olympic Games. More than 4,000 athletes took part in the London 2012 Paralympic Games. Few sporting events have seen such rapid evolution. This rapid pace of change also has meant challenges for understanding the injury risks of participation, not only because of the variety of sports, impairment types, the evolution of adapted equipment but also because of the inclusion of additional impairment types and development of new sports over time. Early studies were limited in scope but patterns of injuries are slowly emerging within Winter and Summer Paralympic sports. The IPC's London 2012 study is the largest to date with a prospective cohort study involving 49,910 athlete-days. The results identified large differences across sports and highlighted the need for longitudinal sport specific studies rather than solely games-time studies. This will require collaboration with international sports federations to examine injury patterns and risk factors for injury in this population to appropriately inform injury prevention strategies. Further studies will also need to address the impact of sporting participation, injury, and future health. Copyright © 2014 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  6. Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?

    Science.gov (United States)

    Pill, Shane

    2014-01-01

    What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…

  7. Sport and Play in a Digital World

    NARCIS (Netherlands)

    van Hilvoorde, I.M.

    Digital technology plays an important role in the everyday lives of people. New types of ‘digital sports’, (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be

  8. Playing Active Video Games may not develop movement skills: An intervention trial

    OpenAIRE

    Barnett, Lisa M.; Ridgers, Nicola D.; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, u...

  9. Digital Gaming Perspectives of Older Adults: Content vs. Interaction

    Science.gov (United States)

    Marston, Hannah R.

    2013-01-01

    There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…

  10. Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.

    Science.gov (United States)

    O'Donovan, C; Hussey, J

    2012-09-01

    To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure. Cross-sectional study. Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging. Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game. Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience. Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  11. Paralympic sport: an emerging area for research and consultancy in sports biomechanics.

    Science.gov (United States)

    Keogh, Justin W L

    2011-09-01

    The Paralympic Games are the pinnacle of sport for many athletes with a disability. The overall purpose of this paper is to highlight the role that the field of sports biomechanics specifically (and sports science in general) may play in improving performance in various summer Paralympic sports through research and consultancy. To achieve this broad aim, this review provides some history and background on the Summer Paralympic Games, discusses the eligibility and classification rules, describes the potential for the constraints-led approach of dynamical systems theory to inform practice and research in this area, and reviews selected studies examining the biomechanics of the primary forms of Paralympic locomotion. Some recommendations on how sports biomechanics can help facilitate improvements in Paralympic athletic performance through applied research and consultancy are provided, along with commentary on what may be some of the most important issues addressing Paralympic sport.

  12. Talent development in adolescent team sports: a review.

    Science.gov (United States)

    Burgess, Darren J; Naughton, Geraldine A

    2010-03-01

    Traditional talent development pathways for adolescents in team sports follow talent identification procedures based on subjective games ratings and isolated athletic assessment. Most talent development models are exclusive rather than inclusive in nature. Subsequently, talent identification may result in discontentment, premature stratification, or dropout from team sports. Understanding the multidimensional differences among the requirements of adolescent and elite adult athletes could provide more realistic goals for potential talented players. Coach education should include adolescent development, and rewards for team success at the adolescent level should reflect the needs of long-term player development. Effective talent development needs to incorporate physical and psychological maturity, the relative age effect, objective measures of game sense, and athletic prowess. The influences of media and culture on the individual, and the competing time demands between various competitions for player training time should be monitored and mediated where appropriate. Despite the complexity, talent development is a worthy investment in professional team sport.

  13. [Badminton--unknown sport].

    Science.gov (United States)

    Zekan-Petrinović, Lidija

    2007-01-01

    For a long time, badminton was considered to be only a slow and light game for children, a game that is played outdoors and is structurally undemanding.Today, it is not an unknown and unrecognised sport, especially after it was included into the Olympics Games in 1992. Badminton is one of the oldest sports in the world. It is suitable for all ages (for children and elderly equally), women and men and even handicapped persons. Beginners can start playing badminton matches early because the basics are learned quickly. As a recreational activity, badminton is very popular in Zagreb. In the last 10 years, a number of halls specialized for badminton or offering badminton as one of available sports activities have been opened in Zagreb. At present, there are over 70 professional playgrounds for training of top contestants but also for the citizens who can play recreational badminton.

  14. The role of visual perception measures used in sports vision programmes in predicting actual game performance in Division I collegiate hockey players.

    Science.gov (United States)

    Poltavski, Dmitri; Biberdorf, David

    2015-01-01

    Abstract In the growing field of sports vision little is still known about unique attributes of visual processing in ice hockey and what role visual processing plays in the overall athlete's performance. In the present study we evaluated whether visual, perceptual and cognitive/motor variables collected using the Nike SPARQ Sensory Training Station have significant relevance to the real game statistics of 38 Division I collegiate male and female hockey players. The results demonstrated that 69% of variance in the goals made by forwards in 2011-2013 could be predicted by their faster reaction time to a visual stimulus, better visual memory, better visual discrimination and a faster ability to shift focus between near and far objects. Approximately 33% of variance in game points was significantly related to better discrimination among competing visual stimuli. In addition, reaction time to a visual stimulus as well as stereoptic quickness significantly accounted for 24% of variance in the mean duration of the player's penalty time. This is one of the first studies to show that some of the visual skills that state-of-the-art generalised sports vision programmes are purported to target may indeed be important for hockey players' actual performance on the ice.

  15. Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

    Science.gov (United States)

    Jaramillo, Jeffrey P; Johanson, M Elise; Kiratli, B Jenny

    2018-04-04

    Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program. Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia). We measured upper limb muscle activation with surface electromyography (EMG) during Wii Sports video game play. Muscle activation was recorded from the playing arm during 4 selected games and normalized to a maximum voluntary contraction (MVC). Heart rate and upper limb motion were recorded simultaneously with EMG. Wilcoxon signed rank tests were used to analyze differences in muscle activation between participants with paraplegia versus tetraplegia and compare gaming with traditional arm exercises with light weights. A Friedman 2-way analysis of variance identified key muscle groups active during game play. Overall muscle activation across the games was not different between those with paraplegia and tetraplegia. Heart rate during video game play for tennis and boxing were on average 10 to 20 beats/minute above resting heart rate. The magnitude of EMG was relatively greater for traditional arm exercises with light weights compared with game play. The selected Wii games were able to elicit upper extremity muscle activation and elevated heart rates for individuals with SCI that may be used to target therapeutic outcomes.

  16. Physical and psychosocial function in residential aged-care elders: effect of Nintendo Wii Sports games.

    Science.gov (United States)

    Keogh, Justin W L; Power, Nicola; Wooller, Leslie; Lucas, Patricia; Whatman, Chris

    2014-04-01

    This mixed-methods, quasi-experimental pilot study examined whether the Nintendo Wii Sports (NWS) active video game (exergame) system could significantly improve the functional ability, physical activity levels, and quality of life of 34 older adults (4 men and 30 women, 83 ± 8 yr) living in 2 residential aged-care (RAC) centers. Change score analyses indicated the intervention group had significantly greater increases in bicep curl muscular endurance, physical activity levels, and psychological quality of life than the control group (p games were fun and provided an avenue for greater socialization. These results add some further support to the utilization of NWS exergames in the RAC context.

  17. Recreational game and social sport as law policy. Its relationship with childhood in socially and economically deprived communities

    OpenAIRE

    Ianina Tuñón; Fernando Laiño; Hernán Castro

    2014-01-01

    Currently, it is widely known that sports, exercise and recreational physical activities have benefits for human and social development as well as for their establishment as a human right within different legal activities. This right to sport and recreational game during childhood is made explicit in the Convention on the Rights of the Child (UN, 1989), and the National Education Act, and the Integral Protection Act (Law 26.061). The aim of this article is to analyze the implementation of pub...

  18. Playing Active Video Games may not develop movement skills: An intervention trial

    Science.gov (United States)

    Barnett, Lisa M.; Ridgers, Nicola D.; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill. PMID:26844136

  19. Playing Active Video Games may not develop movement skills: An intervention trial

    Directory of Open Access Journals (Sweden)

    Lisa M. Barnett

    2015-01-01

    Full Text Available Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control and time (pre and post and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no. Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group aged 4 to 8 years (M 6.2, SD 0.95 participated. Object control skill improved over time (p = 0.006 but there was no significant difference (p = 0.913 between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835. A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406 or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  20. Playing Active Video Games may not develop movement skills: An intervention trial.

    Science.gov (United States)

    Barnett, Lisa M; Ridgers, Nicola D; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  1. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study

    Science.gov (United States)

    2007-01-01

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Design Cross sectional comparison of four computer games. Setting Research laboratories. Participants Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games. Conclusions Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children. PMID:18156227

  2. Game of Objects: vicarious causation and multi-modal media

    Directory of Open Access Journals (Sweden)

    Aaron Pedinotti

    2013-09-01

    Full Text Available This paper applies philosopher Graham Harman's object-oriented theory of "vicarious causation" to an analysis of the multi-modal media phenomenon known as "Game of Thrones." Examining the manner in which George R.R. Martin's best-selling series of fantasy novels has been adapted into a board game, a video game, and a hit HBO television series, it uses the changes entailed by these processes to trace the contours of vicariously generative relations. In the course of the resulting analysis, it provides new suggestions concerning the eidetic dimensions of Harman's causal model, particularly with regard to causation in linear networks and in differing types of game systems.

  3. Attitudes of Students Studying in Coaching And Sport Management Department Towards Playing Games Involving Physical Activity

    Directory of Open Access Journals (Sweden)

    Hüseyin ÖZTÜRK

    2016-12-01

    Full Text Available This study has been prepared to determine attitudes of students studying in Coaching and Sport Management departments towards playing game including physcical activity. The sample of study consists of 388 students having sudied in Gaziantep University Coaching and Sport Management Department in 2014-2015 academic year.So as to determine the attitudes of students, the’’Playfulnessscale" was used. Statistical analysis of the data obtained in this study was made by using the SPSS 22.0 software packages. While evaluating the data for statistical analyzes, for frequency, percentage, mean, standard deviation, and comparison of two independent groups the t-test was used and for comparison of more than two independent groups ANOVA and LSD multiple comparison tests were used. According to results of study, It seems that statistically there is no significant difference between student’s genders,ages and their attitudes towards palying game including physical activity and according to their departments there is no significant difference among their attitudes but there is a significant difference between the fundimension and social cohesion dimension.

  4. Using Cross-Curricular Ideas to Infuse Paralympic Sport

    Science.gov (United States)

    Tepfer, Amanda T. S.; Lieberman, Lauren J.

    2012-01-01

    The Paralympic Games are the second largest sport event in the world. They occur two weeks after the Olympic Games in the same geographic location and sport venues. Despite the Paralympic Games' longevity, many Americans do not even know they exist. One way to meaningfully share information about this event with people of all ages is to infuse a…

  5. Participation in Armed Forces, National, and International Sports Activities

    Science.gov (United States)

    1987-03-09

    American Games , Olympic Games , and other authorized national and international sports competitions (to include qualifying and preparatory events) as long...concerning the participation of Armed Forces personnel in Armed Forces, national, and international sports competitions ; establishes a Senior Military Sports ...program is to ensure that the U.S. Armed Forces are appropriately represented in national and international sports competitions . 3. The purpose of this

  6. Object-Orientation is Evil for Mobile Games: Experience from Industrial Mobile RPGs

    DEFF Research Database (Denmark)

    Zhang, Weishan; Han, Dong; Kunz, Thomas

    2007-01-01

    Mobile gaming is playing an important role in the entertainment industry. Good performance is a critical requirement for mobile games in order to achieve acceptable running speed although mobile devices are limited by scarce resources. Object-oriented programming is the prevalent programming....... Therefore if developers are aiming for mobile game performance, we conclude that they should use as few OO features as possible. Structural programming can be a very competitive alternative....... paradigm and this is true for mobile game development as well. As the origin of object-orientation (OO) is not targeting the embedded software domain, there is suspicion as to OO's usability for embedded software, especially with respect to mobile games. Questions arise like how OO and to what degree OO...

  7. Sport Progressions.

    Science.gov (United States)

    Clumpner, Roy A.

    This book, which is primarily for secondary physical education teachers, presents a sequential approach to teaching skills that are essential to eight sports. The activities and lead-up games included in the book put beginning students directly into game-like situations where they can practice skills. Each chapter begins with a background of the…

  8. Aerobic conditioning for team sport athletes.

    Science.gov (United States)

    Stone, Nicholas M; Kilding, Andrew E

    2009-01-01

    Team sport athletes require a high level of aerobic fitness in order to generate and maintain power output during repeated high-intensity efforts and to recover. Research to date suggests that these components can be increased by regularly performing aerobic conditioning. Traditional aerobic conditioning, with minimal changes of direction and no skill component, has been demonstrated to effectively increase aerobic function within a 4- to 10-week period in team sport players. More importantly, traditional aerobic conditioning methods have been shown to increase team sport performance substantially. Many team sports require the upkeep of both aerobic fitness and sport-specific skills during a lengthy competitive season. Classic team sport trainings have been shown to evoke marginal increases/decreases in aerobic fitness. In recent years, aerobic conditioning methods have been designed to allow adequate intensities to be achieved to induce improvements in aerobic fitness whilst incorporating movement-specific and skill-specific tasks, e.g. small-sided games and dribbling circuits. Such 'sport-specific' conditioning methods have been demonstrated to promote increases in aerobic fitness, though careful consideration of player skill levels, current fitness, player numbers, field dimensions, game rules and availability of player encouragement is required. Whilst different conditioning methods appear equivalent in their ability to improve fitness, whether sport-specific conditioning is superior to other methods at improving actual game performance statistics requires further research.

  9. The motivational function of an objective in physical activity and sport

    Directory of Open Access Journals (Sweden)

    Mariusz Lipowski

    2017-12-01

    Full Text Available Background As a conscious activity of an individual, physical activity (PA constitutes an element of the free-time dimension. The type of goal allows us to distinguish between sport and PA: sport performance vs. psychophysical health. Drawing on the theory of the motivational function of an objective, this study examined the motivational function of an objective in physical activity and sport. Participants and procedures The sample consisted of 2141 individuals: 1163 women aged 16-64 years (M = 23.90, SD = 8.30 and 978 men aged 16-66 years (M = 24.50, SD = 9.40 who completed the Inventory of Physical Activity Objectives (IPAO, which includes the following scales: 1 motivational value, 2 time management, 3 persistence in action, and 4 motivational conflict. There are also questions that allow one to control for variables such as the variety of forms, duration, and frequency of PA, and socio-demographic variables. Results Males presented different motives of physical activity than females. Motives related to shapely body and health were more important for females. The most important motives for males were physical fitness and shapely body. The gender of participants moderates the motivational value of the specific objectives of physical activity and persistence in action. Conclusions With knowledge about the purposefulness of actions, it is possible to support and shape additional motivation experienced by an individual, by setting new, realistic objectives.

  10. Does improved decision-making ability reduce the physiological demands of game-based activities in field sport athletes?

    Science.gov (United States)

    Gabbett, Tim J; Carius, Josh; Mulvey, Mike

    2008-11-01

    This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field

  11. Speedminton: Using the Tactical Games Model in Secondary Physical Education

    Science.gov (United States)

    Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda

    2011-01-01

    Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…

  12. Triadic and collaborative play by gorillas in social games with objects.

    Science.gov (United States)

    Tanner, Joanne E; Byrne, Richard W

    2010-07-01

    Interaction with others over objects has until recently been thought lacking in the social play of non-human great apes, in contrast to that of children; even now, only bonobos have been observed to engage in social play involving objects. Human children's triadic interactions with objects involve joint attention, showing and giving, communication that maintains interaction, and sharing of emotions and experiences. We question assertions that chimpanzees, and non-human great apes in general, lack the key characteristics of children's collaborative play. Here, we show that zoo gorillas play games that are both triadic and collaborative. These games were videotaped at the San Francisco Zoo in five different years and involved five different pairings of gorillas. The context was in most cases playfully competitive, involving objects such as balls, bags and leather pieces as foci of joint attention; the ostensible goal in most games was to gain or keep possession of a particular object. In some episodes, roles as possessor or pursuer of an object were exchanged many times; in others, one gorilla retained possession of an object but encouraged pursuit from a partner. Through gaze and gesture, gorillas invited others to: share interest in and attention to objects; share patterns of play; and re-engage after breaks in play. Sometimes, gorillas would assist others in their efforts to engage in collaborative play: older gorillas encouraged younger partners by 'self-handicapping' their own actions. Collaborative games may occur later in the ontogeny of gorillas than in humans, and depend on the challenges and artifacts available in a particular group's habitat.

  13. Can the London 2012 Olympics ‘inspire a generation’ to do more physical or sporting activities? An overview of systematic reviews

    Science.gov (United States)

    Mahtani, Kamal Ram; Protheroe, Joanne; Slight, Sarah Patricia; Demarzo, Marcelo Marcos Piva; Blakeman, Thomas; Barton, Christopher A; Brijnath, Bianca; Roberts, Nia

    2013-01-01

    Objective To examine if there is an increased participation in physical or sporting activities following an Olympic or Paralympic games. Design Overview of systematic reviews. Methods We searched the Medline, Embase, Cochrane, DARE, SportDISCUS and Web of Knowledge databases. In addition, we searched for ‘grey literature’ in Google, Google scholar and on the International Olympic Committee websites. We restricted our search to those reviews published in English. We used the AMSTAR tool to assess the methodological quality of those systematic reviews included. Primary and secondary outcome measures The primary outcome was evidence for an increased participation in physical or sporting activities. Secondary outcomes included public perceptions of sport during and after an Olympic games, barriers to increased sports participation and any other non-sporting health benefits. Results Our systematic search revealed 844 citations, of which only two matched our inclusion criteria. The quality of these two reviews was assessed by three independent reviewers as ‘good’ using the AMSTAR tool for quality appraisal. Both reviews reported little evidence of an increased uptake of sporting activity following an Olympic Games event. Other effects on health, for example, changes in hospital admissions, suicide rates and drug use, were cited although there was insufficient evidence to see an overall effect. Conclusion There is a paucity of evidence to support the notion that hosting an Olympic games leads to an increased participation in physical or sporting activities for host countries. We also found little evidence to suggest other health benefits. We conclude that the true success of these and future games should be evaluated by high-quality, evidence-based studies that have been commissioned before, during and following the completion of the event. Only then can the true success and legacy of the games be established. PMID:23299112

  14. Sustainable legacies for the 2012 Olympic Games.

    Science.gov (United States)

    Shipway, Richard

    2007-05-01

    The London 2012 Olympic and Paralympic Games have the unique potential to deliver sustainable sporting, social, cultural, economic and environmental legacies, not just for London as the host city, but for the whole of Britain. This article focuses primarily on the first three of these potential Olympics legacies. The first area explored is the social legacy as it impacts on host communities; second, the potential educational and cultural legacy of the 2012 Games are examined; and finally, there follows an overview of the health benefits that could result from a sustained increase in mass participation in sport, physical activity and exercise. This appraisal is undertaken through a review of existing Olympic literature and examples are drawn from previous summer and winter Games. This preliminary exploration is followed by the identification of some key challenges to be overcome if the opportunities available to a wide and diverse range of stakeholders are to be fully optimized. The article suggests that the 2012 Games can act as a catalyst for sports development throughout Britain, while also assisting with government cross-cutting agendas such as tackling crime, antisocial behaviour, developing healthy and active communities, improving educational attainment, and combating barriers to participation. In doing so, this article argues that priority should be placed at supporting grassroots sport through greater access to sport in the community, and not solely elite level sports development. The article concludes by suggesting that the 2012 Games provide opportunities to deliver real and tangible changes and most importantly, to afford a higher priority to sport, along with the obvious associated health benefits for Britain as a whole. The underlying challenge as we move towards 2012 is to achieve a positive step change in the attitudes towards sport and physical activity in British society. Achieving this would possibly be the greatest legacy of the 2012 Olympic and

  15. The injury experience at the 2010 winter paralympic games.

    Science.gov (United States)

    Webborn, Nick; Willick, Stuart; Emery, Carolyn A

    2012-01-01

    The objective of this study was to examine incidence proportion and the characteristics of athlete injuries sustained during the 2010 Vancouver Paralympic Games. Descriptive epidemiological study. All medical venues at the 2010 Vancouver Paralympic Games, Canada. A total of 505 athletes from 44 National Paralympic Committees participating in the 2010 Vancouver Winter Paralympic Games. Baseline covariates included sport specificity (ie, ice sledge hockey, alpine skiing, Nordic skiing, wheelchair curling), gender, age, and disability classification. All injuries that occurred during the 2010 Vancouver Paralympic Games. "Injury" was defined as any sport-related musculoskeletal complaint that caused the athlete to seek medical attention during the study period, regardless of the athlete's ability to continue with training or competition. The Injury Surveillance System identified a total of 120 injuries among 505 athletes [incidence proportion = 23.8% (95% confidence interval, 20.11-27.7)] participating in the 2010 Winter Paralympic Games. There was a similar injury incidence proportion among male (22.8%) and female (26.6%) athletes [incidence rate ratio = 1.1 (95% confidence interval, 0.7-1.7)]. Medical encounters for musculoskeletal complaints were generated in 34% of all sledge hockey athletes, 22% of alpine ski racers, 19% of Nordic skiers, and 18% of wheelchair curling athletes. The Injury Surveillance System identified sport injuries in 24% of all athletes participating in the 2010 Winter Paralympic Games. The injury risk was significantly higher than during the 2002 (9.4%) and 2006 (8.4%) Winter Paralympic Games. This may reflect improved data collection systems but also highlights the high risk of acute injury in alpine skiing and ice sledge hockey at Paralympic Games. These data will assist future Organizing Committees with the delivery of medical care to athletes with a disability and guide future injury prevention research.

  16. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

    OpenAIRE

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sa...

  17. Safe leads and lead changes in competitive team sports

    Science.gov (United States)

    Clauset, A.; Kogan, M.; Redner, S.

    2015-06-01

    We investigate the time evolution of lead changes within individual games of competitive team sports. Exploiting ideas from the theory of random walks, the number of lead changes within a single game follows a Gaussian distribution. We show that the probability that the last lead change and the time of the largest lead size are governed by the same arcsine law, a bimodal distribution that diverges at the start and at the end of the game. We also determine the probability that a given lead is "safe" as a function of its size L and game time t . Our predictions generally agree with comprehensive data on more than 1.25 million scoring events in roughly 40 000 games across four professional or semiprofessional team sports, and are more accurate than popular heuristics currently used in sports analytics.

  18. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  19. Dazzling Sixth Ethnic Games

    Institute of Scientific and Technical Information of China (English)

    2000-01-01

    WITH its first round in Lhasa, Tibet, the Beijing leg of the Sixth National Games for Traditional Sports of Minority Nationalities was China's largest sports ceremony at the end of this century. The reason for holding the games in two places for the first time is that the 50th anniversary of the founding of the People's Republic of China and the 40th anniversary of democratic reform in the

  20. Can video games be used to predict or improve laparoscopic skills?

    Science.gov (United States)

    Rosenberg, Bradley H; Landsittel, Douglas; Averch, Timothy D

    2005-04-01

    Performance of laparoscopic surgery requires adequate hand-eye coordination. Video games are an effective way to judge one's hand-eye coordination, and practicing these games may improve one's skills. Our goal was to see if there is a correlation between skill in video games and skill in laparoscopy. Also, we hoped to demonstrate that practicing video games can improve one's laparoscopic skills. Eleven medical students (nine male, two female) volunteered to participate. On day 1, each student played three commercially available video games (Top Spin, XSN Sports; Project Gotham Racing 2, Bizarre Creations; and Amped 2, XSN Sports) for 30 minutes on an X-box (Microsoft, Seattle, WA) and was judged both objectively and subjectively. Next, the students performed four laparoscopic tasks (object transfer, tracing a figure-of-eight, suture placement, and knot-tying) in a swine model and were assessed for time to complete the task, number of errors committed, and hand-eye coordination. The students were then randomized to control (group A) or "training" (i.e., video game practicing; group B) arms. Two weeks later, all students repeated the laparoscopic skills laboratory and were reassessed. Spearman correlation coefficients demonstrated a significant relation between many of the parameters, particularly time to complete each task and hand-eye coordination at the different games. There was a weaker association between video game performance and both laparoscopic errors committed and hand-eye coordination. Group B subjects did not improve significantly over those in group A in any measure (P >0.05 for all). Video game aptitude appears to predict the level of laparoscopic skill in the novice surgeon. In this study, practicing video games did not improve one's laparoscopic skill significantly, but a larger study with more practice time could prove games to be helpful.

  1. Olympic Games Bids

    OpenAIRE

    Dichter, Heather L.

    2017-01-01

    Hosting international sport events, from world championships for a single sport to mega-events such as the Olympic Games or the FIFA World Cup, have become big business over the past few decades. These events have grown tremendously since their early incarnations in the late nineteenth and early twentieth centuries. The popularity and appeal of sport make hosting sporting events desirable for both local politicians and national sport leaders who work together to convince the public and the i...

  2. Sports betting marketing during sporting events: a stadium and broadcast census of Australian Football League matches.

    Science.gov (United States)

    Thomas, Samantha; Lewis, Sophie; Duong, Jenny; McLeod, Colin

    2012-04-01

    Using Australian Football League (AFL) matches as a case study, we investigated the frequency, length and content of marketing strategies for sports betting during two specific settings: 1) at stadiums during four live matches; and 2) during eight televised broadcasts of matches. Census of sports betting marketing during Round 12 of the 2011 AFL premiership season. Per match, there was an average of 58.5 episodes (median 49.5, s.d 27.8) and 341.1 minutes (median 324.1 minutes and s.d 44.5) of sports betting marketing at stadiums, and 50.5 episodes (median 53.5, s.d 45.2) and 4.8 minutes (median 5.0 minutes, s.d 4.0) during televised broadcasts. A diverse range of marketing techniques were used to: a) embed sports betting within the game; b) align sports betting with fans' overall experience of the game; and c) encourage individuals to bet live during the game. There were very few visible or audible messages (such as responsible gambling or Gambler's Help messages) to counter-frame the overwhelmingly positive messages that individuals received about sports betting during the match. This study raises important questions about the impacts of saturation, integrated and impulse gambling marketing strategies in sporting matches. Future research should explore: 1) how wagering industry marketing strategies may affect the attitudes and behaviours of community sub-groups (e.g. young male sports fans, and children); and 2) which public health and policy strategies, including regulation and harm minimisation messaging, will be effective in responding to wagering industry marketing strategies during sporting matches. © 2012 The Authors. ANZJPH © 2012 Public Health Association of Australia.

  3. The concept of sport initiation nowadays

    Directory of Open Access Journals (Sweden)

    Sixto González Víllora

    2009-01-01

    Full Text Available TIn this paper a wide analysis of bibliography related to the definition of sport initiation in the last decades is presented for this reason we have carried out a new view of the concept of games teaching in the early years from three points of view. First, teaching methods that have focused now on product, rather than on results. Second, teaching games concept has evolved from vertical to thematic approaches. Third, the context where sport is carried out, outlining leisure-health, education and competition-high performance. Finally we state that coexist as a result of linking this three points of view. One is more traditional, focusing games teaching on product, one sport and, in a certain way, on performance. On the other hand, second perspective is more focused on process, on thematic approaches and educational or leisure goals.

  4. Energy expenditure in adolescents playing new generation computer games.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2008-07-01

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Setting Research laboratories. Six boys and five girls aged 13-15 years. Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  5. Review of the tactical evaluation tools for youth players, assessing the tactics in team sports: football.

    Science.gov (United States)

    González-Víllora, Sixto; Serra-Olivares, Jaime; Pastor-Vicedo, Juan Carlos; da Costa, Israel Teoldo

    2015-01-01

    For sports assessment to be comprehensive, it must address all variables of sports development, such as psychological, social-emotional, physical and physiological, technical and tactical. Tactical assessment has been a neglected variable until the 1980s or 1990s. In the last two decades (1995-2015), the evolution of tactical assessment has grown considerably, given its importance in game performance. The aim of this paper is to compile and analyze different tactical measuring tools in team sports, particularly in soccer, through a bibliographical review. Six tools have been selected on five different criteria: (1) Instruments which assess tactics, (2) The studies have an evolution approach related to the tactical principles, (3) With a valid and reliable method, (4) The existence of publications mentioning the tool in the method, v. Applicable in different sports contexts. All six tools are structured around seven headings: introduction, objective(s), tactical principles, materials, procedures, instructions/rules of the game and published studies. In conclusion, the teaching-learning processes more tactical oriented have useful tactical assessment instrument in the literature. The selection of one or another depends some context information, like age and level of expertise of the players.

  6. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  7. Male Patient Visits to the Emergency Department Decline During the Play of Major Sporting Events

    Directory of Open Access Journals (Sweden)

    Jerrard, David A

    2009-05-01

    Full Text Available OBJECTIVES: To study whether emergency department (ED visits by male patients wane simultaneously with the play of scheduled professional and college sports events.METHODS: Retrospective cohort analysis looked at ED male patient registration rates during a time block lasting from two hours before, during, and two hours after the play of professional football games (Monday night, Sundays, post-season play, major league baseball, and a Division I college football and basketball team, respectively. These registration rates were compared to rates at similar times on similar days of the week during the year devoid of a major sporting contest. Games were assumed to have a play time of three hours. Data was collected from April 2000 through March 2003 at an urban academic ED seeing 33,000 male patients above the age of 18 years annually.RESULTS: A total of 782 games were identified and used for purposes of the study. Professional football game dates had a mean of 17.9 males (95% confidence interval [CI] 17.4-18.4 registering vs. 26.8 males (95% CI 25.9-27.6 on non-game days. A registration rate for major league baseball was 18.4 patients (95% CI 17.6-18.4. The mean for registration on comparable non-game days was 23.9 patients (95% CI 22.8-24.3. For the regional Division I college football team, the mean number of patients registering on game days and non-game days was 21.7 (95% CI 20.9-22.4 and 23.4 (95% CI 22.9-23.7, respectively. Division I college basketball play for game and non-game days had mean rates of registration of 14.5 (95% CI 13.9-15.1 and 15.5 (95% CI 15.1-15.9 patients, respectively. For all sports dates collectively, a comparison of two means yielded a mean of 18.2 patients (95% CI 17.4-18.8 registering during the study hours on game days vs. 23.3 patients (95% CI 22.0-23.7 on non-game days. The mean difference was 5.1 patients (95% CI 3.7 to 7.0 with p < .000074.CONCLUSION: Male patient visits to the ED decline during major sporting

  8. Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games

    Directory of Open Access Journals (Sweden)

    Won-Sun Lee

    2014-01-01

    Full Text Available Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.

  9. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  10. Sports teams as complex adaptive systems: manipulating player numbers shapes behaviours during football small-sided games

    OpenAIRE

    Silva, Pedro; Vilar, Lu?s; Davids, Keith; Ara?jo, Duarte; Garganta, J?lio

    2016-01-01

    Small-sided and conditioned games (SSCGs) in sport have been modelled as complex adaptive systems. Research has shown that the relative space per player (RSP) formulated in SSCGs can impact on emergent tactical behaviours. In this study we adopted a systems orientation to analyse how different RSP values, obtained through manipulations of player numbers, influenced four measures of interpersonal coordination observed during performance in SSCGs. For this purpose we calculated positional data ...

  11. A Cross-cultural Comparison of Objectivity in Childhood Games: Iran and the United States.

    Science.gov (United States)

    Rastegarpour, Ali

    2011-07-01

    Games have been introduced as a means for studying cross-cultural differences and societies. This paper presents a case study in analogous games played by children in two different countries with two different cultures - Iran and the United States. Four examples are presented to demonstrate that games played by Iranian children are subject to less objectivity in their rules. Therefore, nonobjectivity may be a phenomenon that has roots in the society and the many differences between the two societies may very well be the results of this fundamental difference. If the presence of objectivity in childhood game rules could be, in actuality, indicative of objectivity in social and civil interactions in the everyday lives of the people, the direction of causality remains to be established. In other words, it remains unclear whether the games influence the culture or are influenced by the mandates of the society.

  12. Designing Serious Games for People with Disabilities: Game, Set and Match to the Wii™

    Science.gov (United States)

    Evett, Lindsay; Ridley, Allan; Keating, Liz; Merritt, Liz; Merritt, Patrick; Shopland, Nick; Brown, David

    2011-01-01

    Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-upand- play games…

  13. Serum measurement of muscle and oxidative damage in soccer players after a game

    Directory of Open Access Journals (Sweden)

    Cleber Aurino de Pinho

    2010-06-01

    Full Text Available Futsal is a sport that requires sudden acceleration and deceleration with abruptchanges in direction. The marked impacts experienced by futsal players lead to muscle andoxidative damage. The objective of this study was to evaluate the serum levels of markers ofmuscle and oxidative damage in futsal players after a game. Six players with a mean age of 21.2± 0.98 years, weight of 67.1 ± 5.5 kg and height of 171.0 ± 0.07 cm participated in this study.Measurements were obtained 30 minutes before game 1 (pre-game, immediately after game 1(post-game 1, and immediately after a second game (post-game 2, which was performed 24hours after game 1. Serum was collected for the evaluation of creatine kinase and of damageto proteins and lipids. Creatine kinase concentrations, lipid peroxidation (xylenol and proteincarbonylation were significantly higher after games 1 and 2 when compared to pre-game values.Sulfhydryl levels were lower after the end of games 1 and 2 compared to pre-game values. Nodifference in any of the parameters analyzed was observed between post-game 1 and post-game2. Taken together, the results demonstrate that a futsal match provokes muscle and oxidativedamage. Surprisingly, no increase in the parameters studied was observed after game 2. In viewof the limited knowledge about the time of recovery after a futsal match, this study may provideimportant information to professionals working with this sport.

  14. CANONICAL RELATIONS BETWEEN BASIC AND MOTOR - SITUATIONAL-MOTOR SKILLS IN SPORT GAMES

    Directory of Open Access Journals (Sweden)

    Bećir Šabotić

    2013-07-01

    Full Text Available The aim of this study was to establish the correlation between the predictor-basic motor and situational-motor tests in sports games. On the sample of 62 subjects of the first year of high school was carried out measurements which covered 12 basic and 6 motor variables and situational tests in volleyball and basketball.Based on the results of the canonical correlation analysis, it can be concluded that there is a significant relationship between the predictor variables and a set of criterion variables, situational-motor tests basketball and volleyball. These results are logical given the structure of movements from basketball and volleyball that require a high level of coordination and speed.

  15. 76 FR 59304 - 2011-2012 Refuge-Specific Hunting and Sport Fishing Regulations; Correction

    Science.gov (United States)

    2011-09-26

    ..., upland game hunting, big game hunting, and sport fishing for the 2011-2012 season. Inadvertently, this...-0038; 93270-1265-0000-4A] RIN 1018-AX54 2011-2012 Refuge-Specific Hunting and Sport Fishing Regulations... our regulations concerning hunting and sport fishing programs at national wildlife refuges...

  16. She Got Game! Women in Sports.

    Science.gov (United States)

    Ruffle, Kathy

    2002-01-01

    Focuses on library collection development in the area of women in sports. Discusses Title IX, selecting titles, and prominent publishers in the field; and includes an annotated bibliography that includes encyclopedias, history, athletes, how-to books, coaching, general sports, magazines, and Web sites. (LRW)

  17. The Worst-Case Weighted Multi-Objective Game with an Application to Supply Chain Competitions.

    Science.gov (United States)

    Qu, Shaojian; Ji, Ying

    2016-01-01

    In this paper, we propose a worst-case weighted approach to the multi-objective n-person non-zero sum game model where each player has more than one competing objective. Our "worst-case weighted multi-objective game" model supposes that each player has a set of weights to its objectives and wishes to minimize its maximum weighted sum objectives where the maximization is with respect to the set of weights. This new model gives rise to a new Pareto Nash equilibrium concept, which we call "robust-weighted Nash equilibrium". We prove that the robust-weighted Nash equilibria are guaranteed to exist even when the weight sets are unbounded. For the worst-case weighted multi-objective game with the weight sets of players all given as polytope, we show that a robust-weighted Nash equilibrium can be obtained by solving a mathematical program with equilibrium constraints (MPEC). For an application, we illustrate the usefulness of the worst-case weighted multi-objective game to a supply chain risk management problem under demand uncertainty. By the comparison with the existed weighted approach, we show that our method is more robust and can be more efficiently used for the real-world applications.

  18. Technology and Sport

    DEFF Research Database (Denmark)

    Møller, Rasmus Bysted; Møller, Verner

    2015-01-01

    The relationship between sport and technology is close and can be both fruitful and destructive. Technology has a constitutive function in sport as it makes the activity possible and it can enhance performance as well as the sporting experience. The use of football boots is clearly more comfortable...... and effective than playing in bare feet in a game of football. However, sport challenges its athletes by demanding the employment of less efficient means rather than more efficient means in pursuit of sport specific goals. Therefore technology can potentially subtract from the sporting experience and even...... threaten the internal logic of sport. If as an example very efficient hail cartridges were allowed for use in double trap shooting it would reduce the skills required to excel at that discipline reducing its value for participants and spectators alike. The use of forbidden performance enhancing substances...

  19. Group cohesion in sports teams of different professional level

    Directory of Open Access Journals (Sweden)

    Vazha M. Devishvili

    2017-12-01

    Full Text Available Background. Team sports are not only the most exciting sporting events. but also complex activities that make serious demands on players. The effectiveness of the team depends not only on the high level of gaming interaction. but also on the relationship between the players. The work is based on the material of sports teams and is devoted to the study of the phenomenon of group cohesion. As a basic model. the authors choose a 4-factor model that describes cohesion in sports teams. The paper also considered the phenomenon of the emergence of the aggregate subject in the process of joint activity. when the participants feel themselves as a whole and experience feelings of satisfaction and a surge of energy. Objective. The main objective of the work is to investigate the relationship between the level of team cohesion and subjective feelings of unity of its players. As additional variables in the study there is a sport (football and volleyball and team level (amateur and professional. To test the assumptions. two methods were used (the Sport Team Cohesion Questionnaire and the Subject Unity Index. which allow not only to determine the overall level of cohesion and unity. but also to reveal the structure of both phenomena. The study involved two men’s volleyball and two men’s football teams of different ages: 8-9 years (39 athletes; 12-14 years (24 athletes and 18-25 years (41 athletes. Design. For amateur groups represented by children’s and teenage sports teams. significant correlations between unity and unity were obtained (r = 0.618. p <0.01; r = 0.477. p <0.05. For professional teams. no significant correlations were found. Influence of the sport on cohesion is also different for amateur and professional teams. In the first case. the cohesion is higher for football players (U = 118. p <0.05. and in the second case for volleyball players (U = 124. p <0.05. Results. The findings indicate that the professional level of players affects group

  20. Kaiser captures spirit of games.

    Science.gov (United States)

    Herreria, J

    1998-01-01

    With a multi-media campaign, Kaiser Permanente blitzed its market area by becoming a sponsor of the Nike World Masters Games. The advertising campaign promoted Kaiser as the exclusive health care sponsor. Company officials are counting on this campaign to leverage the health care institution's commitment to the community. In addition to the advertising, Kaiser searched for local athletes to represent its "play the sports for life" theme. As part of a promotion to award 200 athlete sponsorships to the Games, Kaiser's own master athletes were invited to tell their stories. Some of the members shared stories about such topics as experiencing an accident, receiving assistance from a Kaiser physician and incorporating a lifestyle of sport for rehabilitation. From the hundreds of letters received, two members and one employee were selected for the television spots. The sporting event reinforces Kaiser's philosophy of fitness-oriented lifestyles among its members. The Nike World Masters Games are the largest participatory multi-sport competition in the world, gathering together more than 25,000 men and women from more than 100 countries.

  1. Positive Pedagogy for Sport Coaching

    Science.gov (United States)

    Light, Richard L.; Harvey, Stephen

    2017-01-01

    The literature suggests that, despite some challenges in their implementation, player/athlete-centred, inquiry-based approaches to teaching games and coaching team sport can improve game playing ability, increase player/athlete motivation and provide positive affective experiences of learning. A range of these approaches, including Teaching Games…

  2. The Worst-Case Weighted Multi-Objective Game with an Application to Supply Chain Competitions.

    Directory of Open Access Journals (Sweden)

    Shaojian Qu

    Full Text Available In this paper, we propose a worst-case weighted approach to the multi-objective n-person non-zero sum game model where each player has more than one competing objective. Our "worst-case weighted multi-objective game" model supposes that each player has a set of weights to its objectives and wishes to minimize its maximum weighted sum objectives where the maximization is with respect to the set of weights. This new model gives rise to a new Pareto Nash equilibrium concept, which we call "robust-weighted Nash equilibrium". We prove that the robust-weighted Nash equilibria are guaranteed to exist even when the weight sets are unbounded. For the worst-case weighted multi-objective game with the weight sets of players all given as polytope, we show that a robust-weighted Nash equilibrium can be obtained by solving a mathematical program with equilibrium constraints (MPEC. For an application, we illustrate the usefulness of the worst-case weighted multi-objective game to a supply chain risk management problem under demand uncertainty. By the comparison with the existed weighted approach, we show that our method is more robust and can be more efficiently used for the real-world applications.

  3. Sport Technology

    CSIR Research Space (South Africa)

    Kirkbride, T

    2007-11-01

    Full Text Available Technology is transforming the games themselves and at times with dire consequences. Tony Kirkbride, Head: CSIR Technology Centre said there are a variety of sports technologies and there have been advances in material sciences and advances...

  4. Home advantage in the Winter Paralympic Games 1976-2014.

    Science.gov (United States)

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

    There is a limited amount of home advantage research concerned with winter sports. There is also a distinct lack of studies that investigate home advantage in the context of para sport events. This paper addresses this gap in the knowledge by examining home advantage in the Winter Paralympic Games. Using a standardised measure of success, we compared the performances of host nations at home with their own performances away from home between 1976 and 2014. Both country level and individual sport level analysis is conducted for this time period. Comparisons are also drawn with the Winter Olympic Games since 1992, the point from which both the Winter Olympic Games and the Winter Paralympic Games have been hosted by the same nations and in the same years. Clear evidence of a home advantage effect in the Winter Paralympic Games was found at country level. When examining individual sports, only alpine skiing and cross country skiing returned a significant home advantage effect. When comparing home advantage in the Winter Paralympic Games with the Winter Olympic Games for the last seven host nations (1992-2014), we found that home advantage was generally more pronounced (although not a statistically significant difference) in the case of the former. The causes of home advantage in the Winter Paralympic Games are unclear and should be investigated further.

  5. Sport Fan Motivation: Are You Going To The Game?

    OpenAIRE

    Johannes A. Wiid; Michael C. Cant

    2015-01-01

    Every individual or group consume sporting events for different reasons and are therefore motivated in different ways. People consuming sport events can be referred to as sport fans, someone who is enthusiastic about a particular sport, an athlete or someone who is motivated to make the effort to attend a live sporting event. Research on sport consumption motivation had led to the development of the Sport Fan Motivation Scale (SFMS), which consists of eight motives namely, eustress, self-este...

  6. Current and Emerging Topics in Sports Video Processing

    NARCIS (Netherlands)

    Xinguo, Yu; Farin, D.S.

    2005-01-01

    Sports video processing is an interesting topic for research, since the clearly defined game rules in sports provide the rich domain knowledge for analysis. Moreover, it is interesting because many specialized applications for sports video processing are emerging. This paper gives an overview of

  7. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the

  8. Mathematical game theory and applications

    CERN Document Server

    Mazalov, Vladimir

    2014-01-01

    An authoritative and quantitative approach to modern game theory with applications from diverse areas including economics, political science, military science, and finance. Explores areas which are not covered in current game theory texts, including a thorough examination of zero-sum game.Provides introductory material to game theory, including bargaining, parlour games, sport, networking games and dynamic games.Explores Bargaining models, discussing new result such as resource distributions, buyer-seller instructions and reputation in bargaining models.Theoretical results are presented along

  9. Technology in Paralympic sport: performance enhancement or essential for performance?

    Science.gov (United States)

    Burkett, Brendan

    2010-02-01

    People with disabilities often depend on assistive devices to enable activities of daily living as well as to compete in sport. Technological developments in sport can be controversial. To review, identify and describe current technological developments in assistive devices used in the summer Paralympic Games; and to prepare for the London 2012 Games, the future challenges and the role of technology are debated. A systematic review of the peer-reviewed literature and personal observations of technological developments at the Athens (2004) and Beijing (2008) Paralympic Games was conducted. Standard assistive devices can inhibit the Paralympians' abilities to perform the strenuous activities of their sports. Although many Paralympic sports only require technology similar to their Olympic counterparts, several unique technological modifications have been made in prosthetic and wheelchair devices. Technology is essential for the Paralympic athlete, and the potential technological advantage for a Paralympian, when competing against an Olympian, is unclear. Technology must match the individual requirements of the athlete with the sport in order for Paralympians to safely maximise their performance. Within the 'performance enhancement or essential for performance?' debate, any potential increase in mechanical performance from an assistive device must be considered holistically with the compensatory consequences the disability creates. To avoid potential technology controversies at the 2012 London Olympic and Paralympic Games, the role of technology in sport must be clarified.

  10. Associations of object control motor skill proficiency, game play competence, physical activity and cardiorespiratory fitness among primary school children.

    Science.gov (United States)

    Miller, Andrew; Eather, Narelle; Duncan, Mitch; Lubans, David Revalds

    2018-06-18

    This study investigated if object control relates to children's game play competence, and examined these competencies as correlates of physical activity and cardiorespiratory fitness. Game play (Game Performance Assessment Instrument), object control (The Test Gross Motor Development-3), moderate-to-vigorous physical activity (Accelerometry), and cardiorespiratory fitness (20-metre shuttle) assessments were completed for 107 children (57% Female, 43% Male) aged 9-12 years (M 10.53, SD 0.65). Two-level regression of object control on game play competence, and object control and game play competence on physical activity and cardiorespiratory fitness assessed associations. Object control competence was positively associated with game play competence (Std. B = 0.25, t (104.77) = 2.38, p = 0.001). Game play competence (Std. B = 0.33, t (99.81) = 5.21, p competence (Std. B = 0.20, t (106.93) = 2.96, p = 0.003). Likewise, game competence (Std. B = 0.39, t (104.41) = 4.36, p fitness than object control competence (Std. B = 0.22, t (106.69) = 2.63, p = 0.002). Object control and game competence are both important as correlates of physical activity and cardiorespiratory fitness in children.

  11. Determining the protective function of sports footwear.

    Science.gov (United States)

    Lake, M J

    2000-10-01

    To reduce the risk of injury associated with foot-ground interaction during sporting activities, there is a need for adequate assessment of the protective function of sports footwear. The present objectives are to review the typical biomechanical approaches used to identify protection offered by sports footwear during dynamic activities and to outline some of the recent methodological approaches aimed at improving this characterization. Attention is focused on biomechanical techniques that have been shown to best differentiate safety features of footwear. It was determined that subject tests would be used in combination with standard mechanical techniques to evaluate footwear protection. Impact attenuation characteristics of footwear during sporting activities were most distinguished by analysis of tibial shock signals in the frequency and joint time-frequency domains. It has been argued that lateral stability and traction properties of footwear are better assessed using game-like manoeuvres of subjects on the actual sporting surface. Furthermore, the ability of such tests to discriminate between shoes has been improved through methods aimed at reducing or accounting for variability in individual execution of dynamic manoeuvres. Advances in tools allowing measurement of dynamic foot function inside the shoe also aid our assessment of shoe protective performance. In combination, these newer approaches should provide more information for the design of safer sports footwear.

  12. Sport without game: Money laundering

    Directory of Open Access Journals (Sweden)

    Fijat Ljiljana M.

    2014-01-01

    Full Text Available Sport is firmly connected to politics in the whole world, the Republic of Serbia being no exception. Pronounced motives of profit in sport led to the appearance of new problems, like money laundering and business and moral unreliability of the participants. Some of anomalies are connected with politically exposed persons (PEP. Offering services within the banking industry, especially considering the private banking, entails a higher degree of discretion and confidentiality in comparison with the ordinary clients. Misuse of these business relationships by PEP has been identified. This paper surveys the statistically significant differences between domestic banks and the domestic banks with the foreign capital in relation to the groups of procedures concerning PEP based on the Recommendation 6 of the Financial Action Task Force on Money Laundering - FATF. Although the domestic banks with the foreign capital were obliged to apply the procedures related to the FATF's Recommendations to the same extent as the Main Office, significant differences between domestic and foreign banks were not found, in terms of Recommendation 6. Inadequacy of regulations and lack of enforcement procedures jeopardize the program of reforms, threatening, the privatisation in sports.

  13. Combat sports for persons with disabilities

    Directory of Open Access Journals (Sweden)

    Kasum Goran

    2011-01-01

    Full Text Available In literature, the term adapted sport indicates sports activities, modified and adapted to persons with disabilities. In spite of their highly prominent values, combat sports are underrepresented among persons with disabilities in Serbia. The benefits of combat sports practicing are numerous, and at some international hospitals, martial sports and arts already have an important role in the treatment of traumatized and disabled persons. Currently, the programme of Paralympic Games includes only two sports, these are fencing and judo, in male and female competition. Almost certainly, karate will also be included in the programme of Paralympic Games, and there are similar ambitions in the case of taekwondo as well. In addition to these sports, some martial arts, especially aikido, thai-chi-chuan and qigong, have obtained significant representation and interest among persons with disabilities. The reasons for weaker interest in other martial sports and arts, should be sought in the fact that they are underrepresented among this population, and that these persons are not offered the possibility of organized practice of such sports. Orientation towards a combat sport brings great refreshment and powerful emotional experience to each practitioner, and this fact has special significance to persons with disabilities. In Serbia, combat sports are not widely represented among persons with disabilities, and only the wrestlers with impaired hearing have achieved significant success on the international stage. On the other hand, the popularity of combat sports among persons with disabilities in the world is significantly growing. It is necessary to take concrete steps to make it so in Serbia as well.

  14. Energy expenditure in adults with cerebral palsy playing Wii Sports.

    Science.gov (United States)

    Hurkmans, Henri L; van den Berg-Emons, Rita J; Stam, Henk J

    2010-10-01

    To determine energy expenditure of adults with bilateral spastic cerebral palsy while playing Wii Sports tennis and boxing. Cross-sectional study. University medical center. Five men and 3 women with bilateral spastic cerebral palsy and ambulatory ability (Gross Motor Function Classification System level I or II) participated. The mean participant age ± SD was 36±7 years. Exclusion criteria were comorbidities that affected daily physical activity and fitness, contraindications to exercise, or inability to understand study instructions owing to cognitive disorders or language barriers. Participants played Wii Sports tennis and boxing, each for 15 minutes in random order. By using a portable gas analyzer, we assessed energy expenditure by oxygen uptake (Vo(2)) while sitting and during Wii Sports game play. Energy expenditure is expressed in metabolic equivalents (METs), which were calculated as Vo(2) during Wii Sports play divided by Vo(2) during sitting. Mean ± SD energy expenditure during Wii Sports game play was 4.5±1.1METs for tennis and 5.0±1.1METs for boxing (P=.024). All participants attained energy expenditures greater than 3METs, and 2 participants attained energy expenditures greater than 6METs while playing Wii Sports tennis or boxing. Both Wii Sports tennis and boxing seem to provide at least moderate-intensity exercise in adults with bilateral spastic cerebral palsy (GMFCS level I or II). These games, therefore, may be useful as treatment to promote more active and healthful lifestyles in these patients. Further research is needed to determine the energy expenditures of other physically disabled patient groups while playing active video games, and to determine the effectiveness of these games in improving health and daily activity levels. Copyright © 2010 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  15. Free time, play and game

    OpenAIRE

    Božović Ratko R.

    2008-01-01

    Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases it...

  16. Activity Demands During Multi-Directional Team Sports: A Systematic Review.

    Science.gov (United States)

    Taylor, Jeffrey B; Wright, Alexis A; Dischiavi, Steven L; Townsend, M Allison; Marmon, Adam R

    2017-12-01

    Late-stage rehabilitation programs often incorporate 'sport-specific' demands, but may not optimally simulate the in-game volume or intensity of such activities as sprinting, cutting, jumping, and lateral movement. The aim of this review was to characterize, quantify, and compare straight-line running and multi-directional demands during sport competition. A systematic review of PubMed, CINAHL, SPORTDiscus, and Cochrane Central Register of Controlled Trials databases was conducted. Studies that reported time-motion analysis data on straight-line running, accelerations/decelerations, activity changes, jumping, cutting, or lateral movement over the course of an entire competition in a multi-directional sport (soccer, basketball, lacrosse, handball, field hockey, futsal, volleyball) were included. Data was organized based on sport, age level, and sex and descriptive statistics of the frequency, intensity, time, and volume of the characteristics of running and multi-directional demands were extracted from each study. Eighty-one studies were included in the review (n = 47 soccer, n = 11 basketball, n = 9 handball, n = 7 field hockey, n = 3 futsal, n = 4 volleyball). Variability of sport demand data was found across sports, sexes, and age levels. Specifically, soccer and field hockey demanded the most volume of running, while basketball required the highest ratio of high-intensity running to sprinting. Athletes change activity between 500 and 3000 times over the course of a competition, or once every 2-4 s. Studies of soccer reported the most frequent cutting (up to 800 per game), while studies of basketball reported the highest frequency of lateral movement (up to 450 per game). Basketball (42-56 per game), handball (up to 90 per game), and volleyball (up to 35 per game) were found to require the most jumping. These data may provide an incomplete view of an athlete's straight-line running load, considering that only competition and not practice data was

  17. Effects of Student Skill Level on Knowledge, Decision Making, Skill Execution and Game Performance in a Mini-Volleyball Sport Education Season

    Science.gov (United States)

    Mahedero, Pilar; Calderón, Antonio; Arias-Estero, José Luis; Hastie, Peter A.; Guarino, Anthony J.

    2015-01-01

    The purpose of the paper was to examine the effects of student skill level on knowledge, decision making, skill execution and game performance in a mini-volleyball Sport Education season. Forty-eight secondary school students from two classes participated in a 12 lesson season. Knowledge, decision-making and skill execution (components of game…

  18. Attractiveness of Real Time Strategy Games

    OpenAIRE

    Xiong, Shuo; Iida, Hiroyuki

    2014-01-01

    Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refine...

  19. Access for all: the rise of the Paralympic Games.

    Science.gov (United States)

    Gold, John R; Gold, Margaret M

    2007-05-01

    The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as

  20. What Makes Sports Fans Interactive? Identifying Factors Affecting Chat Interactions in Online Sports Viewing.

    Science.gov (United States)

    Ko, Minsam; Yeo, Jaeryong; Lee, Juyeong; Lee, Uichin; Jang, Young Jae

    2016-01-01

    Sports fans are able to watch games from many locations using TV services while interacting with other fans online. In this paper, we identify the factors that affect sports viewers' online interactions. Using a large-scale dataset of more than 25 million chat messages from a popular social TV site for baseball, we extract various game-related factors, and investigate the relationships between these factors and fans' interactions using a series of multiple regression analyses. As a result, we identify several factors that are significantly related to viewer interactions. In addition, we determine that the influence of these factors varies according to the user group; i.e., active vs. less active users, and loyal vs. non-loyal users.

  1. Technology and economic impacts of mega-sports events: A key issue? Exploratory insights from literature

    Directory of Open Access Journals (Sweden)

    Chanaron Jean Jacques

    2014-01-01

    Full Text Available Mega-sport events such as Olympic Games or Football World Cup are always presented as providing the hosting nation and/or city with huge benefits. Supporters of such events quote economic, social and cultural impacts for the region as well as contributions to scientific and technological progress and innovation. obviously, they need to politically justify the impressive and growing financial investment required by organizing Olympic Games or World Cup. The article aims at looking at a quite abundant academic literature with the objectives of defining the various potential impacts and the methods used for their assessment. It concludes that there is no universal and scientifically valid model for evaluating the benefits of mega-sport events and that organizers should be very cautious when arguing in favor of deciding to host such events.

  2. eSport: Den professionella sidan och vägen dit

    OpenAIRE

    Lahti, Daniel; Nyström, Per

    2012-01-01

    Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus ...

  3. [Historical compendium of physical activity and sport].

    Science.gov (United States)

    Rodríguez Rodríguez, Luis Pablo

    2004-01-01

    The Historical Compendium of Physical Activity and Sport analyses, from a scientific perspective, past events in the array of tasks or manoeuvres comprising body movement, in a setting of human liberty and creative capacity. Sport is examined as a result of the evolution of games and in a context of these games. This book contemplates sports, whose selection criteria have included specific features of their individual or team qualities, or combat or opposition characteristics, or those related to their artistic features or to instrumentation or adaptation, or other connotations. 1st authors are 36 professors, from the universities of Barcelona, (Central), Granada, Jaen, Las Palmas de Gran Canaria, León, Madrid (Complutense), Málaga, Murcia, Oviedo, País Vasco, Salamanca, Valencia and Zaragoza.

  4. HOW LOCALS REGARD SPORT EVENTS IN TERMS OF TOURISM DEVELOPMENT? A RESEARCH ON XVII MEDITERRANEAN GAMES IN MERSIN WITH IN THE FRAME OF ALTRUISTIC SURPLUS PHENOMENON

    Directory of Open Access Journals (Sweden)

    Ozan GULER

    2016-07-01

    Full Text Available The aim of this study is to (1 investigate locals’ perceptions of the positive and negative impacts of the XVII Mediterranean Games; (2 identify which perceptions of these impacts would predict locals’ intention to support future sporting events and (3 discussing locals’ support intentions towards future sporting events within the context of altruistic surplus phenomenon. The data was obtained through stratified sampling by gathering one on one questionnaire from 422 participants, which were then analyzed by exploratory factor analysis, confirmatory factor analysis and multiple regression analysis. The results show that while locals mostly benefit from the XVII Mediterranean Games in the areas of “tourism infrastructure development” and ‘image enhancement-consolidation’, they are complaining about uncovered economic expectations. As a result of regression analysis “tourism resource development and urban revitalization” and “image enhancement and consolidation” variables have significantly predicted the locals’ support intentions for the future sporting events. It is understood that the locals’ positive perceptions far outweighed the effects of negative perceptions in terms of intentions to support hosting future sport events. When it comes to local’s positive outlooks, effects of negative perceptions on support intention become insignificant which could be explained by the altruistic surplus phenomenon.

  5. Elderly people's perceptions of using Wii sports bowling - A qualitative study.

    Science.gov (United States)

    Glännfjord, Fredrik; Hemmingsson, Helena; Larsson Ranada, Åsa

    2017-09-01

    The Nintendo Wii is a gaming console with motion-sensitive controls that is making inroads into health care and rehabilitation. However, there is still limited knowledge on how elderly people perceive the use of such a product. The aim of this study was to examine how the use of the Wii Sports Bowling in an activity group was perceived by elderly people. The data consisted of observations and interviews with participants who used Wii Sports Bowling and was analysed with content analysis. The findings are described in three themes; 'The use of the Wii Sports game', 'Engagement in the game' and 'Social interaction around the activity'. Wii Sports Bowling was described as easier to play compared to real-life bowling and was enjoyable and a social activity. The opportunity to meet the group each week was important for the participants. Playing the game resulted in signs of immersion and a flow-like state. The Wii was perceived to be easy to use, to provide a way to socialize with peers and to give opportunities to participate in activities in a new way. More studies regarding elderly people's experiences and apprehensions regarding new technology such as gaming consoles and virtual reality are needed.

  6. Using Instruments for Tactical Assessment in Physical Education and Extra-Curricular Sports

    Science.gov (United States)

    Arias-Estero, José; Castejón, Francisco

    2014-01-01

    The aim was to analyse the features concerning the applicational purpose and strategy of the most common instruments used to assess game tactics both in Physical Education (PE) and in extra-curricular sport contexts. The review focused on two instruments: the Game Performance Assessment Instrument (GPAI) and the Team Sport Assessment Procedure…

  7. Design Strategies for Balancing Exertion Games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Grønbæk, Kaj

    2016-01-01

    In sports, if players' physical and technical abilities are mismatched, the competition is often uninteresting for them. With the emergence of exertion games, this could be changing. Player balancing, known from video games, allows players with different skill levels to compete, however, it is un......In sports, if players' physical and technical abilities are mismatched, the competition is often uninteresting for them. With the emergence of exertion games, this could be changing. Player balancing, known from video games, allows players with different skill levels to compete, however......, it is unclear how balancing mechanisms should be applied in exertion games, where physical and digital elements are fused. In this paper, we present an exertion game and three approaches for balancing it; a physical, an explicit-digital and an implicit-digital balancing approach. A user study that compares...... these three approaches is used to investigate the qualities and challenges within each approach and explore how the player experience is affected by them. Based on these findings, we suggest four design strategies for balancing exertion games, so that players will stay engaged in the game and contain...

  8. Att göra (e)sport : om datorspel och sportifiering

    OpenAIRE

    Thiborg, Jesper

    2011-01-01

    Competitive computer gaming, under the name e-sport, have become a popular activity inSweden and worldwide. Within the e-sport community the question about the relationbetween the e-sport and sport has been discussed. Despite of this, very few sport scientistshave studied e-sport. The aim of this licentiate thesis is to create an understanding of thephenomenon e-sport. As a theoretical framework the concept of sportification was used. Inthree articles aspects of sportification in e-sport was ...

  9. Facing temptation: The neural correlates of gambling availability during sports picture exposure.

    Science.gov (United States)

    Brevers, Damien; Herremans, Sarah C; He, Qinghua; Vanderhasselt, Marie-Anne; Petieau, Mathieu; Verdonck, Dimitri; Poppa, Tasha; De Witte, Sara; Kornreich, Charles; Bechara, Antoine; Baeken, Chris

    2018-04-26

    Nowadays, sports betting has become increasingly available and easy to engage in. Here we examined the neural responses to stimuli that represent sporting events available for betting as compared to sporting events without a gambling opportunity. We used a cue exposure task in which football (soccer) fans (N = 42) viewed cues depicting scheduled football games that would occur shortly after the scanning session. In the "betting" condition, participants were instructed to choose, at the end of each block, the game (and the team) they wanted to bet on. In the "watching" condition, participants chose the game they would prefer to watch. After the scanning session, participants completed posttask rating questionnaires assessing, for each cue, their level of confidence about the team they believed would win and how much they would enjoy watching the game. We found that stimuli representing sport events available for betting elicited higher fronto-striatal activation, as well as higher insular cortex activity and functional connectivity, than sport events without a gambling opportunity. Moreover, games rated with more confidence towards the winning team resulted in greater brain activations within regions involved in affective decision-making (ventromedial prefrontal cortex), cognitive inhibitory control (medial and superior frontal gyri) and reward processing (ventral and dorsal striatum). Altogether, these novel findings offer a sensible simulation of how the high availability of sports betting in today's environment impacts on the reward and cognitive control systems. Future studies are needed to extend the present findings to a sample of football fans that includes a samilar proportion of female and male participants.

  10. MEMBERSHIP PROCESS OF ISTANBUL IN 2020 OLYMPIC GAMES AND ECONOMIC INVESTMENTS

    OpenAIRE

    MUSTAFA YILDIZ

    2014-01-01

    The Olympic Game is an expensive and costly sport organization with the participation of athletes, journalists, broadcasters and sportsmen and audiences. This cost can be born only by developed countries and this enables introduction of home countries, increase of tourism activities and acquisition of sports facilities. Membership of Istanbul for 2020 Olympic Games is the first sport organization membership officially announced by prime minister of Turkish government. Therefore the support wa...

  11. What Makes Sports Fans Interactive? Identifying Factors Affecting Chat Interactions in Online Sports Viewing.

    Directory of Open Access Journals (Sweden)

    Minsam Ko

    Full Text Available Sports fans are able to watch games from many locations using TV services while interacting with other fans online. In this paper, we identify the factors that affect sports viewers' online interactions. Using a large-scale dataset of more than 25 million chat messages from a popular social TV site for baseball, we extract various game-related factors, and investigate the relationships between these factors and fans' interactions using a series of multiple regression analyses. As a result, we identify several factors that are significantly related to viewer interactions. In addition, we determine that the influence of these factors varies according to the user group; i.e., active vs. less active users, and loyal vs. non-loyal users.

  12. What Makes Sports Fans Interactive? Identifying Factors Affecting Chat Interactions in Online Sports Viewing

    Science.gov (United States)

    Yeo, Jaeryong; Lee, Juyeong

    2016-01-01

    Sports fans are able to watch games from many locations using TV services while interacting with other fans online. In this paper, we identify the factors that affect sports viewers’ online interactions. Using a large-scale dataset of more than 25 million chat messages from a popular social TV site for baseball, we extract various game-related factors, and investigate the relationships between these factors and fans’ interactions using a series of multiple regression analyses. As a result, we identify several factors that are significantly related to viewer interactions. In addition, we determine that the influence of these factors varies according to the user group; i.e., active vs. less active users, and loyal vs. non-loyal users. PMID:26849568

  13. Philosophy of sport in the Nordic countries

    OpenAIRE

    Breivik, Gunnar

    2010-01-01

    © Human Kinetics n 1972 I attended the Pre-Olympic Scientific Congress in Munich. For the first time science and sport were brought together in connection with the Olympic Games. The organizers presented a book Sport in Blickpunkt der Wissenschaften (Sport from a Scientific Point of View) that summarized history and state of the art of the main sport scientific approaches (41). The German philosopher Hans Lenk gave a presentation of a broad array of past and present interpretations of spor...

  14. The effect of sporting events on emergency department attendance rates in a district general hospital in Northern Ireland.

    Science.gov (United States)

    McGreevy, A; Millar, L; Murphy, B; Davison, G W; Brown, R; O'Donnell, M E

    2010-10-01

    Previous studies have reported a conflicting relationship between the effect of live and televised sporting events on attendance rates to emergency departments (ED). The objectives of this study were to investigate the relationship of major sporting events on emergency department attendance rates and to determine the potential effects of such events on service provision. A retrospective analysis of ED attendances to a district general hospital (DGH) and subsequent admissions over a 24-h period following live and televised sporting activities was performed over a 5-year period. Data were compiled from the hospital's emergency record books including the number of attendances, patient demographics, clinical complaint and outcome. Review patients were excluded. Analysis of sporting events was compiled for live local, regional and national events as well as world-wide televised sporting broadcasts. A total of 137,668 (80,445 men) patients attended from April 2002 to July 2007. Mean attendance rate per day was 80 patients (men = 47). Mean admission rate was 13.6 patients per day. Major sporting events during the study period included; Soccer: 4 FA Cup and 1 World Cup (WC) finals; Rugby: 47 Six Nations, 25 Six nations games involving Ireland, 1 WC final, 2 WC semi-finals, 2 WC quarter-finals and 4 WC games involving Ireland; and Gaelic Football [Gaelic Athletic Association (GAA)]: 5 All-Ireland finals, 11 semi-finals, 11 quarter-finals and 5 provincial finals. There was a significantly higher patient admission rate during the soccer FA Cup final, Rugby Six Nations and games involving Ireland and for GAA semi- and quarter-final games (p = 0.001-0.01). There was no difference identified in total attendance or non-admission rates for sporting events throughout the study period. Although there was no correlation identified between any of these sporting events and total emergency department attendances (r 0.07), multinomial logistic regression demonstrated that FA Cup final (p

  15. Ahead of the game protocol: a multi-component, community sport-based program targeting prevention, promotion and early intervention for mental health among adolescent males.

    Science.gov (United States)

    Vella, Stewart A; Swann, Christian; Batterham, Marijka; Boydell, Katherine M; Eckermann, Simon; Fogarty, Andrea; Hurley, Diarmuid; Liddle, Sarah K; Lonsdale, Chris; Miller, Andrew; Noetel, Michael; Okely, Anthony D; Sanders, Taren; Telenta, Joanne; Deane, Frank P

    2018-03-21

    There is a recognised need for targeted community-wide mental health strategies and interventions aimed specifically at prevention and early intervention in promoting mental health. Young males are a high need group who hold particularly negative attitudes towards mental health services, and these views are detrimental for early intervention and help-seeking. Organised sports provide a promising context to deliver community-wide mental health strategies and interventions to adolescent males. The aim of the Ahead of the Game program is to test the effectiveness of a multi-component, community-sport based program targeting prevention, promotion and early intervention for mental health among adolescent males. The Ahead of the Game program will be implemented within a sample drawn from community sporting clubs and evaluated using a sample drawn from a matched control community. Four programs are proposed, including two targeting adolescents, one for parents, and one for sports coaches. One adolescent program aims to increase mental health literacy, intentions to seek and/or provide help for mental health, and to decrease stigmatising attitudes. The second adolescent program aims to increase resilience. The goal of the parent program is to increase parental mental health literacy and confidence to provide help. The coach program is intended to increase coaches' supportive behaviours (e.g., autonomy supportive behaviours), and in turn facilitate high-quality motivation and wellbeing among adolescents. Programs will be complemented by a messaging campaign aimed at adolescents to enhance mental health literacy. The effects of the program on adolescent males' psychological distress and wellbeing will also be explored. Organised sports represent a potentially engaging avenue to promote mental health and prevent the onset of mental health problems among adolescent males. The community-based design, with samples drawn from an intervention and a matched control community

  16. Classification guide: Paralympic Games London 2012

    OpenAIRE

    2013-01-01

    The London 2012 Paralympic Games Classification Guide is designed to provide National Paralympic Committees (NPCs) and International Paralympic Sport Federations (IPSFs) with information about the classification policies and procedures that will apply to the London 2012 Paralympic Games.

  17. Circle of Courage Infusion into the Alberta Indigenous Games 2011

    Science.gov (United States)

    Marchand, Dawn Marie

    2011-01-01

    Thousands of indigenous people from across North America came to the Enoch Cree Nation for the Alberta Indigenous Games, six days of sport, education, and cultural awakening. The vision of the Alberta Indigenous Games is to recognize the value and potential of Indigenous culture and the young people. Activities include sports, indigenous arts,…

  18. Effects of playing video games on pain response during a cold pressor task.

    Science.gov (United States)

    Raudenbush, Bryan; Koon, Jerrod; Cessna, Trevor; McCombs, Kristin

    2009-04-01

    Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age = 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age = 19.7 yr., SD = 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.

  19. A Cognitive Skill Classification Based on Multi Objective Optimization Using Learning Vector Quantization for Serious Games

    Directory of Open Access Journals (Sweden)

    Moh. Aries Syufagi

    2013-09-01

    Full Text Available Nowadays, serious games and game technology are poised to transform the way of educating and training students at all levels. However, pedagogical value in games do not help novice students learn, too many memorizing and reduce learning process due to no information of player’s ability. To asses the cognitive level of player ability, we propose a Cognitive Skill Game (CSG. CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ for optimizing the cognitive skill input classification of the player. CSG is using teacher’s data to obtain the neuron vector of cognitive skill pattern supervise. Three clusters multi objective XE "multi objective"  target will be classified as; trial and error, carefully and, expert cognitive skill. In the game play experiments employ 33 respondent players demonstrates that 61% of players have high trial and error, 21% have high carefully, and 18% have high expert cognitive skill. CSG may provide information to game engine when a player needs help or when wanting a formidable challenge. The game engine will provide the appropriate tasks according to players’ ability. CSG will help balance the emotions of players, so players do not get bored and frustrated. 

  20. The Olympic movement and the sport of peacemaking

    NARCIS (Netherlands)

    Spaaij, R.; Burleson, C.

    2014-01-01

    Sport and peacemaking have evolved. It is no longer the case that the Olympic Games and war games exist in isolation from each other. Increasingly, policymakers, peacekeepers, athletes, development workers, presidents of nations and others combine forces in an "integrated" approach towards peace.

  1. Weightlifting and How Weightlifting Benefits Other Sports.

    Science.gov (United States)

    Stoessel-Ross, Lynne

    This paper begins with a discussion of terminology and of the distinctions between bodybuilding, powerlifting, and weightlifting. Weightlifting is presented as the only weight training-associated sport in the Olympic Games. The overhead movements and bodyweight classes involved in the sport are described, and advantages of free weight training are…

  2. The Effect of Online Gaming, Cognition and Feedback Type in Facilitating Delayed Achievement of Different Learning Objectives

    Science.gov (United States)

    Cameron, Brian; Dwyer, Francis

    2005-01-01

    Online and computer-based instructional gaming is becoming a viable instructional strategy at all levels of education. The purpose of this study was to examine the effect of (a) gaming, (b) gaming plus embedded questions, and (c) gaming plus questions plus feedback on delayed retention of different types of educational objectives for students…

  3. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  4. Computing the Pareto-Nash equilibrium set in finite multi-objective mixed-strategy games

    Directory of Open Access Journals (Sweden)

    Victoria Lozan

    2013-10-01

    Full Text Available The Pareto-Nash equilibrium set (PNES is described as intersection of graphs of efficient response mappings. The problem of PNES computing in finite multi-objective mixed-strategy games (Pareto-Nash games is considered. A method for PNES computing is studied. Mathematics Subject Classification 2010: 91A05, 91A06, 91A10, 91A43, 91A44.

  5. E-sport organization and professional gamers in Finland

    OpenAIRE

    Nguyen, Quoc Hung; Phan, Hao

    2016-01-01

    E-sports nowadays are considered as a billion dollars industry. Indeed, playing video gaming step by step become a worthy occupation and would bring decent furture for any person who have talented and determination. This thesis describes how e-sports organizations in Finland are structured. Also, it identifies the common characteristics of professional e-sports players in this coun-try. Related on interviews with persons who already have experiences by involve in E-sports, the resuls of t...

  6. eSports: the new age of dietary supplements

    OpenAIRE

    Rodrigues, José Emídio Tinoco

    2017-01-01

    Dissertação de mestrado em Media Interativos eSports – the competitive form of video gaming – is a growing industry with millions of active players and viewers worldwide. Seen by many as a digital sport, rather than ordinary entertainment, this study explores the definition of eSports and its resemblances with traditional sports. It proposes the possibility of targeting, communicating, market, and selling dietary supplements to digital athletes. The study findings indicate that...

  7. Changing the Game: Homophobia, Sexism, and Lesbians in Sport.

    Science.gov (United States)

    Griffin, Pat

    1992-01-01

    A feminist discussion of the interconnected nature of homophobia and sexism in women's sport examines the origins of the lesbian stereotype, political functions of homophobia in a sexist culture, manifestations of homophobia in women's sport, and suggestions for confronting homophobia in women's sport. (SM)

  8. New trends in the system of sport training - a way to the holistic development of young athlets

    Directory of Open Access Journals (Sweden)

    Jiří Kratochvíl

    2010-06-01

    Full Text Available The modern sports movement is going through a process of differentiation. New activities have developed and are still developing. New values and new organizational forms and methods of sports training can replace older ones. Sport is a part of modern lifestyle and various subcultures show the diversity of modern sport. In this paper we try to introduce some experiences about the new philosophy of changing values in modern society and try to give a description of process of value differentiation in sport. We used the methods, methodological principles and means of experienced learning through the pedagogical experiment (special training camps that were a part of long time preparation of some groups of young athletes in Wild water slalom. The used programmes (icebreakers, contact games, trust games, initiative and team games, strategic games, social and dramatic games, communication and cooperation games, environmental games, overcoming obstacles, rope courses….. were firstly opportunities for self-development as well as for learning a great deal about teamwork. There are not exact quantitative results but our experiences show a considerable qualitative development in cohesion of the whole team and positive communication among team and coaches. The success of the Czech team at Junior World and European Championships probably reflects the personal development (selfconfidence, self-respect, self-fulfilment, high spirit of competitors.

  9. Perceptual Game Controllers and Fibromyalgia studies

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis; Petersson, Eva

    2012-01-01

    D Medialogy student. Control was treatment-as-usual (TAU) patients via the patient’s doctor who conducted pre- and post- interviews, tests, and VAS registrations of pain, disturbed sleep, lack of energy, and depression. Included was patient-reported global subjective improvement or otherwise. A Nintendo Wii...... was used with a sports compilation gameSports Resort’ with the Wiimote MotionPlus Accessory to increase accuracy of gesture. Facilitator in vivo noted observations and the doctors’ research were supplemented by multiple angle (3) video cameras synchronized to the game play for correlation analysis...

  10. Accuracy of professional sports drafts in predicting career potential.

    Science.gov (United States)

    Koz, D; Fraser-Thomas, J; Baker, J

    2012-08-01

    The forecasting of talented players is a crucial aspect of building a successful sports franchise and professional sports invest significant resources in making player choices in sport drafts. The current study examined the relationship between career performance (i.e. games played) and draft round for the National Football League, National Hockey League, National Basketball League, and Major League Baseball for players drafted from 1980 to 1989 (n = 4874) against the assumption of a linear relationship between performance and draft round (i.e. that players with the most potential will be selected before players of lower potential). A two-step analysis revealed significant differences in games played across draft rounds (step 1) and a significant negative relationship between draft round and games played (step 2); however, the amount of variance accounted for was relatively low (less than 17%). Results highlight the challenges of accurately evaluating amateur talent. © 2011 John Wiley & Sons A/S.

  11. Women and sport.

    Science.gov (United States)

    O'Brien, M; Robertson, A

    2010-05-01

    Women have historically taken part in sports for many centuries. The first recorded female game competitions were the Herean Games in approximately 1,000 BC, named after the Goddess Hera. Held at Olympia in Greece, these games were for women alone and were thought to have originated as part of ancient fertility rights. Historically there is evidence of sporting activities involving women, but nothing of significance until after the 1948 summer Olympic Games, when 385 female athletes participated. Over the last six decades there has been a noted rise in the number of female athletes, reaching its maximum with the 2008 Beijing Olympics, where over 42% of the 11,028 athletes were women. Similarly in 2006, at the Turin Winter Olympics in Italy, 40% of the 2,500 athletes were females. In the 2012 Olympics, the Olympic Committee anticipates that approximately 44% of all athletes participating will be female. Despite there being a significant rise in the number of elite athletes in the UK, there appears to be an overall decrease in the amount and intensity of physical exercise undertaken by teenage girls. This is considered to be due to the fact that physical education is no longer an integral part of the school curriculum in the UK. There is, however, a small but significant group of elite athletes who start to train at a very early age (9-10 years old) especially in gymnastics, skating, swimming and athletics.

  12. Human Evolution, Movement, and Intelligence: Why Playing Games Counts as Smart

    Science.gov (United States)

    Kretchmar, R. Scott

    2018-01-01

    The article investigates several ways in which creating, entering, and playing games requires uniquely human levels of intelligence. It examines an element of our evolutionary heritage and the possibility that games (particularly in the form of sport) were among the first elements of culture. It describes sport as a "way of knowing," a…

  13. Adapted Sport Programs for Veterans with Disabilities

    Science.gov (United States)

    Goff, Mandy

    2012-01-01

    The Paralympic games began as a way for World War II veterans to take part in elite-level competition. Thanks to various disability-sport organizations, men and women who have served in the military are still using sport as a form of rehabilitation and a way to transition into their new life.

  14. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects

    Science.gov (United States)

    Melero, Javier; Hernandez-Leo, Davinia

    2014-01-01

    Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…

  15. Proposal of competitive sport activities to improve the participation of children with late mental development to the systematic sport training.

    Directory of Open Access Journals (Sweden)

    María de la Caridad Veloso Pérez

    2010-06-01

    Full Text Available The proposal to the problematic solution dealt with in the present investigation is constituted by competitive sport activities, which respond to its totality to the integral diagnosis and therefore, to the individual and group characteristics of the selected students as it is shown, being of this form in the heat of correspondence with their real necessities. This activities were developed during the partaking sport time and three stages framed during the course to the competitions. Its organization was based on the same principles on which the Program of the Special Olympic Games is fomented, extracting from the quarries of the base sport the sport talent, it is for that reason so important the work of preparation and participation in the bases, as from the whole scale practice it is that the quality is obtained or the sport talent within the ample range of sport disciplines. The work's objective is to apply competitive sport activities to improve the participation of late mental development children in the systematic training. These activities, proposed as solution, were very effective, since it was obtained a favorable atmosphere in all the school in students, teachers, specialists, family, community, making possible these children to improved their participation in the systematic training, their technical level improved a lot and, mainly, they demonstrated that the sport is one of the fundamental routes to the formation of values in this population group. The results thrown by the investigation are considered valuable since it is the base for the profit of good results in the competence.

  16. Physiologic Responses, Liking and Motivation for Playing the Same Video Game on an Active Versus a Traditional, Non-Active Gaming System.

    Science.gov (United States)

    Sanders, Gabriel J; Santo, Antonio S; Peacock, Corey A; Williamson, Megan L; VON Carlowitz, Kyle-Patrick; Barkley, Jacob E

    Evidence suggests that individuals playing certain video games on the Nintendo Wii® (Wii) exhibit increased energy expenditure versus traditional video games, although little research examines non-Wii Sports/Fit games. The purpose of this study is to assess physiologic responses, liking, and the relative reinforcing value (RRV) of a popular, non-Wii sports video game for the Wii relative to the same game played on a traditional, non-active system. Twenty-four college-aged students participated. Heart rate and oxygen consumption (V̇O 2 ) was assessed during rest and when playing the following games: Madden NFL 2011® for Playstation 2 (PS2 Madden) and the Wii (Wii Madden), and Wii Sports Boxing. The RRV was assessed for Wii Madden versus PS2 Madden. Analysis of variance demonstrated a main effect for condition ( p ≤ 0.01) as V̇O 2 (5.2 ± 0.2 ml·kg -1 ·min -1 Wii, 4.1 ± 0.1 ml·kg -1 ·min -1 PS2, 3.7 ± 0.1 ml·kg -1 ·min -1 , rest) and heart rate (89.2 · 2.7 bpm Wii, 79.7 ± 2.5 bpm PS2, 79.1 ± 2.5 bpm, rest) was greater for Wii Madden than PS2 Madden and rest. Heart Rate (105.4 ± 5.3 bpm) and V̇O 2 (10.4 ml·kg -1 ·min -1 ) for Wii Sports Boxing was significantly greater than all other conditions ( p ≤ 0.003). The RRV was not significantly different between Wii Madden and PS2 Madden ( p = 0.50). Compared to the same game on a traditional system, Wii Madden is more physiologically challenging and equally reinforcing. However, Wii Madden would not be categorized as moderate-intensity physical activity.

  17. The Affective Audience in Professional E-sport

    DEFF Research Database (Denmark)

    Gommesen, Niels Jørgen

    2012-01-01

    This master’s thesis investigates the members of the audience in professional e-sport. Through a wide range of examples it shows that players, spectators and various nonhuman actors are nested together in assemblages. It states that human-nonhuman actors in ‘co-creation’ constitute the game play...... and consumers of the game play. My ethnographic studies draw from a multifaceted approach counting visual ethnography, participant observations and interviews of 35 dedicated spectators and fans, situated at two professional e-sports competitions, the largest digital festival in the world, Dreamhack in Sweden......, and the Intel Extreme Masters - The World Championships in Germany. I conclude that people in the audience, are sharing their experiences not only with one another, but also with the players, as they actively embody themselves in the game playing event. Throughout this work I exemplify that spectators are often...

  18. Effects of the Skills4Genius sports-based training program in creative behavior.

    Directory of Open Access Journals (Sweden)

    Sara Santos

    Full Text Available Team Sports has been suggested as a suitable environment to investigate creative behavior. This study's purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4 and experimental (n = 22, age: 9.5±0.7 groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius. Variables in the study included: a creative thinking; b motor performance (vertical jump, speed, and agility; c in-game individual creative behavior (attempts, fluency, and versatility; and d in-game collective behavior (positional regularity. The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player's actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates' and opponents' positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children's disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child.

  19. Effects of the Skills4Genius sports-based training program in creative behavior.

    Science.gov (United States)

    Santos, Sara; Jiménez, Sergio; Sampaio, Jaime; Leite, Nuno

    2017-01-01

    Team Sports has been suggested as a suitable environment to investigate creative behavior. This study's purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius). Variables in the study included: a) creative thinking; b) motor performance (vertical jump, speed, and agility); c) in-game individual creative behavior (attempts, fluency, and versatility); and d) in-game collective behavior (positional regularity). The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player's actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates' and opponents' positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children's disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child.

  20. The Epidemiology of Injuries Across the Weight-Training Sports.

    Science.gov (United States)

    Keogh, Justin W L; Winwood, Paul W

    2017-03-01

    Weight-training sports, including weightlifting, powerlifting, bodybuilding, strongman, Highland Games, and CrossFit, are weight-training sports that have separate divisions for males and females of a variety of ages, competitive standards, and bodyweight classes. These sports may be considered dangerous because of the heavy loads commonly used in training and competition. Our objective was to systematically review the injury epidemiology of these weight-training sports, and, where possible, gain some insight into whether this may be affected by age, sex, competitive standard, and bodyweight class. We performed an electronic search using PubMed, SPORTDiscus, CINAHL, and Embase for injury epidemiology studies involving competitive athletes in these weight-training sports. Eligible studies included peer-reviewed journal articles only, with no limit placed on date or language of publication. We assessed the risk of bias in all studies using an adaption of the musculoskeletal injury review method. Only five of the 20 eligible studies had a risk of bias score ≥75 %, meaning the risk of bias in these five studies was considered low. While 14 of the studies had sample sizes >100 participants, only four studies utilized a prospective design. Bodybuilding had the lowest injury rates (0.12-0.7 injuries per lifter per year; 0.24-1 injury per 1000 h), with strongman (4.5-6.1 injuries per 1000 h) and Highland Games (7.5 injuries per 1000 h) reporting the highest rates. The shoulder, lower back, knee, elbow, and wrist/hand were generally the most commonly injured anatomical locations; strains, tendinitis, and sprains were the most common injury type. Very few significant differences in any of the injury outcomes were observed as a function of age, sex, competitive standard, or bodyweight class. While the majority of the research we reviewed utilized retrospective designs, the weight-training sports appear to have relatively low rates of injury compared with common team

  1. A Historical Perspective of the Paralympic Games

    Science.gov (United States)

    DePauw, Karen P.

    2012-01-01

    Athletes with disabilities are more visible in the 21st century than they used to be, including in the world of sport. Today, one hears about the Paralympic Games, can find media coverage of them, can read about athletes who compete in the Paralympics and about advancements in sport prosthetic devices in science and sport magazines, and can even…

  2. Evaluation of passive recovery, cold water immersion, and contrast baths for recovery, as measured by game performances markers, between two simulated games of rugby union.

    Science.gov (United States)

    Higgins, Trevor; Cameron, Melainie; Climstein, Mike

    2012-06-11

    ABSTRACT: In team sports, during the competitive season, peak performance in each game is of utmost importance to coaching staff and players. To enhance recovery from training and games a number of recovery modalities have been adopted across professional sporting teams. To date there is little evidence in the sport science literature identifying the benefit of modalities in promoting recovery between sporting competition games. This research evaluated hydrotherapy as a recovery strategy following a simulated game of rugby union and a week of recovery and training, with dependent variables between two simulated games of rugby union evaluated. Twenty-four male players were randomly divided into three groups: one group (n=8) received cold water immersion therapy (2 X 5min at 10oC, whilst one group (n=8) received contrast bath therapy (5 cycles of 10oC/38oC) and the control group (n=8) underwent passive recovery (15mins, thermo neutral environment). The two forms of hydrotherapy were administered following a simulated rugby union game (8 circuits x 11 stations) and after three training sessions. Dependent variables where generated from five physical stations replicating movement characteristics of rugby union and one skilled based station, as well as sessional RPE values between two simulated games of rugby union. No significant differences were identified between groups across simulated games, across dependent variables. Effect size analysis via Cohen's d and ηp2 did identify medium trends between groups. Overall trends indicated that both treatment groups had performance results in the second simulated game above those of the control group of between 2% and 6% across the physical work stations replicating movement characteristics of rugby union. In conclusion, trends in this study may indicate that ice baths and contrasts baths may be more advantageous to athlete's recovery from team sport than passive rest between successive games of rugby union We are pleased to

  3. Circulating, cell-free DNA as a marker for exercise load in intermittent sports.

    Directory of Open Access Journals (Sweden)

    Nils Haller

    Full Text Available Attempts to establish a biomarker reflecting individual player load in intermittent sports such as football have failed so far. Increases in circulating DNA (cfDNA have been demonstrated in various endurance sports settings. While it has been proposed that cfDNA could be a suitable marker for player load in intermittent sports, the effects on cfDNA of repeated sprinting as an essential feature in intermittent sports are unknown. For the first time, we assessed both alterations of cfDNA due to repeated maximal sprints and due to a professional football game.Nine participants were subjected to a standardised sprint training session with cross-over design of five maximal sprints of 40 meters with either "short" (1 minute or "long" pauses (5 minutes. Capillary cfDNA and lactate were measured after every sprint and venous cfDNA before and after each series of sprints. Moreover, capillary cfDNA and lactate values were taken in 23 professional football players before and after incremental exercise testing, during the course of a training week at rest (baseline and in all 17 enrolled players following a season game.Lactate and venous cfDNA increased more pronounced during "short" compared to "long" (1.4-fold, p = 0.032 and 1.7-fold, p = 0.016 and cfDNA correlated significantly with lactate (r = 0.69; p<0.001. Incremental exercise testing increased cfDNA 7.0-fold (p<0.001. The season game increased cfDNA 22.7-fold (p<0.0001, while lactate showed a 2.0-fold (p = 0.09 increase compared to baseline. Fold-changes in cfDNA correlated with distance covered during game (spearman's r = 0.87, p = 0.0012, while no correlation between lactate and the tracking data could be found.We show for the first time that cfDNA could be an objective marker for distance covered in elite intermittent sports. In contrast to the potential of more established blood-based markers like IL-6, CK, or CRP, cfDNA shows by far the strongest fold-change and a high correlation with a

  4. Paralympic sports medicine--current evidence in winter sport: considerations in the development of equipment standards for paralympic athletes.

    Science.gov (United States)

    Burkett, Brendan

    2012-01-01

    To highlight and discuss the considerations for the future development of equipment standards for Winter Paralympic sports. Literature searches were performed (in English) during May 2011 using the key words "technology, winter sport, Olympic, and Paralympic" in the computerized databases PubMed, PsycINFO, Science Direct, and Google Scholar. In addition, personal scientific observations were made at several Winter Paralympic Games. The retrieved articles were screened and assessed for relevance to the biological, biomechanical, and sport medicine aspects of equipment. There are 3 key areas in which technology has influenced sports performance in Paralympic winter sports, namely, specialized prostheses, crutch skis or outriggers (in lieu of poles), and sport-specific wheelchairs (such as the sit-ski). From a sport medicine perspective, a crucial factor not considered in the standard laboratory test of mechanical efficiency is the influence of the human-equipment connection, such as the stump-to-prosthesis interface or the required human-to-wheelchair control. This connectivity is critical to the effective operation of the assistive device. When assessing the efficiency of this equipment, the not-so-obvious, holistic, compensatory factors need to be considered. Assistive equipment is fundamental for a person with a disability to participate and compete in winter sport activities. Although there have been improvements in the mechanical function of some assistive devices, the key issue is matching the residual function of the person with the assistive equipment. Equitable access to this technology will also ensure that the fundamental spirit of fair play that underpins the Paralympic Games is maintained.

  5. 75 FR 22070 - Pacific Halibut Fisheries; Guided Sport Charter Vessel Fishery for Halibut; Recordkeeping and...

    Science.gov (United States)

    2010-04-27

    ... period for submission of Alaska Department of Fish and Game Saltwater Sport Fishing Charter Trip Logbook... of Alaska Department of Fish and Game (ADF&G) Saltwater Sport Fishing Charter Trip Logbook (charter... fishery. To avoid duplicative surveys of, and reporting by, industry, NMFS depends on data gathered by the...

  6. The institutional configuration of sport policy in Brazil: organization, evolution and dilemmas

    Directory of Open Access Journals (Sweden)

    Alessandra Mendes

    2015-06-01

    Full Text Available Brazil has become the center of the spotlight of the whole world recently, amongst many other reasons, one of them was because it was chosen to host a series of mega sporting events - Pan American Games in 2007, Confederations Football Cup in 2013, Fifa Football World Cup 2014 Games and 2016 Olympic and Paralympic Games in 2016. However, little is known about the country's administrative governmental structure focused on sport policy. The available studies focus their analysis on the sport policies content, but not on the arrangement of its structural decision-making. The main aim of this article is indeed to describe, based on official documentation, the evolution and the current arrangements of the government responsible for the administrative structure for the planning and implementation of sports policies in Brazil. Thus, we tried to list the main problems arising from the organization of the Brazilian sports' management. These problems are: (1 inappropriate institutional structure in terms of human resources and obstacles to participation by other social actors beyond the officials (parliament and members of the Ministry of Sports in the sports policy; (2 disarticulation between public institutions generating redundancies and conflicts of jurisdiction due to the poor division of labor between bureaucracy agencies; and (3 inadequate planning proved by the lack of organization of some institutions, and by the lack of assessment and continuity of public policies over time. Therefore, we must emphasize those problems from above, and due to these administrative arrangements, Brazilian sports' policy has big challenges in the sport development in this country, which includes the creation of a national "system" for sports and a priority investment in sport education.

  7. Do objective neighbourhood characteristics relate to residents' preferences for certain sports locations? A cross-sectional study using a discrete choice modelling approach

    NARCIS (Netherlands)

    Deelen, Ineke; Jansen, Marijke; Dogterom, Nico J.; Kamphuis, Carlijn B.M.; Ettema, Dick

    2017-01-01

    Background: The number of sports facilities, sports clubs, or city parks in a residential neighbourhood may affect the likelihood that people participate in sports and their preferences for a certain sports location. This study aimed to assess whether objective physical and socio-spatial

  8. Multi-objective game-theory models for conflict analysis in reservoir watershed management.

    Science.gov (United States)

    Lee, Chih-Sheng

    2012-05-01

    This study focuses on the development of a multi-objective game-theory model (MOGM) for balancing economic and environmental concerns in reservoir watershed management and for assistance in decision. Game theory is used as an alternative tool for analyzing strategic interaction between economic development (land use and development) and environmental protection (water-quality protection and eutrophication control). Geographic information system is used to concisely illustrate and calculate the areas of various land use types. The MOGM methodology is illustrated in a case study of multi-objective watershed management in the Tseng-Wen reservoir, Taiwan. The innovation and advantages of MOGM can be seen in the results, which balance economic and environmental concerns in watershed management and which can be interpreted easily by decision makers. For comparison, the decision-making process using conventional multi-objective method to produce many alternatives was found to be more difficult. Copyright © 2012 Elsevier Ltd. All rights reserved.

  9. Sports and energy drink consumption among a population-based sample of young adults

    Science.gov (United States)

    Larson, Nicole; Laska, Melissa N.; Story, Mary; Neumark-Sztainer, Dianne

    2017-01-01

    Objective National data for the U.S. show increases in sports and energy drink consumption over the past decade with the largest increases among young adults ages 20–34. This study aimed to identify sociodemographic factors and health risk behaviors associated with sports and energy drink consumption among young adults. Design Cross-sectional analysis of survey data from the third wave of a cohort study (Project EAT-III: Eating and Activity in Teens and Young Adults). Regression models stratified on gender and adjusted for sociodemographic characteristics were used to examine associations of sports and energy drink consumption with eating behaviors, physical activity, media use, weight-control behaviors, sleep patterns, and substance use. Setting Participants completed baseline surveys in 1998–1999 as students at public secondary schools in Minneapolis/St. Paul, Minnesota and the EAT-III surveys online or by mail in 2008–2009. Subjects The sample consisted of 2,287 participants (55% female, mean age=25.3). Results Results showed 31.0% of young adults consumed sports drinks and 18.8% consumed energy drinks at least weekly. Among men and women, sports drink consumption was associated with higher sugar-sweetened soda and fruit juice intake, video game use, and use of muscle-enhancing substances like creatine (pEnergy drink consumption was associated with lower breakfast frequency and higher sugar-sweetened soda intake, video game use, use of unhealthy weight-control behaviors, trouble sleeping, and substance use among men and women (penergy drink consumption with other unhealthy behaviors in the design of programs and services for young adults. PMID:25683863

  10. Do objective neighbourhood characteristics relate to residents' preferences for certain sports locations? A cross-sectional study using a discrete choice modelling approach.

    Science.gov (United States)

    Deelen, Ineke; Jansen, Marijke; Dogterom, Nico J; Kamphuis, Carlijn B M; Ettema, Dick

    2017-12-11

    The number of sports facilities, sports clubs, or city parks in a residential neighbourhood may affect the likelihood that people participate in sports and their preferences for a certain sports location. This study aimed to assess whether objective physical and socio-spatial neighbourhood characteristics relate to sports participation and preferences for sports locations. Data from Dutch adults (N = 1201) on sports participation, their most-used sports location, and socio-demographic characteristics were collected using an online survey. Objective land-use data and the number of sports facilities were gathered for each participant using a 2000-m buffer around their home locations, whereas socio-spatial neighbourhood characteristics (i.e., density, socio-economic status, and safety) were determined at the neighbourhood level. A discrete choice-modelling framework (multinomial probit model) was used to model the associations between neighbourhood characteristics and sports participation and location. Higher proportions of green space, blue space, and the number of sports facilities were positively associated with sports participation in public space, at sports clubs, and at other sports facilities. Higher degrees of urbanization were negatively associated with sports participation at public spaces, sports clubs, and other sports facilities. Those with more green space, blue space or sports facilities in their residential neighbourhood were more likely to participate in sports, but these factors did not affect their preference for a certain sports location. Longitudinal study designs are necessary to assess causality: do active people choose to live in sports-facilitating neighbourhoods, or do neighbourhood characteristics affect sports participation?

  11. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2007-12-22

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Research laboratories. Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  12. Using Learning Games to Meet Learning Objectives

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2013-01-01

    This paper addresses the question on how learning games can be used to meet with the different levels in Bloom’s and the SOLO taxonomy, which are commonly used for evaluating the learning outcome of educational activities. The paper discusses the quality of game-based learning outcomes based on a...... on a case study of the learning game 6Styles....

  13. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... up with sports drinks or food eaten after exercise. Ditch Dehydration Speaking of dehydration , water is just ... game power as food. When you sweat during exercise, it's easy to become overheated, headachy, and worn ...

  14. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... to maintain hydration. Any salt you lose in sweat can usually be made up with sports drinks ... unlocking your game power as food. When you sweat during exercise, it's easy to become overheated, headachy, ...

  15. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... needed for good health and sports performance. Protein Power Athletes may need more protein than less-active ... is just as important to unlocking your game power as food. When you sweat during exercise, it's ...

  16. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... teen athletes need extra fuel, it's usually a bad idea to diet. Athletes in sports where weight ... your game for the long haul, it's a bad idea to focus on only one type of ...

  17. Mitigating Sports Injury Risks Using Internet of Things and Analytics Approaches.

    Science.gov (United States)

    Wilkerson, Gary B; Gupta, Ashish; Colston, Marisa A

    2018-03-12

    Sport injuries restrict participation, impose a substantial economic burden, and can have persisting adverse effects on health-related quality of life. The effective use of Internet of Things (IoT), when combined with analytics approaches, can improve player safety through identification of injury risk factors that can be addressed by targeted risk reduction training activities. Use of IoT devices can facilitate highly efficient quantification of relevant functional capabilities prior to sport participation, which could substantially advance the prevailing sport injury management paradigm. This study introduces a framework for using sensor-derived IoT data to supplement other data for objective estimation of each individual college football player's level of injury risk, which is an approach to injury prevention that has not been previously reported. A cohort of 45 NCAA Division I-FCS college players provided data in the form of self-ratings of persisting effects of previous injuries and single-leg postural stability test. Instantaneous change in body mass acceleration (jerk) during the test was quantified by a smartphone accelerometer, with data wirelessly transmitted to a secure cloud server. Injuries sustained from the beginning of practice sessions until the end of the 13-game season were documented, along with the number of games played by each athlete over the course of a 13-game season. Results demonstrate a strong prediction model. Our approach may have strong relevance to the estimation of injury risk for other physically demanding activities. Clearly, there is great potential for improvement of injury prevention initiatives through identification of individual athletes who possess elevated injury risk and targeted interventions. © 2018 Society for Risk Analysis.

  18. What Does Olympic Games Bring to Economy

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

    @@ In 1984, Ubeross, a wizard in the U.S.business circle, creatively combined the Olympic Games with commerce,thus made the Los Angeles Olympic Games of that year become "the Olympic Games which makes money for the first time". Since then, the original Olympic Games which "sustain losses in the sports propaganda" has possessed an ultra ability that "makes the golden-rimmed paper turn into money" Thus, the concept "Olympic economy" appeared.

  19. Predicting sports betting outcomes

    OpenAIRE

    Flis, Borut

    2014-01-01

    We wish to build a model, which could predict the outcome of basketball games. The goal was to achieve an sufficient enough accuracy to make a profit in sports betting. One learning example is a game in the NBA regular season. Every example has multiple features, which describe the opposing teams. We tried many methods, which return the probability of the home team winning and the probability of the away team winning. These probabilities are used for risk analysis. We used the best model in h...

  20. El juego deportivo en el Al-Andaluz=Sport game in Al-Andaluz

    Directory of Open Access Journals (Sweden)

    Manuel Hernández Vázquez

    2013-03-01

    kingdoms, being made notice in customs like the game. In addition, it is necessary to review that the rnoriscas populations based in the geographic spaces conquered by the Christian kingdoms, during long lime, maintained their customs, diversions and games, reason why the study of the sport game in Muslim Spain cannot be fitted exclusively only to the time of Muslim dominion, but that it has to include the different historical times, where the hispanomusulmana population maintained its cultural characteristics and therefore its influence in diverse aspects of the culture and the daily life, That includes a long period of time that goes at least, from century VIII to XVII (1609, date of the expulsion of the moriscos.

  1. On the size of sports fields

    International Nuclear Information System (INIS)

    Texier, Baptiste Darbois; Cohen, Caroline; Clanet, Christophe; Dupeux, Guillaume; Quéré, David

    2014-01-01

    The size of sports fields considerably varies from a few meters for table tennis to hundreds of meters for golf. We first show that this size is mainly fixed by the range of the projectile, that is, by the aerodynamic properties of the ball (mass, surface, drag coefficient) and its maximal velocity in the game. This allows us to propose general classifications for sports played with a ball. (paper)

  2. Objective vestibular testing of children with dizziness and balance complaints following sports-related concussions.

    Science.gov (United States)

    Zhou, Guangwei; Brodsky, Jacob R

    2015-06-01

    To conduct objective assessment of children with balance and vestibular complaints following sports-related concussions and identify the underlying deficits by analyzing laboratory test outcomes. Case series with chart review. Pediatric tertiary care facility. Medical records were reviewed of 42 pediatric patients with balance and/or vestibular complaints following sports-related concussions who underwent comprehensive laboratory testing on their balance and vestibular function. Patients' characteristics were summarized and results analyzed. More than 90% of the children with protracted dizziness or imbalance following sports-related concussion had at least 1 abnormal finding from the comprehensive balance and vestibular evaluation. The most frequent deficit was found in dynamic visual acuity test, followed by Sensory Organization Test and rotational test. Patient's balance problem associated with concussion seemed to be primarily instigated by vestibular dysfunction. Furthermore, semicircular canal dysfunction was involved more often than dysfunction of otolith organs. Yet, sports-related concussion. Vestibular impairment is common among children with protracted dizziness or imbalance following sports-related concussion. Our study demonstrated that proper and thorough evaluation is imperative to identify these underlying deficits and laboratory tests were helpful in the diagnosis and recommendation of following rehabilitations. © American Academy of Otolaryngology—Head and Neck Surgery Foundation 2015.

  3. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    Directory of Open Access Journals (Sweden)

    Jacqueline Edwards

    2017-03-01

    Conclusion: The use of AVGs as a play-based intervention may not provide enough opportunity for children to perform the correct movement patterns to influence skill. However, play of such games may influence perceptions of skill ability in children with ASD, which could improve motivation to participate in physical activities.

  4. Solving the Sophistication-Population Paradox of Game Refinement Theory

    OpenAIRE

    Xiong , Shuo; Tiwary , Parth ,; Iida , Hiroyuki

    2016-01-01

    Part 4: Short Papers; International audience; A mathematical model of game refinement was proposed based on uncertainty of game outcome. This model has been shown to be useful in measuring the entertainment element in the domains such as boardgames and sport games. However, game refinement theory has not been able to explain the correlation between the popularity of a game and the game refinement value. This paper introduces another aspect in the study of game entertainment, the concept of “a...

  5. Computational fluid dynamics for sport simulation

    CERN Document Server

    2009-01-01

    All over the world sport plays a prominent role in society: as a leisure activity for many, as an ingredient of culture, as a business and as a matter of national prestige in such major events as the World Cup in soccer or the Olympic Games. Hence, it is not surprising that science has entered the realm of sports, and, in particular, that computer simulation has become highly relevant in recent years. This is explored in this book by choosing five different sports as examples, demonstrating that computational science and engineering (CSE) can make essential contributions to research on sports topics on both the fundamental level and, eventually, by supporting athletes’ performance.

  6. Scorebox extraction from mobile sports videos using Support Vector Machines

    Science.gov (United States)

    Kim, Wonjun; Park, Jimin; Kim, Changick

    2008-08-01

    Scorebox plays an important role in understanding contents of sports videos. However, the tiny scorebox may give the small-display-viewers uncomfortable experience in grasping the game situation. In this paper, we propose a novel framework to extract the scorebox from sports video frames. We first extract candidates by using accumulated intensity and edge information after short learning period. Since there are various types of scoreboxes inserted in sports videos, multiple attributes need to be used for efficient extraction. Based on those attributes, the optimal information gain is computed and top three ranked attributes in terms of information gain are selected as a three-dimensional feature vector for Support Vector Machines (SVM) to distinguish the scorebox from other candidates, such as logos and advertisement boards. The proposed method is tested on various videos of sports games and experimental results show the efficiency and robustness of our proposed method.

  7. Estimation of the players maximum heart rate in real game situations in team sports: a practical propose

    Directory of Open Access Journals (Sweden)

    Jorge Cuadrado Reyes

    2011-05-01

    Full Text Available Abstract   This  research developed a logarithms  for calculating the maximum heart rate (max. HR for players in team sports in  game situations. The sample was made of  thirteen players (aged 24 ± 3   to a  Division Two Handball team. HR was initially measured by Course Navette test.  Later, twenty one training sessions were conducted  in which HR and Rate of Perceived Exertion (RPE, were  continuously monitored, in each task. A lineal regression analysis was done  to help find a max. HR prediction equation from the max. HR of the three highest intensity sessions. Results from  this equation correlate significantly with data obtained in the Course Navette test and with those obtained by other indirect methods. The conclusion of this research is that this equation provides a very useful and easy way to measure the max. HR in real game situations, avoiding non-specific analytical tests and, therefore laboratory testing..   Key words: workout control, functional evaluation, prediction equation.

  8. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... for Educators Search English Español A Guide to Eating for Sports KidsHealth / For Teens / A Guide to ... can boost your performance even more by paying attention to the food you eat on game day. ...

  9. An investigation of home advantage in the Summer Paralympic Games.

    Science.gov (United States)

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

    There is a paucity of home advantage research set in the context of para-sport events. It is this gap in the knowledge that this paper addresses by investigating the prevalence and size of home advantage in the Summer Paralympic Games. Using a standardised measure of success, we compared the performances of nations when competing at home with their own performances away from home in the competition between 1960 and 2016. Both country-level and individual sport-level analyses were conducted for this time frame. A Wilcoxon signed rank test was used to determine whether there was a genuine difference in nations' performance under host and non-host conditions. Spearman's rank-order correlation was run to assess the relationship between nation quality and home advantage. Strong evidence of a home advantage effect in the Summer Paralympic Games was found at country level ( p   0.10). While our results confirm that home advantage is prevalent in the Summer Paralympic Games at an overall country level and within specific sports, they do not explain fully why such an effect does exist. Future studies should investigate the causes of home advantage in the competition and also draw comparisons with the Summer Olympic Games to explore any differences between para-sport events and able-bodied events.

  10. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  11. Group cohesion in sports teams of different professional level

    OpenAIRE

    Vazha M. Devishvili; Marina O. Mdivani; Daria S. Elgina

    2017-01-01

    Background. Team sports are not only the most exciting sporting events. but also complex activities that make serious demands on players. The effectiveness of the team depends not only on the high level of gaming interaction. but also on the relationship between the players. The work is based on the material of sports teams and is devoted to the study of the phenomenon of group cohesion. As a basic model. the authors choose a 4-factor model that describes cohesion in sports teams. The pape...

  12. Luck is Hard to Beat: The Difficulty of Sports Prediction

    OpenAIRE

    Aoki, Raquel YS; Assuncao, Renato M; de Melo, Pedro OS Vaz

    2017-01-01

    Predicting the outcome of sports events is a hard task. We quantify this difficulty with a coefficient that measures the distance between the observed final results of sports leagues and idealized perfectly balanced competitions in terms of skill. This indicates the relative presence of luck and skill. We collected and analyzed all games from 198 sports leagues comprising 1503 seasons from 84 countries of 4 different sports: basketball, soccer, volleyball and handball. We measured the competi...

  13. Sports injuries in Saudi Arabia.

    Science.gov (United States)

    Sadat-Ali, M; Sankaran-Kutty, M

    1985-03-01

    Saudi Arabia has now a wealth of sporting facilities of which the youth of the country is making full use. A prospective study of sports related injuries was conducted during the twelve months of 1983. We present an analysis of 846 such injuries seen at the King Fahd University Hospital, Al Khobar. These injuries formed 8.36% of those who attended after an accident for emergency treatment, of which 63% were under 20 years. The majority was sustained during soccer games. The most frequent site of injury was the knee. We believe that specialised Sports Injury Clinics, initially based at the University Hospitals should be established here, to give guidance and education concerning avoidance of injuries, and for the treatment and follow-up of those injured and enable them to return to sports early.

  14. Acute Effects of Carbohydrate Supplementation on Intermittent Sports Performance.

    Science.gov (United States)

    Baker, Lindsay B; Rollo, Ian; Stein, Kimberly W; Jeukendrup, Asker E

    2015-07-14

    Intermittent sports (e.g., team sports) are diverse in their rules and regulations but similar in the pattern of play; that is, intermittent high-intensity movements and the execution of sport-specific skills over a prolonged period of time (~1-2 h). Performance during intermittent sports is dependent upon a combination of anaerobic and aerobic energy systems, both of which rely on muscle glycogen and/or blood glucose as an important substrate for energy production. The aims of this paper are to review: (1) potential biological mechanisms by which carbohydrate may impact intermittent sport performance; (2) the acute effects of carbohydrate ingestion on intermittent sport performance, including intermittent high-intensity exercise capacity, sprinting, jumping, skill, change of direction speed, and cognition; and (3) what recommendations can be derived for carbohydrate intake before/during exercise in intermittent sports based on the available evidence. The most researched intermittent sport is soccer but some sport-specific studies have also been conducted in other sports (e.g., rugby, field hockey, basketball, American football, and racquet sports). Carbohydrate ingestion before/during exercise has been shown in most studies to enhance intermittent high-intensity exercise capacity. However, studies have shown mixed results with regards to the acute effects of carbohydrate intake on sprinting, jumping, skill, change of direction speed, and cognition. In most of these studies the amount of carbohydrate consumed was ~30-60 g/h in the form of a 6%-7% carbohydrate solution comprised of sucrose, glucose, and/or maltodextrin. The magnitude of the impact that carbohydrate ingestion has on intermittent sport performance is likely dependent on the carbohydrate status of the individual; that is, carbohydrate ingestion has the greatest impact on performance under circumstances eliciting fatigue and/or hypoglycemia. Accordingly, carbohydrate ingestion before and during a game

  15. Improvisational Theater Games: Performatory Team-Building Activities

    Science.gov (United States)

    Ingalls, Joan S.

    2018-01-01

    This article describes five improvisational theater games for building "teams" in the classroom and on the sports field. Particular attention is given to understanding how teams must challenge the hyper-individuality of modern culture. Improvisational theater games for team building are designed to help participants find a balance…

  16. The paradox of measuring succes of nations in elite sport

    NARCIS (Netherlands)

    de Bosscher, Veerle; Heyndels, B.; de Knop, Paul; van Bottenburg, M.|info:eu-repo/dai/nl/114979189; Shibli, Simon

    2008-01-01

    The achievement of international and especially Olympic sporting success is increasingly important to a growing number of countries. It is however not clear how success is defined and can be measured. The number of medals won in Olympics Games and other international sport competitions offers the

  17. It's Time to Start Changing the Game: A 12-Week Workplace Team Sport Intervention Study.

    Science.gov (United States)

    Brinkley, Andrew; McDermott, Hilary; Grenfell-Essam, Rachel; Munir, Fehmidah

    2017-08-23

    A 12-week multi-team sport programme was provided to employees of a large services organisation and conducted in workplaces. This programme was used to investigate the short-term effect of regular sports team participation on individual employee and organisational health. A large services organisation participated in this study. Two regional worksites of office workers were assigned as the team sport (intervention) (n = 28 participants) or control (n = 20 participants) groups. The team sport sessions were underpinned by psychological behaviour change theory and consisted of weekly 1-h team sport sessions for 12 weeks. Measures of aerobic fitness, physical activity behaviour, group cohesion, interaction and communication, psychological wellbeing, health, anthropometrics and workplace experiences were recorded pre- and post-intervention. Data were analysed using a series of mixed ANOVAs. After 12 weeks significant improvements were observed in VO 2 max (+ 4.5 ± 5.8 ml/min kg, P employees, and promote interpersonal communication between colleagues. Individual health outcomes and social interactions have the capacity to influence the health of the organisation. The extent of which these findings are replicable across a scope of organisations should be examined objectively over the long term.

  18. Can the London 2012 Olympics 'inspire a generation' to do more physical or sporting activities? An overview of systematic reviews.

    Science.gov (United States)

    Mahtani, Kamal Ram; Protheroe, Joanne; Slight, Sarah Patricia; Demarzo, Marcelo Marcos Piva; Blakeman, Thomas; Barton, Christopher A; Brijnath, Bianca; Roberts, Nia

    2013-01-07

    To examine if there is an increased participation in physical or sporting activities following an Olympic or Paralympic games. Overview of systematic reviews. We searched the Medline, Embase, Cochrane, DARE, SportDISCUS and Web of Knowledge databases. In addition, we searched for 'grey literature' in Google, Google scholar and on the International Olympic Committee websites. We restricted our search to those reviews published in English. We used the AMSTAR tool to assess the methodological quality of those systematic reviews included. The primary outcome was evidence for an increased participation in physical or sporting activities. Secondary outcomes included public perceptions of sport during and after an Olympic games, barriers to increased sports participation and any other non-sporting health benefits. Our systematic search revealed 844 citations, of which only two matched our inclusion criteria. The quality of these two reviews was assessed by three independent reviewers as 'good' using the AMSTAR tool for quality appraisal. Both reviews reported little evidence of an increased uptake of sporting activity following an Olympic Games event. Other effects on health, for example, changes in hospital admissions, suicide rates and drug use, were cited although there was insufficient evidence to see an overall effect. There is a paucity of evidence to support the notion that hosting an Olympic games leads to an increased participation in physical or sporting activities for host countries. We also found little evidence to suggest other health benefits. We conclude that the true success of these and future games should be evaluated by high-quality, evidence-based studies that have been commissioned before, during and following the completion of the event. Only then can the true success and legacy of the games be established.

  19. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  20. Original article Inventory of Physical Activity Objectives – a new method of measuring motives for physical activity and sport

    Directory of Open Access Journals (Sweden)

    Mariusz Lipowski

    2015-02-01

    Full Text Available Background As a conscious activity of an individual, physical activity (PA constitutes an element of the free-time dimension. The type of goal allows us to distinguish between sport and PA: sport performance vs. psychophysical health – hence the idea to develop a tool for measurement of the motivational function of an objective in physical activity and sport. Participants and procedure The normalisation sample consisted of 2141 individuals: 1163 women aged 16-64 (M = 23.90, SD = 8.30 and 978 men aged 16-66 (M = 24.50, SD = 9.40. In the process of validation, a factor analysis, and subsequently validity and reliability analysis of the tool, and normalisation of scales were performed. Results Based on the factor analysis and the degree to which each of the given items conformed to the theory of the motivational function of an objective, the following scales were distinguished: 1 motivational value (the extent to which the objective influences the actions undertaken by an individual, 2 time management (the level of focus on planning, arranging and organizing time for PA, 3 persistence in action (efficiency and persistence of action, and the ability to deal with adversities, and 4 motivational conflict (the level of conflict: PA objectives vs. other objectives. The Cronbach’s α reliability coefficient for this version reached .78. The Inventory of Physical Activity Objectives (IPAO also included questions that allow one to control for variables such as the variety of forms, duration, and frequency of PA, and socio-demographic variables. Conclusions The IPAO, as a new method for measuring motives for physical activity and sport, is characterized by good psychometric properties. The IPAO can serve both scientific research and as a useful tool for personal trainers, helping diagnose the motives for engaging in PA and sports. With knowledge about the purposefulness of actions, it is possible to support and shape additional motivation experienced by

  1. The Potential of Active Video Games (AVG to Improve Motor Efficiency

    Directory of Open Access Journals (Sweden)

    Luka Šlosar

    2016-04-01

    Full Text Available The growing interest in video games and the related increase in sedentary lifestyles among adolescents has encouraged researchers to look for alternative strategies replacing the passive time in front of the screen with the active one. The solution was found in active video games (AVG, which require physical activity from the player. Given encouraging results about the impact of AVG on healthy lifestyle, subsequent studies were expanded to cover the area of motor abilities and sports performance. The purpose of our article is to determine whether the use of AVG can improve sport performance, bring progress in sports and rehabilitation.

  2. Bank of China Becomes Banking Partner of Beijing 2008 Olympic Games

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

    @@ Beijing Olympic Committee announced recently that Bank of China become a partner of 2008 Olympic Games. Bank of China will provide abundant fund, banking financial products and related services for Beijing 2008 Olympic Games, and Paralympic Games, Beijing Olympic Organizing Committee and China Olympic Committee and China Sports team to participate in 2006 Winter Olympic Games and 2008 Olympic Games.

  3. Multi-objective dynamic economic emission dispatch of electric power generation integrated with game theory based demand response programs

    International Nuclear Information System (INIS)

    Nwulu, Nnamdi I.; Xia, Xiaohua

    2015-01-01

    Highlights: • In this work, a game theory based DR program is integrated into the DEED problem. • Objectives are to minimize fuel and emissions costs and maximize the DR benefit. • Optimal generator output, customer load and customer incentive are determined. • Developed model is tested with two different scenarios. • Model provides superior results than independent optimization of DR or DEED. - Abstract: The dynamic economic emission dispatch (DEED) of electric power generation is a multi-objective mathematical optimization problem with two objective functions. The first objective is to minimize all the fuel costs of the generators in the power system, whilst the second objective seeks to minimize the emissions cost. Both objective functions are subject to constraints such as load demand constraint, ramp rate constraint, amongst other constraints. In this work, we integrate a game theory based demand response program into the DEED problem. The game theory based demand response program determines the optimal hourly incentive to be offered to customers who sign up for load curtailment. The game theory model has in built mechanisms to ensure that the incentive offered the customers is greater than the cost of interruption while simultaneously being beneficial to the utility. The combined DEED and game theoretic demand response model presented in this work, minimizes fuel and emissions costs and simultaneously determines the optimal incentive and load curtailment customers have to perform for maximal power system relief. The developed model is tested on two test systems with industrial customers and obtained results indicate the practical benefits of the proposed model

  4. Selection of security system design via games of imperfect information and multi-objective genetic algorithm

    International Nuclear Information System (INIS)

    Lins, Isis Didier; Rêgo, Leandro Chaves; Moura, Márcio das Chagas

    2013-01-01

    This work analyzes the strategic interaction between a defender and an intelligent attacker by means of a game and reliability framework involving a multi-objective approach and imperfect information so as to support decision-makers in choosing efficiently designed security systems. A multi-objective genetic algorithm is used to determine the optimal security system's configurations representing the tradeoff between the probability of a successful defense and the acquisition and operational costs. Games with imperfect information are considered, in which the attacker has limited knowledge about the actual security system. The types of security alternatives are readily observable, but the number of redundancies actually implemented in each security subsystem is not known. The proposed methodology is applied to an illustrative example considering power transmission lines in the Northeast of Brazil, which are often targets for attackers who aims at selling the aluminum conductors. The empirical results show that the framework succeeds in handling this sort of strategic interaction. -- Highlights: ► Security components must have feasible costs and must be reliable. ► The optimal design of security systems considers a multi-objective approach. ► Games of imperfect information enable the choice of non-dominated configurations. ► MOGA, reliability and games support the entire defender's decision process. ► The selection of effective security systems may discourage attacker's actions

  5. Sports injuries in Saudi Arabia.

    OpenAIRE

    Sadat-Ali, M; Sankaran-Kutty, M

    1985-01-01

    Saudi Arabia has now a wealth of sporting facilities of which the youth of the country is making full use. A prospective study of sports related injuries was conducted during the twelve months of 1983. We present an analysis of 846 such injuries seen at the King Fahd University Hospital, Al Khobar. These injuries formed 8.36% of those who attended after an accident for emergency treatment, of which 63% were under 20 years. The majority was sustained during soccer games. The most frequent site...

  6. Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study

    Directory of Open Access Journals (Sweden)

    Stam Henk J

    2011-07-01

    Full Text Available Abstract Background Stroke is one of the leading causes of long-term disability in modern western countries. Stroke survivors often have functional limitations which might lead to a vicious circle of reduced physical activity, deconditioning and further physical deterioration. Current evidence suggests that routine moderate- or vigorous-intensity physical activity is essential for maintenance and improvement of health among stroke survivors. Nevertheless, long-term participation in physical activities is low among people with disabilities. Active video games, such as Nintendo Wii Sports, might maintain interest and improve long-term participation in physical activities; however, the intensity of physical activity among chronic stroke patients while playing Wii Sports is unknown. We investigated the energy expenditure of chronic stroke patients while playing Wii Sports tennis and boxing. Methods Ten chronic (≥ 6 months stroke patients comprising a convenience sample, who were able to walk independently on level ground, were recruited from a rehabilitation centre. They were instructed to play Wii Sports tennis and boxing in random order for 15 minutes each, with a 10-minute break between games. A portable gas analyzer was used to measure oxygen uptake (VO2 during sitting and during Wii Sports game play. Energy expenditure was expressed in metabolic equivalents (METs, calculated as VO2 during Wii Sports divided by VO2 during sitting. We classified physical activity as moderate (3-6 METs or vigorous (> 6 METs according to the American College of Sports Medicine and the American Heart Association Guidelines. Results Among the 10 chronic stroke patients, 3 were unable to play tennis because they had problems with timing of hitting the ball, and 2 were excluded from the boxing group because of a technical problem with the portable gas analyzer. The mean (± SD energy expenditure during Wii Sports game play was 3.7 (± 0.6 METs for tennis and 4.1 (

  7. The (Spatial) Memory Game: Testing the Relationship Between Spatial Language, Object Knowledge, and Spatial Cognition.

    Science.gov (United States)

    Gudde, Harmen B; Griffiths, Debra; Coventry, Kenny R

    2018-02-19

    The memory game paradigm is a behavioral procedure to explore the relationship between language, spatial memory, and object knowledge. Using two different versions of the paradigm, spatial language use and memory for object location are tested under different, experimentally manipulated conditions. This allows us to tease apart proposed models explaining the influence of object knowledge on spatial language (e.g., spatial demonstratives), and spatial memory, as well as understanding the parameters that affect demonstrative choice and spatial memory more broadly. Key to the development of the method was the need to collect data on language use (e.g., spatial demonstratives: "this/that") and spatial memory data under strictly controlled conditions, while retaining a degree of ecological validity. The language version (section 3.1) of the memory game tests how conditions affect language use. Participants refer verbally to objects placed at different locations (e.g., using spatial demonstratives: "this/that red circle"). Different parameters can be experimentally manipulated: the distance from the participant, the position of a conspecific, and for example whether the participant owns, knows, or sees the object while referring to it. The same parameters can be manipulated in the memory version of the memory game (section 3.2). This version tests the effects of the different conditions on object-location memory. Following object placement, participants get 10 seconds to memorize the object's location. After the object and location cues are removed, participants verbally direct the experimenter to move a stick to indicate where the object was. The difference between the memorized and the actual location shows the direction and strength of the memory error, allowing comparisons between the influences of the respective parameters.

  8. The epidemiology of injuries at the London 2012 Paralympic Games.

    Science.gov (United States)

    Willick, Stuart E; Webborn, Nick; Emery, Carolyn; Blauwet, Cheri A; Pit-Grosheide, Pia; Stomphorst, Jaap; Van de Vliet, Peter; Patino Marques, Norma Angelica; Martinez-Ferrer, J Oriol; Jordaan, Esmè; Derman, Wayne; Schwellnus, Martin

    2013-05-01

    The characteristics and incidence of injuries at the Summer Paralympic Games have not previously been reported. A better understanding of injuries improves the medical care of athletes and informs future injury prevention strategies. The objective of this prospective cohort study was to characterise the incidence and nature of injuries during the London 2012 Summer Paralympic Games. Injury information was obtained from two databases. One database was populated from medical encounter forms completed by providers at the time of assessment in one of the medical stations operated by the Organising Committee. The second database was populated daily with information provided by team medical personnel who completed a comprehensive, web-based injury survey. The overall injury incidence rate was 12.7 injuries/1000 athlete-days. Injury rates were similar in male and female athletes. The precompetition injury rates in women were higher than those in the competition period. Higher injury rates were found in older athletes and certain sports such as football 5-a-side (22.4 injuries/1000 athlete-days). Overall, 51.5% of injuries were new onset acute traumatic injuries. The most commonly injured region (percentage of all injuries) was the shoulder (17.7%), followed by the wrist/hand (11.4%), elbow (8.8%) and knee (7.9%). This is the largest and most comprehensive epidemiological report examining injuries in Paralympic athletes. Injury rates differ according to age and sport. Upper limb injuries are common. The knowledge gained from this study will inform future injury surveillance studies and the development of prevention strategies in Paralympic sport. The Epidemiology of Injuries at the London 2012 Paralympic Games.

  9. Unsafe and violent behavior in commercials aired during televised major sporting events.

    Science.gov (United States)

    Tamburro, Robert F; Gordon, Patricia L; D'Apolito, James P; Howard, Scott C

    2004-12-01

    Injuries are the leading cause of death in children, and media exposure seems to increase children's risk-taking behavior. Televised sports are commonly viewed by children. The objective of this study was to determine the proportion of commercials that depict violence or other unsafe behavior during major televised sporting events that are aired before 9:00 pm. We obtained a list of the 50 sports programs that were most highly rated by Nielsen Media Research and that were televised between September 1, 2001, and September 1, 2002. These 50 programs included Winter Olympics events (n = 15), National Football League (NFL) regular season games (n = 14), NFL playoff games (n = 10), Major League Baseball World Series and playoff games (n = 7), the NFL Super Bowl (n = 1), the National Basketball Association Western Conference Final Game (n = 1), the College Football Rose Bowl (n = 1), and the National Collegiate Athletic Association Basketball Championship game (n = 1). Two other events were reviewed as well: the final round of the Masters Golf Championship, because it was the only sporting event rated in the top 50 of the previous year that was not represented by a similar sporting event in the study year, and the Daytona 500 National Association for Stock Car Auto Racing race, because it was the only event rated among the top 75 of the study year that was not represented by a similar event (ie, there were no other golfing or auto racing events reviewed). These events were included because different sporting events may attract different viewers and different advertisements; thus, their inclusion provides a more comprehensive evaluation of the topic. For sporting events with >3 programs in the top 50 (NFL regular season games, NFL playoff games, Winter Olympic events, and Major League Baseball World Series), representative samples of events were assessed. Surrogate events were analyzed for programs that were aired after 9:00 PM (Eastern Time) to control for the reduced

  10. How Sport and Physical Activity Education Could Contribute to Human Survival

    Directory of Open Access Journals (Sweden)

    Earle F. Zeigler

    2014-10-01

    Full Text Available Sport and related physical activity education are not being employed in the best possible ways in the developed world because the decision-makers in society don’t truly understand the situation. Illogically, people of all ages in the developed world are not getting sufficient physical activity, whereas those in the undeveloped world are getting too much! In addition, the author questions the vast overemphasis on highly competitive sport at the various levels including the Olympic Games. Further, the situation for the majority of “special-needs” people is poor including those who are exploited by sport competition overemphasis. Six different types of selected competencies are recommended for all children and youth within the educational-system experience. Finally, the author asks five specific questions that should be considered as we seek to improve the overall situation. Keywords: sport and physical activity education, memes, the Olympic Games

  11. All-star sports medicine film panel

    International Nuclear Information System (INIS)

    Rogers, L.F.; Braunstein, E.M.; DeSmet, A.A.; Helms, C.A.; Pavlov, H.; Sukaer, J.R.; Torg, J.S.

    1987-01-01

    All Star Sports Panel cases are selected to test the mettle of the panelists and familiarize the audience with injuries peculiar to participation in a variety of sports. Match wits with the experts on the field. Gear up for the big game by previewing the clinical histories and initial radiographic examinations. Diagnosis requires familiarity with stresses incurred in the performance of various athletic pursuits, knowledge of specific radiographic findings, and awareness of imaging techniques that best demonstrate underlying injury

  12. How Game Location Affects Soccer Performance: T-Pattern Analysis of Attack Actions in Home and Away Matches

    Directory of Open Access Journals (Sweden)

    Barbara Diana

    2017-08-01

    Full Text Available The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance. This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013—First Leg. The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann–Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training.

  13. How Game Location Affects Soccer Performance: T-Pattern Analysis of Attack Actions in Home and Away Matches.

    Science.gov (United States)

    Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M; Jonsson, Gudberg K; Anguera, M Teresa

    2017-01-01

    The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013-First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann-Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training.

  14. The Psychological UNIFORM: Using Mental Skills in Youth Sport

    Science.gov (United States)

    Johnson, Crystal A.; Gilbert, Jenelle N.

    2004-01-01

    Most athletes can benefit from practicing and using mental skills within a sport context, but budgets do not always allow the hiring of a Sport Psychologists to implement a mental skills training program. With guidance, however, dedicated coaches can help athletes develop the mental side of their game by providing basic psychological skills. A…

  15. Psychosocial aspects that influence performance in team sports

    Directory of Open Access Journals (Sweden)

    Clara Maria Silvestre Monteiro de Freitas

    2009-04-01

    Full Text Available The objective of the present investigation was to discuss the psychosocial factors that inhibit or stimulate performance, presenting training suggestions that include interventions to enhance performance. In addition, sports performance was discussed from the perspective of quality of life. A descriptive quantitative-cum-qualitative field method was employed. A total of 103 athletes engaged in team sports from five institutions in the city of Recife, Pernambuco, participated in the study. The WHOQOL, FISSB and FISS-J questionnaires were used. The following results were obtained: “team spirit is extremely important for winning” (98.0% and “satisfaction in working as a team” (95.0%. With respect to situations that inhibit performance, the most representative findings were “poor refereeing” (81.4% and “losing a game practically already won” (75.7%. From the quality of life perspective, the main indicators were “my life is meaningful” (92.2% and “a good quality of life rating” (89.2%. These analytical categories indicate the need for sports training to be carried out from a humanistic standpoint in which the training technology interacts with sociopsychological needs, thus potentiating the physical, technical and tactical qualities of the athletes.

  16. Stroke patients' experiences with Wii Sports® during inpatient rehabilitation

    DEFF Research Database (Denmark)

    Celinder, Dora; Peoples, Hanne

    2012-01-01

    INTRODUCTION: Commercial virtual reality games have been used as adjunct therapy for stroke rehabilitation, mainly after patients have been discharged. The aim of this study was to explore stroke patients' experiences with Wii Sports® as a supplement to conventional occupational therapy in a cont......INTRODUCTION: Commercial virtual reality games have been used as adjunct therapy for stroke rehabilitation, mainly after patients have been discharged. The aim of this study was to explore stroke patients' experiences with Wii Sports® as a supplement to conventional occupational therapy...... therapy services may benefit patient rehabilitation directly or provide motivation for alternative leisure activities....

  17. Improving motor skills of children in secondary school by using means specific to football game

    Directory of Open Access Journals (Sweden)

    Sorin BRÎNDESCU

    2017-03-01

    Full Text Available Football, by tradition is a popular sport, a mass sport, both for those who 32ractici it and for the audience. The game of football becomes the only sport that can be 32racticin by everybody. Its simplicity is expressed by a regulation set which includes few basic rules, logical rules and relatively easy to understand. Football is a game that develops basic motor skills: speed, strength, stamina, specific skills. Use of means specific to the football game in physical education classes at the secondary level aims to improve motor skills and streamline the educational process. The means specific to the football game that are used are simple, clear, suitable for both girls and boys, in order to achieve outstanding results in physical education classes

  18. Grassroot Sports: Conveyor Belt for Sports Development in Nigeria ...

    African Journals Online (AJOL)

    The paper took a look at some factors such as administration and funding that bedevil Nigeria‟s Sports development efforts and saw grass root sports as a veritable vehicle for the realization of our sports development objective. Grass root sport was seen as the exposure of young and old, male and female all over the ...

  19. MANAGEMENT PARTICULARITIES IN SPORTS

    Directory of Open Access Journals (Sweden)

    FLORIN NEFERU

    2017-02-01

    Full Text Available Management applied in sport contributes to achieving full functionality of sports structures, the large masses of people, a plurality of means and skills, objectives and intentions. Through the efforts of management in sport individuals or groups of people are coordinated towards achieving a common goal, complicated and difficult process due to concerns divergent which always, through his, they are converted into cutting issues ensuring mobility objectives. Sports management helps to master and control both situations and complex systems ensuring permanent and continuous management of a multitude of sporting activities generating efficiency. Particularities of management in sport resides in that it applies to all forms of sports, all sports disciplines, which provides an organized leading to superior results in sporting competitions.

  20. The Phenomenon of the Olympic Games. Women in the Games.

    Science.gov (United States)

    Johnson, Karen M., Ed.; Fritz, Harry, Ed.

    1984-01-01

    A collection of articles is offered that examines the history and current status of women in the Olympic Games. Included is a brief historical account of women's participation, criteria for adding sports, examination of women's status, and an explanation of rhythmic gymnastics which was recently added for women. (DF)

  1. Parents in Youth Sport: What Happens after the Game?

    Science.gov (United States)

    Elliott, Samuel Kim; Drummond, Murray J. N.

    2017-01-01

    Characteristic issues surrounding parents in youth sport include examples of negative verbal and non-verbal behaviour demonstrated during competition. Numerous studies have done well to highlight while parents possess a great potential for positively influencing the sport experience, they can also exert a considerable negative influence by…

  2. Bank of China Becomes Banking Partner of Beijing 2008 Olympic Games

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

      Beijing Olympic Committee announced recently that Bank of China become a partner of 2008 Olympic Games. Bank of China will provide abundant fund, banking financial products and related services for Beijing 2008 Olympic Games, and Paralympic Games, Beijing Olympic Organizing Committee and China Olympic Committee and China Sports team to participate in 2006 Winter Olympic Games and 2008 Olympic Games.……

  3. Energy consumption of sport halls

    Energy Technology Data Exchange (ETDEWEB)

    1983-01-01

    The energy consumption of Finland's sports halls (ball games halls, ice hockey halls and swimming halls) represent approximately 1% of that of the country's whole building stock. In the light of the facts revealed by the energy study the potential energy saving rate in sports halls is 15-25%. The total savings would be something like FIM 30-40 million per annum, of which about a half would be achieved without energy-economic investments only by changing utilization habits and by automatic control measures. The energy-economic investments are for the most part connected with ventilation and their repayment period is from one to five years. On the basis of the energy study the following specific consumption are presented as target values: swimming halls: heat (kWh/m*H3/a)100, electricity (kWh/m*H3/a)35, water (l/m*H3/a)1000 icehockey halls (warm): heat (kWh/m*H3/a)25, electricity (kWh/m*H3/a)15, water (l/m*H3/a)200, ball games halls (multi-purpose halls): heat (kWh/m*H3/a)30, electricity (kWh/m*H3/a)25, water (l/m*H3/a)130. In the study the following points proved to be the central areas of energy saving in sports halls: 1. Flexible regulation of the temperature in sports spaces on the basis of the sport in question. 2. The ventilation of swimming halls should be adjusted in such a way that the humidity of the hall air would comply with the limit humidity curve determined by the quality of structures and the temperature of the outdoor air. 3. An ice skating hall is an establishment producing condensing energy from 8 to 9 months a year worth of approx. 100.000-150.000 Finnmarks. The development of the recovery of condensing energy has become more important. 4. The ventilation of ball games halls may account for over 50% of the energy consumption of the whole building. Therefore special attention should be paid to the optimatization of ventilation as a whole.

  4. Skill and tactical development during a sport education season.

    Science.gov (United States)

    Hastie, P A

    1998-12-01

    The purpose of this study was to examine the development of skill competence and tactical sophistication during a games unit conducted following the features of sport education provided by Siedentop (1994). One team of six players was followed through a 30-lesson season of "Ultimate." Using Gréhaigne, Godbout, and Bouthier's (1997) formula for an efficiency index, together with a number of other measures of skill and tactical competence, it was determined that these students made significant improvements in selection and execution dimensions of the game. Furthermore, lower skilled students did not feel marginalized within their teams and believed they had equal opportunities for improvement. The key reasons for developing competence in this setting were the sufficient length of the season to allow for significant practice opportunities and the consistent team membership throughout season, which allowed all players to develop a sense of usefulness. This curriculum model provides one way students can develop skills through a system of game playing, provided sport education units are structured to prevent the more skillful players from dominating the games.

  5. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study

    Science.gov (United States)

    Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-01-01

    Background Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children’s AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. Objective The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. Methods A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Results Children in the narrative group had significantly (Pgame play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). Conclusions The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play. PMID:27742605

  6. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  7. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... A) Staying Safe Videos for Educators Search English Español A Guide to Eating for Sports KidsHealth / For ... Ditch Dehydration Caffeine Game-Day Eats Print en español Guía de alimentación para deportistas Eat Extra for ...

  8. Social Problems in Athletics; Essays in the Sociology of Sport.

    Science.gov (United States)

    Landers, Daniel M., Ed.

    This book is an outgrowth of a conference on "Sport and Social Deviance," attended by people interested in the newly emerging interdisciplinary area concerned with the social scientific analysis of sport, play, and games. This anthology, which has contributions from many different authors, is intended to provide social scientists, physical…

  9. Multi-objective optimization of an arch dam shape under static loads using an evolutionary game method

    Science.gov (United States)

    Meng, Rui; Cheong, Kang Hao; Bao, Wei; Wong, Kelvin Kian Loong; Wang, Lu; Xie, Neng-gang

    2018-06-01

    This article attempts to evaluate the safety and economic performance of an arch dam under the action of static loads. The geometric description of a crown cantilever section and the horizontal arch ring is presented. A three-objective optimization model of arch dam shape is established based on the arch dam volume, maximum principal tensile stress and total strain energy. The evolutionary game method is then applied to obtain the optimal solution. In the evolutionary game technique, a novel and more efficient exploration method of the game players' strategy space, named the 'sorting partition method under the threshold limit', is presented, with the game profit functions constructed according to both competitive and cooperative behaviour. By way of example, three optimization goals have all shown improvements over the initial solutions. In particular, the evolutionary game method has potentially faster convergence. This demonstrates the preliminary proof of principle of the evolutionary game method.

  10. A network-based dynamical ranking system for competitive sports

    Science.gov (United States)

    Motegi, Shun; Masuda, Naoki

    2012-12-01

    From the viewpoint of networks, a ranking system for players or teams in sports is equivalent to a centrality measure for sports networks, whereby a directed link represents the result of a single game. Previously proposed network-based ranking systems are derived from static networks, i.e., aggregation of the results of games over time. However, the score of a player (or team) fluctuates over time. Defeating a renowned player in the peak performance is intuitively more rewarding than defeating the same player in other periods. To account for this factor, we propose a dynamic variant of such a network-based ranking system and apply it to professional men's tennis data. We derive a set of linear online update equations for the score of each player. The proposed ranking system predicts the outcome of the future games with a higher accuracy than the static counterparts.

  11. eSports ve světě a ČR

    OpenAIRE

    Jeřábek, Matouš

    2017-01-01

    The main goal of the thesis is to describe eSports in the world and the Czech Republic. On the other hand the thesis shows MOBA games, their differences from another genres and their prestige. In the Czech republic I found out interview with gaming managers as the best option.

  12. Does elite sporting success have a lasting impact on national pride?

    NARCIS (Netherlands)

    Elling, Agnes; Hilvoorde, Ivo van; Dool, Remko van den

    2012-01-01

    Like many other countries, the Dutch government increased investments in elite sports in the last decennium, partly driven by the ambition to organize the Olympic Games in 2028 in the Netherlands. One of the most important legitimations for this ambition is that elite sports events and national

  13. The Current State of Head and Neck Injuries in Extreme Sports

    Science.gov (United States)

    Sharma, Vinay K.; Rango, Juan; Connaughton, Alexander J.; Lombardo, Daniel J.; Sabesan, Vani J.

    2015-01-01

    Background: Since their conception during the mid-1970s, international participation in extreme sports has grown rapidly. The recent death of extreme snowmobiler Caleb Moore at the 2013 Winter X Games has demonstrated the serious risks associated with these sports. Purpose: To examine the incidence and prevalence of head and neck injuries (HNIs) in extreme sports. Study Design: Descriptive epidemiological study. Methods: The National Electronic Injury Surveillance System (NEISS) was used to acquire data from 7 sports (2000-2011) that were included in the Winter and Summer X Games. Data from the NEISS database were collected for each individual sport per year and type of HNI. Cumulative data for overall incidence and injuries over the entire 11-year period were calculated. National estimates were determined using NEISS-weighted calculations. Incidence rates were calculated for extreme sports using data from Outdoor Foundation Participation Reports. Results: Over 4 million injuries were reported between 2000 and 2011, of which 11.3% were HNIs. Of all HNIs, 83% were head injuries and 17% neck injuries. The 4 sports with the highest total incidence of HNI were skateboarding (129,600), snowboarding (97,527), skiing (83,313), and motocross (78,236). Severe HNI (cervical or skull fracture) accounted for 2.5% of extreme sports HNIs. Of these, skateboarding had the highest percentage of severe HNIs. Conclusion: The number of serious injuries suffered in extreme sports has increased as participation in the sports continues to grow. A greater awareness of the dangers associated with these sports offers an opportunity for sports medicine and orthopaedic physicians to advocate for safer equipment, improved on-site medical care, and further research regarding extreme sports injuries. PMID:26535369

  14. Active Gaming: Is "Virtual" Reality Right for Your Physical Education Program?

    Science.gov (United States)

    Hansen, Lisa; Sanders, Stephen W.

    2012-01-01

    Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…

  15. How to make sense of team sport data

    DEFF Research Database (Denmark)

    Stein, Manuel; Janetzko, Halldór; Seebacher, Daniel

    2017-01-01

    commercial and research interest. The analysis of team ball games can serve many goals, e.g., in coaching to understand effects of strategies and tactics, or to derive insights improving performance. Also, it is often decisive to trainers and analysts to understand why a certain movement of a player...... data perspectives, including high-dimensional, video, and movement data, as well as considering team behavior and rules (constraints) given in the particular team sport. We identify important components of team sport data, exemplified by the soccer case, and explain how to analyze team sport data...

  16. The Poisson model limits in NBA basketball: Complexity in team sports

    Science.gov (United States)

    Martín-González, Juan Manuel; de Saá Guerra, Yves; García-Manso, Juan Manuel; Arriaza, Enrique; Valverde-Estévez, Teresa

    2016-12-01

    Team sports are frequently studied by researchers. There is presumption that scoring in basketball is a random process and that can be described using the Poisson Model. Basketball is a collaboration-opposition sport, where the non-linear local interactions among players are reflected in the evolution of the score that ultimately determines the winner. In the NBA, the outcomes of close games are often decided in the last minute, where fouls play a main role. We examined 6130 NBA games in order to analyze the time intervals between baskets and scoring dynamics. Most numbers of baskets (n) over a time interval (ΔT) follow a Poisson distribution, but some (e.g., ΔT = 10 s, n > 3) behave as a Power Law. The Poisson distribution includes most baskets in any game, in most game situations, but in close games in the last minute, the numbers of events are distributed following a Power Law. The number of events can be adjusted by a mixture of two distributions. In close games, both teams try to maintain their advantage solely in order to reach the last minute: a completely different game. For this reason, we propose to use the Poisson model as a reference. The complex dynamics will emerge from the limits of this model.

  17. Specialized Training of Children and Youngsters in Selected Sports Games

    Directory of Open Access Journals (Sweden)

    Jaroslav Buchtel

    2014-05-01

    Full Text Available Specialized Training of Children and Youngsters in Selected Sports Games The study has two principal goals. The first one is the analysis of personal characteristics of coaches, who function with teams of youth in clubs participating in the top and second to top competitions of adults in handball, tennis and volleyball. Analysis brakes data down following criteria of age, level of education reached and gender. The second goal of our study is the analysis of the sport preparation of children and youth in mentioned sports games on their observation of federations’ recommendations about the content of training in respective age groups, including detection of their opinions on the beginning of specialized training for respective playing functions. Research sample was created all-together by 234 coaches (102 volleyball, 69 tennis, 63 handball, who responded to sent non-standard questionnaire with closed and halfopened queries (total rate of return was 67%. Used questionnaire contained eight identifying and five factual questions. Quantitative characteristics were expressed in absolute and relative frequencies, for synoptic presentation of results we have used graphical illustration of responses. Questions concerned players participating in competitions of age groups from about 8 to 19 years. As far as personal composition concerns, the prevailing part of observed sample is created by coaches of age category 30–40 years, out of which about 1/4 are women. We have found significant differences among respective games in the educational sphere. While in tennis and volleyball the university educated coaches creates simple majority (65% and 76% respectively, their portion in handball is only about 40%. The representation of P.E. teachers among respective sports games is similarly different – 83% and 76% respectively in tennis and volleyball, on the contrary to 29% in handball. Tennis possesses very low portion of coaches working with category of

  18. Sport, sex and age increase risk of illness at the Rio 2016 Summer Paralympic Games: a prospective cohort study of 51 198 athlete days.

    Science.gov (United States)

    Derman, Wayne; Schwellnus, Martin P; Jordaan, Esme; Runciman, Phoebe; Blauwet, Cheri; Webborn, Nick; Lexell, Jan; Van de Vliet, Peter; Tuakli-Wosornu, Yetsa; Kissick, James; Stomphorst, Jaap

    2018-01-01

    To describe the epidemiology of illness at the Rio 2016 Summer Paralympic Games. A total of 3657 athletes from 78 countries, representing 83.5% of all athletes at the Games, were monitored on the web-based injury and illness surveillance system (WEB-IISS) over 51 198 athlete days during the Rio 2016 Summer Paralympic Games. Illness data were obtained daily from teams with their own medical support through the WEB-IISS electronic data capturing systems. The total number of illnesses was 511, with an illness incidence rate (IR) of 10.0 per 1000 athlete days (12.4%). The highest IRs were reported for wheelchair fencing (14.9), para swimming (12.6) and wheelchair basketball (12.5) (pParalympic Games; (2) the sports with the highest risk were wheelchair fencing, para swimming and wheelchair basketball; (3) female and older athletes (35-75 years) were at increased risk of illness; and (4) the respiratory system, skin and subcutaneous system and digestive system were most affected by illness. These results allow for comparison at future Games. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  19. Children's perspective on the effectiveness of the Playing for Life philosophy in an after-school sport program

    OpenAIRE

    Ling, Fiona C.M.; Farrow, A.; Farrow, D.; Berry, J.; Polman, Remco C.J.

    2016-01-01

    The Playing for Life (P4L) philosophy was developed based on the concept of game play. It emphasizes learning through games within the sporting context to promote sports participation. The main aim of the study was to qualitatively evaluate the effectiveness of the P4L philosophy in contributing to enjoyment and in encouraging continued participation in sports. A total of 97 children (aged 5–12 years), who participated in the Active After-school Communities program that adopted the P4L philos...

  20. Thermal Tracking of Sports Players

    DEFF Research Database (Denmark)

    Gade, Rikke; Moeslund, Thomas B.

    2014-01-01

    We present here a real-time tracking algorithm for thermal video from a sports game. Robust detection of people includes routines for handling occlusions and noise before tracking each detected person with a Kalman filter. This online tracking algorithm is compared with a state-of-the-art offline...

  1. THE PROCESS OF CHANGE - PREDICTION OF SPORT ACHIEVEMENTS HISTORICAL TENDENCY

    Directory of Open Access Journals (Sweden)

    Izenedin Mehmeti

    2015-05-01

    Full Text Available The aim of this paper is to summarize the different standpoints and different approaches in regard to the sport performance preparation and achievement prediction. Sports researchers are concerned more directly with learning about scientific sports prediction. Their involvement in the sport sciences focuses on understanding how sports organized and how changes in that organization might influence sports experiences for both athletes and coaches. The goal of these scholars is often to improve sport experiences and performance prediction for current participants and make sport participation more attractive and accessible for those who do not currently play sports, prospective athletes. They also may want to help athletes improve their performance, help coaches work effectively with athletes and win more games. Sports researchers intention is also to assist and help sport organizations grow and operate more efficiently and profitably, and improve sport achievement prediction.

  2. Game injuries in relation to game schedules in the National Basketball Association.

    Science.gov (United States)

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (pNBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  3. METs in adults while playing active video games: a metabolic chamber study.

    Science.gov (United States)

    Miyachi, Motohiko; Yamamoto, Kenta; Ohkawara, Kazunori; Tanaka, Shigeho

    2010-06-01

    Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity. The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (6.0 METs). Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

  4. Serum measurement of muscle and oxidative damage in soccer players after a game DOI: 10.5007/1980-0037.2010v12n4p269

    Directory of Open Access Journals (Sweden)

    Cláudio Teodoro Souza

    2010-01-01

    Full Text Available Futsal is a sport that requires sudden acceleration and deceleration with abrupt changes in direction. The marked impacts experienced by futsal players lead to muscle and oxidative damage. The objective of this study was to evaluate the serum levels of markers of muscle and oxidative damage in futsal players after a game. Six players with a mean age of 21.2 ± 0.98 years, weight of 67.1 ± 5.5 kg and height of 171.0 ± 0.07 cm participated in this study. Measurements were obtained 30 minutes before game 1 (pre-game, immediately after game 1 (post-game 1, and immediately after a second game (post-game 2, which was performed 24 hours after game 1. Serum was collected for the evaluation of creatine kinase and of damage to proteins and lipids. Creatine kinase concentrations, lipid peroxidation (xylenol and protein carbonylation were significantly higher after games 1 and 2 when compared to pre-game values. Sulfhydryl levels were lower after the end of games 1 and 2 compared to pre-game values. No difference in any of the parameters analyzed was observed between post-game 1 and post-game 2. Taken together, the results demonstrate that a futsal match provokes muscle and oxidative damage. Surprisingly, no increase in the parameters studied was observed after game 2. In view of the limited knowledge about the time of recovery after a futsal match, this study may provide important information to professionals working with this sport.

  5. Gendered Conversation in a Social Game-Streaming Platform

    OpenAIRE

    Nakandala, Supun; Ciampaglia, Giovanni Luca; Su, Norman Makoto; Ahn, Yong-Yeol

    2016-01-01

    Online social media and games are increasingly replacing offline social activities. Social media is now an indispensable mode of communication; online gaming is not only a genuine social activity but also a popular spectator sport. With support for anonymity and larger audiences, online interaction shrinks social and geographical barriers. Despite such benefits, social disparities such as gender inequality persist in online social media. In particular, online gaming communities have been crit...

  6. Characteristics of Internet use in relation to game genre in Korean adolescents.

    Science.gov (United States)

    Lee, Moon-Soo; Ko, Young-Hoon; Song, Hyoung-Seok; Kwon, Ku-Hyung; Lee, Hyeon-Soo; Nam, Min; Jung, In-Kwa

    2007-04-01

    As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.

  7. Acute Effects of Carbohydrate Supplementation on Intermittent Sports Performance

    Directory of Open Access Journals (Sweden)

    Lindsay B. Baker

    2015-07-01

    and during a game seems to have the greatest impact on intermittent sports performance towards the end of the game.

  8. Sport pedagogy: making the play possible in kids judo

    Directory of Open Access Journals (Sweden)

    Reinaldo Naia Cavazani

    2016-05-01

    Full Text Available This article aims to deal with the pedagogical procedures for teaching, experiencing and learning kids Judo, observing the technical-tactical, socio-educational and cultural-historical referential. It is a bibliographic review study of critical-reflective and purposeful character applied to judo, according to the concept of creating the possible game. The possible game is group of pedagogical procedures focused on managing and ensuring the goals of teaching process, experiencing and learning of Judo, in the plans of the content, methodology and didactics, through the observation of the relationship between the characters, the context, the purposes and the meanings of sport, in order to ensure a wide perspective of the sports phenomenon.

  9. Organization of international sporting events as a country’s promotional economic image tool

    Directory of Open Access Journals (Sweden)

    Božo Skoko

    2008-12-01

    Full Text Available The article concentrates on the important aspect of image in a country’s political and economic objectives and deals with the role of sports in managing countries as brands. Analyzing the biggest sporting events in the world, such as the Olympic Games, football (soccer championships and others, authors attempt to detect and display their economic and promotional potential for host cities and countries as well as for participating nations. Special focus is on global media, which are essential in "creating" the events, transferring images and communicating impressions of the host city/country to the global public. The authors conclude that the most important role is that of the organizers, whose creativity and capabilities will for the most part determine the promotional and economic contribution of hosting such a sporting event. Activities prior to the main event and those following the event are also of great importance for the host country.

  10. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    OpenAIRE

    Uematsu, Yuko; Saito, Hideo

    2008-01-01

    This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera....

  11. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  12. The thrill of the chase: uncovering illegal sport hunting in Brazil through YouTube™ posts

    Directory of Open Access Journals (Sweden)

    Hani R. El Bizri

    2015-09-01

    Full Text Available The impacts of unregulated sport hunting can severely affect populations of target game species. Because hunting in Brazil is limited by law, obtaining data on illegal sport hunting in this country is challenging. We used an unusual online resource, YouTube™, to detect the occurrence of sport hunting in Brazil, measure the impacts of the activity on the main Brazilian game species and biomes, evaluate the opinions of hunters and internet users on sport hunting, and discuss the need for policy interventions in wildlife conservation in this country. We found 383 videos related to Brazilian sport hunting on YouTube™, accounting for more than 15 million views. Most videos were produced in the Cerrado (Brazilian savannah and approximately 70% of them depicted events of pursuit and killing of wild animals, especially lowland pacas (Cuniculus paca and armadillos (Family Dasypodidae. Videos were posted primarily in July and December, coinciding with the two main Brazilian vacation periods. Furthermore, the shotguns identified on videos show that sport hunters expend large sums of money to undertake their hunts. These results indicate that Brazilian sport hunters are possibly wealthier urban residents who travel to rural areas to hunt, contrasting with previous hunting studies in the country. Most viewers declared themselves in favor of sport hunting in comments (n = 2893 and ratings (n = 36,570 of the videos. Discussions generated by comments suggest that Brazilian sport hunters employ several informal management strategies to maintain game species stocks for future hunting and intensely question the restrictions of Brazilian environmental policies. Our results demonstrate that solutions are needed for the regulation of sport hunting in Brazil. Government actions, whether to increase surveillance or legalize hunting programs, should take into account the opinions of sport hunters and their perceptions on hunting dynamics to support effective policy

  13. Competitive Sports: Helping Kids Play it Cool

    Science.gov (United States)

    ... with similar challenges throughout life. How Stress Affects Performance Sometimes sports-related stress is good — it prepares the body ... to eat well and get a good night's sleep, especially before games where the pressure's on. Do ...

  14. Paralympic Games: History and Legacy of a Global Movement.

    Science.gov (United States)

    Legg, David

    2018-05-01

    The Paralympic Games have an interesting history that began after World War II. The Games and movement have been impacted by and have had an impact on society and the larger able-bodied sport system. The future of the Games and movement is also further impacted by larger cultural shifts, and the Games themselves have potentially left lasting legacies for the host cities and persons with impairment worldwide. Copyright © 2018 Elsevier Inc. All rights reserved.

  15. The Effects of Playing Multiple High School Sports on National Basketball Association Players' Propensity for Injury and Athletic Performance.

    Science.gov (United States)

    Rugg, Caitlin; Kadoor, Adarsh; Feeley, Brian T; Pandya, Nirav K

    2018-02-01

    Athletes who specialize in their sport at an early age may be at risk for burnout, overuse injury, and reduced attainment of elite status. Timing of sport specialization has not been studied in elite basketball athletes. National Basketball Association (NBA) players who played multiple sports during adolescence would be less likely to experience injury and would have higher participation rates in terms of games played and career length compared with single-sport athletes. Descriptive epidemiology study. First-round draft picks from 2008 to 2015 in the NBA were included in the study. From publically available records from the internet, the following data were collected for each athlete: participation in high school sports, major injuries sustained in the NBA, percentage of games played in the NBA, and whether the athlete was still active in the NBA. Athletes who participated in sports in addition to basketball during high school were defined as multisport athletes and were compared with athletes who participated only in basketball in high school. Two hundred thirty-seven athletes were included in the study, of which 36 (15%) were multisport athletes and 201 (85%) were single-sport athletes in high school. The multisport cohort played in a statistically significantly greater percentage of total games (78.4% vs 72.8%; P NBA (94% vs 81.1%; P = .03). While a minority of professional basketball athletes participated in multiple sports in high school, those who were multisport athletes participated in more games, experienced fewer major injuries, and had longer careers than those who participated in a single sport. Further research is needed to determine the reasons behind these differences.

  16. Application of Former Professional Players of e-sports on the Labour Market

    OpenAIRE

    Lipták, Martin

    2014-01-01

    This bachelor work is focused on the topic of e-sport and former professional players of e-sport. It deals with a summery and subsequent analysis of former professional e-sport players in the labour market. The theoretical part is focused on becoming acquainted with basic information on e-sport, the labour market, re-training and the national employment policy. It provides basic information about companies and games that they operate. The practical part analyses the concrete possibilities of ...

  17. Ulnar nerve lesion at the wrist and sport: A report of 8 cases compared with 45 non-sport cases.

    Science.gov (United States)

    Seror, P

    2015-04-01

    Reporting clinical and electrodiagnostic characteristics of sport-related ulnar neuropathies at the wrist. Eight sport-related and 45 non-sport-related cases from 53 ulnar neuropathies at the wrist cases over 14 years. Sport-related ulnar neuropathies at the wrist cases were due to cycling (5 cases), kayaking (2 cases), and big-game fishing (1 case). No patient had sensory complaints in ulnar digits, and all had motor impairment. Conduction across the wrist with recording on the first dorsal interosseous muscle was impaired in all cases, with conduction block in 5. Two cyclists showed bilateral ulnar neuropathies at the wrist. All cases recovered within 2 to 6 months with sport discontinuation. Distal lesions of the deep motor branch were more frequent in sport- than non-sport-related cases. The 8 sport-related ulnar neuropathies at the wrist cases involved the deep motor branch. Conduction study to the first dorsal interosseous muscle across the wrist is the key to electrodiagnostics. Bilateral cases in cyclists does not require wrist imaging. Copyright © 2015 Elsevier Masson SAS. All rights reserved.

  18. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    Science.gov (United States)

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  19. Sleep habits in German athletes before important competitions or games.

    Science.gov (United States)

    Erlacher, Daniel; Ehrlenspiel, Felix; Adegbesan, Olufemi A; El-Din, Hamdi Galal

    2011-05-01

    Sleep is generally regarded as a valuable resource for psychological and physiological well-being. Although the effects of sleep on athletic performance have been acknowledged in sport science, few studies have investigated the prevalence of sleep problems and their effects on elite athletes before a sport event. In this study, 632 German athletes from various sports were asked about their sleep habits during the night(s) before an important competition or game. The findings indicate that 65.8% of the athletes experienced poor sleep in the night(s) before a sports event at least once in their lives and a similarly high percentage (62.3%) had this experience at least once during the previous 12 months. Athletes of individual sports reported more sleep difficulties than athletes of team sports. The main sleep problem was not being able to fall asleep. Internal factors such as nervousness and thoughts about the competition were rated highest for causing sleep problems. Most athletes stated that disturbed sleep had no influence on their athletic performance; however, athletes also reported effects such as a bad mood the following day, increased daytime sleepiness, and worse performance in the competition or game. The differences between individual and team sports indicate that athletes in some sports need more help than those in other sports in managing sleep problems.

  20. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  1. The asthmatic athlete: inhaled Beta-2 agonists, sport performance, and doping.

    Science.gov (United States)

    McKenzie, Donald C; Fitch, Kenneth D

    2011-01-01

    The asthmatic athlete has a long history in competitive sport in terms of success in performance and issues related to doping. Well documented are detailed objective tests used to evaluate the athlete with symptoms of asthma or airway hyperresponsiveness and the medical management. Initiated at the 2002 Salt Lake City Games, the International Olympic Committee's Independent Asthma Panel required testing to justify the use of inhaled beta-2 agonists (IBAs) in Olympic athletes and has provided valuable guidelines to the practicing physician. This program was educational and documented the variability in prevalence of asthma and/or airway hyperresponsiveness and IBA use between different sports and different countries. It provided a standard of care for the athlete with respiratory symptoms and led to the discovery that asthmatic Olympic athletes outperformed their peers at both Summer and Winter Olympic Games from 2002 to 2010. Changes to the World Anti-Doping Agency's Prohibited List in 2010 permitted the use of 2 IBA produced by the same pharmaceutical company. All others remain prohibited. However, there is no pharmacological difference between the permitted and prohibited IBAs. As a result of these changes, asthmatic athletes are being managed differently based on a World Anti-Doping Agency directive that has no foundation in pharmacological science or in clinical practice.

  2. Lekplatsen där tjejer inte får vara med och leka : En studie om tjejers underrepresentation inom eSport

    OpenAIRE

    Andersson, Pontus; Johansson, Hanna

    2016-01-01

    Women’s underrepresentation within eSport is something that should be considered asa problem, but the game industry and gaming community excludes the women as atarget group. In this essay we will explore the reasons behind women’s lack ofinvolvement within eSport and competitive games, present the challenges they facewhen playing these types of games and what needs to be changed for a more uniformground between the sexes. We chose to focus on the social aspects as to why girls stayaway from e...

  3. Využití sportovního zpravodajství ČTK z olympijských her ve Vancouveru 2010 v deníku Sport

    OpenAIRE

    Novotný, Ondřej

    2011-01-01

    The bachelor thesis "The usage of sport news service of Czech News Agency from the Olympic Games in Vancouver 2010 in the newspaper Sport" deals with a media coverage of extraordinary important sport event aiming to find out the extend of today's dependence of print newspapers on the service of the press agency. The research is based on the example of the Olympic Winter Games in Vancouver, one of the most important sport events of 2010, and it surveys the production of sport section of Czech ...

  4. A Cognitive Skill Classification Based On Multi Objective Optimization Using Learning Vector Quantization for Serious Games

    Directory of Open Access Journals (Sweden)

    Moh. Aries Syufagi

    2011-12-01

    Full Text Available Nowadays, serious games and game technology are poised to transform the way of educating and training students at all levels. However, pedagogical value in games do not help novice students learn, too many memorizing and reduce learning process due to no information of player’s ability. To asses the cognitive level of player ability, we propose a Cognitive Skill Game (CSG. CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ for optimizing the cognitive skill input classification of the player. CSG is using teacher’s data to obtain the neuron vector of cognitive skill pattern supervise. Three clusters multi objective target will be classified as; trial and error, carefully and, expert cognitive skill. In the game play experiments using 33 respondent players demonstrates that 61% of players have high trial and error cognitive skill, 21% have high carefully cognitive skill, and 18% have high expert cognitive skill. CSG may provide information to game engine when a player needs help or when wanting a formidable challenge. The game engine will provide the appropriate tasks according to players’ ability. CSG will help balance the emotions of players, so players do not get bored and frustrated. Players have a high interest to finish the game if the player is emotionally stable. Interests in the players strongly support the procedural learning in a serious game.

  5. Emerging School Sport Development Policy, Practice and Governance in England: Big Society, Autonomy and Decentralisation

    Science.gov (United States)

    Mackintosh, Chris; Liddle, Joyce

    2015-01-01

    International interest in developing mass sports participation through systems of school and community sports development has become a growing field of public leisure policy interest. This research paper considers the policy change from School Sport Partnerships to the new 2012 School Games model of networked partnerships to establish…

  6. Physics of Sports: Resonances

    Science.gov (United States)

    Browning, David

    2000-04-01

    When force is applied by an athlete to sports equipment resonances can occur. Just a few examples are: the ringing of a spiked volleyball, the strumming of a golf club shaft during a swing, and multiple modes induced in an aluminum baseball bat when striking a ball. Resonances produce acoustic waves which, if conditions are favorable, can be detected off the playing field. This can provide a means to evaluate athletic performance during game conditions. Results are given from the use of a simple hand-held acoustic detector - by a spectator sitting in the stands - to determine how hard volleyballs were spiked during college and high school games.

  7. Developing a physical activity legacy from the London 2012 Olympic and Paralympic Games: a policy-led systematic review.

    Science.gov (United States)

    Weed, Mike; Coren, Esther; Fiore, Jo; Wellard, Ian; Mansfield, Louise; Chatziefstathiou, Dikaia; Dowse, Suzanne

    2012-03-01

    There is no evidence that previous Olympic Games have raised physical activity levels in adult populations. However, it may be premature to assume that this lack of previous evidence for an inherent effect is an indication that there is no potential to proactively harness the Games to generate a physical activity or sport legacy. Given that the political goal of achieving a physical activity legacy had already been set, the policy-led aim of this systematic review was to examine the processes by which the London 2012 Olympic and Paralympic Games might deliver a physical activity (as opposed to sport) legacy. Searches were conducted on five databases: SPORTS DISCUS, CINAHL, PsychLNFO, MEDLINE and Web of Knowledge. There are two key findings: first, that communities that are not positively engaged with hosting the 2012 Games in London are likely to be beyond the reach of any initiatives seeking to harness the Games to develop legacies in any area; second, major events such as London 2012 can, if promoted in the right way, generate a 'festival effect' that may have the potential to be harnessed to promote physical activity among the least active. The 'festival effect' derives from the promotion of the 2012 Games as a national festival that is bigger than and beyond sport, but that is also rooted in the lives of local and cultural communities, thus creating a strong desire to participate in some way in an event that is both nationally significant and locally or culturally relevant. Physical activity policy makers and professionals should seek to satisfy this desire to participate through providing physical activity (rather than sport) opportunities presented as fun community events or programmes. The key to generating a physical activity legacy among the least active adults through this process is to de-emphasise the sporting element of the 2012 Games and promote the festival element.

  8. The Impact of Game Sense Pedagogy on Australian Rugby Coaches' Practice: A Question of Pedagogy

    Science.gov (United States)

    Light, Richard Lawrence; Robert, John Evans

    2010-01-01

    Background: Recent developments in games and sport teaching such as that of Teaching Games for Understanding, Play Practice and Game Sense suggest that they can make a significant contribution toward the development of tactical understanding, ability to read the game, decision-making and a general "sense of the game", yet empirical…

  9. Sports Specialization, Part II

    Science.gov (United States)

    Myer, Gregory D.; Jayanthi, Neeru; DiFiori, John P.; Faigenbaum, Avery D.; Kiefer, Adam W.; Logerstedt, David; Micheli, Lyle J.

    2016-01-01

    Context: Many coaches, parents, and children believe that the best way to develop elite athletes is for them to participate in only 1 sport from an early age and to play it year-round. However, emerging evidence to the contrary indicates that efforts to specialize in 1 sport may reduce opportunities for all children to participate in a diverse year-round sports season and can lead to lost development of lifetime sports skills. Early sports specialization may also reduce motor skill development and ongoing participation in games and sports as a lifestyle choice. The purpose of this review is to employ the current literature to provide evidence-based alternative strategies that may help to optimize opportunities for all aspiring young athletes to maximize their health, fitness, and sports performance. Evidence Acquisition: Nonsystematic review with critical appraisal of existing literature. Study Design: Clinical review. Level of Evidence: Level 4. Conclusion: Based on the current evidence, parents and educators should help provide opportunities for free unstructured play to improve motor skill development and youth should be encouraged to participate in a variety of sports during their growing years to influence the development of diverse motor skills. For those children who do choose to specialize in a single sport, periods of intense training and specialized sport activities should be closely monitored for indicators of burnout, overuse injury, or potential decrements in performance due to overtraining. Last, the evidence indicates that all youth should be involved in periodized strength and conditioning (eg, integrative neuromuscular training) to help them prepare for the demands of competitive sport participation, and youth who specialize in a single sport should plan periods of isolated and focused integrative neuromuscular training to enhance diverse motor skill development and reduce injury risk factors. Strength of Recommendation Taxonomy (SORT): B. PMID

  10. SPORT I POLITIKA

    Directory of Open Access Journals (Sweden)

    Mensur Memić

    2005-04-01

    Full Text Available Sport and politic are two big appearance and human activities which have as difference so the same segments. New society, democratic society necessity cultivate realization of sport-politic.We could say they are dominates phenomens of modern society. Like this they are manifestationed on the different necessity ways and have different roles. They are sa different as same. Everybody who take part in one or other sphere know from society from sociolog aspect how are two society components connected and reservationed beetwen. Why I am telling it: because the future of sportsmen depend from the future of politics will. Its needed to show how politic manage or give s the hope for development and animate possibility that young people during their evolution can do sport. Politic also depend from sports instutitions on creation mood of young people that their cadres got general and society dope. These two concepts can be near define. Sport as activity and as a appeal represent specific sights orientation of young people in aim curing knight games and evervthing in aim of health formation and effort of results, but they are not only meanings, through the sport can progress and big number acquaintance, friendship and intimacy, through sport ali cultural heredity can be keeping and the lands vvhich belong. Sport sociological looking is important element society life people. Second concept-politic, according to the famous politicians we can definite as a action that direct with another activities and business. Politic is substance, process of manifestation, manner, and it mean that politic has its subject activities vvhich is consist on behavour other social groups.

  11. Ludwig Guttmann (1899-1980), Stoke Mandeville Hospital and the Paralympic Games.

    Science.gov (United States)

    Silver, John R

    2012-08-01

    On 27 July 2012 London is hosting the Olympic and the Paralympic Games. The Olympic Games will be attended by 17,000 athletes to be followed by the Paralympic Games with 4200 athletes from 150 countries, participating in 20 different sports. This multicultural event has grown in the last 60 years from a small competition between British and Dutch athletes on the lawns of Stoke Mandeville Hospital in Buckinghamshire. The Paralympic Movement was born out of the vision of Sir Ludwig Guttmann. Before World War II, most paraplegic patients died. Guttmann came to Stoke Mandeville Hospital in 1944 and instituted the modern treatment of spinal injuries which kept paraplegic patients alive. While exercise is an essential part of rehabilitation, developing strength and agility, and a paraplegic patient can only participate in competitive sport when he or she is fully rehabilitated so the sports movement grew out of the successful treatment of paraplegic patients.

  12. Games to improve strength endurance in the municipality judokas of Pinar del Río

    Directory of Open Access Journals (Sweden)

    Osviel Hernández Sotolongo

    2017-07-01

    Full Text Available The sport judo has been one of those that more satisfactions have caused in the national competitions and according to statistical most of the excellent athletes in this sport have been formed in the county Pinegrove of the River, however in the last years it has been come manifesting a fall in the competitive results in the category 11-12 years of this municipality. It is for it that is carried out this work, which has as objective to elaborate a proposal of games for the development from the resistance to the force in the judo athletes, category 11-12 years of the municipality Pinegrove of the River, keeping in mind that in these ages the boy feels more motivation for the game than for the exercises, which are more rigid and in many cases they become monotonous for them. For the realization of the investigation theoretical and empiric methods were used as the documental analysis, the Observation and the interview. As a result it is provided the trainers a bibliographical material of consultations for the one which to be aided for the work from the resistance to the force in judo athletes, from early ages, which constitute the fundamental pyramid of the system of the high Cuban sport yield.

  13. The Olympic Games broadcasted as Interactive Television - New Media new Games?

    DEFF Research Database (Denmark)

    Bjørner, Thomas

    or delayed video coverage of the Olympic Games. The Torino Olympic Broadcasting was the first to be filmed entirely in High Definition Television. In the future the use of digital video processing, computer vision, 3D-visualisation and animation techniques allow viewers to watch sports events almost......The Olympic Games is the world´s largest media event and television is the engine that has driven the growth of the Olympic Movement. Increases in broadcast revenue over the past two decades have provided the Olympic Movement with a huge financial base. More networks than ever before broadcast...... the Olympic Games to more countries and territories, with a record number of hours, a significant rise in the total viewing hours, and dramatic increases in live and prime-time coverage. Over 300 channels transmitted 35.000 hours of the Athens 2004 Olympic Games. The future of television is digital, which...

  14. Sports Specialization, Part II: Alternative Solutions to Early Sport Specialization in Youth Athletes.

    Science.gov (United States)

    Myer, Gregory D; Jayanthi, Neeru; DiFiori, John P; Faigenbaum, Avery D; Kiefer, Adam W; Logerstedt, David; Micheli, Lyle J

    2016-01-01

    Many coaches, parents, and children believe that the best way to develop elite athletes is for them to participate in only 1 sport from an early age and to play it year-round. However, emerging evidence to the contrary indicates that efforts to specialize in 1 sport may reduce opportunities for all children to participate in a diverse year-round sports season and can lead to lost development of lifetime sports skills. Early sports specialization may also reduce motor skill development and ongoing participation in games and sports as a lifestyle choice. The purpose of this review is to employ the current literature to provide evidence-based alternative strategies that may help to optimize opportunities for all aspiring young athletes to maximize their health, fitness, and sports performance. Nonsystematic review with critical appraisal of existing literature. Clinical review. Level 4. Based on the current evidence, parents and educators should help provide opportunities for free unstructured play to improve motor skill development and youth should be encouraged to participate in a variety of sports during their growing years to influence the development of diverse motor skills. For those children who do choose to specialize in a single sport, periods of intense training and specialized sport activities should be closely monitored for indicators of burnout, overuse injury, or potential decrements in performance due to overtraining. Last, the evidence indicates that all youth should be involved in periodized strength and conditioning (eg, integrative neuromuscular training) to help them prepare for the demands of competitive sport participation, and youth who specialize in a single sport should plan periods of isolated and focused integrative neuromuscular training to enhance diverse motor skill development and reduce injury risk factors. B. © 2015 The Author(s).

  15. Sports Venue Security: Public Policy Options for Sear 4-5 Events

    Science.gov (United States)

    2014-06-01

    team which commands the highest attendance is the world-renowned New York Yankees franchise . The Yankees games average 10,300 people per pre-season...spectator-patron buy -in to partner with the government and private sector for funding SEAR 4–5 venue security. As shown in Chapter III, the sports...now. Further, the sports ticket buying public has also accepted the purely for profit convenience fees already attached to sporting event ticket

  16. 75 FR 79341 - Proposed Information Collection; Comment Request; Harvest of Pacific Halibut by Guided Sport...

    Science.gov (United States)

    2010-12-20

    ... Collection; Comment Request; Harvest of Pacific Halibut by Guided Sport Charter Vessel Anglers off Alaska... halibut fishing effort and harvest by all user groups, including the guided sport charter sector of the... requirements. The State of Alaska Department of Fish and Game (ADF&G) Division of Sport Fish initiated a...

  17. From antiquity to Olympic revival: sports and Greek national historiography (nineteenth-twentieth centuries).

    Science.gov (United States)

    Koulouri, Christina

    2010-01-01

    This study investigates the evolution of the historiography of Greek sport from the foundation of the Greek state (1830) until 1982 and its links with Greek national history, which also took shape primarily during the nineteenth century. The gradual 'nationalisation' of sport as an element of Greek national character since antiquity corresponded to changes in perceptions of the national past reflected in historiography. The ancient Olympic Games, Byzantine contests and exercises, the competitions of the klephts and armatoloi (militia soldiers) during the Ottoman rule and the modern revival of the Olympic Games were all successively integrated in a national history of sport confirming national continuity and unity. However this particular genre of national historiography did not gain academic recognition until recently. The authors of histories of physical exercise and sport were amateurs or physical education instructors and could not ensure to their work the authority of a separate discipline.

  18. The Road to Rio: Medical and Scientific Perspectives on the 2016 Paralympic Games.

    Science.gov (United States)

    Blauwet, Cheri; Lexell, Jan; Derman, Wayne; Idrisova, Guzel; Kissick, James; Stomphorst, Jaap; Wosornu, Yetsa Tuakli; Van de Vliet, Peter; Webborn, Nick

    2016-08-01

    In August and September of this year, the world will turn its attention to Rio de Janeiro, Brazil, for the 2016 Summer Olympic and Paralympic Games. Of interest to physiatrists, the Paralympic Games will take place from September 7 to 18, with an estimated total of 4 billion viewers. In the United States, for the first time in history, the Summer Games will be broadcast over a total of 66 hours on NBCUniversal. The Paralympic Games represent the pinnacle of elite sport for athletes with disabilities while also changing perceptions around the importance of grassroots sport and physical activity opportunities for the disability community more broadly. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  19. Sports teams as complex adaptive systems: manipulating player numbers shapes behaviours during football small-sided games.

    Science.gov (United States)

    Silva, Pedro; Vilar, Luís; Davids, Keith; Araújo, Duarte; Garganta, Júlio

    2016-01-01

    Small-sided and conditioned games (SSCGs) in sport have been modelled as complex adaptive systems. Research has shown that the relative space per player (RSP) formulated in SSCGs can impact on emergent tactical behaviours. In this study we adopted a systems orientation to analyse how different RSP values, obtained through manipulations of player numbers, influenced four measures of interpersonal coordination observed during performance in SSCGs. For this purpose we calculated positional data (GPS 15 Hz) from ten U-15 football players performing in three SSCGs varying in player numbers (3v3, 4v4 and 5v5). Key measures of SSCG system behaviours included values of (1) players' dispersion, (2) teams' separateness, (3) coupling strength and time delays between participants' emerging movements, respectively. Results showed that values of participants' dispersion increased, but the teams' separateness remained identical across treatments. Coupling strength and time delay also showed consistent values across SSCGs. These results exemplified how complex adaptive systems, like football teams, can harness inherent degeneracy to maintain similar team spatial-temporal relations with opponents through changes in inter-individual coordination modes (i.e., players' dispersion). The results imply that different team behaviours might emerge at different ratios of field dimension/player numbers. Therefore, sport pedagogists should carefully evaluate the effects of changing RSP in SSCGs as a way of promoting increased or decreased pressure on players.

  20. The Problem Behavior of Children with Autism and Sports Games Intervention%自闭症儿童的问题行为表现及体育游戏干预

    Institute of Scientific and Technical Information of China (English)

    郭雷祥

    2012-01-01

    Autism is a common children's extensive developmental disorder, the rehabilitation of children with autism has been a hot and difficult of autism research. Sports games as a suitable for the activities of the children's psychological characteristics provided a broad space for the rehabilitation of autistic children. Through the field survey of autism rehabilitation centers and access to large amounts of literature on autism, autistic children's problem behavior performance and sports games intervention to analyze the impact of the development of autistic children explore sports games intervention measures and the importance of rehabilitation of children with autism.%自闭症是一种较为常见的儿童广泛性发育障碍,对自闭症儿童的康复治疗一直是自闭症研究的热点和难点。体育游戏作为一种适合儿童心理特点的活动,为自闭症儿童的康复治疗提供了广阔的空间。文章通过对自闲症康复中心实地调查和查阅大量关于自闭症的文献资料,对自闭症儿童的问题行为表现及体育游戏干预对自闭症儿童发展的影响进行分析,探讨体育游戏干预对自闭症儿童康复治疗的对策及重要性。

  1. It's Not Just Games: Exploring the Science of Sport

    Science.gov (United States)

    Tyler, Paul

    2018-01-01

    Sports science is still one of the fastest growth areas in science across the world. There isn't a professional sports team that does not have a host of sports scientists to analyse and improve every minute detail of their performance. So how is this relevant to a primary school? Making real-life links to other areas of life is very important in…

  2. What is a sports injury?

    Science.gov (United States)

    Timpka, Toomas; Jacobsson, Jenny; Bickenbach, Jerome; Finch, Caroline F; Ekberg, Joakim; Nordenfelt, Lennart

    2014-04-01

    Current sports injury reporting systems lack a common conceptual basis. We propose a conceptual foundation as a basis for the recording of health problems associated with participation in sports, based on the notion of impairment used by the World Health Organization. We provide definitions of sports impairment concepts to represent the perspectives of health services, the participants in sports and physical exercise themselves, and sports institutions. For each perspective, the duration of the causative event is used as the norm for separating concepts into those denoting impairment conditions sustained instantly and those developing gradually over time. Regarding sports impairment sustained in isolated events, 'sports injury' denotes the loss of bodily function or structure that is the object of observations in clinical examinations; 'sports trauma' is defined as an immediate sensation of pain, discomfort or loss of functioning that is the object of athlete self-evaluations; and 'sports incapacity' is the sidelining of an athlete because of a health evaluation made by a legitimate sports authority that is the object of time loss observations. Correspondingly, sports impairment caused by excessive bouts of physical exercise is denoted as 'sports disease' (overuse syndrome) when observed by health service professionals during clinical examinations, 'sports illness' when observed by the athlete in self-evaluations, and 'sports sickness' when recorded as time loss from sports participation by a sports body representative. We propose a concerted development effort in this area that takes advantage of concurrent ontology management resources and involves the international sporting community in building terminology systems that have broad relevance.

  3. Examining the Influence of Sport Education on the Precursors of Amotivation

    Science.gov (United States)

    Perlman, Dana; Caputi, Peter

    2017-01-01

    The purpose of this study was to examine the influence of Sport Education on the constructs that facilitate amotivation. A total of 78 amotivated secondary students were engaged in a 15-lesson unit of badminton taught using the Sport Education or skill-drill-game approach. Constructs that facilitate amotivation were assessed using the Amotivation…

  4. Educational games for health professionals.

    Science.gov (United States)

    Akl, E A; Sackett, K; Pretorius, R; Erdley, S; Bhoopathi, P S; Mustafa, R; Schünemann, H J

    2008-01-23

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We used a comprehensive search strategy including an electronic search of the following databases: DARE, EPOC register, CENTRAL, MEDLINE, EMBASE, CINAHL, AMED, ERIC, and Dissertation Abstracts Online (search date: January 2007). We also screened the reference list of included studies and relevant reviews, contact authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behaviour (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified 1156 citations. Out of 55 potentially eligible citations, we included one RCT. The methodological quality was fair. The game, used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The findings of this systematic review do not confirm nor refute the utility of games as a teaching

  5. Investigating the Contextual Interference Effect Using Combination Sports Skills in Open and Closed Skill Environments.

    Science.gov (United States)

    Cheong, Jadeera P G; Lay, Brendan; Razman, Rizal

    2016-03-01

    This study attempted to present conditions that were closer to the real-world setting of team sports. The primary purpose was to examine the effects of blocked, random and game-based training practice schedules on the learning of the field hockey trap, close dribble and push pass that were practiced in combination. The secondary purpose was to investigate the effects of predictability of the environment on the learning of field hockey sport skills according to different practice schedules. A game-based training protocol represented a form of random practice in an unstable environment and was compared against a blocked and a traditional random practice schedule. In general, all groups improved dribble and push accuracy performance during the acquisition phase when assessed in a closed environment. In the retention phase, there were no differences between the three groups. When assessed in an open skills environment, all groups improved their percentage of successful executions for trapping and passing execution, and improved total number of attempts and total number of successful executions for both dribbling and shooting execution. Between-group differences were detected for dribbling execution with the game-based group scoring a higher number of dribbling successes. The CI effect did not emerge when practicing and assessing multiple sport skills in a closed skill environment, even when the skills were practiced in combination. However, when skill assessment was conducted in a real-world situation, there appeared to be some support for the CI effect. Key pointsThe contextual interference effect was not supported when practicing several skills in combination when the sports skills were assessed in a closed skill environment.There appeared to be some support for the contextual interference effect when sports skills were assessed in an open skill environment, which were similar to a real game situation.A game-based training schedule can be used as an alternative

  6. The effects of sex and changes of game rules on the intensity of inner loads during small-sided games in four on four basketball

    Directory of Open Access Journals (Sweden)

    Zdeněk Rechtik

    2016-12-01

    Full Text Available Small-sided games are very common conditioning method within sports training, especially in team sports. The practical part of the thesis deals with the measurement of inner load during 4 on 4 games with the modification of basketball rules. The thesis compares physiological intensity of exercise between males and females. The basic monitored parameters are the average heart rate, the blood lactate threshold and the subjective assessment with the Borg’s scale (RPE. The results are also compared with the results of foreign expert sources. Data was obtained by project International Visegrad Fund No. 11320057.

  7. Purists, Partisans, and the Aesthetic Dimension of Sport

    Directory of Open Access Journals (Sweden)

    Charles Robinson

    2014-05-01

    Full Text Available Purists, Partisans, and the Aesthetic Dimension of Sport Stephen Mumford, in his book Watching Sport, identifies two types of sports spectator – partisans and purists. Partisans are more concerned to see their team win, whether they do so in an aesthetically pleasing way or not, while purists have no such irrational commitment, and instead pursues the higher aesthetic experience of sport. The purist, Mumford argues, is superior because she watches sport for aesthetic and intellectual reasons and sees the game, it seems, more objectively, whereas the partisan is emotional and victoryseeking, experiencing the game through the lens of their desire for victory. But this distinction, I argue, doesn’t do justice to the actual experience of spectators. Whilst Mumford is correct to suggest that the aesthetic dimension is vital in our enjoyment of sport, there is no reason to suppose that the partisan cannot partake in the aesthetic appreciation of sport. Furthermore, whilst winning is obviously hugely important in judging the quality of sports teams, they are likely to be more fondly regarded if they do so through the demonstration of virtues that are aesthetic in nature. Even the most vociferous of partisans are capable of appreciating such teams. Puristé, partyzáni a estetická dimenze sportu Ve své knize Watching Sport Stephen Mumford identifikuje dva typy sportovních diváků – partyzány a puristy. Partyzáni se zajímají spíše o výhru svého týmu, ať už je jejich hra estetická, nebo ne, zatímco puristé nemají tento iracionální zájem a zajímá je vyšší estetický sportovní zážitek. Mumford považuje puristy za nadřazenější, protože sledují sport z estetických a intelektuálních důvodů, a zdá se, že vidí hru objektivněji, zatímco partyzáni jsou emocionální a sledují hru skrze touhu po vítězství. Moje argumenty ukazují, že toto pojetí adekvátně nepopisuje zážitek diváků. Zatímco Mumford

  8. Personal and sports variables and injuries in handball players: A descriptive analysis

    Directory of Open Access Journals (Sweden)

    Aurelio Olmedilla Zafra

    2011-01-01

    Full Text Available AbstractThe aim of this work is to relate some of the personal variables (age and experience and sports (post game, sport category more important with injuries to players of handball. The study sample consisted of 100 handball players, with a mean age of 23.92 years (+ 5.21, of which 80% ASOBAL (Association Handball clubs in Spain competed in the league, and the other 20% did so between first and second division. For the evaluation of the variables using a self-report questionnaire in two parts: the first data is collected and sports personality variables, and the second will collect data on sports injuries. The results of this study indicate that the players suffer more injuries on average 2 in a season, with these minor fractures, muscle and tendinitis, being the player's quinces ASOBAL more is injured. The pivots and lateral suffer more injuries than the rest, and the porters seem to have a significantly lower tendency to injure anyone else. The older the greater the likelihood of injury. The completion of jobs that can determine the exact weight of each variable in the injury, which would be very important from prevention, and the performance of their own coaches.Key words: Sports injuries, handball, age, experience, post game, sport category

  9. Personal and sports variables and injuries in handball players: A descriptive analysis

    Directory of Open Access Journals (Sweden)

    Aurelio Olmedilla Zafra

    2011-01-01

    Full Text Available Abstract The aim of this work is to relate some of the personal variables (age and experience and sports (post game, sport category more important with injuries to players of handball. The study sample consisted of 100 handball players, with a mean age of 23.92 years (+ 5.21, of which 80% ASOBAL (Association Handball clubs in Spain competed in the league, and the other 20% did so between first and second division. For the evaluation of the variables using a self-report questionnaire in two parts: the first data is collected and sports personality variables, and the second will collect data on sports injuries. The results of this study indicate that the players suffer more injuries on average 2 in a season, with these minor fractures, muscle and tendinitis, being the player's quinces ASOBAL more is injured. The pivots and lateral suffer more injuries than the rest, and the porters seem to have a significantly lower tendency to injure anyone else. The older the greater the likelihood of injury. The completion of jobs that can determine the exact weight of each variable in the injury, which would be very important from prevention, and the performance of their own coaches. Key words: Sports injuries, handball, age, experience, post game, sport category

  10. Injuries and medical issues in synchronized Olympic sports.

    Science.gov (United States)

    Mountjoy, Margo

    2009-01-01

    Spectators of the Olympic Games can enjoy a wide variety of sports, including strength, team, timed, endurance, and artistic sports. In the Olympic program, there are two synchronized events: synchronized diving and synchronized swimming. The precision of the synchronization of the athlete's movements and skills is an added feature of entertainment. Synchronized athletes have additional training requirements to perfect the synchronization of their skills. The physical demands on the athlete from the repetition of training required for the perfection of synchronization result in injuries unique to these sports. Although both traumatic and overuse injuries occur, overuse injuries are more common. As these disciplines are artistic, judged sports, these athletes also are susceptible to eating disorders and the female athlete triad. This article reviews the training regimen of these athletes and outlines the injuries and health concerns that are common in the synchronized sports.

  11. Alcohol consumption in sport: The influence of sporting idols, friends and normative drinking practices.

    Science.gov (United States)

    O'Brien, Kerry S; Kolt, Gregory S; Webber, Andrew; Hunter, John A

    2010-11-01

     High-profile sportspeople are posited as role models for others. We examine whether university sportspeople and non-sportspeople's perceptions of high-profile sportspeople's (sports stars) and friends perceived drinking behaviours are related to their own drinking behaviours. Further, we examine the importance of drinking with competitors after sports events.  A convenience sample of 1028 participants (58% females, n=652 sportspeople) from two Australian universities were approached at sporting and university venues. Participants completed a survey booklet containing demographic questions, the Alcohol Use Disorders Identification Test (AUDIT, alcohol measure), perceived drinking of high-profile sportspeople and friends (social norms), and for sportspeople only, items assessing the importance of drinking with competitors. Bivariate and multivariate analyses were used to assess relationships.  Both sporting and non-sporting participants perceived high-profile sportspeople to drink less than themselves and their friends. Small significant bivariate relationships were found between high-profile sportspeople's perceived drinking and self-reported drinking for sportspeople (r=0.20, P competitors after sports and games accounted for an additional 6.1% of the unique variance in AUDIT-scores (P<0.0005).  Sports stars are touted as negative role models when it comes to drinking. Contrary to expectations high-profile sportspeople were not perceived to be heavy drinkers and their perceived drinking was not predictive of others drinking. Friends' and normative drinking practices were predictors of drinking.[O'Brien KS, Kolt GS, Webber A, Hunter JA. Alcohol consumption in sport: The influence of sporting idols, friends and normative drinking practices. © 2010 Australasian Professional Society on Alcohol and other Drugs.

  12. Sports Business Unit Meets Cross-Curricular Learning Goals: Grades 9-12

    Science.gov (United States)

    Curriculum Review, 2006

    2006-01-01

    A new online learning tool called the eCommSports Kit links a seven-step sports marketing curriculum with a school team to give students real-life experience in developing and executing a plan to boost game attendance. The kit, available through http://www.ecommsports.com, takes teens on a cross-curricular journey through conducting business…

  13. Top 10 Research Questions Related to Teaching Games for Understanding.

    Science.gov (United States)

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the "teaching games for understanding" (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches' learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools.

  14. Top 10 Research Questions Related to Teaching Games for Understanding

    Science.gov (United States)

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the “teaching games for understanding” (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches’ learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools. PMID:26452580

  15. Medicine and science in the fight against doping in sport.

    Science.gov (United States)

    Catlin, D H; Fitch, K D; Ljungqvist, A

    2008-08-01

    The fight against doping in sports commenced as a result of the death of a Danish cyclist during the Rome Olympic Games in 1960. The International Olympic Committee (IOC) established a Medical Commission (IOC-MC) which had the task of designing a strategy to combat the misuse of drugs in Olympic Sport. Some International Sport Federations (IF) and National Sports Federations followed suit, but progress was modest until the world's best male sprinter was found doped with anabolic steroids at the Olympic Games in Seoul in 1988. Further progress was made following the cessation of the cold war in 1989 and in 1999 public authorities around the world joined the Olympic Movement in a unique partnership by creating WADA--the 'World Anti-Doping Agency'. The troubled history of the anti-doping fight from the 1960s until today is reviewed. In particular, the development of detection methods for an ever increasing number of drugs that can be used to dope is described, as are the measures that have been taken to protect the health of the athletes, including those who may need banned substances for medical reasons.

  16. Sport Tourism Centres from Top Athletes’ Perspective: Differences among Sport Groups

    OpenAIRE

    Polanec, Anže

    2014-01-01

    Background: Sport tourism plays an important role in the tourism industry and consequently in the economy. Sport tourism centres as providers of sport services need to be familiar with the basic needs of their customers and tailor their services accordingly. Objectives: The aim of the paper is to determine the models for customizing sport tourism services to address the needs specific for an individual sport. Methods/Approach: A questionnaire has been created and sent electronically or physic...

  17. THE SOCIAL DRAMATURGY OF SPORT: TOWARDS AN INTEGRATIVE GOFFMANIAN MODEL

    Directory of Open Access Journals (Sweden)

    DIANA-LUIZA DUMITRIU

    2014-12-01

    Full Text Available This paper analyses the social field of sports within the general frame of social dramaturgy, by using three metaphors that are grounded on Goffman’s conceptual field: sport as play, sport as game and sport as ritual. After discussing “what”, “how” and “to what extent” can Goffman’s concepts be re-contextualized in understanding the dynamics of the sport acts, I went further and integrated the three metaphors into a more comprehensive analytic model. The multidimensional model of sport dramaturgy that I have built around Goffman’s hard-core concepts covers: the dramaturgical dimension, the strategic dimension and the ritual dimension of sport acting as complementary elements that can provide an integrative perspective upon the sport dynamics. Every dimension of this interactional model implies a specific definition for the competitive situation, for the sport actor and for his dispositional orientation when faced with a competitive situation

  18. Fell Running and Voluptuous Panic: On Caillois and Post-Sport Physical Culture

    Science.gov (United States)

    Atkinson, Michael

    2011-01-01

    As many cultural groups in Western societies have become disaffected with mainstream sports cultures and their logics of practice, sociologists of sport and physical culture have turned their attention to the existential benefits of play and games. There is growing interest in revisiting and exploring the classic theories of play in society,…

  19. Mental Game Myths and Tips for Coaches and Athletes

    Science.gov (United States)

    Vealey, Robin S.

    2015-01-01

    What often seems intuitive and well-meaning as a mental game strategy may be ineffective or detrimental to athletes, based on the evolution of knowledge in sport psychology. This article describes three popular ideas about the mental game and identifies them as myths, based on experience and research. These myths are (1) mental training should…

  20. Physical Fitness and Body Composition in 8-10-Year-Old Danish Children Are Associated With Sports Club Participation.

    Science.gov (United States)

    Larsen, Malte N; Nielsen, Claus M; Ørntoft, Christina Ø; Randers, Morten B; Manniche, Vibeke; Hansen, Lone; Hansen, Peter R; Bangsbo, Jens; Krustrup, Peter

    2017-12-01

    Larsen, MN, Nielsen, CM, Ørntoft, CØ, Randers, M, Manniche, V, Hansen, L, Hansen, PR, Bangsbo, J, and Krustrup, P. Physical fitness and body composition in 8-10-year-old Danish children are associated with sports club participation. J Strength Cond Res 31(12): 3425-3434, 2017-We investigated whether physical fitness and body composition in 8-10-year-old Danish children are associated with sports club participation. The study included 423 schoolchildren, comprising 209 girls and 214 boys, of whom 67 and 74%, respectively, were active in sports clubs. Yo-Yo intermittent recovery level 1 for children (YYIR1C), balance, jump and coordination tests, together with dual-energy X-ray absorptiometry, were used to determine exercise capacity and body composition. Children active in sports clubs had better (p sports clubs. Ball game players had better (p sports. The study showed that 8[FIGURE DASH]10-year-old Danish children engaged in sports-club activity, especially ball game players, have better exercise capacity and superior body composition compared with children not active in sports clubs.

  1. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training.Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  2. Enhancing Cognition with Video Games: A Multiple Game Training Study

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  3. Enhancing cognition with video games: a multiple game training study.

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  4. Footballs versus Barbies: Childhood Play Activities as Predictors of Sport Participation by Women.

    Science.gov (United States)

    Guiliano, Traci A.; Popp, Kathryn E.; Knight, Jennifer L.

    2000-01-01

    Examined the extent to which women's childhood play activities predicted future sport participation. College athletes and nonathletes completed a survey on childhood play and adult sports experiences. Playing with masculine toys and games, playing in predominantly male or mixed groups, and being a tomboy characterized women who later became…

  5. [Sports injuries in children. Epidemiologic study].

    Science.gov (United States)

    Du Boullay, C T; Bardier, M; Cheneau, J; Bortolasso, J; Gaubert, J

    1984-01-01

    Among 49 000 cases of infantile emergencies which were received in the BUCI (Bloc d'urgence chirurgical infantile: surgical infantile emergency unit), 5 546 were sport traumas. At an early age, they were caused by outdoor plays; during adolescence, the main cases were caused by team sports. Males are predominant. The number of cases has been regularly progressing, particularly since 1976. The fashion in sports is influenced by médias (i.e. skate board), and can be opposed to the continuous practice of popular sports (swimming, ball games, bycicle. There are winter, summer, school timed sports (the latter being influenced by the sportive scholar associations). The most frequent sports are cycling, football playing, swimming and horse riding, athleticism skating, Other are occasionnal. Changes in sport fashions, female increasing participation, such as horse riding and skating, democratisation (skiing, riding), the worsening of traumas; the pathology concerning bystanders, are described. Cranial and peripheric pathology are dominant. Trunk traumas are scarce but severe. Each sport has an elective pathologic localisation. Injury mechanisms are found, such as stirrup, saddle, ski baton pathology. There is traumatologic similarities; skate board and roller skating; judo and atheleticism; cycling and horse riding. Sport in children is not a replica of the one among adults. Riding a bike is not cycling. Some sports are dangerous: cycling, horse riding, rugby. A traumatological outline is revealed. Preventive measures should be taken. The socio-economical cost is heavy.

  6. Childhood Sports Participation and Adolescent Sport Profile.

    Science.gov (United States)

    Gallant, François; O'Loughlin, Jennifer L; Brunet, Jennifer; Sabiston, Catherine M; Bélanger, Mathieu

    2017-12-01

    We aimed to increase understanding of the link between sport specialization during childhood and adolescent physical activity (PA). The objectives were as follows: (1) describe the natural course of sport participation over 5 years among children who are early sport samplers or early sport specializers and (2) determine if a sport participation profile in childhood predicts the sport profile in adolescence. Participants ( n = 756, ages 10-11 years at study inception) reported their participation in organized and unorganized PA during in-class questionnaires administered every 4 months over 5 years. They were categorized as early sport samplers, early sport specializers, or nonparticipants in year 1 and as recreational sport participants, performance sport participants, or nonparticipants in years 2 to 5. The likelihood that a childhood sport profile would predict the adolescent profile was computed as relative risks. Polynomial logistic regression was used to identify predictors of an adolescent sport profile. Compared with early sport specialization and nonparticipation, early sport sampling in childhood was associated with a higher likelihood of recreational participation (relative risk, 95% confidence interval: 1.55, 1.18-2.03) and a lower likelihood of nonparticipation (0.69, 0.51-0.93) in adolescence. Early sport specialization was associated with a higher likelihood of performance participation (1.65, 1.19-2.28) but not of nonparticipation (1.01, 0.70-1.47) in adolescence. Nonparticipation in childhood was associated with nearly doubling the likelihood of nonparticipation in adolescence (1.88, 1.36-2.62). Sport sampling should be promoted in childhood because it may be linked to higher PA levels during adolescence. Copyright © 2017 by the American Academy of Pediatrics.

  7. The media and sport: Can they be independent of each other?

    Directory of Open Access Journals (Sweden)

    Ilić Jelena R.

    2016-01-01

    Full Text Available Only recently have people started to insist on professionalism in sport, and as a result sport is becoming a very successful media business - commercial activity on which very complex industrial endeavors are based. Sport itself, especially the Olympic Games, except for games and fun and high goals of bringing people together since ancient times, is beginning to represent a kind of job for many people, a primary activity which directly enables them not only to earn a living, but to make a profit as well. Thus, the very term 'sports career' becomes a general one, and the mere participation in sport becomes a profession just like any other. That is how 'transfers' and sponsorship deals today are worth millions, and minutes of advertisements during the broadcast of a match are becoming more and more expensive, and more and more money is being set aside for the rights to broadcast matches, for exclusive footage and pictures of famous athletes. An athlete is becoming a 'brand name', and companies through sponsorship deals and advertisements buy the right to the athlete: he becomes a synonym for values which should be imposed on the public and a message which should be sent to as many people as possible. Lately, this trend has expanded to include sports competitions. Major sports events are becoming the subject of geo-political and economic interest, and thus represent a field in which there is a clash between national identity and economic globalism. In such circumstances, a strong bond is forged between sport and the media, which reflects the current state in society. The question that imposes itself is: have we already crossed that critical point in which the industry of sport wins over the sports industry?.

  8. THE “HAPPY BOUNCING BALL” GAME FOR THE LEARNING OF TABLE TENNIS FOR GRADE V PRIMARY SCHOOL STUDENTS "PERMAINAN “HAPPY BOUNCING BALL” UNTUK PEMBELAJARAN TENIS MEJA BAGI SISWA KELAS V SEKOLAH DASAR"

    Directory of Open Access Journals (Sweden)

    Moch Fahmi Abdulaziz

    2017-06-01

    Full Text Available Physical education, health and sports is an integral part of the overall education, aiming to develop physical fitness, skills of motion, critical thinking skills, social skills, reasoning, emotional stability, moral action, aspects of healthy living patterns and the introduction of clean environment through physical activity, sport and health selected planned systematically in order to achieve the goals of national education. Physical education, health and sports are the attempts to embody the whole person in the school, either from a basic to intermediate education level.Table tennis is one of the Physical education learning material taught in elementary school. However, the reality in the learning process has not been implemented optimally because the table was not proportional to the number of students. Thus the need to win and the modifications to the game, make students more actively in learning. The problems that plagued the school made teacher’s creativity in developing models of learning a new, yet fun and in accordance with the objectives of the learning that has been set. Modification of the learning game of ping-pong was one of the efforts that must be realized. Learning the ping-pong game through the happy bouncing ball game was expected to make children more actively engaged in a variety of pleasant situations and conditions, while following the learning of table tennis game.

  9. Attitudes of Montenegrin Consumers Toward Advertising Through Sport Among the Question How Often Consumers Purchase Sporting Goods

    Directory of Open Access Journals (Sweden)

    Gorica Zoric

    2018-01-01

    Full Text Available Unlike other advertising mediums such as TV commercials or online advertising, people involuntarily receive sport advertisements; they prefer to watch the game for the sporting action than the regular advertisements. However, it is important to analyse their general attitudes among various questions, mostly due to the reason it varies from demographic group to demographic group. Hence, this research was aimed at gaining relevant knowledge about the attitudes of Montenegrin consumers toward advertising through sport among the question how often consumers purchase sporting goods. The sample included 342 respondents, divided into six subsample groups: consumers who do not purchase sport goods at all, then consumers who purchase sport goods less than ones a month, next 1–3 a month, 4–6 a month, 7–9 a month, as well as consumers who purchase sport goods more than 10 times a month. The sample of variables contained the system of three general attitudes which were modelled by seven-point Likert scale. The results of the measuring were analysed by multivariate analysis (MANOVA and univariate analysis (ANOVA and Post Hoc test.Based on the statistical analyses it was found that significant differences occur at multivariate level, as well as between all three variables at a significance level of (p=.000.

  10. Wartime rugby and football: sports elites, French military teams and international meets during the First World War.

    Science.gov (United States)

    Waquet, Arnaud; Vincent, Joris

    2011-01-01

    The First World War is traditionally considered in history as a temporary halt for cultural and sporting activities. If the Olympic Games and the Tour de France were actually cancelled, football and rugby were in fact stimulated by the circumstances of war. Indeed, the gathering of allied nations behind the Western Front emerged as the main factor in the development of these two sports. Reading the sporting press and military archives shows that international sporting exchanges were stimulated during the Great War. To be specific, France benefited from the golden opportunity provided by the presence of the masters of the game to strengthen its practices and affirm its status as a sporting nation. Inter-allied sporting exchanges were primarily characterised by informal encounters between military selections. Then, following the recognition of these sports by the military authorities, the number of exchanges increased. At the end of 1917, the official status acquired by sport within the military forces created the conditions for the structuring of the French sporting elite. From that point, we can witness the birth of the first French military rugby and football teams, as they demonstrate, through their good performances during the demobilisation period, the progressive build-up of the international dimension of French sport during the war years.

  11. Sport and Tourism Between Modernity and Postmodernity

    Directory of Open Access Journals (Sweden)

    Lenartowicz Michał

    2016-06-01

    Full Text Available The text presents and analyses manifestations of modernity and postmodernity in the field of competitive and recreational sport, physical education, leisure, and tourism. The paper builds upon an extensive literature survey and presents the concept and key features of postmodern societies and the modernity-postmodernity debate in sports with reference to postmodern tendencies in tourism. We have attempted to determine the proportions of tradition, modernity, and postmodernity in contemporary sport and tourism, keeping in mind that, similarly to contemporary societies as a whole, sport is undoubtedly a mixture of traditional, modern, and Fordist elements with postmodern and post-Fordist features. We present and discuss the prevailing belief that the key elements of leisure sport are mostly postmodern and focused on the notion of individualisation and freedom expressed especially in alternative sports, while commercialised mainstream sport follows the regular mass-media show-business development path, maintaining a significant amount of modern concepts, such as the importance of national identities. Special attention is also paid to the Olympic Games as a specific and very efficient mixture of modernity and postmodernity. More so than at any point in the past, and despite the actual proportions of modernity and postmodernity that it contains, contemporary sport has become an integral part of postmodern societies and their lifestyle, with technology-determined individualisation of sport consumption and leisure sport participation.

  12. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    OpenAIRE

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0....

  13. START TO PLAY TENNIS LIKE INCETIVE TO DEVELOPMENT SPORTS IN MONTENEGRO

    Directory of Open Access Journals (Sweden)

    Dimitrije Rašović

    2006-06-01

    Full Text Available At the end of 19 centuries tenis like popular game has srarted to play in Vojvodina. At 1880 tennis grassy courts was built in Senta and from that year it started to play in Vojvodina. Austrohungarion officers propageted tennis who were built tennis courts in their barracks but they was built courts in city parks. At 1892 the first tennis competition organised which mean that the first clubs probably had establishment befor thet year. Later at 1894 tennis started to play at palace of greand duke Nikola in Cetinje. Later tennis started to play in srbia at 1900. At that year people organised the first tennis tournament in vrsac. Momcilo Tapavica the first sout slovenion who was montegrion descent who was participat at first modern olimpic’s games in atina at 1896 he gave great countrabucsion developeted tennis sport in Montenegro. Momcilo Tapavica come to palase of graund duke’s Nikola at 1902 and ofter thet date his all family moved to Herceg-Novi and they spent all time to secound world war. At first olimpic’s games Momcilo Tapavica took parr in these sports/tennis, life weights, wrestling. Certain thet like talented sportman he gave great contabution not only in tennis than he gave contribution in the other sports in Montenegro.

  14. Orofacial Sports – Related Injuries In A Sports Festival In Nigeria ...

    African Journals Online (AJOL)

    Objective: To determine the aetiology, prevalence and types of oro-facial injuries in a sports festival in Nigeria Materials and Methods: A data form was designed to collect among others, information on age, gender, state of origin, sporting event and types of injury. All consecutive patients who sustained oro-facial sports- ...

  15. Learning Objective-C by developing iPhone games

    CERN Document Server

    Walters, Joseph

    2014-01-01

    Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games.If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected.

  16. Amateurism in an Age of Professionalism: An Empirical Examination of an Irish Sporting Culture: The GAA

    Directory of Open Access Journals (Sweden)

    Ian Keeler

    2013-07-01

    This research study recommends that the GAA adopt an innovative approach, through strategic decision-making, to allow the GAA to maintain its amateur ethos, and, yet, successfully compete in the professional sporting market. The strong links with the community must be both nurtured and enhanced. The GAA and Gaelic games must embrace the challenges that the branding success of foreign sports has brought. Player welfare issues for the elite players must be addressed while continuing to protect the club and its amateur structures. The study looks at the key metrics that are required to evolve the GAA. This entails not only focusing on the perceived importance of the amateur ethos to the GAA, but also developing the marketing, branding and profiling of Gaelic games to enhance the performance of an amateur sporting organization in an era of increased professionalism in sport.

  17. Objectives, Strategies, and Ethnics in Teaching Introductory Courses in Sociology of Sport.

    Science.gov (United States)

    McKay, Jim; Pearson, Kent

    1984-01-01

    Strategies that may be useful in helping undergraduates develop a critical view of sport are presented in this article. Several ethical problems that may arise from teaching sociology of sport in a way that contradicts typical assumptions about sport are discussed. (Author/DF)

  18. South African Journal for Research in Sport, Physical Education and ...

    African Journals Online (AJOL)

    South African Journal for Research in Sport, Physical Education and Recreation. ... with reference to game-specific-, anthropometric-, physical and motor variables · EMAIL FULL TEXT EMAIL FULL TEXT ... AJOL African Journals Online.

  19. Sports hernia in National Hockey League players: does surgery affect performance?

    Science.gov (United States)

    Jakoi, Andre; O'Neill, Craig; Damsgaard, Christopher; Fehring, Keith; Tom, James

    2013-01-01

    Athletic pubalgia is a complex injury that results in loss of play in competitive athletes, especially hockey players. The number of reported sports hernias has been increasing, and the importance of their management is vital. There are no studies reporting whether athletes can return to play at preinjury levels. The focus of this study was to evaluate the productivity of professional hockey players before an established athletic pubalgia diagnosis contrasted with the productivity after sports hernia repair. Cohort study; Level of evidence, 3. Professional National Hockey League (NHL) players who were reported to have a sports hernia and who underwent surgery from 2001 to 2008 were identified. Statistics were gathered on the players' previous 2 full seasons and compared with the statistics 2 full seasons after surgery. Data concerning games played, goals, average time on ice, time of productivity, and assists were gathered. Players were divided into 3 groups: group A incorporated all players, group B were players with 6 or fewer seasons of play, and group C consisted of players with 7 or more seasons of play. A control group was chosen to compare player deterioration or improvement over a career; each player selected for the study had a corresponding control player with the same tenure in his career and position during the same years. Forty-three hockey players were identified to have had sports hernia repairs from 2001 to 2008; ultimately, 80% would return to play 2 or more full seasons. Group A had statistically significant decreases in games played, goals scored, and assists. Versus the control group, the decreases in games played and assists were supported. Statistical analysis showed significant decreases in games played, goals scored, assists, and average time on ice the following 2 seasons in group C, which was also seen in comparison with the control group. Group B (16 players) showed only statistical significance in games played versus the control group

  20. How stressors are dynamically appraised within a team during a game: An exploratory study in basketball.

    Science.gov (United States)

    Doron, J; Bourbousson, J

    2017-12-01

    Little is known about how team sport athletes individually and collectively experience sources of stress during competitive sport encounters. This study aimed to examine the nature of the stressors team sport athletes appraised during games at individual and team levels, as well as their degree of synchronization during an unfolding game. Through individual self-confrontation interviews, the activities of nine basketball players of the same team were examined in detail. The results revealed that 12 categories of stressors were reported, and categorized into two larger units reflecting stressors perceived as affecting (a) "the team functioning as a whole" and (b) "a player's own functioning". Thus, the nature and degree of similarity of the game-specific stressors experienced by basketball players within a single team were identified during a game. In addition, the findings showed six different patterns of synchronizations of team members' stressors, as well as their changes over the course of the game. They provided support for the synchronized appraisal and experience of stressors within a team during a game. By adopting an interpersonal perspective and examining the temporal interplay in team members' activities, this study shed light on stress within teams. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  1. Performance and Return to Sport After Sports Hernia Surgery in NFL Players.

    Science.gov (United States)

    Jack, Robert A; Evans, David C; Echo, Anthony; McCulloch, Patrick C; Lintner, David M; Varner, Kevin E; Harris, Joshua D

    2017-04-01

    Recognition, diagnosis, and treatment of athletic pubalgia (AP), also known as sports hernia, once underrecognized and undertreated in professional football, are becoming more common. Surgery as the final treatment for sports hernia when nonsurgical treatment fails remains controversial. Given the money involved and popularity of the National Football League (NFL), it is important to understand surgical outcomes in this patient population. After AP surgery, players would: (1) return to sport (RTS) at a greater than 90% rate, (2) play fewer games for fewer years than matched controls, (3) have no difference in performance compared with before AP surgery, and (4) have no difference in performance versus matched controls. Cohort study; Level of evidence, 3. Internet-based injury reports identified players who underwent AP surgery from January 1996 to August 2015. Demographic and performance data were collected for each player. A 1:1 matched control group and an index year analog were identified. Control and case performance scores were calculated using a standardized scoring system. Groups were compared using paired Student t tests. Fifty-six NFL players (57 AP surgeries) were analyzed (mean age, 28.2 ± 3.1 years; mean years in NFL at surgery, 5.4 ± 3.2). Fifty-three players were able to RTS. Controls were in the NFL longer ( P .05) difference in pre- versus post-AP surgery performance scores and no significant ( P > .05) difference in postoperative performance scores versus controls post-index. There was a high RTS rate after AP surgery without a significant difference in postoperative performance, though career length and games per season after AP surgery were significantly less than that of matched controls.

  2. AN IMPLEMENTATION OF VIBRATION-BASED AUTOMATIC SCORE-KEEPING SYSTEM FOR TABLE TENNIS GAME

    Directory of Open Access Journals (Sweden)

    Erdem YAVUZ

    2014-01-01

    Full Text Available In sport tournaments human factor plays an important role to evaluate the game. Table tennis is an example of this kind of sports. In order to avoid erroneous human decisions and to enhance referees’ decisions an automatic score-keeping system for table tennis game is designed and implemented with low cost vibration sensors attached underside of the tennis table. The purpose of using vibration sensors is to detect ball colliding with the surface. An additional vibration sensor is also used to detect ball touching the net, determining let state in the game. Petri net scheme is used to model the operation of the system, making it easy to visualize its operation. We believe that the proposed system will contribute much to better evaluate the various phases of table tennis games and to aid the referees to make better decisions.

  3. Violence in E-rated video games.

    Science.gov (United States)

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  4. Program Adaptations for Students in Four Selected Sports: Badminton, Golf, Archery, and Tennis.

    Science.gov (United States)

    Cowart, Jim

    1982-01-01

    The booklet reviews ways in which students with crutches may be helped to successfully participate in four specific sports. General guidelines for modifying programs for this group include the importance of thorough assessment, attention to details of the game play, and consideration of equipment and supply alterations. Each of the four sports is…

  5. South African Journal for Research in Sport, Physical Education and ...

    African Journals Online (AJOL)

    South African Journal for Research in Sport, Physical Education and ... Modifying scoring system at South African University rugby level changes game dynamics · EMAIL FULL TEXT EMAIL FULL TEXT ... AJOL African Journals Online.

  6. The sports results of leading pentathlonists during 2000-2010.

    OpenAIRE

    Pityn M.P.; Stetskovich S.R.

    2011-01-01

    The result sports changes of leading sportsmen of the world in modern pentathlon are considered in the paper. During the investigation process the competition rules changes were determined and what have affected on the sports result in the modern pentathlon. The winner results changes and top ten sportsmen of the world championships and the Olympic Games were characterized during 2000-2010. The rules changes influence of the competition holding on the results of competitive activity of high q...

  7. Educational games for health professionals.

    Science.gov (United States)

    Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger

    2013-03-28

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update. We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The

  8. Streaming Video Games: Copyright Infringement or Protected Speech?

    Directory of Open Access Journals (Sweden)

    Eirik Evert Elias Jungar

    2016-12-01

    Full Text Available Streaming video games, that is, live broadcasting playing video games on the internet, is incredibly popular. Millions tune into twitch.tv daily to watch eSport tournaments, their favourite streamer, and chat with other viewers. But all is not rosy in the world of streaming games. Recently, some game developers have aggressively exercised their copyright to, firstly, claim part of the streamers’ revenue, and secondly, control the context in which their game is shown. The article analyzes whether game developers have, and should have, such rights under EU copyright law. Reaching the conclusion that video game streams infringe the game developer’s right to communicate their works to the public, I argue that freedom of expression can and should be used to rein in their rights in certain cases. Subjecting the lawfulness of streams to game developers’ good will risks stifling the expressions of streamers. The streamers, their audience, and even the copyright holders, would be worse off for it.

  9. How do brand personality, identification, and relationship length drive loyalty in sports?

    OpenAIRE

    Karjaluoto, Heikki; Munnukka, Juha; Salmi, Milja

    2016-01-01

    Purpose – The purpose of this paper is to extend brand identification theory to the sports team context by testing the direct and indirect effects of a sports team’s personality, sports fans’ identification with the team, and the effect of the length of fans’ relationship with a team on their loyalty to it. Design/methodology/approach – The authors conducted a quantitative study among ice hockey fans of one Finnish hockey team before play-off games. Data came from an online question...

  10. Using the Tactical Games Approach when Teaching Rugby and Tchoukball

    Science.gov (United States)

    Cramer, Stanley J.

    2011-01-01

    To be successful in game play requires students to do more than merely execute sport-specific movement skills well. Students should be learning how to read specific game situations while not in possession of the ball, respond appropriately with movements to reposition themselves to gain an advantage for their team or self, react to produce…

  11. "Soccer": The Beautiful Game

    Science.gov (United States)

    Spires, Todd

    2008-01-01

    Soccer, or football as it is called in the rest of the world, is the most popular and fastest-growing global sport, with an estimated 240 million people regularly playing what Brazilian star Pele called "the beautiful game." Millions, worldwide, watch it on television. In 2006, the average viewership for each match of the month-long World Cup was…

  12. The Psychological Benefits of Superstitious Rituals in Top Sport

    NARCIS (Netherlands)

    M.C. Schippers (Michaéla); P.A.M. van Lange (Paul)

    2005-01-01

    textabstractThe current research addresses the psychological benefits of superstitious rituals in top sport, examining the circumstances under which top-class sportsmen are especially committed to enacting rituals prior to a game (ritual commitment). Consistent with hypotheses, findings revealed

  13. Drugs in sport

    OpenAIRE

    Robinson, D

    2007-01-01

    This new edition includes fresh information regarding drugs use and abuse in sport and the updated worldwide anti-doping laws, and changes to the prohibited and therapeutic use exemption lists. The objectives of the book are to review/discuss the latest information on drugs in sport by considering i) actions of drugs and hormones, ii) medication and nutritional supplements in sport, iii) the latest doping control regulations of the WADA, iv) the use of banned therapeutic drugs in sport, v) an...

  14. Pediatric emergency department census during major sporting events.

    Science.gov (United States)

    Kim, Tommy Y; Barcega, Besh B; Denmark, T Kent

    2012-11-01

    Our study attempted to evaluate the effects of major sporting events on the census of a pediatric emergency department (ED) in the United States specifically related to the National Football League Super Bowl, National Basketball Association (NBA) Finals, and Major League Baseball World Series. We performed a retrospective data analysis of our pediatric ED census on the number of visits during major sporting events over a 5-year period. Data during the same period 1 week after the major sporting event were collected for comparison as the control. We evaluated the medians of 2-hour increments around the event start time. Subgroup analysis was performed for games involving the local sporting teams. Our results showed no significant difference in ED census during the sporting events, except in the post 6 to 8 hours of the NBA finals. Subgroup analysis of the Los Angeles Lakers showed the same significant findings in the post 6 to 8 hours of the NBA finals. No major difference in pediatric ED census is observed during the most major sporting events in the United States.

  15. Games to familiarize children of 7-9 years old with the displacements of Badminton

    Directory of Open Access Journals (Sweden)

    Ayran Arencibia Moreno

    2016-12-01

    Full Text Available In order that Badminton’s athlete manages to join the technical elements displacements are indispensable, that´s why this research shows the experience carried out to a group of 7-9 year-old children to familiarize them with the displacements in the sport Badminton, considering the difficulties they presented to dominate them. The purpose of the work focuses in proposing games that contribute to improve the assimilation of the displacements technique in Badminton teaching – learning process in these ages. To get the purpose theoretical and empiric methods were used, among the empirical ones the observation and the interview were used. In the content of the work some theoretical referents on the games and their use in the teaching of these sport basic technical skills are assumed, also it is given the physiologic and psychological characteristics of the group studied, as well as a group of 10 pre-sport games for the teaching of the displacements. The application of these games in the practice, starting from their structure, understanding and easy performance has allowed a better assimilation of the technical contents taught to the group studied.

  16. On a State-Sponsored Sport System in China.

    Science.gov (United States)

    Cao, Jie; Zhiwei, Pan

    The gold medal success of China in recent Olympic Games can be traced to the advancement of the state-sponsored sport system (SSSS). While the program was developed initially through socialist ideals, it is more than a centralized government system to monopolize resources for glorified sport performance. Participation in competition is an inherent part of the human condition. Success in athletics is associated with national identity and has economic, social, and cultural implications. Because of this, it is essential that the SSSS adjust and improve to keep pace with other facets of China's quickly changing national reform. In association with emerging economic reform, some sports now receive equal or more funds from private investments compared to government allocation. The state-sponsored sport system must continue to adapt to maintain the Chinese tradition of excellence in competition.

  17. Systematic review on sports performance in beach volleyball from match analysis

    Directory of Open Access Journals (Sweden)

    Alexandre Igor Araripe Medeiros

    2014-10-01

    Full Text Available DOI: http://dx.doi.org/10.5007/1980-0037.2014v16n6p698   The present article aimed to perform a systematic review of the available literature in relation to the analysis of sports performance in beach volleyball from match analysis. Web of Science, SportDiscus®, PubMed, Scopus and Academic Search Complete databases were used to identify peer-reviewed published articles. The authors conducted a content analysis according to goals, variables of analysis and methods used in studies. In general, three research lines were determined: analysis of the functional dependence of the game actions and their relation with success, performance according to gender, and the effect of changing the rules on the game performance. In relation to methodology, an evolution from descriptive studies to studies of comparative nature can be seen and, more recently, there has been a focus on predictive nature. This new trend breaks with the research based on simple cause and effect relations, and focuses on the analysis of the game events, namely related to tactical-technical performance indicators, in a non-linear and interactive way, considering the game as a complex and dynamic system. The limitations of the studies analyzed show the need for further studies to investigate the identification of game patterns for the different game levels; integration of situational variables in the study of the performance of teams (such as match status and the quality of opposition.

  18. The science of badminton: game characteristics, anthropometry, physiology, visual fitness and biomechanics.

    Science.gov (United States)

    Phomsoupha, Michael; Laffaye, Guillaume

    2015-04-01

    Badminton is a racket sport for two or four people, with a temporal structure characterized by actions of short duration and high intensity. This sport has five events: men's and women's singles, men's and women's doubles, and mixed doubles, each requiring specific preparation in terms of technique, control and physical fitness. Badminton is one of the most popular sports in the world, with 200 million adherents. The decision to include badminton in the 1992 Olympics Game increased participation in the game. This review focuses on the game characteristics, anthropometry, physiology, visual attributes and biomechanics of badminton. Players are generally tall and lean, with an ectomesomorphic body type suited to the high physiological demands of a match. Indeed, a typical match characteristic is a rally time of 7 s and a resting time of 15 s, with an effective playing time of 31%. This sport is highly demanding, with an average heart rate (HR) of over 90% of the player's maximal HR. The intermittent actions during a game are demanding on both the aerobic and anaerobic systems: 60-70% on the aerobic system and approximately 30% on the anaerobic system, with greater demand on the alactic metabolism with respect to the lactic anaerobic metabolism. The shuttlecock has an atypical trajectory, and the players perform specific movements such as lunging and jumping, and powerful strokes using a specific pattern of movement. Lastly, badminton players are visually fit, picking up accurate visual information in a short time. Knowledge of badminton can help to improve coaching and badminton skills.

  19. Playing among the Stars: "Science in Sport, or the Pleasures of Astronomy" (1804)

    Science.gov (United States)

    Keene, Melanie

    2011-01-01

    In 1804, John Wallis published a game that converted learning about astronomy into a race to the Royal Observatory, Greenwich. This essay uses "Science in Sport" to explore the cultures of Georgian recreative science, analysing how the rules and conventions of playing a game affected the gaining of natural knowledge. New familial audiences and…

  20. Upcoming Paralympic summer games in Rio: what did the German medical team learn from the London Games?

    Science.gov (United States)

    Kubosch, Eva J; Kosel, Jürgen; Steffen, Kathrin; Konstantinidis, Lukas; Kubosch, David; Südkamp, Norbert P; Hirschmüller, Anja

    2017-11-01

    Musculoskeletal complaints are frequently diagnosed in Paralympic athletes. Despite the increased professionalism in Paralympic Sports, the documentation of injuries and other health complaints during high-level competition is sparse. With respect to the upcoming Paralympic Summer Games in Rio de Janeiro, the aim of this study was the analysis of all musculoskeletal complaints within the German Paralympic Athletes during the London 2012 Paralympic Games. All musculoskeletal complaints (MSC) of the 150 German athletes seeking medical attention, hereby defined as "injury", were recorded during the in-competition period of the London Paralympics Games (22 days), regardless of their severity and consequences. Standardized documentation included the onset of symptoms, the medical diagnoses, the therapeutic measures taken as well as consecutive restrictions in training and competition. Incidence rates and localizations were analyzed by sports discipline. A total of 201 musculoskeletal complaints were recorded for 140 athletes (93.3%), corresponding to 1.4 musculoskeletal complaints per "injured" athlete. The incidence of musculoskeletal complaints in German athletes was 62.9±15.4/1000 athlete-days. High incidence rates (IR) were observed in wheelchair basketball (IR 72/1000 athlete-days, 1.6 injuries per athlete) and equestrian events (IR 72.7, 1.6). Musculoskeletal complaints were mainly located in the upper extremities (37.6%) and the spine (37.6%). The most frequent diagnoses were myalgia (N.=105, 52%). We noted a high rate of musculoskeletal complaints among German Paralympic athletes across sports and body parts, highlighting the need for prevention programs that focus on the upper extremities and spine.

  1. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Play-related products and their export have through recent decades contributed to a certain Danish image on the world level – with Lego bricks at the commercial end and adventure playgrounds at the pedagogical end. The phenomena of toy production and play exports challenge our understanding of what...... “play” and “game” are, and of their social as well as political significance. At the municipal level, the city of Odense – “city of Hans Christian Andersen” – is branding itself as “city of play”. On the international level, Danish play-related products have expanded on the world market. In the field...... of sport, Danish sport is not just elite sport, but also organized in local associations. People meet in mass summer festivals of popular sport. Folk Academies develop sport as personal development, often in an experimental way. Street sports, parkour, play and games are promoted. Civil society is a basis...

  2. Sports Activities High Performance Athletes Muslim Women in Indonesia and Malaysia

    Science.gov (United States)

    Fitri, M.; Sultoni, K.; Salamuddin, N.; Taib Harun, Mohd

    2017-03-01

    Participation in sports activities was also influenced by sociological factors. This indirectly allows individuals more adaptable in high performance sports compared with individuals who did not engage in sports activities. This study aims to identify high performance sports athletes Muslim women in Indonesia and Malaysia in the sport. The quantitative approach was carried out by the study population consisted of Muslim women athletes Malaysia and Indonesia, which joined The 3rd Islamic Solidarity Games. The study sample consisted of 58 Malaysia and 57 Indonesia. Descriptive analysis also shows that sports activities like Muslim women athletes in the ranking of badminton (Malaysia 46.5% and Indonesia 38.6%), swimming (Malaysia 33.3% and Indonesia 57.9%), sports (Malaysia 27.5% and Indonesia at 22.8%), and balls volleyball (Malaysia and Indonesia 17.2%, 29.8%). The results of this study can serve as a guide for the government to make sports facilities more attractive community of Muslim women.

  3. Effects of sport activities on increasing preschool children's creativity

    Directory of Open Access Journals (Sweden)

    Mehdi Shahbazi

    2012-10-01

    Full Text Available Torrance tests of creative thinking have been widely used to measure the impact of different items such as creativity on different groups of children. In this study, we perform an empirical study to measure the effects of endurance, power-based and flexibility on a group of children's creativity, originality and flexibility. The study chooses a sample of 341 from 2978 preschool children and distributes a questionnaire among them where 153 were female and 188 of them were male. Cronbach alpha for creativity, originality and fluency were calculated as 0.814, 0.822 and 0.788, respectively. The results of our study indicate that there are some positive and meaningful relationship among three components of creativity, originality and fluency before and after accomplishing test. The impact of test was measured for three types of sport activities including endurance, power-based and flexibility tests. After applying 32 sessions of sporting games, flexibility games represent a mean value of 32.40, which is higher than the other two tests and it maintains meaningful value compared with two other sporting tests of endurance and power base tests.

  4. Developing Students’ Technological Thinking by Means of Sports and Physical Education Activity

    Directory of Open Access Journals (Sweden)

    S. A. Novoselov

    2012-01-01

    Full Text Available The new context competence system of vocational training requires the system-creating interdisciplinary link. However, the lack of such interrelation between the humanities, social, economic disciplines and professional subjects badly affects the training results. The quality of training process can be improved by introducing the interdisciplinary principle. In this regard, the authors carried out the research aimed at solving the above problem by developing the method of interdisciplinary correlation and analyzing its system-creating basis.The paper substantiates the possibility of developing students’ technological thinking by means of sports and physical education activity corresponding to a particular professional one according to the universal morphology classification. It is demonstrated that technological thinking can be developed in the context of sports games under several organizational and methodical conditions. One of the proposed conditions concerns the project of a sport game improvement. The given method can find its application in designing the training process related to physical education of students of different profiles.  

  5. How Can Sport Biomechanics Contribute to the Advance of World Record and Best Athletic Performance?

    Science.gov (United States)

    Li, Li

    2012-01-01

    Modern history has evidence that sport biomechanics provide valuable contribution in the pursuit of "faster, higher, and stronger." In this article, the contribution of sport biomechanics to the Olympic Games has been divided into three different categories: improve the physical capacity of the athletes, develop innovative techniques in…

  6. Improving "At-Action" Decision-Making in Team Sports through a Holistic Coaching Approach

    Science.gov (United States)

    Light, Richard L.; Harvey, Stephen; Mouchet, Alain

    2014-01-01

    This article draws on Game Sense pedagogy and complex learning theory (CLT) to make suggestions for improving decision-making ability in team sports by adopting a holistic approach to coaching with a focus on decision-making "at-action". It emphasizes the complexity of decision-making and the need to focus on the game as a whole entity,…

  7. Spatial planning of sports infrastructure

    Directory of Open Access Journals (Sweden)

    Boris Leskovec

    1998-01-01

    Full Text Available Harmonious development of sports deals with the development of sports centres, buildings and training grounds in the built environment. Their basic objective is to provide to needs of professional and top quality sports, sports recreation and sports education in space. The methodological basis for establishing a spatial sports scheme was the Steinitz-Rogers model of planning sports-recreation centres, buildings and training grounds. One of the results of the scheme is a cartographically and digitally supported data base that can be complemented.

  8. Multi-objective Optimization Strategies Using Adjoint Method and Game Theory in Aerodynamics

    Science.gov (United States)

    Tang, Zhili

    2006-08-01

    There are currently three different game strategies originated in economics: (1) Cooperative games (Pareto front), (2) Competitive games (Nash game) and (3) Hierarchical games (Stackelberg game). Each game achieves different equilibria with different performance, and their players play different roles in the games. Here, we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multi-criteria aerodynamic optimization problems. The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments. We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method. The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front. Non-dominated Pareto front solutions are obtained, however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.

  9. Multi-objective optimization strategies using adjoint method and game theory in aerodynamics

    Institute of Scientific and Technical Information of China (English)

    Zhili Tang

    2006-01-01

    There are currently three different game strategies originated in economics:(1) Cooperative games (Pareto front),(2)Competitive games (Nash game) and (3)Hierarchical games (Stackelberg game).Each game achieves different equilibria with different performance,and their players play different roles in the games.Here,we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multicriteria aerodynamic optimization problems.The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments.We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method.The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front.Non-dominated Pareto front solutions are obtained,however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.

  10. Language structure in the n -object naming game.

    Science.gov (United States)

    Lipowski, Adam; Lipowska, Dorota

    2009-11-01

    We examine a naming game with two agents trying to establish a common vocabulary for n objects. Such efforts lead to the emergence of language that allows for an efficient communication and exhibits some degree of homonymy and synonymy. Although homonymy reduces the communication efficiency, it seems to be a dynamical trap that persists for a long, and perhaps indefinite, time. On the other hand, synonymy does not reduce the efficiency of communication but appears to be only a transient feature of the language. Thus, in our model the role of synonymy decreases and in the long-time limit it becomes negligible. A similar rareness of synonymy is observed in present natural languages. The role of noise, that distorts the communicated words, is also examined. Although, in general, the noise reduces the communication efficiency, it also regroups the words so that they are more evenly distributed within the available "verbal" space.

  11. Epidemiology of Pediatric Sports Injuries: Individual Sports

    OpenAIRE

    2005-01-01

    The objective of the book is to review comprehensively what is known about the distribution and determinants of injury rates in a variety of individual sports, and to suggest injury prevention measures and guidelines for further research. This book provides comprehensive compilation and critical analysis of epidemiological data over children's individual sports: including equestrian, gymnastics, martial arts, skiing and snowboarding, tennis, track and field, and wrestling. This book enc...

  12. The Word Game: The ontology of an undefinable object

    DEFF Research Database (Denmark)

    Aarseth, Espen J.; Calleja, Gordon

    2015-01-01

    In this paper we address the problem of defining games formally, following Wittgenstein's dictum that games cannot be defined adequately as a formal category. Several influential attempts at definitions will be evaluated and shown to be inadequate. As an alternative, we propose a descriptive mode...

  13. Marketing of sport tourism

    OpenAIRE

    A.S. Teletov; V.I. Karpets

    2015-01-01

    The aim of the article. The aim of the article is to clarify the concept of «sport tourism marketing», to examine the state of its objects and to determine prospects for development of sport tourism in Ukraine. The paper singles out the role of sport in life; compares different types of cities in terms of provision the infrastructure for tourism development in the field of sports. Authors show the example of the campaign. The results of the analysis. The article deals with sport tourism as...

  14. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study.

    Science.gov (United States)

    Lu, Amy Shirong; Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-10-14

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Children in the narrative group had significantly (Pgame play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play.

  15. NON-TRADITIONAL SPORTS AT SCHOOL. BENEFITS FOR PHYSICAL AND MOTOR DEVELOPMENT

    Directory of Open Access Journals (Sweden)

    AMADOR J. LARA-SÁNCHEZ

    2010-12-01

    Full Text Available Physical Education teachers have been using some very classic team sports, like football, basketball, handball, volleyball, etc. for many years in order to develop their education work at school. As a consequence of this, the benefits of this kind of activities on Physical Education lessons have not been as notable as we mighthave expected, since, even if they are increasing, their development and application are still low. There are many and very varied new non-traditional sports that have emerged and extended across Spain in recent years. To mention an example, we could refer to a newly created non-traditional sport such as kin-ball. This sport wascreated for the purpose of achieving a way to combine several factors such as health, team-work and competitiveness. Three teams of four players each participate. This way, every player can participate to a great extent in all the moves of the match, for each of them must defend one area of their half in order to achieve a common objective. Besides, kin-ball helps to develop motor skills at school in an easy way; that is, coordination, balance and perception. There is a large variety of non-traditional games and sports that are similar to kin-ball, such as floorball, intercrosse, mazaball, tchoukball, ultimate, indiaca, shuttleball... All of them show many physical, psychic and social advantages, and can help us to make the Physical Education teaching-learning process more motivating, acquiring the recreational component that it showed some years ago and which hasnow disappeared

  16. An Appreciative Inquiry Exploring Game Sense Teaching in Physical Education

    Science.gov (United States)

    Pill, Shane

    2016-01-01

    This paper reports on research framed as a strengths-based appreciative inquiry (AI) into the use of a game sense (GS) approach for sport and games teaching in physical education (PE). The aim of this research was to find the elements which sustain teachers in the use of a GS approach. This is particularly pertinent given strong advocacy for GS as…

  17. The global reality of the Paralympic Movement: Challenges and opportunities in disability sports

    Directory of Open Access Journals (Sweden)

    Eliane Mauerberg-deCastro

    Full Text Available Abstract The purpose of this study was to briefly illustrate some of the challenges and realities of national and international Paralympic sports. The elite disabled athlete paradigm is still not widely known in the world of regular sports competitions. The winning elite disabled athletes are restricted to a few countries, including the U.S., Canada, Germany, China, and Australia, with limited distribution of disability sport opportunities in other countries. This tendency for the success of a minority of countries reflects global problems of social vulnerability in accessibility (e.g., in dismantling the stigma of disability, political vulnerability (e.g., representative organizations of sports for the disabled do not fully pratice the philosophy of "sport for all", and economic vulnerability (e.g., lack of opportunities for training, assistive sports technology, and sponsorships. Furthermore, elite Paralympic athletes have become veterans. For example, the participation of Brazilian elite athletes in the 1984 Paralympics marked the beginning of a new generation of athletes (approximately 16% who returned to the Games in 1988. In both 2008 and 2012, nearly 28% of total participants were Brazilian veterans. Although this picture reveals longevity of athletes in the sport, there are many limitations in sports accessibility, often due to geographical centralization of opportunities in large urban centers. Yet, today, the world of Paralympic sport has been transformed into a sports spectacle, thanks to the exceptional performance of some athletes, to the technology of mass communication, and to the support of audiences during the Games. These sport "superstars" offer the world new images and new constructs of "ability." While this forum has helped to bring attention to these "heroes," other Brazilian athletes (and from other countries as well are still waiting for their opportunities. Indeed, worldwide, young blind individuals, those in wheelchairs

  18. On the use of mobile inflatable hypoxic marquees for sport-specific altitude training in team sports.

    Science.gov (United States)

    Girard, Olivier; Brocherie, Franck; Millet, Grégoire P

    2013-12-01

    With the evolving boundaries of sports science and greater understanding of the driving factors in the human performance physiology, one of the limiting factors has now become the technology. The growing scientific interest on the practical application of hypoxic training for intermittent activities such as team and racket sports legitimises the development of innovative technologies serving athletes in a sport-specific setting. Description of a new mobile inflatable simulated hypoxic equipment. The system comprises two inflatable units-that is, a tunnel and a rectangular design, each with a 215 m(3) volume and a hypoxic trailer generating over 3000 Lpm of hypoxic air with FiO₂ between 0.21 and 0.10 (a simulated altitude up to 5100 m). The inflatable units offer a 45 m running lane (width=1.8 m and height=2.5 m) as well as a 8 m × 10 m dome tent. FiO₂ is stable within a range of 0.1% in normal conditions inside the tunnel. The air supplied is very dry-typically 10-15% relative humidity. This mobile inflatable simulated hypoxic equipment is a promising technological advance within sport sciences. It offers an opportunity for team-sport players to train under hypoxic conditions, both for repeating sprints (tunnel configuration) or small-side games (rectangular configuration).

  19. Content-based TV sports video retrieval using multimodal analysis

    Science.gov (United States)

    Yu, Yiqing; Liu, Huayong; Wang, Hongbin; Zhou, Dongru

    2003-09-01

    In this paper, we propose content-based video retrieval, which is a kind of retrieval by its semantical contents. Because video data is composed of multimodal information streams such as video, auditory and textual streams, we describe a strategy of using multimodal analysis for automatic parsing sports video. The paper first defines the basic structure of sports video database system, and then introduces a new approach that integrates visual stream analysis, speech recognition, speech signal processing and text extraction to realize video retrieval. The experimental results for TV sports video of football games indicate that the multimodal analysis is effective for video retrieval by quickly browsing tree-like video clips or inputting keywords within predefined domain.

  20. Sport Tourism Centres from Top Athletes’ Perspective: Differences among Sport Groups

    Directory of Open Access Journals (Sweden)

    Polanec Anze

    2014-09-01

    Full Text Available Background: Sport tourism plays an important role in the tourism industry and consequently in the economy. Sport tourism centres as providers of sport services need to be familiar with the basic needs of their customers and tailor their services accordingly. Objectives: The aim of the paper is to determine the models for customizing sport tourism services to address the needs specific for an individual sport. Methods/Approach: A questionnaire has been created and sent electronically or physically to top athletes from Slovenia, Central and Eastern Europe. Respondents were mainly from Slovenia and mostly representatives of national sports federations. The Mann Whitney and the Kruskall-Wallis tests were applied in order to test differences among sport groups. Results: The conducted Mann-Whitney non-parametric tests show that representatives of different sport groups have different perspectives on sport tourism services. Conclusions: The results of the study can be used by sport tourism centres in the process of tailoring their services, planning marketing activities or developing strategic projects.

  1. Prior video game exposure does not enhance robotic surgical performance.

    Science.gov (United States)

    Harper, Jonathan D; Kaiser, Stefan; Ebrahimi, Kamyar; Lamberton, Gregory R; Hadley, H Roger; Ruckle, Herbert C; Baldwin, D Duane

    2007-10-01

    Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.

  2. Introduction into the Virtual Olympic Games Framework for online communities.

    Science.gov (United States)

    Stoilescu, Dorian

    2009-06-01

    This paper presents the design of the Virtual Olympic Games Framework (VOGF), a computer application designated for athletics, health care, general well-being, nutrition and fitness, which offers multiple benefits for its participants. A special interest in starting the design of the framework was in exploring how people can connect and participate together using existing computer technologies (i.e. gaming consoles, exercise equipment with computer interfaces, devices of measuring health, speed, force and distance and Web 2.0 applications). A stationary bike set-up offering information to users about their individual health and athletic performances has been considered as a starting model. While this model is in the design stage, some preliminary findings are encouraging, suggesting the potential for various fields: sports, medicine, theories of learning, technologies and cybercultural studies. First, this framework would allow participants to perform a variety of sports and improve their health. Second, this would involve creating an online environment able to store health information and sport performances correlated with accessing multi-media data and research about performing sports. Third, participants could share experiences with other athletes, coaches and researchers. Fourth, this framework also provides support for the research community in their future investigations.

  3. Mapping the Discipline of the Olympic Games An Author- Cocitation Analysis

    OpenAIRE

    Peter Warning; Ching Ju Mae Rosie; Kristine Toohey

    2008-01-01

    When most people think about the Olympic Games it is usually in terms of athletic performance. Clearly they are more than that (see Toohey & Veal, 1990). Even the mass media does not confine itself to covering only the sporting angle. For example, symbolism, economic factors, nationalism and politics routinely appear in mass media articles relating to the Olympic Games. There are scholarly journals that are devoted exclusively to the Olympic Games, such as Olympika and the Journal of Olympic ...

  4. Perceptions of video gaming careers and its implications on parental mediation

    OpenAIRE

    Jiow, Hee Jhee; Athwal, Rayvinder Jit Singh; Chew, Ling Ling; Elias, Muhammad Helmi; Lim, Nina; Lye, Qin Ting; Ng, Xin Yu; Woo, Kenneth

    2018-01-01

    Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting a growth rate quadrupling that of other media and entertainment sectors. In contemporary times, video gaming occupations — namely game designers, professional gamers and YouTubers — have gained prominence, bolstered by the support of the media industry and government agencies. Yet, little remains known about the perceptions of these careers from the standpoint of parents and young gamers. This...

  5. GAMBLING IN SPORTS BETTING – PRELIMINARY RESEARCH AMONG STUDENTS ON UNIVERSITY OF ZADAR

    OpenAIRE

    Zora Itković Zuckerman; Vladimir Prostran

    2009-01-01

    Games of chance, united under name of gambling, are becaming more popular in the modern times, and the number of gamblersincreases progresively with the decrease of economic power of people. According to inveterate views on gambling in sports bettingis a “benign” form of games of chance. So this kind of “entertainment is being popularized mora and mora even through nationalmedia. However, for some of the gambler the game becomes the center of interests, because of gambling they neglect their ...

  6. Qatar Airways Official Partner of China Team At 15th Doha Asian Games 2006

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    @@ Asian Games was held from Dec.1-15 this year in Qatar's capital Doha,which attracted more than 10,500 athletes and team officials from 45 countries competing in 39sports.As Official Airline of the 15th Asian Games,Qatar Airways delivers its award-winning Five Star service to visitors to the Games,whether they are participating or are spectators.

  7. Thermal Tracking of Sports Players

    Directory of Open Access Journals (Sweden)

    Rikke Gade

    2014-07-01

    Full Text Available We present here a real-time tracking algorithm for thermal video from a sports game. Robust detection of people includes routines for handling occlusions and noise before tracking each detected person with a Kalman filter. This online tracking algorithm is compared with a state-of-the-art offline multi-target tracking algorithm. Experiments are performed on a manually annotated 2-minutes video sequence of a real soccer game. The Kalman filter shows a very promising result on this rather challenging sequence with a tracking accuracy above 70% and is superior compared with the offline tracking approach. Furthermore, the combined detection and tracking algorithm runs in real time at 33 fps, even with large image sizes of 1920 × 480 pixels.

  8. Thermal tracking of sports players.

    Science.gov (United States)

    Gade, Rikke; Moeslund, Thomas B

    2014-07-29

    We present here a real-time tracking algorithm for thermal video from a sports game. Robust detection of people includes routines for handling occlusions and noise before tracking each detected person with a Kalman filter. This online tracking algorithm is compared with a state-of-the-art offline multi-target tracking algorithm. Experiments are performed on a manually annotated 2-minutes video sequence of a real soccer game. The Kalman filter shows a very promising result on this rather challenging sequence with a tracking accuracy above 70% and is superior compared with the offline tracking approach. Furthermore, the combined detection and tracking algorithm runs in real time at 33 fps, even with large image sizes of 1920 × 480 pixels.

  9. A test of processing efficiency theory in a team sport context.

    Science.gov (United States)

    Smith, N C; Bellamy, M; Collins, D J; Newell, D

    2001-05-01

    In this study, we tested some key postulates of Eysenck and Calvo's processing efficiency theory in a team sport. The participants were 12 elite male volleyball players who were followed throughout the course of a competitive season. Self-report measures of pre-match and in-game cognitive anxiety and mental effort were collected in groups of players high and low in dispositional anxiety. Player performance was determined from the statistical analysis of match-play. Sets were classified according to the point spread separating the two teams into one of three levels of criticality. Game momentum was also analysed to determine its influence on in-game state anxiety. Significant differences in in-game cognitive anxiety were apparent between high and low trait anxiety groups. An interaction between anxiety grouping and momentum condition was also evident in cognitive anxiety. Differences in set criticality were reflected in significant elevations in mental effort, an effect more pronounced in dispositionally high anxious performers. Consistent with the predictions of processing efficiency theory, mental effort ratings were higher in high trait-anxious players in settings where their performance was equivalent to that of low trait-anxious performers. The usefulness of processing efficiency theory as an explanatory framework in sport anxiety research is discussed in the light of these findings.

  10. DOPING SURVEY IN THE YOUTH SCHOOL GAMES IN BRAZIL

    Directory of Open Access Journals (Sweden)

    Paulo Rodrigo Pedroso da Silva

    Full Text Available ABSTRACT Introduction: Doping control is an important means for preventing the use of illegal substances and methods in sports. Objective: This study investigated the self-reported use of illegal substances among young Brazilian students in the Youth School Games, the main sporting event among school-aged athletes in Brazil with almost 2 million students during all the phases. Methods: Cross-sectional study with athletes of the Youth School Games 2006 aged 14-17 years. The subjects were randomly selected and completed an anonymous questionnaire about substances use. Chi-square test was used for comparison of proportions between different variables on self-reported use of substances. Univariate and multivariate analyzes and logistic regression were performed. Results: Among the 402 athletes (aged 14-17 who volunteered to participate, the results showed high prevalence of alcohol (35.8%, nutritional supplements (39.1%, and tobacco (5.4%. Regarding illegal drugs and doping, 1.7% reported the use of stimulants, 2.2% illicit drugs, 0.5% anabolic steroids, and 1.7% hormones and other similar substances. Moreover, a different use of stimulants was found (especially Judo and Table tennis, medications (especially Judo and Chess and dietary supplements (especially Swimming and Judo, with over 50% reported use. Conclusion: The present study suggests that the use of substances among young athletes is similar to the results found among adult Olympic athletes as per International Olympic Committee and World Anti-Doping Agency, especially regarding the use of dietary supplements, anabolic steroids, and stimulants according to data collected by other studies. We consider that the findings of the present work indicate the need for specific efforts to monitor, prevent, and control use of substances among school athletes in big events and competitions, such as this research on doping in the Youth School Games.

  11. Poker, Sports Betting, and Less Popular Alternatives: Status, Friendship Networks, and Male Adolescent Gambling

    Science.gov (United States)

    DiCicco-Bloom, Benjamin; Romer, Daniel

    2012-01-01

    The authors argue that the recent increase in poker play among adolescent males in the United States was primarily attributable to high-status male youth who are more able to organize "informal" gambling games (e.g., poker and sports betting) than are low-status male youth who are left to gamble on "formal" games (e.g., lotteries and slot…

  12. Spectator Consumer Behaviors at the 2012 London Paralympic Games

    Directory of Open Access Journals (Sweden)

    Ridvan Ekmekci

    2013-01-01

    Full Text Available Although the Paralympics are the world’s second largest sporting event after the Olympics and continue to grow in popularity, there is little available research regarding spectators of sport competitions for disabled athletes. The purpose of this study was to profile spectators’ consumer behaviors in order to understand what factors explain spectators’ spending, length of stay, and attendance at the London Paralympic Games. Data was collected in a six-day period from a sample of 504 people present in London at three Paralympic sport facilities during the 2012 Paralympic Games. The results of the regression analyses revealed that nationality, attended contests, group size, having a connection with a Paralympic athlete, length of stay, gender and London Olympics’ spectators were significant determinants of Paralympics spectators’ spending in London. The data also indicated that spending, being from England (or not, gender, and being a friend/relative of a Paralympic athlete significantly affected spectators’ length of stay in London. Additionally, spectators’ attendance at the London Paralympic contests was predicted by spending, the size of the travel group, Beijing Paralympics’ spectators and age.

  13. SHORT INTRODUCTION TO ETHICAL REASONING IN SPORT

    Directory of Open Access Journals (Sweden)

    Milan Hosta

    2007-05-01

    Full Text Available It is clear at fi rst sight that sport is a very complex phenomenon, which generates ethical contradictions. It is pinned between moral-educational and essential biological movement drives on the one side. On the other side, it is trapped between extreme exploitation and passionate images of our time, and playful innocence of body and mind. By justifying ethical pluralism through our discussion we wish to point out that moral pluralism is not an apology for moral relativism, which can also be labeled as an ethical void. Moral autonomy of sport that is based on the idea of free pooling of civil society, and is at the same time trapped in the structure of the game, is inadmissible per se or has to be understood within the context of distinction among ethics of sport and sport ethics. Since we are dealing with pluralism, we cannot assure in advance the expected convincing power of ethical reasoning in sport. It is not uniform phenomenon and therefore such a demand would be too pretentious. However, as a PE teachers and trainers we need to stand fi rm on ethical grounds. We need to take into account that this short introduction is only a fi rst stage of understanding sport in order to develop further educational strategies to promote and practice socially responsible sport in the 21st century.

  14. Brain-Building Math Games.

    Science.gov (United States)

    Jung, Loretta Welk

    1983-01-01

    Index cards, masking tape, pizza shells, golf tees, and empty soda bottles can be used to make manipulative objects to be used in children's mathematics games. Twenty-two games that provide practice in number drills and problem solving are described, along with instructions for making objects needed for the games. (PP)

  15. Real Life Active Gaming Practices of 7-11-Year-Old Children.

    Science.gov (United States)

    Allsop, Susan; Rumbold, Penny Louise Sheena; Debuse, Dorothée; Dodd-Reynolds, Caroline

    2013-12-01

    In the laboratory, active gaming has been shown to increase physical activity levels in children compared with seated media activities. The information is sparse, however, about children's real life active gaming practices, and the laboratory protocols used thus far might not be representative. The purpose of the present study was to establish the sociodemographic characteristics, real life active gaming practices, and reasons for gameplay, to later inform intervention studies. An "Active Gaming Questionnaire" was purposely developed and distributed to 44 7-11-year-old children and their parents. Forty questionnaires were completed and returned. Analysis found 95 percent of the children had access to active gaming consoles "at home." The favorite console was the Nintendo (Kyoto, Japan) Wii™, and the favorite game was Nintendo "Wii Sports." The majority of children frequently played active games against other people. The average reported gameplay time was 81 minutes on 1-2 days per week, usually on a Saturday. More than half of the children (52.5 percent) consumed foods and/or drinks during play, which was significantly associated (P=0.000) with an extended average gameplay time (increased by 25 minutes). The majority of participants (65 percent) considered active gaming to be an alternative form of exercise, and main reasons for active videogame play included for entertainment, health benefits, and the environment. In conclusion, children 9.3±1.4 years old typically play Nintendo "Wii Sports," once or twice per week for 81 minutes. Reported active gameplay time is extended by 25 minutes when food and/or drinks are consumed.

  16. A Physical Education Dilemma: Team Sports or Physical Fitness.

    Science.gov (United States)

    Gilliam, G. McKenzie; And Others

    1988-01-01

    A study of 56 fifth graders found the traditional physical education approach (game techniques and fundamentals) was ineffective in improving scores on a health-related physical fitness test. Modification of the same sport (basketball) with conditioning exercises to improve cardiorespiratory and musculoskeletal function, produced improvement in…

  17. THERE’S A NEW GAME ON THE LAWNS… GATEBALL

    CERN Multimedia

    Dave Underhill

    2013-01-01

    If you are looking for a new sport to take up, why not come along to the Swiss International Gateball Event being organised on the CERN Croquet Lawns over the period 6–8 September. It is a unique occasion, the very first gateball competition here in Europe. Gateball is an Oriental version of the game of Croquet, so if you have tried Croquet and find it a little 'too British', or have never tried any type of mallet sport, come along and try. There are several million players in Asia, particularly Japan and Chine where it is taught in schools. It is played on a lawn, or “boules” type surface 15 * 20 meters in size, just three hoops, much wider than those of croquet, balls and mallets are smaller, there is a 30 minute time limit AND it's a TEAM game of five players, in which each team plays with 5 balls. All equipment will be provided. A TEAM game for both sexes and all generations, from the youngest to the oldest, a group of friends, a group of work ...

  18. Computer and video game addiction-a comparison between game users and non-game users.

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  19. Phenomenology, Pokémon Go, and Other Augmented Reality Games : A Study of a Life Among Digital Objects

    NARCIS (Netherlands)

    Liberati, Nicola

    2017-01-01

    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming

  20. Creating or awakening national pride through sporting success? A longitudinal study on macro effects in the Netherlands

    NARCIS (Netherlands)

    Elling, A.; van Hilvoorde, I.M.; van den Dool, R.

    2013-01-01

    Like many other countries, the Dutch government increased investments in elite sports in the last decennium, partly driven by the ambition to organise the Olympic Games in 2028 in the Netherlands. One of the most important legitimations for this ambition is that elite sports events and national

  1. SPORT PROMOTION STRATEGIES

    Directory of Open Access Journals (Sweden)

    Alexandru Lucian MIHAI

    2013-10-01

    Full Text Available In sport marketing, the word promotion covers a range of interrelated activities. All of these activities are designed to attract attention, stimulate the interest and awareness of consumers, and of course, encourage them to purchase a sport product. Promotion is about communicating with and educating consumers. The purpose of a sport promotional strategy is to build brand loyalty and product credibility, develop image, and position the brand. A promotional strategy is similar to a marketing strategy, but the promotional strategy seeks short-term objectives, both direct and indirect. Promotional objectives usually include increased sales, stimulate impulse buying, raise customer traffic, and present and reinforce image. It also provides information about products and services, publicizes new stores or websites, and creates and enhances customer satisfaction.

  2. Attentional Mechanisms in Sports via Brain-Electrical Event-Related Potentials

    Science.gov (United States)

    Hack, Johannes; Memmert, Daniel; Rup, Andre

    2009-01-01

    In this study, we examined attention processes in complex, sport-specific decision-making tasks without interdependencies from anticipation. Psychophysiological and performance data recorded from advanced and intermediate level basketball referees were compared. Event-related potentials obtained while judging game situations in foul recognition…

  3. Italian Women's Television Coverage and Audience during the 2004 Athens Olympic Games

    Science.gov (United States)

    Capranica, Laura; Tessitore, Antonio; D'Artibale, Emanuele; Cortis, Cristina; Casella, Rita; Camilleri, Enrica; Pesce, Caterina

    2008-01-01

    This study aimed at determining the amount of Italian television coverage dedicated to men's and women's sport and the number of male and female viewers during the 2004 Summer Olympic Games. AUDITEL-AGB Nielsen Media Research Italia provided the TV airtime data for the sport events broadcast, which were classified into three categories: men-only,…

  4. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games.

    Science.gov (United States)

    Jentzsch, Thorsten; Rahm, Stefan; Seifert, Burkhardt; Farei-Campagna, Jan; Werner, Clément M L; Bouaicha, Samy

    2016-07-01

    To investigate the association between arthroscopy simulator performance and video game skills. This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. Level II, observational cross-sectional study. Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  5. Marketing Food and Beverages to Youth Through Sports.

    Science.gov (United States)

    Bragg, Marie A; Roberto, Christina A; Harris, Jennifer L; Brownell, Kelly D; Elbel, Brian

    2018-01-01

    Food and beverage marketing has been identified as a major driver of obesity yet sports sponsorship remains common practice and represents millions of dollars in advertising expenditures. Research shows that food and beverage products associated with sports (e.g., M&M's with National Association for Stock Car Auto Racing logo) generate positive feelings, excitement, and a positive self-image among adults and children. Despite this, self-regulatory pledges made by food companies to limit exposure of unhealthy products to children have not improved the nutritional quality of foods marketed to children. We reviewed the literature about sports-related food marketing, including food and beverage companies' use of sports sponsorships, athlete endorsements, and sports video games. This review demonstrates that sports sponsorships with food and beverage companies often promote energy-dense, nutrient-poor products and while many of these promotions do not explicitly target youth, sports-related marketing affects food perceptions and preferences among youth. Furthermore, endorsement of unhealthy products by professional athletes sends mixed messages; although athletes may promote physical activity, they simultaneously encourage consumption of unhealthy products that can lead to negative health outcomes. We argue that more athletes and sports organizations should stop promoting unhealthy foods and beverages and work with health experts to encourage healthy eating habits among youth. Copyright © 2017 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  6. Using Digital Games to Learn Mathematics – What students think?

    Directory of Open Access Journals (Sweden)

    Su Ting Yong

    2016-06-01

    Full Text Available The aim of this study was to explore how university foundation students perceive the use of digital games in learning mathematics. Data was collected using an online questionnaire and 209 foundation university students participated in this study.  The questionnaire was used to explore students’ gaming experience and students’ attitude towards mathematics learning with digital games.  It was found that most of the university foundation students liked to play different types of digital games.  Males preferred playing digital games in more traditional male genres namely sport, racing, shooter, action adventure, role play and strategy games.  As for females, they generally preferred playing puzzle and simulation games.  Astonishingly, the foundation students were not very positive towards the use of digital games in learning mathematics, and their attitude was essentially influenced by their mathematics interest.  Students with greater interest in mathematics were more likely to support the use of digital games in learning. 

  7. Rehabilitation and Return to Sport Following Surgical Repair of the Rectus Abdominis and Adductor Longus in a Professional Basketball Player: A Case Report.

    Science.gov (United States)

    Short, Steven M; Anloague, Philip A; Strack, Donald S

    2016-08-01

    Study Design Case report. Background Acute traumatic avulsion of the rectus abdominis and adductor longus is rare. Chronic groin injuries, often falling under the athletic pubalgia spectrum, have been reported to be more common. There is limited evidence detailing the comprehensive rehabilitation and return to sport of an athlete following surgical or conservative treatment of avulsion injuries of the pubis or other sports-related groin pathologies. Case Description A 29-year-old National Basketball Association player sustained a contact injury during a professional basketball game. This case report describes a unique clinical situation specific to professional sport, in which a surgical repair of an avulsed rectus abdominis and adductor longus was combined with a multimodal impairment- and outcomes-based rehabilitation program. Outcomes The patient returned to in-season competition at 5 weeks postoperation. Objective measures were tracked throughout rehabilitation and compared to baseline assessments. Measures such as the Copenhagen Hip and Groin Outcome Score and numeric pain-rating scale revealed progress beyond the minimal important difference. Discussion This case report details the clinical reasoning and evidence-informed interventions involved in the return to elite sport. Detailed programming and objective assessment may assist in achieving desired outcomes ahead of previously established timelines. Level of Evidence Therapy, level 4. J Orthop Sports Phys Ther 2016;46(8):697-706. Epub 3 Jul 2016. doi:10.2519/jospt.2016.6352.

  8. home advantage in the commonwealth games

    African Journals Online (AJOL)

    The occurrence of home advantage in sport is generally well doc- umented and has been shown to exist in a ... there are 53 Commonwealth nations, there are at present 71. Commonwealth Games Associations ... market share values for each host nation were analysed relative to the distance travelled by them (in terms of ...

  9. Dynamic Systems Theory and Team Sport Coaching

    Science.gov (United States)

    Gréhaigne, Jean-Francis; Godbout, Paul

    2014-01-01

    This article examines the theory of dynamic systems and its use in the domains of the study and coaching of team sports. The two teams involved in a match are looked at as two interacting systems in movement, where opposition is paramount. A key element for the observation of game play is the notion of configuration of play and its ever-changing…

  10. Innovation technology in the initial training of children by the example of sport games

    Directory of Open Access Journals (Sweden)

    Ruslana Sushko

    2015-04-01

    Full Text Available Purpose: to determine the characteristics of innovative technologies and the current state of organizational work with children at the initial stage of training in sports. Material and Methods: to understand the application of innovative technologies used coaches poll and summarized expert assessment specialists in the field of sports. Results: the current state of the question concerning the possibility of the initial training of children in early specialization in sports for example basketball, volleyball and tennis. Clarified the importance and necessity of innovative activities for children at the initial stage of training in sports. Conclusions: the identified innovative approaches for constructing the process of initial training in tennis, which are not observed in other kinds of sports.

  11. Small-sided games for young athletes: is game specificity influential?

    Science.gov (United States)

    Harrison, Craig B; Kilding, Andrew E; Gill, Nicholas D; Kinugasa, Taisuke

    2014-01-01

    This study aimed to quantify and compare the physiological, physical and technical demands of a sport-specific and non-sport-specific small-sided game (SSG) in young athletes. Ten male soccer players (mean ± SD: age, 13.0 ± 0.3 years, [Formula: see text]O2peak, 54.4 ± 4.9 ml · kg(-1) · min(-1)) completed 3 vs. 3 and 6 vs. 6 soccer and "bucketball" SSGs twice. Games lasted for 16 min and were performed in a randomised order, at least 48 h apart. Movement patterns and heart rate were measured using 4 Hz global positioning systems. Technical skill executions were assessed by video analysis and ratings of perceived exertion (RPE) using the Borg scale (RPEs, 6-20). Total distance (4.9 ± 4.1% and 8.3 ± 6.6%), distance at 7-12.9 km · h(-1) (14.5 ± 12.5% and 14.9 ± 16.1%), total possessions (14.7 ± 18.0% and 12.9 ± 18.9%) and percentage of successful passes (24.1 ± 11.7% and 30.1 ± 17.6%) were higher for bucketball compared to soccer (3 vs. 3 and 6 vs. 6, respectively). Total distance at 13-17.9 km · h(-1) was higher for 6 vs. 6 than 3 vs. 3 bucketball (32.3 ± 21.2%). There was likely substantial difference for %HRpeak (89.5 ± 3.1 vs. 87.4 ± 2.8 b · min(-1)) and time above 90% HRpeak (570 ± 288 s vs. 361 ± 288 s) between bucketball and soccer (3 vs. 3 and 6 vs. 6, respectively). Young players travelled further at higher overall speeds, experienced higher physiological workloads and performed more successful technical executions during the non-sport-specific SSG.

  12. MARKETING CHANNELS AND DISTRIBUTION DECISIONS IN THE SPORT BUSINESS INDUSTRY

    Directory of Open Access Journals (Sweden)

    Alexandru Lucian MIHAI

    2014-11-01

    Full Text Available The sport business must determine how to get its products from the manufacturer or producer to the consumer. Additionally, in this industry, there are products produced at a point where the consumer must be present at its production to consume the product. These products are sports events, such as a professional basketball game, a football match, or a super cross race. In these types of products, the event - the product - is staged at a facility where fans will gather to watch. The sport business will have made decisions regarding the facility in relation to location and other factors that will make the facility attractive to the consumer as a place in which to consume these types of products. This paper presents a brief overview about distribution in the sport business industry, the role of distribution in marketing strategy, the selection of a distribution network, and the types of distribution intermediaries available for moving and / or offering sport business industry products.

  13. Perceptions of a disability sport unit in general physical education.

    Science.gov (United States)

    Grenier, Michelle; Collins, Karen; Wright, Steven; Kearns, Catherine

    2014-01-01

    The purpose of this qualitative study was to assess the effectiveness of a disability sport unit in shaping perceptions of disability. Data from interviews, observations, and documents were collected on 87 elementary-aged students, one physical education teacher, and one teaching intern. Comparisons were drawn between fifth graders engaged in a five-week disability sport unit to fourth graders participating in their standard physical education curriculum. Findings revealed differences in the way fourth and fifth graders came to view individuals with disabilities. The results support an analysis of curriculum development that underscores the significance of the social model in positively impacting constructions of disability. Recommendations include the use of disability sports in physical education as an effective strategy for educating students in game play, knowledge of the Paralympics, and the inclusion of individuals with disabilities in a variety of sporting venues.

  14. Sports injury and illness epidemiology: Great Britain Olympic Team (TeamGB) surveillance during the Sochi 2014 Winter Olympic Games.

    Science.gov (United States)

    Palmer-Green, Debbie; Elliott, Niall

    2015-01-01

    Sports injury and illness surveillance is the first step in injury and illness prevention, and is important for the protection of both athlete health and performance in major competitions. To identify the prevalence, severity nature and causes of athlete injuries and illnesses in the Great Britain Olympic Team (TeamGB) during the Sochi 2014 Winter Olympic Games. The observational prospective cohort study followed the Great Britain Injury/Illness Performance Project surveillance methodology and obtained information on injuries and illnesses that occurred during the Games between 30 January and 23 February 2014 in TeamGB athletes (n=56). Among the 56 TeamGB athletes, there were 27 injuries and 11 illnesses during the Olympic Games period. This equated to 39% sustaining at least one injury and 18% at least one illness, with an incidence of 48.2 injuries and 19.6 illnesses per 100 athletes, respectively. Of all injuries and illnesses, 9% and 7%, respectively, resulted in time loss. The risk of sustaining an injury was highest for freestyle skiing, skeleton and snowboarding; and lowest for curling, biathlon and Alpine skiing (with no reported injuries); with the lower limb being the most commonly injured location. Respiratory system illnesses were most frequently reported overall, and older female athletes were the ones most affected by illness. The risk of injury was double the risk of illness for TeamGB athletes. Overall, the rate of time-loss issues was low. Methodological considerations are important when interpreting data, and prevention strategies should focus on those issues causing the greatest risk, in terms of prevalence and severity, to athlete health and performance. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  15. Sport as the Pragmatic Determiner, Motif and Theme of Pindaric Odes

    Directory of Open Access Journals (Sweden)

    Brane Senegačnik

    2015-07-01

    Full Text Available The vast majority of Pindar’s integrally preserved poetry is linked to sport: his epinicia, collected in four volumes, are dedicated to victors in various sporting disciplines at the four pan-Hellenic games. This is more than an external pragmatic circumstance: an obligatory constituent of the epinicium is the victor’s genealogy, often accompanied by a detailed account of the victor’s feat and career as well as the sporting achievements of his ancestors. Sporting success is a peak of human life, worth any exertion or cost, but even so it cannot lead to transcendence: it is a single moment blending into the shadow of transience. The sporting victory motif thus expands into the theme of human identity, which is in Pindar’s religious world crucially determined by man’s closeness or semblance to the gods on the one hand and the insurmountable difference on the other.

  16. Sport Management Graduate Programs: Characteristics of Effectiveness.

    Science.gov (United States)

    Li, Ming; And Others

    1994-01-01

    Reports a study that examined the characteristics that enable graduate sport management programs to achieve their objectives. Surveys of sport management educators found they agreed on 11 characteristics that indicated a sport management program's effectiveness. Respondents believed an effective program should produce sport managers, not…

  17. Questioning the Role of Children's Indigenous Games of Africa on Development of Fundamental Movement Skills: A Preliminary Review

    Science.gov (United States)

    Lyoka, Philemon A.

    2007-01-01

    This paper interrogates the role children's indigenous games of Africa can play in the development of fundamental movement skills relevant in modernized sports. On a daily basis, children in Africa play varieties of traditional games that vary between tribes, communities and distances. However, the efficacy of these games in the development of…

  18. The Tactical Games Model Sport Experience: An Examination of Student Motivation and Game Performance during an Ultimate Frisbee Unit

    Science.gov (United States)

    Carpenter, Eric J.

    2010-01-01

    Students benefit from positive sport experiences in physical education. If designed well, sport provides a social avenue for physical activity and strengthens student achievement in psychomotor (e.g., motor skill), cognitive (e.g., decision-making), and affective (e.g., personal and social responsibility) learning domains. Unfortunately, not all…

  19. VOLUNTEERS FOR A HIGH RISK SPORT.

    Science.gov (United States)

    Sport parachutists tend to be over-represented in the Western region of the United States. They are, by and large, relatively young males who look...upon the sport as a masculine expression. The sport is objectively dangerous, as measured by the accident rate, and is subjectively perceived as such... Sport parachutists tend to be single-minded in their attitude to the sport , sometimes giving it priority over their commitment to family roles

  20. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    Science.gov (United States)

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  1. Methods of Strength Development in Boys of Primary School Age Using Active Games

    Directory of Open Access Journals (Sweden)

    С. І. Марченко

    2016-09-01

    Full Text Available The research objective is to analyze the effect of games on the dynamics of strength development in boys of the second-fourth grades. Research methods: theoretical analysis and collation of scientific and methodological literature, method of control testing, pedagogical experiment, methods of mathematical statistics. Research results. The paper addresses the feasibility of further scientific substantiation for the effect of the number of games, the number of repetitions, the intervals of rest and their interrelation on the change in the strength indicators for boys of primary school age. The study has revealed that strength development requires that the pupils of the second and the third grades perform four games, while the pupils of the fourth grade — five games. The number of repetitions for the pupils of the second grade is one and two, for the pupils of the third grade — two, and for the boys of the fourth grade — three, with 40-second intervals for rest. The most effective development manifests in the second and the fourth grades during 20 classes, and in the third grade —during 30 classes. After that, it is advisable to use other means. The game duration varies from two to five minutes. Conclusions. The results obtained during the experiment give reason to recommend that primary school teachers, coaches and parents use active games in physical education, sports training and individual motor activity of boys of primary school age. These games should aim at developing strength abilities, both purposefully and in complex with regard to the duration and pace (intensity of their performance.

  2. The USSR: Sport and Politics Intertwined

    Science.gov (United States)

    Howell, Reet

    1975-01-01

    Although sport is supposedly non-political in the Soviet Union, it is used to achieve non-sport objectives such as political socialization, political indoctrination and political integration. Article considered sport in the Soviet Union as it is interrelated with other aspects of society. (Author/RK)

  3. Enhanced Surveillance for the Sports Festival in Tokyo 2013: Preparation for the Tokyo 2020 Olympic and Paralympic Games.

    Science.gov (United States)

    Shimatani, Naotaka; Sugishita, Yoshiyuki; Sugawara, Tamie; Nakamura, Yuuki; Ohkusa, Yasushi; Yamagishi, Takuya; Matsui, Tamano; Kawano, Masashi; Watase, Hirotoshi; Morikawa, Yukiko; Oishi, Kazunori

    2015-01-01

    Enhanced surveillance was conducted during the Sports Festival in Tokyo 2013 (September 28-October 14, 2013) for early detection of outbreaks of infectious diseases and other health emergencies. Through this enhanced surveillance, 15 cases were found that required additional gathering of information outside the routine process of creating/evaluating the Daily Report. However, none of these was assessed as critical. Through the enhanced surveillance, we structured a framework that allows for earlier response when detecting aberrations. It includes the role of the Tokyo Metropolitan Government in communications and contacts with relevant parties such as public health centers, as well as in monitoring of surveillance data. However, some issues need to be further considered toward the Tokyo 2020 Olympic and Paralympic Games, such as establishing the criteria for additional response steps, increasing the number of participating bodies in syndromic surveillance, and strengthening of cooperation with related departments, including those for crisis management assuming potential biological/chemical terrorism.

  4. The wisdom of ignorant crowds: Predicting sport outcomes by mere recognition

    Directory of Open Access Journals (Sweden)

    Stefan M. Herzog

    2011-02-01

    Full Text Available that bets on the fact that people's recognition knowledge of names is a proxy for their competitiveness: In sports, it predicts that the better-known team or player wins a game. We present two studies on the predictive power of recognition in forecasting soccer games (World Cup 2006 and UEFA Euro 2008 and analyze previously published results. The performance of the collective recognition heuristic is compared to two benchmarks: predictions based on official rankings and aggregated betting odds. Across three soccer and two tennis tournaments, the predictions based on recognition performed similar to those based on rankings; when compared with betting odds, the heuristic fared reasonably well. Forecasts based on rankings---but not on betting odds---were improved by incorporating collective recognition information. We discuss the use of recognition for forecasting in sports and conclude that aggregating across individual ignorance spawns collective wisdom.

  5. Sports-related injuries in athletes with disabilities.

    Science.gov (United States)

    Fagher, K; Lexell, J

    2014-10-01

    The number of athletes with disabilities participating in organized sports and the popularity of the Paralympic Games is steadily increasing around the world. Despite this growing interest and the fact that participation in sports places the athlete at risk for injury, there are few studies concerning injury patterns, risk factors, and prevention strategies of injuries in disabled athletes. In this systematic literature search and critical review, we summarize current knowledge of the epidemiology of sports-related injuries in disabled athletes and describe their characteristics, incidence, prevalence, and prevention strategies. The outcomes of interest were any injury, either an acute trauma or an overuse event. PubMed, EMBASE, CINAHL, and Google Scholar were systematically searched and 25 of 605 identified studies met the inclusion criteria. Lower extremity injuries were more common in walking athletes, whereas upper extremity injuries were more prevalent in wheelchair athletes. The methodologies and populations varied widely between the studies. Few studies were sports or disability specific, which makes it difficult to determine specific risk factors, and few studies reported injury severity and prevention of injuries. Further longitudinal, systematic sports and disability specific studies are needed in order to identify and prevent injuries in athletes with disabilities. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  6. The gender gap in sport performance: equity influences equality.

    Science.gov (United States)

    Capranica, Laura; Piacentini, Maria Francesca; Halson, Shona; Myburgh, Kathryn H; Ogasawara, Etsuko; Millard-Stafford, Mindy

    2013-01-01

    Sport is recognized as playing a relevant societal role to promote education, health, intercultural dialogue, and the individual development, regardless of an individual's gender, race, age, ability, religion, political affiliation, sexual orientation, and socioeconomic background. Yet, it was not until the 2012 Summer Olympic Games in London that every country's delegation included a female competitor. The gender gap in sport, although closing, remains, due to biological differences affecting performance, but it is also influenced by reduced opportunity and sociopolitical factors that influence full female participation across a range of sports around the world. Until the cultural environment is equitable, scientific discussion related to physiological differences using methods that examine progression in male and female world-record performances is limited. This commentary is intended to provide a forum to discuss issues underlying gender differences in sport performance from a global perspective and acknowledge the influence of cultural and sociopolitical factors that continue to ultimately affect female performance.

  7. Investigating Provision and Impact of the Primary Physical Education and Sport Premium: A West Midlands Case Study

    Science.gov (United States)

    Griggs, Gerald

    2018-01-01

    In March 2013, the UK government announced that it was to award the Primary Physical Education and Sport Premium funding to all English state-funded primary schools to improve provision of Physical Education and sport following the London 2012 Olympic Games. This study reports on seven schools in close geographical proximity to each other within…

  8. Blood doping at the Olympic Games.

    Science.gov (United States)

    Fitch, Kenneth D

    2017-11-01

    The objective of this paper was to review our knowledge of athletes who have, are believed to have or have attempted to engage in blood doping to enhance their performance at an Olympic Games. The paper focused on the Games from Munich 1972 to London 2012 and the author had a medical role at each of the Olympics that is discussed. The study revealed that Olympic athletes have benefitted from manipulating their blood by re-infusion of autologous or infusion of homologous blood and by administering erythropoiesis stimulating agents, notably the three generations of erythropoietins. Fifty seven athletes have been sanctioned with 12 athletes forfeiting 17 Olympic medals including 12 gold medals because of blood doping. Until 1986, the infusion of blood was not prohibited in sport but considered unethical. Erythropoietin was prohibited by the International Olympic Committee's Medical Commission in 1990. There has been a change as to how Olympic athletes have enhanced performance by blood doping, commencing with blood infusion and later administering erythropoiesis stimulating agents and significant advances have occurred in detecting such misuse. Currently, the hematological component of World Anti-Doping Agency's athlete biological passport is an important but not infallible mechanism to identify athletes who cheat by blood doping.

  9. The Spawns of Creative Behavior in Team Sports: A Creativity Developmental Framework.

    Science.gov (United States)

    Santos, Sara D L; Memmert, Daniel; Sampaio, Jaime; Leite, Nuno

    2016-01-01

    Developing creativity in team sports players is becoming an increasing focus in sports sciences. The Creativity Developmental Framework is presented to provide an updated science based background. This Framework describes five incremental creative stages (beginner, explorer, illuminati, creator, and rise) and combines them into multidisciplinary approaches embodied in creative assumptions. In the first training stages, the emphasis is placed on the enrollment in diversification, deliberate play and physical literacy approaches grounded in nonlinear pedagogies. These approaches allow more freedom to discover different movement patterns increasing the likelihood of emerging novel, adaptive and functional solutions. In the later stages, the progressive specialization in sports and the differential learning commitment are extremely important to push the limits of the creative progress at higher levels of performance by increasing the range of skills configurations. Notwithstanding, during all developmental stages the teaching games for understanding, a game-centered approach, linked with the constraints-led approach play an important role to boost the tactical creative behavior. Both perspectives might encourage players to explore all actions possibilities (improving divergent thinking) and prevents the standardization in their actions. Overall, considering the aforementioned practice conditions the Creativity Developmental Framework scrutinizes the main directions that lead to a long-term improvement of the creative behavior in team sports. Nevertheless, this framework should be seen as a work in progress to be later used as the paramount reference in creativity training.

  10. Survey report on awareness and participation behavior in disabled sports and disability understanding after Tokyo's bid for the 2020 Olympics and Paralympics.

    Science.gov (United States)

    Shiota, Kotomi

    2018-01-01

    [Purpose] This study analyzes awareness and participation behavior in disabled sports and disability understanding after Tokyo's bid for the 2020 Olympics and Paralympics. [Subjects and Methods] The study conducted a cross survey on 220 registrants of an Internet research firm. It analyzed: the awareness of citizens and their behavioral changes, in the aftermath of the allocation of Olympic and Paralympic Games; subject attributes and education level; recognition of disabled sports; and the awareness and behavior of participants, with regard to disabled sports. The analysis was conducted using SPSS Ver. 21 (IBM). [Results] The subjects were not interested in watching (72.2%), participating (76.8%), or volunteering (71.8%) in disabled sports. In addition, 76.8% of the subjects exhibited no behavioral changes-such as by watching, participating, or volunteering in disabled sports-after the Olympics and Paralympics bid decision. [Conclusion] This study's subjects had no confidence in their disability knowledge and no opportunities to interact with disabled persons. Furthermore, the bids for mega-events such as the Olympic and Paralympic Games did not lead to behavioral changes concerning disabled sports. Therefore, disability understanding should promote and deepen participation behavior in disabled sports.

  11. Semantic Game Worlds

    NARCIS (Netherlands)

    Tutenel, T.

    2012-01-01

    The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different

  12. Network characteristics for server selection in online games

    Science.gov (United States)

    Claypool, Mark

    2008-01-01

    Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.

  13. Proximity to Sports Facilities and Sports Participation for Adolescents in Germany

    Science.gov (United States)

    Reimers, Anne K.; Wagner, Matthias; Alvanides, Seraphim; Steinmayr, Andreas; Reiner, Miriam; Schmidt, Steffen; Woll, Alexander

    2014-01-01

    Objectives To assess the relationship between proximity to specific sports facilities and participation in the corresponding sports activities for adolescents in Germany. Methods A sample of 1,768 adolescents aged 11–17 years old and living in 161 German communities was examined. Distances to the nearest sports facilities were calculated as an indicator of proximity to sports facilities using Geographic Information Systems (GIS). Participation in specific leisure-time sports activities in sports clubs was assessed using a self-report questionnaire and individual-level socio-demographic variables were derived from a parent questionnaire. Community-level socio-demographics as covariates were selected from the INKAR database, in particular from indicators and maps on land development. Logistic regression analyses were conducted to examine associations between proximity to the nearest sports facilities and participation in the corresponding sports activities. Results The logisitic regression analyses showed that girls residing longer distances from the nearest gym were less likely to engage in indoor sports activities; a significant interaction between distances to gyms and level of urbanization was identified. Decomposition of the interaction term showed that for adolescent girls living in rural areas participation in indoor sports activities was positively associated with gym proximity. Proximity to tennis courts and indoor pools was not associated with participation in tennis or water sports, respectively. Conclusions Improved proximity to gyms is likely to be more important for female adolescents living in rural areas. PMID:24675689

  14. Attitudes of Consumers from the Sarajevo Canton in Bosnia and Herzegovina toward Advertising through Sport among the Question how often Consumers purchase Sporting Goods

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    Gorica Zoric

    2018-04-01

    Full Text Available Unlike other advertising mediums such as TV commercials or online advertising, people involuntarily receive sport advertisements; they prefer to watch the game for the sporting action than the regular advertisements. However, it is important to analyse their general attitudes among various questions, mostly due to the reason it varies from demographic group to demographic group. Hence, this research was aimed at gaining relevant knowledge about the attitudes of Sarajevo consumers toward advertising through sport among the question how often consumers purchase sporting goods. The sample included 358 respondents, divided into six subsample groups: consumers who do not purchase sport goods at all, then consumers who purchase sport goods less than ones a month, next 1–3 a month, 4–6 a month, 7–9 a month, as well as consumers who purchase sport goods more than 10 times a month. The sample of variables contained the system of three general attitudes which were modelled by seven-point Likert scale. The results of the measuring were analysed by multivariate analysis (MANOVA and univariate analysis (ANOVA and Post Hoc test.Based on the statistical analyses it was found that significant differences occur at multivariate level, as well as between all three variables at a significance level of (p=.000.

  15. Attitudes of Consumers from the Mostar Canton in Bosnia and Herzegovina toward Advertising through Sport among the Question how often Consumers purchase Sporting Goods

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    Dusko Bjelica

    2018-04-01

    Full Text Available Unlike other advertising mediums such as TV commercials or online advertising, people involuntarily receive sport advertisements; they prefer to watch the game for the sporting action than the regular advertisements. However, it is important to analyse their general attitudes among various questions, mostly due to the reason it varies from demographic group to demographic group. Hence, this research was aimed at gaining relevant knowledge about the attitudes of Mostar consumers toward advertising through sport among the question how often consumers purchase sporting goods. The sample included 228 respondents, divided into six subsample groups: consumers who do not purchase sport goods at all, then consumers who purchase sport goods less than ones a month, next 1–3 a month, 4–6 a month, 7–9 a month, as well as consumers who purchase sport goods more than 10 times a month. The sample of variables contained the system of three general attitudes which were modelled by seven-point Likert scale. The results of the measuring were analysed by multivariate analysis (MANOVA and univariate analysis (ANOVA and Post Hoc test.Based on the statistical analyses it was found that significant differences occur at multivariate level, as well as between all three variables at a significance level of (p=.020.

  16. What makes a good sports parent?

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    Thomas Søbirk Petersen

    2010-01-01

    Full Text Available Two practical measures that have been introduced in an effort to stop sports parents from behaving badly will be critically discussed. The first measure is known under the slogan quiet weekends'. These prohibit parents from attending games in which their child is participating. Although this strategy calls attention to an important issue, it is unfair. The second, and far more elaborate, measure is to have a set of ethical guidelines informing parents how they should behave towards their child and others in the context of sport. Two central values tend to run through these guidelines: namely parental concern for the child's autonomy and parental concern for the child's well-being. These values are discussed as I apply them to cases in what can be called a grey area, where it is not obvious what is morally right or wrong. In the concluding discussion a tentative checklist will be presented which good sports parents can use when they are confronted with ethical issues.http://dx.doi.org/10.5324/eip.v4i1.1738

  17. The Goal Triad in Games. A Conceptual Map and Case Studies

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    Filip Kobiela

    2016-04-01

    Full Text Available Although the very existence and need for an exact definition of sport is still debatable, there is common agreement that competitive sport events on elite level are, among others, goal directed, rule-governed and institutionalized activities. These three facts will guide us in an analysis of the complex issue concerning the idea of goal in games. The first of these facts - that games are goal-oriented activities – is reflected in the very basic notion of prelusory goal. The fact that achieving the prelusory goal in games is rule-governed is reflected in the notion of a lusory goal. Finally, the institutionalized aspect of games is reflected in the notion of, nomen omen, an institutional goal.            The paper is thus devoted to detailed analysis of the notion of goal in games. It is argued that Suits' analysis which provides a distinction between prelusory goal and lusory goal is insufficient, and thus introduction of a third kind of goal is necessary. I suggest to call this third kind of goal institutional goal.The paper discusses the definition of this kind of goal as well as its relations to other kinds of goals in games and other elements of game-playing. These three goals create the goal triad, a conceptual map of all possible goal-related situations. Both Venn diagrams and Euler diagrams are used to represent this triad.            Various fields of these diagrams, which represent a spectrum of specific situations that occur in games, are illustrated by case-studies, taken mainly (although not exclusively from the history of association football (soccer. These examples are meant to test the usefulness of distinctions provided in the analytical part of the paper.

  18. Eat, drink and gamble: marketing messages about 'risky' products in an Australian major sporting series.

    Science.gov (United States)

    Lindsay, Sophie; Thomas, Samantha; Lewis, Sophie; Westberg, Kate; Moodie, Rob; Jones, Sandra

    2013-08-05

    To investigate the alcohol, gambling, and unhealthy food marketing strategies during a nationally televised, free to air, sporting series in Australia. Using the Australian National Rugby League 2012 State of Origin three-game series, we conducted a mixed methods content analysis of the frequency, duration, placement and content of advertising strategies, comparing these strategies both within and across the three games. There were a total of 4445 episodes (mean = 1481.67, SD = 336.58), and 233.23 minutes (mean = 77.74, SD = 7.31) of marketing for alcoholic beverages, gambling products and unhealthy foods and non-alcoholic beverages during the 360 minutes of televised coverage of the three State of Origin 2012 games. This included an average per game of 1354 episodes (SD = 368.79) and 66.29 minutes (SD = 7.62) of alcohol marketing; 110.67 episodes (SD = 43.89), and 8.72 minutes (SD = 1.29) of gambling marketing; and 17 episodes (SD = 7.55), and 2.74 minutes (SD = 0.78) of unhealthy food and beverage marketing. Content analysis revealed that there was a considerable embedding of product marketing within the match play, including within match commentary, sporting equipment, and special replays. Sport is increasingly used as a vehicle for the promotion of range of 'risky consumption' products. This study raises important ethical and health policy questions about the extent and impact of saturation and incidental marketing strategies on health and wellbeing, the transparency of embedded marketing strategies, and how these strategies may influence product consumption.

  19. The health and socioeconomic impacts of major multi-sport events: systematic review (1978-2008)

    Science.gov (United States)

    Thomas, Sian; Thomson, Hilary; Scott, John; Hamilton, Val; Hanlon, Phil; Morrison, David S; Bond, Lyndal

    2010-01-01

    Objective To assess the effects of major multi-sport events on health and socioeconomic determinants of health in the population of the city hosting the event. Design Systematic review. Data sources We searched the following sources without language restrictions for papers published between 1978 and 2008: Applied Social Science Index and Abstracts (ASSIA), British Humanities Index (BHI), Cochrane database of systematic reviews, Econlit database, Embase, Education Resources Information Center (ERIC) database, Health Management Information Consortium (HMIC) database, International Bibliography of the Social Sciences (IBSS), Medline, PreMedline, PsycINFO, Sociological Abstracts, Sportdiscus, Web of Knowledge, Worldwide Political Science Abstracts, and the grey literature. Review methods Studies of any design that assessed the health and socioeconomic impacts of major multi-sport events on the host population were included. We excluded studies that used exclusively estimated data rather than actual data, that investigated host population support for an event or media portrayals of host cities, or that described new physical infrastructure. Studies were selected and critically appraised by two independent reviewers. Results Fifty four studies were included. Study quality was poor, with 69% of studies using a repeat cross-sectional design and 85% of quantitative studies assessed as being below 2+ on the Health Development Agency appraisal scale, often because of a lack of comparison group. Five studies, each with a high risk of bias, reported health related outcomes, which were suicide, paediatric health service demand, presentations for asthma in children (two studies), and problems related to illicit drug use. Overall, the data did not indicate clear negative or positive health impacts of major multi-sport events on host populations. The most frequently reported outcomes were economic outcomes (18 studies). The outcomes used were similar enough to allow us to perform a

  20. The Aesthetic Classroom and the Beautiful Game

    Science.gov (United States)

    Baurain, Bradley

    2010-01-01

    This essay explores an analogy: A well-played soccer game has much in common with a well-taught lesson or course. Aesthetic pedagogy, as conceived by Dewey, Gadamer, and contemporary theorists and practitioners, is set alongside the world's favorite sport, including events from the 2006 World Cup and the autobiography of Pele. The discussion moves…

  1. Why don’t you Dope? A preliminary analysis of the factors which influence athletes decision not to Dope in Sport

    Directory of Open Access Journals (Sweden)

    Terri Byers

    2015-10-01

    Full Text Available The purpose of this paper is to examine why athletes do not dope in sport. The research treats the ‘problem’ of doping as an issue of ‘control’ and draws on control theory (Hopwood, 1974; Byers, 2013 to analyze athletes choices not to engage in doping. Semi-structured interviews were conducted with cur- rent Canadian athletes, former athletes, coaches, and officials from seven different sports that competed in the CIS (Canadian Interuniversity Sport, national and international events, professional sport, Pan American Games, provincial teams, and World University Games. In total, 20 interviews were conducted with 7 female and 13 male participants. Results indicate that an over- abundance of administrative formal control mechanisms may be creating confusion and inefficiency in the doping control system. More powerful control mechanisms such as social and self-controls seem to be operating amongst athletes and issues of trust and the role of emotion are significant concepts that re- quire further research in this context.

  2. The Sports-Related Injuries and Illnesses in Paralympic Sport Study (SRIIPSS): a study protocol for a prospective longitudinal study.

    Science.gov (United States)

    Fagher, Kristina; Jacobsson, Jenny; Timpka, Toomas; Dahlström, Örjan; Lexell, Jan

    2016-01-01

    Paralympic sport provides sporting opportunities for athletes with a disability, with the Paralympic Games as the main event. Participation in sport is, however, associated with a significant risk for sustaining injuries and illnesses. Our knowledge of sports-related injuries and illnesses in Paralympic sport is very limited and there are no large-scale epidemiological cohort studies. The purpose here is to present a protocol for a prospective longitudinal study: The Sports-Related Injuries and Illnesses in Paralympic Sport Study (SRIIPSS). An argument-based method for investigation of design problems was used to structure the study protocol. The primary requirement of the protocol is to allow prospective studies over time and include exposure to both training and competition. To reflect the complexity of Paralympic sport with athletes' pre-existing impairments, use of assistive equipment, pain and other and medical issues, it is required that the data collection system is specifically adapted to Paralympic sport. To allow the collection of data, at the same time as there is limited access to coaches and medical personnel, it is advantageous that data can be collected online directly from the athletes. Based on this a self-report athlete monitoring system will be developed, where the athletes can enter data weekly via their mobile phones or lap-tops. Data will be collected from around 100 Swedish Paralympic athletes for approximately 1 year, which will allow us to i) prospectively estimate the annual incidence of sports-related injuries and illnesses and ii) explore risk factors and mechanisms for sustaining sports-related injuries and illnesses based on athlete exposure and training loads. For effective implementation of injury and illness prevention measures, comprehensive epidemiological knowledge is required. This study will be the first prospective longitudinal self-report study of sports-related injuries and illnesses in Paralympic sport over a longer period

  3. Ticket consumption forecast for Brazilian championship games

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    Adriana Bruscato Bortoluzzo

    Full Text Available Abstract For the efficiency of sales and marketing management of athletic clubs, it is crucial to find a way to appropriately estimate the level of demand for sporting events. More precise estimates allow for an appropriate financial and operational plan and a higher quality of service delivered to the fans. The focus of this study is to analyze and forecast the ticket consumption for soccer games in Brazilian stadiums. We compare the results of the regression model with normally distributed errors (benchmark, the TOBIT model and the Gamma generalized linear model. The models include explanatory variables related to the economic environment, product quality, as well as monetary and non-monetary incentives that people are given to attend sporting events at stadiums. We show that most of these variables are statistically significant to explain the amount of fans that go to stadiums. We used different measures of accuracy to evaluate the performance of demand forecasts and concluded that Gamma generalized linear model presented better results to forecast the ticket consumption for Brazilian championship games, when compared to a benchmark.

  4. Main components and content of sports volunteer activities

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    Iryna Petrenkо

    2017-12-01

    Full Text Available Purpose: identification of the main structural components and content of sports volunteer activities. Material & Methods: used analysis of literature and documents, organizational analysis. Result: basic structural components of sports volunteer activity are defined. The content of sports volunteer activity is disclosed. Conclusion: sports volunteer activity includes the following structural components: subject, object, purpose, motivation, means, actions; subject is a sports volunteer, the object is a sports competition, the goal is to provide gratuitous assistance for a quality competition, the means are the special knowledge, skills, communication abilities of sports volunteers, actions should be understood as types of volunteer activities and functions that volunteers perform during the preparation and conduct of competitions. Main types of sports volunteer activity are: 1 organizational; 2 judiciary; 3 coaching; 4 legal; 5 medical. Functions that volunteers perform in the competition system are general and special. Content of the functions of sports volunteering depends on the specifics of the sports, the rank of the competition, the specifics of the competition for people with special needs.

  5. 78 FR 23823 - Requested Administrative Waiver of the Coastwise Trade Laws: Vessel FISHIN GAME; Invitation for...

    Science.gov (United States)

    2013-04-22

    ... will be available for inspection and copying at the above address between 10 a.m. and 5 p.m., E.T... FISHIN GAME is: Intended Commercial Use Of Vessel: Sport fishing excursions with six passengers or less. All fishing will be for sport only. Geographic Region: ``California, Oregon''. The complete...

  6. A cross-sport comparison of performance-based outcomes of professional athletes following primary microfracture of the knee.

    Science.gov (United States)

    Schallmo, Michael S; Singh, Sameer K; Barth, Kathryn A; Freshman, Ryan D; Mai, Harry T; Hsu, Wellington K

    2018-05-08

    The purpose of this study was to compare performance-based outcomes among professional athletes in four major North American sports following microfracture to treat symptomatic chondral defects of the knee. Major League Baseball (MLB), National Basketball Association (NBA), National Football League (NFL), and National Hockey League (NHL) athletes who underwent primary unilateral microfracture of the knee were identified through a previously reported protocol based on public sources. Successful return-to-play was defined as returning for at least one professional regular season game after surgery. Regular season player statistics and sport-specific performance scores were compiled for each player. Each player served as his own control, with the season prior to surgery defined as baseline. Comparisons across sports were enabled by adjusting for expected season and career length differences between sports and by calculating percent changes in performance. One hundred thirty one professional athletes who underwent microfracture were included. One hundred three athletes (78.6%) successfully returned to play. The ratio of games started-to-games played before surgery was found to be a significant positive independent predictor of returning (p = 0.002). Compared with their preoperative season, basketball and baseball players demonstrated significantly decreased performance one season after surgery (-14.8%, p = 0.029 and -12.9%, p = 0.002, respectively) that was recoverable to baseline by postoperative seasons 2-3 for baseball players but not for basketball players (-9.7%, p = 0.024). Knee microfracture surgery is associated with a high rate of return to the professional level. However, the impact of this procedure on postoperative performance varied significantly depending on sport. Copyright © 2018. Published by Elsevier B.V.

  7. Congenital Adrenal Hyperplasia in an Elite Female Soccer Player; What Sports Medicine Clinicians Should Know about This?

    Science.gov (United States)

    Angoorani, Hooman; Haratian, Zohreh; Halabchi, Farzin

    2012-09-01

    Congenital Adrenal Hyperplasia (CAH) refers to a group of congenital conditions characterized by disordered cortisol synthesis. The correlation between CAH and sports performance has been less studied before and there is very limited information regarding the impacts of this congenital disease on sports performance. Probably, there are some limitations for patients who suffer from CAH in sports, but at the same time, they may enjoy some advantage due to the probable effect of endogenous hyperandrogenism on their exercise performance. The case is a 14 - year old girl with male phenotype who is a known case of congenital adrenal hyperplasia. She plays in the women's national soccer team of under 16. She has been in the first division league of indoor soccer for 4 years and was also selected in the preparation training camp of women's football team for Singapore's youth Olympic Games. Her illness and dependence on corticosteroid have caused some concerns for her participation in the international competitions of women. However, following consultations with the Therapeutic Use Exemption (TUE) Committee of games organization, she received TUE to use corticosteroid only within the games period. Despite all her problems, she is now playing in the Second Division League of indoor soccer. A female adolescent with CAH may compete at the high level of outdoor and indoor soccer. However, there are many questions regarding the advantages and disadvantages of this congenital disorder and its treatment on sports related issues.

  8. Facilitators and Inhibitors of Bidding and Hosting Mega Sporting Events in Iran

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    Mohammad Koosha

    2013-01-01

    Full Text Available Legacies of hosting mega sporting events have been attempting idea for both the developed and the developing nations to participate in "bidding" competitions. Through mega sporting events bid process, despite all defined essentials infrastructures, the viewpoint of local organizing committee play a significant role to propose a winning bid and delivery of successful games. This research aims to identify the facilitators and inhibitors of bidding and hosting mega sporting events in Iran from the viewpoints of the Iranian distinguished professors in the sport management and the sport executive managers. Researcher questionnaire and Semi-structure interviews were conducted to gain in depth data. The results indicated that Iran currently has limitations to have winning bid and successful host mega sporting events; even though, it possesses the potential to do so. Public interest and support for hosting the sport events, good security condition against terrorism and tourist attractions are known as the strong points and he challenges and inhibitors which Iran is faced with includes: the qualitative and quantitative weakness in the transportation infrastructures and sport venues, west countries economic boycott, unstable government support and the lack of long-run planning for the events.

  9. Sport injuries treated at a physiotherapy center specialized in sports

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    Guilherme S. Nunes

    Full Text Available Abstract Introduction: The risk of injuries related to physical activity and sports may increase if there is predisposition, inappropriate training and/or coach guidance, and absence of sports medicine follow-up. Objective: To assess the frequency of injuries in athletes treated at a physiotherapy center specialized in sports. Methods: For the data collection was carried out the survey of injuries in records of athletes treated in eight years of activities. The data collected included: characteristics of patients, sport, injury kind, injury characteristics and affected body part. Results: From 1090 patient/athlete records, the average age was 25 years old, the athletes were spread across 44 different sports modalities, being the great majority men (75%. The most common type of injury was joint injury, followed by muscular and bone injuries. Chronic injury was the most frequent (47%, while the most common body part injured was the knee, followed by ankle and shoulder. Among all the sports, soccer, futsal, and track and field presented the highest number of injured athletes, respectively. Conclusion: Soccer was the most common sport among the injured athletes, injury kind most frequent was joint injuries and knee was the body part most injured. Chronic injuries were the most common.

  10. Hierarchical structure for audio-video based semantic classification of sports video sequences

    Science.gov (United States)

    Kolekar, M. H.; Sengupta, S.

    2005-07-01

    A hierarchical structure for sports event classification based on audio and video content analysis is proposed in this paper. Compared to the event classifications in other games, those of cricket are very challenging and yet unexplored. We have successfully solved cricket video classification problem using a six level hierarchical structure. The first level performs event detection based on audio energy and Zero Crossing Rate (ZCR) of short-time audio signal. In the subsequent levels, we classify the events based on video features using a Hidden Markov Model implemented through Dynamic Programming (HMM-DP) using color or motion as a likelihood function. For some of the game-specific decisions, a rule-based classification is also performed. Our proposed hierarchical structure can easily be applied to any other sports. Our results are very promising and we have moved a step forward towards addressing semantic classification problems in general.

  11. Sports Mark Communities Fantasy Games: Identification, Engagement, Continuity of Intent and Value of Sponsor's Mark

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    Raphael Bastos de Almeida

    2015-04-01

    Full Text Available This study aims to investigate to what extent does a Fantasy Sports Game (FSG brand community’s members Identification and Engagement influence their Membership Continuance Intention as well as their perception of the brand equity of the FSG’s sponsor. The Consumer Culture Theory – CCT  CITATION Arn05 \\l 1046 (Arnould & Thompson, 2005 was used as the theoretical framework for this study, more specifically situated in the brand community group of CCT studies. The ‘Social Influence of Brand Communities’ model  CITATION Alg05 \\l 1046 (Algesheimer, Dholakia, & Herrmann, 2005 was used as the basis for the development of the conceptual model of this study, which focused on the players of Cartola FC, the most important Brazilian football (soccer FSG. A non-probabilistic judgment sample was collected through a web survey focusing on the Cartola FC’s official Facebook fan page members resulting in 3,710 valid responses. The constructs’ reliability, as well as their convergent, discriminant and nomological validities were assessed. Structural equation modeling was used to test the substantive hypotheses of this study. Five of the six substantive hypotheses were empirically supported. The results suggest that the sponsor’s consumer based brand equity is positively influenced by the brand communities members engagement and membership continuance intention.

  12. The effect of traditional games and ordinary games on manipulative skills development in educable mental retarded boys

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    hamid reza Gheiji

    2014-03-01

    Full Text Available Background : Manipulative skills are one of the fundamental skills subtitles which is used in most of daily and sports activities. The aim of this study was to compare the effect of traditional games and ordinary games on manipulative skills development in 8-10 years old Gorgan boys with educable mental retardation. Materials and Methods: Personal information was evaluated by the researcher made questionnaire and children's intelligence by the Wechsler test. Also, manipulative skills were assessed by the Test of Gross Motor Development- edition 2 (TGMD-2 in pre-test. Then, participants were distributed into two groups traditional games (n=15 and ordinary games (n=15 randomly. Post-test of TGMD-2 were done from two groups after 8 weeks training (3 sessions per week and 45 min for each session. Data analyzes was done by independent t-test, paired t-test and variance analysis with repeated measurement in a significant rate (α= 0.05. Results: The two groups showed significant improvements in manipulation skills, but the improvement of traditional games group was significantly more than ordinary games group in all of measured manipulating skills (throwing, catching, kicking, striking, dribbling , rolling a ball (p<0.05. Conclusion: It can be said, selected traditional games could be an appropriate program for the manipulative skills development of children.

  13. Average-energy games

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    Patricia Bouyer

    2015-09-01

    Full Text Available Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.

  14. The Paralympic Movement: using sports to promote health, disability rights, and social integration for athletes with disabilities.

    Science.gov (United States)

    Blauwet, Cheri; Willick, Stuart E

    2012-11-01

    Competitive sports for people with disabilities has grown rapidly over the past several decades, and opportunities for participation are increasingly available throughout the spectrum from developmental to elite. The Paralympic Games, seen as the pinnacle sporting event that represents the broader Paralympic Movement, has provided a platform to showcase the abilities of people with disabilities while also serving as a catalyst for disability rights through ensuring integration, equality of opportunity, and accessibility of the built environment. Concurrently, media coverage of the Paralympic Games has led to an increased awareness of opportunities for sport participation for individuals with disabilities and, with it, the adjustment of norms regarding expectations for exercise as a component of preventive health. In addition, there is evidence of the power of sports to stimulate confidence, self-efficacy, and a self-perceived high quality of life for individuals with disabilities above and beyond the basic benefits to cardiometabolic fitness. When taken together, the promotion of health, disability rights, and social integration through sports has the power to transform the lives of those who participate and to further stimulate the expansion of opportunities available to the next generation of athletes with disabilities. Copyright © 2012 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  15. Video Games, Adolescents, and the Displacement Effect

    Science.gov (United States)

    Fisher, Carla Christine

    2012-01-01

    The displacement effect (the idea that time spent in one activity displaces time spent in other activities) was examined within the lens of adolescents' video game use and their time spent reading, doing homework, in physically active sports and activities, in creative play, and with parents and friends. Data were drawn from the Panel Study…

  16. Do previous sports experiences influence the effect of an enrichment programme in basketball skills?

    Science.gov (United States)

    Santos, Sara; Mateus, Nuno; Sampaio, Jaime; Leite, Nuno

    2017-09-01

    The aim of this study was to examine the effect of an enrichment programme in motor, technical and tactical basketball skills, when accounting for the age of youth sport specialisation. Seventy-six college students (age: M = 20.4, SD = 1.9) were allocated according to three different paths: (i) non-structured (n = 14), (ii) early specialisation (n = 34), and (iii) late specialisation (n = 28), according to information previously provided by the participants about the quantity and type of sporting activities performed throughout their sporting careers. Then, the participants of each path were randomly distributed across control and experimental groups. Variables under study included agility, technical skills circuit, as well as tactical actions performed in a 4-on-4 full-court basketball game. The results indicated improvements in the early and late specialisation paths namely in the experimental training groups. However, the late specialisation path revealed larger benefits, in contrast with the non-structured path, which showed less sensitivity to the enrichment programme, mostly sustained in physical literacy and differential learning. Higher improvements were observed in agility, and also in reducing the number of unsuccessful actions performed during the game. Overall, this study provided evidence of how early sports experiences affect basketball skill acquisition and contribute to adapt to new contexts with motor and technical-tactical challenges. In addition, a path supported by late specialisation might present several advantages in sport performance achievement.

  17. Rasch Calibration of Perceived Weights of Different Sports Games

    Science.gov (United States)

    Kang, Sang-Jo; Kang, Minsoo

    2006-01-01

    In many countries, an athlete's performance at sporting competitions is often used as part of the selection criteria for entry into college. These criteria could be biased depending upon the procedures utilized by the authorities in a particular country. The purpose of this study was to calibrate, by using the Rasch rating scale model, the…

  18. Modulation of motor area activity by the outcome for a player during observation of a baseball game.

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    Sotaro Shimada

    Full Text Available BACKGROUND: Observing competitive games such as sports is a pervasive entertainment among humans. The inclination to watch others play may be based on our social-cognitive ability to understand the internal states of others. The mirror neuron system, which is activated when a subject observes the actions of others, as well as when they perform the same action themselves, seems to play a crucial role in this process. Our previous study showed that activity of the mirror neuron system was modulated by the outcome of the subject's favored player during observation of a simple competitive game (rock-paper-scissors. However, whether the mirror neuron system responds similarly in a more complex and naturalistic sports game has not yet been fully investigated. METHODOLOGY/PRINCIPAL FINDINGS: In the present study, we measured the activity of motor areas when the subjects, who were amateur baseball field players (non-pitchers, watched short movie clips of scenes in professional baseball games. The subjects were instructed to support either a batter or a pitcher when observing the movie clip. The results showed that activity in the motor area exhibited a strong interaction between the subject's supported side (batter or pitcher and the outcome (a hit or an out. When the subject supported the batter, motor area activity was significantly higher when the batter made an out than when he made a hit. However, such modulation was not apparent when the subject supported the pitcher. CONCLUSIONS/SIGNIFICANCE: This result indicates that mirror neuron system activity is modulated by the outcome for a particular player in a competitive game even when observing a complex and naturalistic sports game. We suggest that our inclination to watch competitive games is facilitated by this characteristic of the mirror neuron system.

  19. Attitudes of Turskish Consumers toward Advertising through Sport among the Question how often Consumers purchase Sporting Goods

    Directory of Open Access Journals (Sweden)

    Gorica Zoric

    2017-08-01

    Full Text Available Unlike other advertising mediums such as TV commercials or online advertising, people involuntarily receive sport advertisements; they prefer to watch the game for the sporting action than the regular advertisements. However, it is important to analyse their general attitudes among various questions, mostly due to the reason it varies from demographic group to demographic group. Hence, this research was aimed at gaining relevant knowledge about the attitudes of Serbian consumers toward advertising through sport among the question how often consumers purchase sporting goods. The sample included 173 respondents, divided into six subsample groups: consumers who do not purchase sport goods at all, then consumers who purchase sport goods less than ones a month, next 1–3 a month, 4–6 a month, 7–9 a month, as well as consumers who purchase sport goods more than 10 times a month. The sample of variables contained the system of three general attitudes which were modelled by seven-point Likert scale. The results of the measuring were analysed by multivariate analysis (MANOVA and univariate analysis (ANOVA and Post Hoc test. Based on the results it was concluded that significant differences occur at multivariate level, as well as between one of three variables at univariate level (p=.05. It is interesting to highlight that most of potential consumers (n=146 have recognized themselves in two categories: as consumers who purchase sport goods less than ones a month and one to three times a months, while there were no differences among the groups. If we take a look into previous investigations, it is interesting there are some opposite results, and the recommendations for further research are directed to spread out the sample a little bit more, mostly due to the reason the consumers who had a more negative attitudes were in the group that didn’t purchase the sport goods at all.

  20. ATTITUDES OF SERBIAN CONSUMERS TOWARD ADVERTISING THROUGH SPORT WITH REGARD TO THE FREQUENCY OF PURCHASING SPORTING GOODS

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    Stevo Popović

    2015-05-01

    Full Text Available Unlike other advertising mediums such as TV commercials or online advertising, people involuntarily receive sport advertisements; they prefer to watch the game for the sporting action than the regular advertisements (Pyun, 2006; Pyun & James, 2009. However, it is important to analyse their general attitudes among various questions, mostly due to the reason it varies from demographic group to demographic group (Popović et al., 2011. Hence, this research was aimed at gaining relevant knowledge about the attitudes of Serbian consumers toward advertising through sport among the question how often consumers purchase sporting goods. Methods: The sample included 127 respondents, divided into six subsample groups: onsumers who do not purchase sport goods at all, then consumers who purchase sport goods less than ones a month, next 1–3 a month, 4–6 a month, 7–9 a month, as well as consumers who purchase sport goods more than 10 times a months. The sample of variables contained the system of three general attitudes which were modeled by seven-point Likert scale. The results of the measuring were analyzed by multivariate analysis (MANOVA and univariate analysis (ANOVA and Post Hoc test. Results: Based on the results it was concluded that significant differences occur at multivariate level, as well as between two of three variables at univariate level (p=.05. It is interesting to highlight that most of potential consumers (n=99 have recognized themselves in two categories: as consumers who purchase sport goods less than ones a months and one to three times a months, while there were no diffrences among the groups. Discussion: If we take a look into previous investigations, it is interesting there are some opposite results (Popović, 2011, and the recommnedations for further research are directed to spead out the sample a little bit more, mostly due to the reason the consumers who had a more negative attitudes were in the group that didn’t purchase