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Journal articles on the topic 'Spectator Games'

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1

Patibanda, Rakesh, Aryan Saini, Nathalie Overdevest, et al. "Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 769–802. http://dx.doi.org/10.1145/3611049.

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Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A stud
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Crossman, Jane E. "Age of Spectators as a Factor Influencing Behavior at Minor League Hockey and Baseball Games." Perceptual and Motor Skills 62, no. 2 (1986): 639–48. http://dx.doi.org/10.2466/pms.1986.62.2.639.

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To assess the behavior of 10 age groups of spectators while viewing children's minor league hockey and baseball games the behavior of 272 (males = 142, females = 130) randomly selected hockey spectators and 90 (male = 46, female = 44) randomly selected baseball spectators was assessed on the Spectator Observation Code. The predominant behavior emitted during each 10-sec. observation interval was recorded. During each session, three subjects were observed in serial order for the duration of the hockey or baseball game. Data were analyzed by one-way analysis of variance and Newman-Keuls comparis
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Evaggelinou, Christina, and Dimitris Grekinis. "A Survey of Spectators at the International Stoke Mandeville Wheelchair Games." Adapted Physical Activity Quarterly 15, no. 1 (1998): 25–35. http://dx.doi.org/10.1123/apaq.15.1.25.

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Disability sport provides a setting in which attributes, practices, and beliefs of spectators can be examined. The Spectator Questionnaire (SQ) was used to collect data on 114 of the spectators attending the 1993 International Stoke Mandeville Wheelchair Games (ISMWG). Most spectators (96%) were not athletes in the games, and only 24% were relatives of athletes with disabilities. Spectators were attending the games primarily to encourage athletes in their efforts and to learn more about wheelchair sports. Spectators indicated they would prioritize their time to view wheelchair sports on televi
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Markwell, Logan T., Andrew J. Strick, and Jared M. Porter. "No Fans, No Problem: An Investigation of Audience Effects on Shooting Performance in Professional Basketball." Journal of Motor Learning and Development 10, no. 1 (2022): 212–23. http://dx.doi.org/10.1123/jmld.2021-0014.

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Sports, along with nearly all facets of life, have been impacted by the COVID-19 pandemic. The National Basketball Association quickly adopted a unique method to finish the 2019–2020 regular season and playoffs. The entire league quarantined for months in what was known as the “NBA bubble” where games were played in spectator-less arenas. During this time, increases in shooting accuracy were reported, suggesting that free throws and field goals were made at record-breaking levels. This study examined differences in free throw shooting accuracy with and without spectators. Archival data were re
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Brissette-Gendron, Raphaëlle, Pierre-Majorique Léger, François Courtemanche, Shang Lin Chen, Marouane Ouhnana, and Sylvain Sénécal. "The Response to Impactful Interactivity on Spectators’ Engagement in a Digital Game." Multimodal Technologies and Interaction 4, no. 4 (2020): 89. http://dx.doi.org/10.3390/mti4040089.

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As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators’ engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact on engagement via arousal measures were analyzed. Spectator influence on the game was accomplished via smartphone, where 78 participants put in different audience compositions (alongside friends or strangers) were tested. We found that when the spect
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Schreyer, Dominik, Sascha L. Schmidt, and Benno Torgler. "Game Outcome Uncertainty in the English Premier League." Journal of Sports Economics 19, no. 5 (2016): 625–44. http://dx.doi.org/10.1177/1527002516673406.

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Despite the increasing internationalization of marketing activities by professional sporting clubs, previous research exploring the role of game outcome uncertainty (GOU) in spectator demand has been exclusively conducted within national contexts. As a consequence, very little is known about the preferences of international television (TV) spectators watching games from abroad. Hence, this study analyzes all 571 English Premier League (EPL) games broadcast in Germany between the seasons 2011-2012 and 2015-2016 in order to explore whether TV demand for transnational football games is affected b
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7

Crossman, Jane E. "Spectators' Behavior at Minor League Hockey Games: An Exploratory Study." Perceptual and Motor Skills 63, no. 2 (1986): 803–12. http://dx.doi.org/10.2466/pms.1986.63.2.803.

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The purpose of this study was to assess the behavior of spectators viewing minor league hockey in Thunder Bay, Ontario, Canada. The behavior of 272 (142 men, 130 women) randomly selected spectators was assessed using a special code. Spectators were observed for 10-sec. time blocks and the predominant behavior they were emitting was recorded. During each observation session, three subjects were observed in serial order for the duration of the hockey game. Significant differences were found for some behaviors of the spectators when the level of the athletes in the competition, the importance of
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8

Bowker, Anne, Belinda Boekhoven, Amanda Nolan, et al. "Naturalistic Observations of Spectator Behavior at Youth Hockey Games." Sport Psychologist 23, no. 3 (2009): 301–16. http://dx.doi.org/10.1123/tsp.23.3.301.

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The purpose of the current study was to conduct an examination of spectator (i.e., parental) behavior at youth hockey games in a large Canadian city. Using naturalistic observation methods, an event sampling procedure was used to code spectators’ comments. Of specific interest were the type of remarks made, who made them (i.e., males versus females), the intensity of those remarks and whether they varied by child age, gender, and competitive level. We were also interested in whether the majority of onlookers’ comments were actually directed at the players, on-ice officials, or fellow spectator
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9

Lee, Hyun-Woo, Heetae Cho, Emily M. Newell, and Woong Kwon. "How multiple identities shape behavioral intention: place and team identification on spectator attendance." International Journal of Sports Marketing and Sponsorship 21, no. 4 (2020): 719–34. http://dx.doi.org/10.1108/ijsms-09-2019-0097.

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PurposeThe purpose of this study was to investigate the complexity of how spectators' multiple identities influence their behavioral intention. Specifically, the authors examined the effects of spectators' place identification, team identification and an interaction effect on attendance intention using social identity complexity framework.Design/methodology/approachData were collected from spectators attending professional baseball games in South Korea. While 550 questionnaires were returned, 475 (86.36%) were used in the analysis after excluding incomplete responses. The research model was te
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10

Bennett, Richard M., and Kurt Swensson. "Spectator Live Loads during Football Games." Journal of Structural Engineering 123, no. 11 (1997): 1545–47. http://dx.doi.org/10.1061/(asce)0733-9445(1997)123:11(1545).

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Stahlke, Samantha, James Robb, and Pejman Mirza-Babaei. "The Fall of the Fourth Wall." International Journal of Gaming and Computer-Mediated Simulations 10, no. 1 (2018): 42–62. http://dx.doi.org/10.4018/ijgcms.2018010103.

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Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership
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Cant, Michael, and Jan Wiid. "Service Quality And Spectator Satisfaction On University Sporting Grounds." International Business & Economics Research Journal (IBER) 11, no. 12 (2012): 1311. http://dx.doi.org/10.19030/iber.v11i12.7411.

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The main aim of this study was to investigate the quality of service experienced by spectators at a sporting event, as well as to establish if there is a relationship between a core sport product and the product servicescape in conjunction with spectator satisfaction. The study also investigated the perceived value that spectators receive from the total sport product, which forms an integral part of the total market offering to spectators. It is important to establish this relationship as it will have an impact on future attendance of these types of events. In order to achieve the objectives o
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13

Torgler, Benno, and Sascha L. Schmidt. "Game Outcome Uncertainty and Television Audience Demand: New Evidence from German Football." German Economic Review 19, no. 2 (2018): 140–61. http://dx.doi.org/10.1111/geer.12120.

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Abstract Despite its prominence in the economic literature, our knowledge regarding the role of game outcome uncertainty (GOU) in spectator decision-making is fairly limited. Even worse, studies testing the uncertainty of outcome hypothesis (UOH) by exploring TV demand for European football have further intensified the original ambiguity. In this paper, we revisit the role of GOU in spectator decision-making by testing the UOH with regard to two different sporting products: (1) domestic league and (2) knockout tournament games. Analyzing TV demand for almost 1,500 German football games, we fin
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Minowa, Yuko, and Terrence H. Witkowski. "Spectator consumption practices at the Roman games." Journal of Historical Research in Marketing 4, no. 4 (2012): 510–31. http://dx.doi.org/10.1108/17557501211281851.

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15

Matthews, Clare. "Seeing Triple: Identification and Gamic Vision in Film and FPS Games." Film Matters 12, no. 2 (2021): 61–80. http://dx.doi.org/10.1386/fm_00155_7.

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The subjective shot as used in film and FPS video games is analyzed. In film, the subjective shot involves an alignment of two conflicting POVs (protagonist and spectator) and so is generally problematic. By providing game-enabled agency, the subjective shot is employed successfully in FPS games. Being John Malkovich and Peeping Tom both use a special case of the subjective shot, with the merging of three looks. This provides the spectator with a vicarious sense of agency comparable to that of an FPS game, rendering the subjective shot non-problematic in these films.
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Laine, Tarja. "Games of love and lust: Performance, masquerade and trauma in Lust, Caution and The Handmaiden." Asian Cinema 34, no. 1 (2023): 81–101. http://dx.doi.org/10.1386/ac_00064_1.

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This article analyses Ang Lee’s Lust, Caution (2007) and Park Chan-Wook’s The Handmaiden (2016) as melodramas which foreground trauma as a deadlock of identity. In both films, trauma exposes cultural and social consequences of national betrayal and colonial hierarchies, drawing our attention to politically charged predicament of suspended agency. At the same time, in both Lust, Caution and The Handmaiden, trauma as the ‘affective bearing’ also becomes significant with regard to how the spectator understands the expressed, cinematic world. This affective bearing is not a quality ‘attached’ to t
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17

Liao, Zixin, and Seungwan Ryu. "A Study on the Watching Properties that Influence Attend E-Sports Professional League Events: Focused on the Theory of Planned Behavior." Korean Production and Operations Management Society 35, no. 3 (2024): 295–313. http://dx.doi.org/10.32956/kopoms.2024.35.3.295.

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With the continuous evolution of various IT technologies such as live streaming platforms and the metaverse, e-sports (electronic sports) have witnessed sustained growth. Notably, e-sports have been formally recognized as a discipline in the Hangzhou Asian Games, reflecting their increasing popularity in China. This study employs the Theory of Planned Behavior to empirically analyze how viewing attributes of e-sports league games influence the intention of Chinese spectators to attend events in person. Data from 391 respondents were collected and analyzed for this purpose. The empirical findin
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18

DeNeui, Daniel L., and Daniel A. Sachau. "SPECTATOR ENJOYMENT OF AGGRESSION IN INTERCOLLEGIATE HOCKEY GAMES." Journal of Sport and Social Issues 20, no. 1 (1996): 69–77. http://dx.doi.org/10.1177/019372396020001006.

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19

Heaven, Douglas. "Video games take off as a spectator sport." New Scientist 217, no. 2899 (2013): 20. http://dx.doi.org/10.1016/s0262-4079(13)60094-9.

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20

Stotlar, David K., and David A. Johnson. "Assessing the Impact and Effectiveness of Stadium Advertising on Sport Spectators at Division I Institutions." Journal of Sport Management 3, no. 2 (1989): 90–102. http://dx.doi.org/10.1123/jsm.3.2.90.

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This study investigated the effectiveness of stadium advertising on sports spectators in selected NCAA Division I football and basketball programs, utilizing intermediate measures and recognition testing techniques. Research questions included whether sport spectators would recognize the presence of stadium advertising and could identify all of it. The factors of age, income level, seat location, number of games attended, and location of stadium advertising were analyzed as to their effects on spectator recognition. Based on the findings of this research, sport facilities have been shown to be
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21

Yu, Duan, Hongwei Fan, and Ning Zhang. "Factors influencing fans’ spectating experience and configuration effects in CBA league." PLOS ONE 20, no. 1 (2025): e0316706. https://doi.org/10.1371/journal.pone.0316706.

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The low satisfaction of fans’ spectator experience, the weak willingness to continue to watch games have become the realistic barriers limiting the sustained and favorable development of Chinese Basketball Association league (CBA League). Using Structural Equation Modeling (SEM) and Fuzzy-set Qualitative Comparative Analysis (fsQCA), this study clarifies the complex causal relationship behind the phenomenon of fans’ spectator experience, explore the linkage mechanism between different influencing factors of spectator experience. Also constructs a variety of grouping paths to enhance the fans’
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Cant, Michael, and Jan Wiid. "Sporting: Service quality and satisfaction amongst male spectators on university sporting grounds." Corporate Ownership and Control 10, no. 1 (2012): 205–14. http://dx.doi.org/10.22495/cocv10i1c2art1.

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The main aim of this study was to investigate the quality of service experienced by male spectators at a sporting event as well as well as to establish if there is a relationship between a core sport product and the product servicescape in conjunction to male spectator satisfaction. The study also investigated the perceived value that male spectators receive from the total sport product which forms an integral part of the total market offering to spectators. It is important to establish this relationship as it will have an impact on future attendance of these type of events. In order to achiev
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23

Schreyer, Dominik, Sascha L. Schmidt, and Benno Torgler. "Football Spectator No-Show Behavior." Journal of Sports Economics 20, no. 4 (2018): 580–602. http://dx.doi.org/10.1177/1527002518784120.

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In this article, we aim to contribute to the ever-growing economic literature on the determinants of football stadium attendance by exploring the increasingly important yet underresearched phenomenon of spectator no-show behavior. More specifically, we analyze a panel data set containing unique information on no-show behavior observed in the stadiums of 25 Bundesliga and Bundesliga 2 clubs. Our results suggest that no-show behavior is primarily shaped by explanatory factors related to a football games’ quality aspects (e.g., an appearance by superstars, an away team rich in tradition, and geog
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Wakefield, Kirk L., and Hugh J. Sloan. "The Effects of Team Loyalty and Selected Stadium Factors on Spectator Attendance." Journal of Sport Management 9, no. 2 (1995): 153–72. http://dx.doi.org/10.1123/jsm.9.2.153.

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Having loyal fans and a winning team generally results in higher attendance at games. However, university and professional team administrators are beginning to recognize the importance of marketing the stadium experience as more than just the game. Drawing from data collected from spectators at five Southeastern Conference football stadiums, the effects of team loyalty, stadium parking, stadium cleanliness, perceived crowding, food service, and fan behavior control on spectators' desire to stay and attend games at the stadium were investigated. Covariance structural modeling (e.g., LISREL) was
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Kringstad, Morten, Tor-Eirik Olsen, Tor Georg Jakobsen, Rasmus K. Storm, and Nikolaj Schelde. "Match Experience at the Danish Women’s Soccer National A-Team Matches: An Explorative Study." Sustainability 13, no. 5 (2021): 2642. http://dx.doi.org/10.3390/su13052642.

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Women’s soccer is more popular than ever, but match attendance is still relatively low. In order to develop sustainable revenue streams for women’s football, and help it grow further, it is necessary to understand what drives spectator’s overall demand. We explore factors that affect the overall match experience for spectators (i.e., spectator satisfaction) attending Danish women’s national soccer A-team games in the 2016 to 2019 period as a proxy for this. Using survey data gathered by the Danish Football Association (DBU) consisting of 4010 individuals and 13 matches, coupled with other matc
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Nielsen, Thomas Rosendal. "Theatrical Complicity as a Medium of Emancipation." Nordic Theatre Studies 27, no. 2 (2015): 48. http://dx.doi.org/10.7146/nts.v27i2.24250.

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How do we find a solution when we ourselves are the problem? This is the question posed by two contemporary performances that frame the spectator as an accomplice in the exploitation and representation of suffering and violence in a globalized and mediatized world: Sálo (2010), based on Pier Paolo Passolini’s film by the same name (1975), by the Danish performance group SIGNA in cooperation with Teater Republique; and the Royal Court Theatre’s production of Tim Crouch’s The Author (2009), co-directed by Karl James and a smith. By applying the systems theory of Niklas Luhmann, the two performan
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Harrison, C. Keith, Scott Bukstein, Ginny McPherson Botts, and Suzanne Malia Lawrence. "Female spectators as customers at National Football League games." International Journal of Sports Marketing and Sponsorship 17, no. 2 (2016): 172–200. http://dx.doi.org/10.1108/ijsms-04-2016-012.

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Purpose – The purpose of this paper is to investigate female National Football League (NFL) spectators’ preferences and feedback in regard to various customer service components of the NFL game day experience. The primary components with respect to female spectators’ choices, preferences, and feedback are as follows: apparel and other merchandise; food and beverage; restrooms and facility cleanliness; tailgating and parking; participants’ decision to attend an NFL game; and participants’ perceptions of the NFL. A core objective was to learn more about the female decision-making process and ove
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Rinehart, Robert. "Fear and Loathing in San Diego: The X Games Fan and a Look Back at Made-for-TV Sport." Cultural Studies ↔ Critical Methodologies 18, no. 4 (2017): 297–302. http://dx.doi.org/10.1177/1532708617727754.

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Hunter S. Thompson’s “Gonzo Journalism” arguably brought a new style to popular and populist writing. In this piece, I emulate some of his style to show how it felt to attend a sports extravaganza, The X Games, in 1997. I mirror some of the sensory aspects of being a spectator at these games, and offer some insights on how alternative/extreme/lifestyle sports have collided with transnational corporate structures.
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Hennessy, Dwight A., and Stephen Schwartz. "Personal Predictors of Spectator Aggression at Little League Baseball Games." Violence and Victims 22, no. 2 (2007): 205–15. http://dx.doi.org/10.1891/088667007780477384.

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Parents from two baseball leagues completed questionnaires regarding their likelihood of engaging in various aggressive behaviors (yelling, swearing, shoving, fighting, humiliating) toward targets at youth baseball games (other spectators, umpires, coaches, other players, their child). Overall, the likelihood of all forms of aggression was very low, particularly physical aggression and swearing. Hierarchical entry stepwise regressions were calculated to determine predictors of yelling and humiliating using demographics, trait aggression, anger, hostility, and vengeance as predictors. Parents w
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Singh, Ram Mohan, and Iryna Skrypchenko. "Use of technology in sports- a boon or bane?" Naukovyy Visnyk Dnipropetrovs'kogo Derzhavnogo Universytetu Vnutrishnikh Sprav 5, no. 5 (2020): 366–74. http://dx.doi.org/10.31733/2078-3566-2020-5-366-374.

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Sports has grown into a big industry these days. The professional approach to sports, its commer-cial value and spectator interests has brought about substantial changes in how a sport is played and viewed. These changes has brought about eye catching performances from the players and with more and more spectators enjoying sports, the need to judge the application of laws, rules and regulations governing such sports has also changed drastically. The pressure on umpires, referees and judges to be error free is like never before. Given such circumstances how a game is being evolved, how the spec
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Graakjær, Nicolai Jørgensgaard. "‘Listen to the atmosphere!’: On spectator sounds and their potentially disruptive role in a football simulation video game." Soundtrack 11, no. 1 (2020): 39–55. http://dx.doi.org/10.1386/ts_00004_1.

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This article aims to specify the role of spectator sounds in football simulation video games as exemplified by FIFA 19: what are the structures and functions of spectator sounds and how are these sounds related to the visuals of the video game and the player’s actions and potential experience of disruption? Although the examination generally adds to the understanding of a prevalent and purportedly significant yet hitherto rather underexplored type of video game sound, the examination also motivates a modification of certain positions within previous research that has routinely highlighted the
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Piccione, Caterina. "Fiction and the Real World: The Aesthetic Experience of Theatre." Croatian journal of philosophy 22, no. 65 (2022): 217–28. http://dx.doi.org/10.52685/cjp.22.65.5.

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In what sense can aesthetic experience be considered an opportunity for the development of personal identity, cognitive abilities, and emotions? Theatre proves to be an important field of investigation to approach this question. During a theatrical experience, the connection between fiction and reality can take the form of active cooperation between author, actor, and spectator. A better understanding of this point can be drawn by pointing out three kinds of spectator: we can distinguish a critical spectator, an emotional spectator, and an instinctual spectator, who respectively represent: the
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Seifried, Chad, and Donna Pastore. "The Temporary Homes: Analyzing Baseball Facilities in the United States Pre-1903." Journal of Sport History 37, no. 2 (2010): 257–82. http://dx.doi.org/10.5406/jsporthistory.37.2.257.

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Abstract The purpose of this study is to analyze the physical layout of professional baseball facilities in America from 1850 to 1903 and to identify those instances and conditions of modernization that changed those structures. The information provided demonstrates baseball facilities started out as simple open fields with little or no standardized territories hosting unsophisticated and spontaneous ball games. Next, standardized rules of play prompted baseball facilities to form into small, hastily constructed but temporarily open competition areas that separated participants from spectators
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Smith, Alan D., and Amber A. Smith Ditizio. "eSports: a new era of spectator games from a consumer's viewpoint." International Journal of Business Information Systems 36, no. 3 (2021): 406. http://dx.doi.org/10.1504/ijbis.2021.113286.

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Duncan, Margaret Carlisle. "A Hermeneutic of Spectator Sport: The 1976 and 1984 Olympic Games." Quest 38, no. 1 (1986): 50–77. http://dx.doi.org/10.1080/00336297.1986.10483841.

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Kim, Young Hoon, Jen L. Duncan, and Tun-Min (Catherine) Jai. "Segmenting the collegiate football game spectator: a cluster analysis approach." Sport, Business and Management: An International Journal 6, no. 1 (2016): 76–96. http://dx.doi.org/10.1108/sbm-04-2014-0017.

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Purpose – The purposes of this paper is to segment spectators of collegiate football game using a cluster analysis and to determine differences between spectator clusters based on motivations, satisfaction, and demographic characteristics. Design/methodology/approach – A survey instrument was utilized, and a total of 407 usable data were gathered through a convenience sampling method at a main campus in the Southern USA. A discriminant analysis was employed to create cluster profiles including demographic variables not previously included in the clustering procedure. Cluster analysis is a proc
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Farrell, Annemarie, Janet S. Fink, and Sarah Fields. "Women’s Sport Spectatorship: An Exploration of Men’s Influence." Journal of Sport Management 25, no. 3 (2011): 190–201. http://dx.doi.org/10.1123/jsm.25.3.190.

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While women are increasingly becoming vested fans of men’s football, baseball, hockey, and basketball, the perceived barriers—sociological, psychological and practical—to watching women’s sports still appear formidable for many female fans. The purpose of this study was to investigate the lack of female consumption of women’s sport through the voices and perspectives of female spectators of men’s sport. Based on interviews with female season ticket holders of men’s collegiate basketball who had not attended women’s basketball games for at least 5 years, the most robust theme to emerge was the
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Mason, Fred. "Watching the Watchers: A Visual Sociology Essay on Control, Security and Surveillance at Olympic Women’s Soccer in Glasgow." Surveillance & Society 11, no. 4 (2013): 405–23. http://dx.doi.org/10.24908/ss.v11i4.4752.

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This paper presents a photo essay, grounded in visual sociology, which documents and discusses the security arrangements in place for the first day of Women’s Olympic Soccer at Hampden Park in Glasgow. Drawing on images of security arrangements, it considers how control of spectator behaviour, security and surveillance was laminated onto typical practices associated with football matches, but augmented because of the association with the Olympic Games.
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Jeong, Kyeong-sue. "Analysis on the Priority Order of Spectator Motivations in Professional Golf Games." Korean Journal of Physical Education 59, no. 4 (2020): 33–42. http://dx.doi.org/10.23949/kjpe.2020.7.59.4.3.

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Choi, Yun, Jeffrey Martin, Meungguk Park, and Taeho Yoh. "Motivational Factors Influencing Sport Spectator Involvement At NCAA Division II Basketball Games." Journal for the Study of Sports and Athletes in Education 3, no. 3 (2009): 265–84. http://dx.doi.org/10.1179/ssa.2009.3.3.265.

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Chang, Ted. "After International Tournaments: Spectator Attendance at Domestic Professional Baseball Games in Taiwan." Journal of Global Sport Management 4, no. 2 (2018): 164–84. http://dx.doi.org/10.1080/24704067.2018.1537677.

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Smith, Alan D., and Amber A. Smith Ditizio. "ESPORTS: A NEW ERA OF SPECTATOR GAMES FROM A CONSUMER’S VIEWPOINT." International Journal of Business Information Systems 1, no. 1 (2020): 1. http://dx.doi.org/10.1504/ijbis.2020.10024543.

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Love, Lynn H. C. "Do We Need Permission to Play in Public? The Design of Participation for Social Play Video Games at Play Parties and ‘Alternative’ Games Festivals." Media and Communication 6, no. 2 (2018): 69–79. http://dx.doi.org/10.17645/mac.v6i2.1382.

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Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and to relax. The advent of video games challenged traditional notions of play, introducing a single player experience to what had primarily been a communal social activity. As technology has developed, communal play has found both online and real-world spaces within video games. Online streaming, multiplayer games and built-in spectator modes within games underpin online communal play experiences, whilst ‘alternative’ games festivals, play parties and electronic sports, provide real world spaces f
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Palik, M., and K. Abdi. "The relationship between watching sport events and spectators’ engagement in physical activities." Pedagogics, psychology, medical-biological problems of physical training and sports 22, no. 6 (2018): 320–27. http://dx.doi.org/10.15561/18189172.2018.0607.

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Background and Study Aim: The purpose of the present research was to investigate the relationship between watching sport events in stadiums and spectators’ physical activities. Materials and Methods: The population included spectators of basketball, volleyball, and handball in Tehran stadiums, which is estimated to be more than a hundred thousand people. The sample consisted of 384 spectators who were chosen using the Morgan Table in the simple random method, and they filled the questionnaire before the games started. The instrument was a researcher-developed questionnaire whose validity was c
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Lee, Min-Seok, Chul-Won Lee, and Kyung-Jung Lee. "The Relationship among Spectator Attitude, Self Resilience, Spectator Satisfaction and Revisit Intention in Korea Professional Baseball Games for Korean Active Seniors." Korean Journal of Leisure, Recreation & Park 41, no. 4 (2017): 1–13. http://dx.doi.org/10.26446/kjlrp.2017.12.41.4.1.

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Dzhydzhora, Yevgen. "КАК СОЗДАЕТСЯ „КАЧЕСТВЕННОЕ ВРЕМЯ” В СОВРЕМЕННОЙ МАССОВОЙ КУЛЬТУРЕ". Studia Interkulturowe Europy Środkowo-Wschodniej, № 15 (1 грудня 2022): 161–73. http://dx.doi.org/10.31338/2544-3143.si.2021-15.8.

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The article deals with the phenomenon of “quality time” in the modern mass culture at the beginning of the 21st century. One of the most notable trends is the use of interactivity in creating cinematic works and computer games. Interactive storytelling allows the spectator/player to choose options for the development of the action and thus independently build the plot of the game film. Such involvement in creating a work of mass culture is an exciting new way to occupy the recipient’s time qualitatively. The variability and artistic potential of interactive cinema are discussed based on the ex
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Herring, Stanley A., W. Ben Kibler, Margot Putukian, et al. "Mass Participation and Tournament Event Management for the Team Physician: A Consensus Statement (2022 Update)." Current Sports Medicine Reports 23, no. 4 (2024): 143–58. http://dx.doi.org/10.1249/jsr.0000000000001160.

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Abstract Mass participation events include endurance events (e.g., marathon, triathlon) and/or competitive tournaments (e.g., baseball, tennis, football (soccer) tournaments). Event management requires medical administrative and participant care planning. Medical management provides safety advice and care at the event that accounts for large numbers of participants, anticipated injury and illness, variable environment, repeated games or matches, and mixed age groups of varying athletic ability. This document does not pertain to the care of the spectator.
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HERRING, STANLEY A., W. BEN KIBLER, MARGOT PUTUKIAN, et al. "Mass Participation and Tournament Event Management for the Team Physician: A Consensus Statement (2022 Update)." Medicine & Science in Sports & Exercise 56, no. 4 (2023): 575–89. http://dx.doi.org/10.1249/mss.0000000000003325.

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ABSTRACT Mass participation events include endurance events (e.g., marathon, triathlon) and/or competitive tournaments (e.g., baseball, tennis, football (soccer) tournaments). Event management requires medical administrative and participant care planning. Medical management provides safety advice and care at the event that accounts for large numbers of participants, anticipated injury and illness, variable environment, repeated games or matches, and mixed age groups of varying athletic ability. This document does not pertain to the care of the spectator.
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Coëgnarts, Maarten, Jonathan Frome, Christopher Goetz, and Maureen Turim. "Book Reviews." Projections 16, no. 1 (2022): 138–56. http://dx.doi.org/10.3167/proj.2022.160109.

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Roger F. Cook. Postcinematic Vision: The Coevolution of Moving-Image Media and the Spectator. Minneapolis: University of Minnesota Press, 2020, 240 pp., $27.00 (paperback) ISBN: 9781517907679.Federico Alvarez Igarzábal. Time and Space in Video Games: A Cognitive-Formalist Approach. Bielefeld: Transcript-Verlag, 2020, 220 pp., $45.00 (paperback), ISBN: 9783837647136.Daniel Reynolds. Media in Mind. Oxford: Oxford University Press, 2019, 224 pp., $38.95 (paperback), ISBN: 9780190872526.Walley, Jonathan. Cinema Expanded. Oxford: Oxford University Press, 2020, 576 pp., $39.95 (paperback), ISBN: 978
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Kosiewicz, Jerzy. "Professional, Spectator, and Olympic Sports in the Context of the Terms Spiritualism and Spirituality, and in the Context of Normative Ethics." Physical Culture and Sport. Studies and Research 68, no. 1 (2015): 43–62. http://dx.doi.org/10.1515/pcssr-2015-0024.

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AbstractThe author has used - in his paper - two different expressions related to spirituality in its entirety: that is, spirituality (the spiritual sphere in superficial sense and meaning) and spiritualism (the spiritual sphere in deep sense and meaning). The author presented selected different definitions and manifestations of spirituality and spiritualism.The considerations on so-called “spirituality” - related to different phenomena of culture - without notions of spirituality and spiritualism - are a testimony to ordinary, typical common sense thinking only.Author would like to underline,
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