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1

Baerg, Andrew Paul. "The Role Of The Digital Sports Game In The Sports Media Complex." Diss., University of Iowa, 2006. https://ir.uiowa.edu/etd/46.

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This dissertation builds on Wenner's (Wenner, L.A. (1989). Media, Sports and Society: The Research Agenda. In L. A. Wenner (Ed.), Media, Sports and Society (pp. 13-48). Newbury Park, CA: SAGE Publications Inc.) claims about how the culture of sport is changed as it is mediated by examining the mediation of sport through four digital sports games produced by Electronic Arts--Fight Night Round 2, Tiger Woods PGA Tour 2004, MVP Baseball 2005, and John Madden Football 2005. Following the example of digital game scholars, I employ a multi-level method of textual analysis in engaging the representation and gameplay of these respective titles. The dissertation uses three case studies to tease out the ideological implications of these games as they position their users. The fourth case study examines how the digital sports game audience responds to the ideologies and positioning identified in the textual analysis sections. In responding to the broader optimism of new media theorists, I argue for a consideration of the specific context of the digital sports game as a way into measuring the validity of their positions. In looking at the mediation of the body in Fight Night Round 2, golf and its attendant culture in Tiger Woods PGA Tour 2004, the ubiquitous quantification of MVP Baseball 2005, and audience responses to John Madden Football 2005, I argue that the potential freedom certain strands of new media theory proclaim is constrained by the ideologies resident in the texts examined here and the ways in which these digital sports games position their users. As such, scrutinizing these specific new media contexts reveals we should ultimately be cautious about the degree to which they offer the kinds of progressive freedoms advocated by celebratory new media scholarship.
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Maurer, Jaclyn, and Linda Houtkooper. "Game Food." College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146466.

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3

Wang, An-ming David. "Redevelopment of Harbour Road Indoor Sports Game Hall & Harbour Road Sports Ground." Click to view the E-thesis via HKUTO, 2000. http://sunzi.lib.hku.hk/hkuto/record/B31985476.

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Thesis (M.Arch.)--University of Hong Kong, 2000.<br>Includes special report study entitled : Optimum lighting environment for human comfort. Includes bibliographical references. Also available in print.
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4

Wang, An-ming David, and 王安民. "Redevelopment of Harbour Road Indoor Sports Game Hall & Harbour Road Sports Ground." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31985476.

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5

Garrett, Richard. "Changing their game? : the institutional effects of Sport England's lottery fund on voluntary sports clubs." Thesis, University of Sheffield, 2003. http://etheses.whiterose.ac.uk/14755/.

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This thesis investigates the expectations placed on voluntary sports clubs (VSCs) in exchange for Lottery funding awarded by Sport England. the resulting effects of those pressures on VSCs' organisational structures and VSCs' responses to these pressures. Using institutional theory as a framework. it is argued that receipt of funding from Sport England's Lottery Fund exposes VSCs to the normative prescriptions of the sports policy sector to a greater extent than they ever were before applying to the Fund. These normative pressures are reinforced by Sport England through coercion and the provision of legitimate models for VSCs to mimic resulting in a more bureaucratic structure for VSCs in receipt of funding.· The research was conducted in three phases. Phase one constituted the identification of institutional pressures exerted by Sport England through its Lottery Fund on VSCs through semi-structured interviews with Sport England staff and analysis of Lottery Fund documents. A survey of VSCs in receipt of Lottery funding from Sport England was conducted in phase two to establish any change in the VSCs' structures since receiving funding. Finally. in phase three. six case studies of VSCs were selected from phase two. Pairs of VSCs from three sports were selected for qualitative investigation. One of the pair exhibited an increased level of structure while the other demonstrated no change or a reduction in its level of structure. The majority of VSCs surveyed in phase two experienced an increase in structure to some degree after receiving Lottery funding. However. the case studies in phase three demonstrate that the changes in VSCs' level of structure cannot be attributed only to receipt of Lottery funding from Sport England. Two of the six case studies also made resistant responses to the institutional pressures of Sport England's Lottery Fund.
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Gentles, Jeremy A. "Game Performance of NCAA Division I Teams With & Without Integrated Sport Science Support." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/3981.

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7

Bonney-James, Tim. "More than a game, the interaction of sport and community in Guelph." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq24447.pdf.

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8

Sheth, Hela Straughan Dulcie Murdock. "Beyond the game corporate social responsibility in the sports industry /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2006. http://dc.lib.unc.edu/u?/etd,161.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2006.<br>Title from electronic title page (viewed Oct. 10, 2007). "... in partial fulfillment of the requirements for the degree of Master of Arts in the School of Journalism and Mass Communication." Discipline: Journalism and Mass Communication; Department/School: Journalism and Mass Communication, School of.
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9

Wilcox, Drew. "The money game a statistical analysis of revenue and competitive imbalances in college athletics /." Diss., Connect to the thesis, 2008. http://hdl.handle.net/10066/1456.

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10

Cothran, Donetta J. "Six Volleyball Skill Tests as a Predictor of Game Performance." TopSCHOLAR®, 1992. http://digitalcommons.wku.edu/theses/1656.

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The purpose of this study was to investigate the relationship of six selected volleyball skill tests to actual volleyball game performance. The six skill test items were administered to 64 subjects, who were all members of a college level introductory volleyball course. Based on the ratings of a panel of experts, subjects were rated during game play as good, average, or poor performers. The stepwise discriminant analysis was used to analyze the relationship between skill tests and game performance. Four of the six skill tests were identified as significantly contributing to group membership. These tests, in order of the magnitude of their standardized discriminant function coefficients were: 1. Brumbach Serve Test, 2. AAHPER Wall Volley test, 3. AAHPERD Wall Spike Test, and 4. AAHPERD Serve Test. It was concluded that a volleyball skill test battery consisting of these four items would objectively measure volleyball playing ability and discriminate between players of various skill levels. The results of this test battery could be used for classification, diagnosis, motivational purposes, and grading.
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CHEN, HONG. "THE IMPACT OF SPORTS EVENTS ON URBAN DEVELOPMENT IN POST-MAO CHINA: A CASE STUDY OF GUANGZHOU." Miami University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=miami1163380801.

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Quintana, Guilherme Henrique. "Games e terceira idade: um estudo de caso com o wii sports." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/18064.

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Made available in DSpace on 2016-04-29T14:22:50Z (GMT). No. of bitstreams: 1 Guilherme Henrique Quintana.pdf: 32848183 bytes, checksum: 414774d3466ecae65472495b12871c32 (MD5) Previous issue date: 2011-01-28<br>Currently the focus of the market for digital games is the development of games for the general public, and especially for the juvenile segment. Moreover, there is the growing number of elderly people on the planet. Thus, this research aims to outline the central features of today's games from the interaction with the elderly population using the Nintendo Wii. The secondary objectives are to create interactions with Wii workshops for seniors; observe interactions, collect data, analyze the data and, finally, point of game design elements that may harm or help the elderly in four areas: visual, sound, interactivity and sociability. The research involved different strategies and methods: encounters with the elderly group, workshops, practical activities with the Wii, asking questions, reading of texts on the elderly and game design, review and reformulation of the initial questions and the development of the dissertation. Data collection was conducted through questionnaires prepared by the researcher, video recordings, photographs and data from the video game software through the use of games in the collection Wii Sports, which include five sports: tennis, boxing, bowling, baseball and golf in weekly meetings during two months with the group of participants in the volleyball team "Golden Age" of Itatiba / SP, composed of elderly. To analyze the data collected, authors were used in areas that include psychology in the elderly (Argimon), caloric expenditure with the use of games similar to those used in this study (Robin R. Mellecker and Alison M. McManus), cognitive effects in elderly users of games, the market revolution promoted by the Wii, game development, the possible insertion of the elderly population in this market and the tools used in creating these works (Nelson Zagalo and Rui Prada). In the field of critical studies about games, were fundamental to the research Jesus de Paula Assis, Roger Tavares, Vinicius Mano, Edson P. Pfutzenreuter, Andrés Rollings, Ernest Adams, Celia Pearce, among others. The results highlighted the need for the reformulation of the game design aimed at the elderly as this segment of the population has physical and behavioral characteristics significantly different from the adult audience and / or juvenile. Aspects such as the choice of colors and arrangement of information on the screen, the sound frequencies used, methods of handling the interaction and preference for more cooperative than competitive games stood out as key factors to please and meet the needs of this growing audience in our society<br>Atualmente, o foco do mercado de jogos digitais está no desenvolvimento de games para o público em geral, e, principalmente, para o segmento infanto-juvenil. Por outro lado, observa-se o crescimento do número de idosos no planeta. Neste contexto, esta pesquisa tem como objetivo central delinear as características dos jogos atuais a partir da interação com o público idoso através da utilização do Nintendo Wii. Os objetivos secundários são: criar oficinas de interações com Wii para idosos; observar as interações; coletar dados; analisar os dados obtidos e, finalmente, apontar elementos de Game Design que possam prejudicar ou auxiliar os idosos em quatro âmbitos: visualidade, sonoridade, interatividade e sociabilidade. A pesquisa envolveu diferentes estratégias e métodos: encontros com o grupo de idosos; oficinas de atividades práticas com o Wii; formulação de perguntas; leitura de textos sobre a terceira idade e Game Design; revisão e reformulação das questões iniciais; desenvolvimento da dissertação. A coleta de dados foi realizada através de questionários confeccionados pelo pesquisador, gravações de vídeo, fotografias e dados retirados do software do videogame através do uso de games na coletânea Wii Sports, que englobam cinco modalidades: tênis, boxe, boliche, beisebol e golfe, em encontros semanais durante o período de dois meses com o grupo de participantes do time de vôlei Melhor Idade de Itatiba/SP, composto por idosos. Para a análise dos dados colhidos foram utilizados autores que englobam psicologia em idosos (Argimon), gasto calórico com a utilização de jogos similares aos utilizados nesta pesquisa (Robin R. Mellecker e Alison M. McManus), efeitos cognitivos em idosos utilizadores de games, a revolução do mercado promovida pelo Wii, o desenvolvimento de games, a possível inserção do público idoso neste mercado e as ferramentas utilizadas na criação destas obras (Nelson Zagalo e Rui Prada). No campo dos estudos críticos sobre games, foram fundamentais as pesquisas de Jesus de Paula Assis, Roger Tavares, Vinícius Mano, Edson P. Pfutzenreuter, Andrés Rollings, Ernest Adams, Célia Pearce, entre outros. Os resultados obtidos realçaram a necessidade da reformulação do Game Design direcionado à terceira idade à medida que essa parcela da população tem características físicas e comportamentais significativamente diferentes do público adulto e/ou infanto-juvenil. Aspectos como a escolha de cores e disposição de informações na tela, frequências sonoras utilizadas, métodos de movimentação na interação e a preferência por jogos mais cooperativos que competitivos se destacaram como fatores decisivos para agradar e atender às necessidades deste público crescente em nossa sociedade
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Dauber, Joanna. "Take me out to the ball game an analysis the of [sic] economic impacts on professional sports /." Diss., Connect to the thesis, 2009. http://hdl.handle.net/10066/3621.

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Shaw, Keiba L. "The relationship of motivation and psychological skills of senior game participants to performance." Morgantown, W. Va. : [West Virginia University Libraries], 2001. http://etd.wvu.edu/templates/showETD.cfm?recnum=1943.

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Thesis (Ed. D.)--West Virginia University, 2001.<br>Title from document title page. Document formatted into pages; contains iv, 102 p. Includes abstract. Includes bibliographical references (p. 44-49).
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Jung, Hye Yoon. "Collegiate sports sponsorship and brand awareness a study of collegiate sponsorship at a football game /." Morgantown, W. Va. : [West Virginia University Libraries], 1999. http://etd.wvu.edu/templates/showETD.cfm?recnum=1200.

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Thesis (M.S.)--West Virginia University, 1999.<br>Title from document title page. Document formatted into pages; contains vi, 78 p. : ill. (some col.). Vita. Includes abstract. Includes bibliographical references (p. 66-68).
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16

Wilson, Shana M. "The Relationship between Superstitious Behaviors of Sports Fans, Team Identification, Team Location, and Game Outcome." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1056.

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The present study examined how a fan's desire to participate in superstitious behaviors depends on team identification, team location, and game outcome. The study is a 2 (team identification: high vs. low) x 2 (game outcome: close game vs. blowout) x 2 (location of team: local vs. distant) between subjects factorial design. Participants for the current study included 234 students, recruited from undergraduate psychology classes at Western Kentucky University. Participants completed the Sport Spectator Identification Scale, read a randomly assigned vignette differing in team location and game outcome, and filled out the Superstition Questionnaire to measure their desire to complete superstitious behaviors based on the vignette. They also filled out the Desirability of Control Scale, and the Depression Anxiety Stress Scales to account for the possible covariates of desirability of control and anxiety level. An analysis of the covariates showed that there were no significant correlations between desirability of control or anxiety level and the desire to complete superstitious behaviors. Results indicated that highly identified fans reported wanting to perform more superstitious behaviors than low identified fans. However, no main effect was found for game outcome or team location, and there were no interactions. This finding reiterated the importance of team identification and its effects on the fan. The study also brought new variables to the table, game type and team type, that could be used in future research.
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Hasan, Ahmed Ali Ahmed. "A profile of handballers and physiological responses to exercise related to the game." Thesis, Liverpool John Moores University, 1998. http://researchonline.ljmu.ac.uk/4955/.

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Amable, Guerrero Ximena Isabel, Cerrillo Priscilla Luisa Bardales, Mozzo Karlos Oswaldo Chavez, Tafur Carlos Josafat Luperdi, and Díaz Rudy Nicolás Ramírez. "GAME NOW: Plataforma de streaming, intercambio de ítems y apuestas electrónicas para e-sports." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652267.

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El objetivo principal del presente trabajo de investigación es demostrar la viabilidad de una plataforma que permite realizar intercambio de ítems, apuestas y visualizar streaming de e-sports en una sola plataforma, llamada Game Now. Gracias a la investigación realizada a hombres y mujeres de 18 a 39 años residente en Lima Metropolitana de los NSE A, B y C pertenecientes a la Población Económicamente Activa, gamers y apostantes en videojuegos, hemos podido detectar que existe una alta aceptación de esta plataforma, pues muchos investigados rescatan que la plataforma les brindaría mayor comodidad. Sin embargo, existe una preocupación constante en la seguridad, pues los usuarios constantemente estarían poniendo en juego su dinero. Por lo tanto, se realizó una planeación estratégica en donde se llevó a cabo el desarrollo del Plan de Operaciones, Plan de Recursos Humanos, Plan de Marketing, Plan Financiero y Plan de Responsabilidad Social Empresarial. En cada uno de ellos se ha contemplado el compromiso de brindar seguridad dentro de la plataforma, como en los costos adquiriendo certificaciones y firmas digitales, así como trabajar con empresas de seguridad en los procesos de cobranza<br>además del personal capacitado para el desarrollo de la infraestructura, información y seguridad de la plataforma. Como resultado de todo ello, considerando una inversión inicial de S/200, 000 y una proyección de las ventas positivas, el proyecto generaría valor obteniendo utilidades netas de S/26, 319, S/81, 438 y S/151, 493, para el año 2021, 2022 y 2023 respectivamente.
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Titus, Simone. "Towards a social constructivist game-based learning model: a case of using digital games in sports studies in South Africa." Doctoral thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/23457.

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Until the advent of democracy in 1994, apartheid education in South Africa was segregated along the lines of race and ethnicity, consequently disadvantaging historically Black universities. The implications of an undemocratic system meant that the educational experiences of students from historically disadvantaged education systems might be compromised. The impetus for this study arose from observations that students in a sport studies classroom were not engaging with one another, as they were organising themselves with peers from the same cultural group in classroom. While literature asserts that student engagement is linked to student success, explicit views of cross-cultural engagement fall short in the South African context. This study avers that traces of historically segregated cultures and sub-cultures are evident in a diverse institutional space. As diverse groups of students enter the classroom, it has been observed that they tend to gravitate toward peers from the same cultural groups. While a diverse classroom should create a culturally rich environment for knowledge building, through collaboration and engagement with peers, the diversification in the classroom hindered engagement and interaction, as well as knowledge sharing and cross-cultural student engagement. Knowledge, therefore, is generated and shared in cultural clusters, instead of across cultural clusters. The aim of this study is to develop a social-constructivist game-based learning model, by critically exploring the production and reproduction of cross-cultural interactions, using emerging technologies in sport studies. Game-based learning is regarded as a promising vehicle to facilitate students' active participation and engaged learning. This study, therefore, focused on digital games, wikis and blogs, as tools to transform social practices that impede cross-cultural engagement. Since sport is seen as a vehicle for social change, it may create a space where cross-cultural interactions can take place, thereby promoting social change and cohesion in a sport studies classroom. This study employed a sequential exploratory mixed method approach. The research approach involved the design and development of a digital game, which was then tested during the pilot phase of the project. After verification of the tool by the pilot study participants, data were collected from two cohorts of a sport studies discipline, across two phases of this study. This meant that the digital game functioned optimally without any malfunction. This involved 106 participants from a total population of 171 students. Phase One comprised a digital game-based intervention only. Phase Two comprised a game-based learning intervention, an authentic wiki task and a reflective blog. In order to determine the effect of the intervention on cross-cultural engagement, both quantitative and qualitative data were collected. Quantitative data consisted of validated pre- and post-test questionnaires. Quantitative data was analysed using inferential and descriptive statistics on SPSS v20. A repeated measures ANOVA was conducted on the data. Qualitative data comprised five focus group discussions and 58 reflective blog entries. Qualitative data were captured, coded and analysed using Atlas TI. The findings of the quantitative data reveal that there are distinct group preferences, which are linked to historical legacies of segregation, including socio-geographic containment. Crosscultural interactions are informed by mental traces, based on prior experiences, hindered by alliances. In addition, interaction preferences are linked to cross-cultural engagement. Structures that informed students' understanding of interactions were produced and reproduced as cross-cultural interaction was elevated because of group interaction. This study found that students drew on material resources, such as digital games, wikis and blogs to make sense of their interactions, which resulted in the reproduction and modification of rules (modalities), in order to recursively reproduce their social actions. This study concludes that games, alone, do not facilitate cross-cultural engagement, but need to be augmented with other technology tools, in order to produce and reproduce social practices of cross-cultural engagement in the classroom. This study also offers a theoretical contribution, in the form of a social-constructivist game-based learning model, to address cross-cultural interactions in the classroom.
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Comeau, Troy O. "Fantasy football participation and media usage." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4726.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2007.<br>The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 31, 2008) Vita. Includes bibliographical references.
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Daniel, Emory Stephen. "A Game That Cannot Be Won: Media Framing of the Duke Lacrosse Rape Scandal." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/32820.

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On March 13, 2006 in Durham, North Carolina, some of the Duke lacrosse players decided to throw a party. For this particular party, a group of Duke players decided to hire some strippers. Although the night started out harmless enough, the end result was two angry African American women leaving the house of 610 Buchanan Street to alleged sounds of insults and racial epithets. The police arrived a short time later to investigate the scene. Allegations of rape filled the air as one of the strippers indicated to Durham police that she had been raped. From there, implications of race, class, gender, and the university culture became prevalent and important topics for the media to cover. They covered the scandal extensively and made it a prevalent subject story matter from April 2006 to April 2007. Utilizing a content analysis, this study coded for generic, macro and issue-specific frames used by six different newspapers that covered the Duke Lacrosse rape scandal finding some significant results. Additionally, this study employed frame and story valence, as well as frame substance, to further analyze the frames present in the newspapers provided. Furthermore, there appeared to be a significant similarity between the overall story valence and the news story type. Although the majority of frames used were found to be neutral, results found that there was still a great deal of negative media attention in the Duke Lacrosse rape scandal.<br>Master of Arts
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Schwartz, Theodore P. II. "A Most Violent Game: A Framing Study on the Media’s Coverage of Concussions and Injuries in Sports." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3259.

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The following is a study on the effects of framing the topic of concussions in the sports media. The study examined the differences between “perceptions of seriousness” of concussions based on two article conditions and how men and women, athletes and non-athletes, sports fans and non-sports fans all viewed the seriousness of concussions. Other variables of analysis included testing participants for their emotional empathy and aggressiveness in relation to their views on concussions. The findings of the study did not confirm most of the hypotheses, but the major hypothesis was supported. For participants who read the “serious” article condition, they reported taking concussions more seriously. Those that were exposed to the “less serious” article condition reported taking concussions less seriously. Therefore, the study shows that the framing of concussions in the sports media could have real consequences for both how the issue is discussed and perceived on the national landscape.
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Dolan, M. Cristina. "Not that they in or lose, but how you watch the game : personalized sports viewing." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/61084.

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Allen, Dean Colin. "'A far greater game' : sport and the Anglo-Boer War." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52636.

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Thesis (MScSportSc)--Stellenbosch University, 2002.<br>ENGLISH ABSTRACT: Today white South Africans take their sport very seriously and at the tum of the nineteenth century this was no different. The key difference however was that a war had erupted between the two Boer Republics (Orange Free State and the Transvaal) and Britain. The Anglo-Boer War of 1899-1902 was fought for the supremacy of South Africa at a time when sport was still developing within the country and like other facets of its culture, it too became entwined within a conflict that was to effect the whole future of Southern Africa. This socio-historical study is an attempt to explore sport during this era and how it impinged upon the relationship between Boer and Briton. A pivotal period in South African history, the account will trace the background and nature of the Anglo-Boer conflict and how a passion for sport was shared by both sides throughout and beyond the hostilities. Britain had indeed introduced its sporting codes to South Africa prior to the war and cricket and rugby in particular were already established within its towns and cities. The origins of both sports will be examined here including the significance of the first tours which took place between South Africa and Britain during this time. The majority of research for this study has been completed in South Africa, predominately within the Western Cape but also during spells in the Free State and Gauteng. Visits have also been made to various sources in the UK including Twickenham and Lords. Whilst published work has been used, concerted efforts have been made throughout to include data obtained from primary sources. The descriptive nature of the work has also necessitated the employment of qualitative methods of analysis with data gathered from archive and literary sources selectively underpinned with information from a number of interviews.<br>AFRIKAANSE OPSOMMING: Suid-Afrikaanse Blankes is vandag baie ernstig oor hul sport en aan die einde van die negentiende eeu was dit ook nie anders nie. Die belangrikste verskil was egter dat 'n oorlog uitgebreek het tussen die Boererepublieke (Oranje-Vrystaat en die Transvaal) en Brittanje. Die Anglo-Boereoorlog van 1899-1902 is geveg vir die oppergesag van Suid-Afrika toe sport, net soos baie ander fasette van die kultuur, steeds besig was om te ontwikkel in die land. Dit het deel geword van 'n konflik wat die hele toekoms van Suidelike Afrika sou raak. Hierdie sosio-kulturele studie is 'n poging om sport tydens hierdie era te verken en hoe dit die verhouding tussen Boer en Brit beïnvloed het. Hierdie was 'n deurslaggewende periode in die Suid-Afrikaanse geskiedenis en die studie sal die agtergrond en aard van die Anglo-Boerekonflik navors en toon hoe 'n passie vir sport gedeel is deur beide partye ten spyte van al die vyandigheid. Brittanje het inderdaad voor die oorlog sy sportkodes na Suid-Afrika gebring en veral krieket en rugby was alreeds gevestig in die stede. Die oorsprong van beide sportsoorte sal hier bestudeer word, insluitend hoe belangrik die eerste toere was wat in hierdie tyd tussen Suid-Afrika en Brittanje plaasgevind het. Die meeste navorsing vir hierdie studie is in Suid-Afrika gedoen, hoofsaaklik in die Wes- Kaap, maar ook, met tye, in die Vrystaat en Gauteng. Besoeke is ook afgelê in verskeie plekke in die Verenigde Koninkryke, bv. Twickenham en Lords. Terwyl van sekondêre bronne gebruik gemaak is, is daar deurgaans nougeset te werk gegaan om primêre bronne te ontsluit. Die beskrywende aard van die werk het ook die gebruik van kwalitatiewe metode van analise van data genoodsaak. Hierdie data is versamel vanuit argivale en literêre bronne wat goed ondersteun is deur inligting verkry uit 'n aantalonderhoude. iv
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Wellard, Ian. "Game, set and match to exclusive masculinity : men, body practices, sport and the making and remaking of hegemonic masculinity." Thesis, n.p, 2003. http://ethos.bl.uk/.

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Howe, Peter David. "Commercialising the body, professionalising the game : the development of sports medicine at Pontypridd Rugby Football Club." Thesis, University College London (University of London), 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.267715.

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Baxter, Lucy. "Manufacturing consent or playing the game : an analysis of gender power relations in two sport related organisations." Thesis, Northumbria University, 2001. http://nrl.northumbria.ac.uk/1088/.

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The goal of this study is to examine the dynamics under-pinning the reproduction or transformation of gender power relations within two sport organisations. Across society we have images of women making ground and experiencing far greater prospects than ever before. Yet, on the other hand, this is bound up with continuous examples of little progress in work. For instance, while there are more opportunities for women across work than at any other point in the 20th Century, they continue to be segregated from men in a large number of jobs. Similar gendered patterns of progress are reflected in sport. There are now far more female participants in sport, however they remain concentrated in 'appropriate' sports which reflect historical images of femininity. Broadly, sport and work also dictate stereotypical images for male participants. While broad levels of change are occurring across society, central to this thesis is whether dominant patterns of gender relations are transformed or reproduced at the micro level of sport- related work. Critically sport organisations are selected because sport's history continues to demonstrate patterns of male dominance. Secondly, the growth of sport provision has occurred in a service area, an arena traditionally dominated by women workers. Finally, sport is one of the few sectors which traverses both the public and private industries, providing the basis for a comparative study. Therefore, employment within sport provides an opportunity to examine the ways in which gender power relations are challenged or reproduced when two diverse sets of relations meet. The theoretical framework draws heavily from feminist theory, particularly radical, socialist feminist and post-structuralism. A qualitative research strategy provides the framework for a comparative case study methodology. Seventy-five interviews were conducted across the two case study organisations, which are located in the North. Past Times is a contracted out leisure centre and Sporting Goods a privately owned sports clothing and equipment firm. Both companies are in the service industry but come from two diverse backgrounds. Sporting Goods developed from a manufacturing heritage and Past Times is breaking away from direct local authority control as a result of CCT. At the time of the research both establishments were experiencing high levels of organisational change. While Past Times breaks with tradition in having a female manager and Sporting Goods contrasts with a traditional management structure, hegemonic masculinity dominated across both organisations. Overall gender power relations were reproduced through day-to-day practices that appeal to, and perpetuate, common sense understandings of men and women's roles at work. The sport environment provided a critical site for the strengthening of homosocial relationships among men and enabled the identification of three interacting components of gender: bodies, identities and sexualities. These components together contribute to the ongoing construction of a logic of difference which is more highly defined in the sport environment.
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Patience, Marcia Ann. "Middle School Physical Education Programs: A Comparison of Moderate to Vigorous Physical Activity in Sports Game Play." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3284.

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Abstract: It is believed that Flag Rugby may produce physical activity (PA) in middle school students that is more vigorous than other sports. PURPOSE: To examine the effects of different sports on physical activity in middle school students. METHODS: 101 (55 M; 46 F, ages 11-14, grades 6-8 ) middle schoolers were randomly selected to participate in three different sports on three separate days during their regular scheduled PE class. The participants engaged in flag football on day one, basketball on day two and flag rugby on day three of the research study. These days were not consecutive. All physiological-related variables were collected using the Stayhealthy RT3TM accelerometer (Monrovia, USA). Enjoyment and competence were measured using the Intrinsic Motivation Inventory (IMI) (McAuley et. al., 1989; Ryan, 1982). The research design utilized a repeated measure analysis of variance (RMANOVA) followed by dependent t-tests. RESULTS: Flag football mean MET values were 4.93 + 1.35(SD). Basketball mean MET values were 5.51 + 2.02. Flag rugby mean MET values were 6.02 + 1.52. These results indicate a significant difference between flag football vs. basketball (p = 0.023) and flag rugby vs. flag football (p < 0.000), but no significant difference between basketball vs. flag rugby (p = 0.109). The results from the enjoyment and competence paired samples t-test found a significant difference between play of flag rugby (6.24 + 1.59, enjoyment; 6.00 + 1.46, competence) and flag football (5.38 + 1.69, enjoyment; 5.26 + 1.56) at (p < 0.000) for both scales. There was a significant difference between flag rugby and basketball (5.21 + 1.80 enjoyment; 5.21 + 1.68) at (p < 0.000) enjoyment and (p< 0.001) competence. However, there was no significant difference between basketball and flag football (p = 0.481) enjoyment and (p = 0.827) competence. DISCUSSION: There is, in fact, a significant difference in physical activity intensities and durations between flag rugby and that of flag football and/or basketball (p < 0.001) F, 7.66. Results from this study suggest that there is not a significant difference in between flag rugby and basketball but there is a significant difference in enjoyment and competence between flag rugby and flag football.
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Ahlm, Daniel, and Johanna Lindgren. "Game, Set and Cohesion : A case study of sport for social cohesion in Timor Leste." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29109.

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This thesis addresses how sports can encourage social cohesion amongst youth in Dili, Timor Leste. It is a case study, conducted in Timor Leste and is based on interviews with staff working at organizations that offer sport for peace programs as well as with other interested parties. The sport for peace programs involves youth in and around Dili and were initiated as a peace-building method. The communication aspect is analyzed through a participatory communication approach. The thesis investigates sports effect on social behavior from a sport pshycology perspective. It brings up both challenges and improvements for the sport for peace programs. The thesis also show the positive aspects of using sports as a tool for social cohesion.
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Gleason, Benjamin H., Matthew L. Sams, John T. Salley, A. Andrew Pustina, and Michael H. Stone. "Global Positioning System Analysis of a High School Football Scrimmage." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/4645.

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The purpose of this study was to examine the physical demands of a high school American football scrimmage. Male high school football players (N = 25) participated in a spring scrimmage. Global positioning system data and game film were recorded throughout the entirety of the scrimmage to determine the total distance covered, the distance covered in different velocity bands, the number of accelerations and decelerations performed, and the work-to-rest ratio of the scrimmage. The athletes were divided into 2 groups: linemen (L) (N = 7) vs. nonlinemen (NL) (N = 8) for statistical analysis, and independent T-tests with Holm's sequential Bonferroni adjustment were used to determine differences in movement characteristics between the L and NL groups. Average play duration was 5.7 ± 2.1 seconds, whereas the rest interval was 33.4 ± 13.6 seconds between plays, for an overall exercise-to-rest ratio of 1:5.9. Total distance, standing and walking distance, running distance, striding distance, sprinting distance, and total high-speed running distance covered by NL was greater than L (statistically significant at p ≤ 0.05). Distances traveled in each velocity band by position and by play are also included to provide context of our findings. Data from the present study add to the pool of support for the use of position-specific training in preparing high school football players for competition.
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McManus, John. "Playing the game : a study of transnational Turkish football fans, imaginations and the internet." Thesis, University of Oxford, 2015. https://ora.ox.ac.uk/objects/uuid:fa0ad6ae-f193-45d1-8d5f-7c072b739e11.

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This thesis is about transnational Turkish football communities and how they come to be imagined through internet technologies. The research is based on an ethnography of one particular group of Turkish football fans in Europe. The team is Beşiktaş, one of Turkey's top teams, and the fans make up Çarşi Berlin, their largest supporters' club in Europe. Founded in 2003 in Berlin, the group has grown to consist of 600 members, with branches from London to Switzerland. The thesis explores the internet and its effects at a specific historic juncture on the fashioning of Çarşi Berlin. I approach the topic via three routes, namely, the effects of internet technologies on: football fandom; the spaces in which it occurs; and the cultural forms and practices by which it is instantiated. In the process I contribute to current scholarly debates across sub-disciplines both within and outside anthropology: those of sport and globalisation, enchantment, publics, personhood and the imagination. I argue that football communities are increasingly imagined in ways that are distracted, ephemeral and playful and that, contrary to common conceptions, fun, affect-laden imaginings can have the power to alter conceptions of concepts such as the nation or family. In the process, I contribute greater appreciation of the experience of being a diasporan football fan and its salience for broader understandings of how we imagine belonging in the twenty-first century.
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Gjörloff, Per M., and Robert Gustafsson. "The Hidden Game : A comparative study on rugby and soccer in modern South African society." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29236.

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The popular discourse has it that sports take a big part in the everyday life of South Africa. Given its segregated past, we ask the question on how the media discourse were on race, politics and gender during the formative period of circa 1990-1995. Utilizing discourse analysis on newspaper clippings from 1990 to 1995 and 2004 and interviews with players, coaches, administrators and sports activists, we have found that there was indeed a specific white discourse that subjugated the black perspective into the subaltern and formed partnership with the hegemonic traditions of the white apartheid regime.
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Keller, Bradley Scott. "A profile of game style, physical, technical and tactical skills, and the pathways that underpin expertise in Australian youth soccer players." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2018. https://ro.ecu.edu.au/theses/2145.

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The attainment of expertise has been the focus of research in many domains including music, chess and sport. This research has progressed with many theories detailing the best way to develop expertise and nurture talent in sport. Soccer is a multifaceted sport which requires a number of physical, technical and tactical skills to be successful, making it difficult to achieve expertise. Although Australia’s performance on the international stage is improving, there is a lack of evidence to inform the most effective development pathways to support the next wave of talented youth soccer players. Therefore, the aim of the thesis was to understand what is required to be an expert in Australian youth soccer, and which environmental factors can influence the development of expertise in youth soccer players. To enhance our understanding of the development of expertise in Australian soccer, the current thesis was guided by the Expert Performance Approach (Ericsson & Smith, 1991) and included three individual studies which captured expert performance, identified underlying mechanisms and examined how expertise was developed. Sixty-two male soccer players (17.0 ± 0.61 y) who represented three cohorts in Australian youth soccer; national elite (Australian Institute of Sport), state elite (state institute) and sub-elite (state league) participated in this study. Study One captured expert performance through an in-depth analysis of the match characteristics of the three levels of expertise. A total of 24 matches across the three levels of expertise in Australian youth soccer were analysed, with each match videoed and manually coded using SportsCode according to frequently used match characteristics from the literature. A hierarchical cluster analysis was used to see if teams with similar technical characteristics could be grouped together in order to make inferences about distinctive tactics and game styles. There were three game styles identified across the cohorts, with the state and national elite cohorts forming two distinct clusters, whilst the sub-elite teams clustered together based on technical output. More specifically, the two elite cohorts executed two different possession styles of play, while the sub-elite cohort played a direct style of game. Although it was clear that technical output and game styles differed across cohorts, it was not clear which underlying mechanisms allowed teams to play this way. The aim of Study Two was to identify which skills could distinguish the three levels of Australian youth soccer players and contribute to an explanation of the different game styles identified in Study One. This was done using a multifaceted testing battery including physical, technical and tactical tests. The physical tests included intermittent endurance, sprinting, change of direction and vertical jumps, the technical tests included short and long passing, dribbling and shooting, while the tactical test was a perceptual-cognitive decision-making task which required players to choose the correct option in a video-based task. There were a number of physical, technical and tactical outcome measures that could distinguish between cohorts based on the Receiver Operating Characteristic curves. The most prominent tests included the Yo-Yo Intermittent Recovery Test Level 1, 30m sprint and 20m flying start, height, Loughborough Soccer Passing Test, long passing test, ball control, shooting test and perceptual-cognitive decision-making task. Furthermore, the multidimensional analysis could clearly differentiate players from each cohort based on a Cumulative Total Score for each player. It is evident that the underlying mechanisms for expert performance in Australian youth soccer included elements of physical, technical and tactical prowess which may contribute to the differences in game styles observed in Study One. Study Three examined how expertise is developed in Australian youth soccer players. The participants completed the Development History of Athletes Questionnaire (DHAQ) (Hopwood, Baker, MacMahon, & Farrow, 2010). A decision tree induction analysis was used to determine which developmental factors contributed most to the predictor variable, the Cumulative Total Score. The amount of sport specific practice distinguished the two highest skilled groups from the lower skilled players. There were then two distinct pathways taken by the elite Australian youth soccer players. The first pathway included players who were later born in their family and had older siblings that participated in other sport, which contributed to their development in soccer. The second pathway included those players who were born early in their family (first or second), with this group specialising later in soccer (after the age of 13), compared to the second tier of athletes. Overall it was clear that there were distinguishing game styles for various levels of Australian youth soccer players. The elite players had underlying physical, technical and tactical attributes that allowed them to execute a possession-based game style. This thesis has provided evidence that the national elite players had followed a different pathway and been exposed to different environmental influences compared to the sub-elite players, factors that had contributed to their current level of expertise and success. This work provides Football Federation Australia and associated personnel with a strong framework upon which to base their talent identification and development programs given this thesis was able to provide evidence of distinct game styles, physical, technical and tactical skills distinguishing playing levels and differing pathways exhibited by the athlete cohorts.
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Остапенко, Валентина Василівна, Валентина Васильевна Остапенко, Valentyna Vasylivna Ostapenko та С. В. Жолоб. "Зацікавленість студентів СумДУ до занять спортивними іграми". Thesis, Сумський державний університет, 2020. https://essuir.sumdu.edu.ua/handle/123456789/79216.

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Збереження і зміцнення здоров’я студентів у закладах вищої освіти є складовою частиною процесу фізичного виховання. Сучасні умови навчання, інтенсифікація і модернізація процесу навчання, зростаючий обсяг комп’ютерної інформації, недостатній обсяг рухової діяльності негативно впливає на стан фізичного здоров’я. Режим навчання студента у закладах вищої освіти не забезпечує його необхідною руховою діяльністю, тому виникає необхідність пошуку засобів, які зацікавлять і спонукають студента до фізичного і духовного самовдосконалення. На наш погляд, одним із таких чинників, що підвищать рухову активність і інтерес до процесу фізичного виховання можуть бути заняття спортивними іграми. Аналіз літературних джерел [1; 2] указує на недостатнє висвітлення статистичних даних, щодо кількості показників студентської молоді, які бажають займатися спортивними іграми. Діюча система фізичного виховання ні в кількісному відношенні, ні за якісними показниками не дозволяє досягти поставленої мети – збереження і зміцнення здоров’я студентської молоді не відповідає потребам сучасного життя. Отримана необхідна інформація буде сприяти удосконаленню навчально-виховного процесу фізичного виховання, зацікавленості до занять та формуванню здорового способу життя студентів вишів.
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Martin, Gerard John. "The game is not the same a history of professional rugby in New Zealand : a thesis submitted to Auckland University of Technology in partial fulfilment of the postgraduate degree of Master of Arts (Communication Studies), 2005." Full thesis. Abstract, 2005.

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Brosed, Marta. "Beyond the game: Three essays on how economics links to the industry of basketball." Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/399845.

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This dissertation is conducted to the study of a current topic in the economic scope, which is the result of the application of techniques and methodologies of analysis typical of Economics to the sports field. Sports Economics is a rather novel discipline, compared to other branches of Economics, whose results have a growing consideration within the academic world, sparking the interest of many researchers. The final motivation of the three chapters presented in this work is to delve into some crucial aspects of sports such as production function, efficiency, competitive balance and heterogeneity of the inputs included in the team, from an economic perspective. In all of them this dissertation tries to contribute to the literature on the sports economics with new variables and experiments, as well as to debate about the most spread theories and assumptions. The first chapter analysis the efficiency and the evolution of the Total Productivity in Spanish First division Basketball teams during their productive process, just considering the performance on the field. The empirical part relies on the use of non-parametric techniques of optimization, measuring efficiency with respect to the best observations of the sample through a data envelopment analysis (DEA). This technique is the more suitable for sports given that it does not consider a specific functional form for the frontier as well as the absence of errors. The results obtained make sense for both, the teams themselves (coaches and managers) and for the regulatory body. Fort he case of the teams as much as they can undertake actions that improve their productivity. Fort he regulatory body the results are determinant to take initiatives, which encourage the evolution of the efficiency of the teams as a whole. The second part addresses the issue of the competitive balance comparing the two conferences in which are divided the NBA teams, and its relationship with demand, which is not clear in the literature. The methodology of analysis is based on Gibrat’s clasical model using the number of relevant competitors as an indicator of competitive balance which avoids some of the problems that the typical indexes of concentration present when it comes to sports competitions. This paper delves into the relationship between competitiveness and spectator’s demand, keeping in mind the Rottenberg’s hypothesis, or which is the same, the willingness of attending the sport event increases with the level of competitiveness. The Granger causality tests are not conclusive due to the level of spectacle reached by the competition independently of the sport game in particular, which makes very common the sold-out in almost every game. Chapter 3 tackles the configuration of the teams in terms of optimal level of diversification providing experimental evidence on the relationship between outcomes achieved and heterogeneity of the inputs. The methodology is based on the diversification index of Gollop and Monahan whose decomposition provides much more information. Every component of the index make sense by themselves and are used in the second part of the paper in different estimations as determinants of the performance of the teams. All in all, the three pieces contained in this dissertation address the relationship between economy and sports, but every paper can be read independently considering the different analysis accomplished in each of them.
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Chodosh, Jonah. "Take Me Out of the Ball Game: The Efficacy of Public Subsidies in the Success of Professional Sports Stadiums." Scholarship @ Claremont, 2011. http://scholarship.claremont.edu/cmc_theses/267.

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This paper weights the relative advantages of multiple factors that lead to the success of professional sports stadiums in major markets, though a discussion of the arguments for and against public subsidies towards these projects. Using a logit statistical model, the paper determines that the two factors determining the highest likelihood of venue success include multiple tenants and access to mass transit. The analysis demonstrates that public subsidies towards stadiums don’t generate sufficient economic returns, and that successful stadiums can be created without using taxpayer funds.
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Nourse, Howard Francis. "A process for determining the influence of television advertising, promoting game attendance for a specific Division I women's basketball program, upon individual spectator decisions to attend a home contest at that institution /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487267546981021.

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Mounicot, Marc. "Superstition and pre-game anxiety among male and female soccer players at various levels of play." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0004/MQ43920.pdf.

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Liang, Yan. "Effects of active video game intervention on promoting physical activity among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/199.

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Background: It is widely recommended that children engage in at least 60 minutes of moderate-to-vigorous physical activity (MVPA) per day for health, well-being and development benefits. However, few Hong Kong children are physically active. Environmental factors unique to Hong Kong, such as dense population, highly urbanized, and high level of outdoor air pollution, suggest need to develop indoor PA programs. Active video games (AVGs) may provide an innovative approach to designing such indoor programs. Aim: This thesis sought to identify opportunities for interventions using AVGs to promote PA among children, and to develop and evaluate the effect of an AVG intervention on PA among Hong Kong Chinese children. We also intended to clarify the mechanisms of the intervention. Methods: Three studies were undertaken for the aim of the thesis. First, a systematic review was conducted to evaluate the effects of AVGs on PA and PA-related outcomes (i.e. psychosocial factors and fitness) among healthy children. Secondly, a validation study was conducted that examined the validity and reliability of three scales used to measure PA-related self-efficacy, social support, and enjoyment among Hong Kong Chinese children aged 9-12 years (n=273). Third, a quasi-experimental study was conducted that examined the effects of a school-based AVG intervention on PA, sedentary time, body composition, and psychosocial factors (self-efficacy, social support, and enjoyment) among Hong Kong children aged 9-12 years (n=87). Moderation and mediation effects of psychosocial factors on PA were also tested in the study. Results: In the first study, fifty-four articles were identified in the review. AVG led to light to moderate intensity PA among children. No effect was identified of AVG on PA in the home setting. Structured AVG play (i.e. AVG play of participants organized by teachers or researchers) may improve PA. However, none of the previous school-based AVG interventions have measured habitual PA objectively. In the second study, confirmatory factor analyses supported the one-factor structure of the tested scales. All of the psychosocial factors (self-efficacy, social support from family, social support from friends, and enjoyment) were significantly (p<0.01) associated with self-reported PA (r ranged from 0.23-0.40). All of the scales suggested acceptable internal consistency (Cronbach’s alpha>0.7) and test-retest reliability (intraclass correlation coefficient>0.7). The third study found that an AVG intervention delivered during after-school hours, approximately twice a week, significantly (p<0.05) increased total PA (counts per minute) and reduced sedentary behavior at week 8. However, this treatment effect was not maintained at 15 weeks when the frequency of AVG play decreased to approximately once a week during weeks 9-15. No significant differences were noted on body mass index z score and percentage body fat, and PA related psychosocial factors. The measured psychosocial factors did not act as mediators or moderators in this intervention. Discussion: AVGs may be useful to promote PA of children when it is structured. Future interventions should consider the frequency of AVG play in order to increase PA. AVG play should occur at least twice a week based on current research. Other components may be necessary to enhance the treatment effects of AVG interventions on PA among children.
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HO, MENG-HSUN, and 何孟勳. "The Soft TennisPhylogeny of Liudui Sports Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/82684794588364520421.

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碩士<br>國立屏東大學<br>體育學系碩士班<br>104<br>The purpose of this study was to investigate the male soft tennis history of Luidui Sports Game and deeply probe those person characters had made remarkable contribution. There is a qualitative research method was used with a compiled structured interview and then analysis these related information. The main content and achievements are listed as following: 1. Both of the participants and games of soft tennisin Taiwan were decreasing that caused this cohesion fault of grassroots athletes and the Luidui stuck in the same situation. To increase the participants, grassroots athletesand media exposure will be an key issue. 2. Most of the Luidui Sports Game soft tennis players who have made such important affect were selected to national team from the early times till current days. Those seniors’ inheritance becomes a goal of learning and pursuing for the younger generation and it is especially obvious in Linluo area. 3. The development of Luidui soft tennis begging at Neipu in early time and then Wanluan replaced this part and finally Linluo took the major roles at all. Also worth mention was that 5soft tennis players of Linluo area were continuously selected into the national team from 1985 to 2014. A series of linkage for players from elementary school, junior and senior high school till the college was the main reason of Linluo players to success. The importance of inheritance for Luidui soft tennis should be realized.
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Haase, Joshua A. "Game location and sport confidence." 2005. http://www.oregonpdf.org.

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Stephens, James Edwin 1977. "A game within the game : an ethnographic study of culture and student-athlete recruitment at a Division I university." Thesis, 2010. http://hdl.handle.net/2152/ETD-UT-2010-12-2292.

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The success of a college coach to develop winning teams and a winning culture in any sport largely depends on his/her ability to recruit and strengthen the skill levels of his/her student-athletes. The following ethnography of the Eastern Hawks baseball coaches seeks to describe the culture of this organization during two consecutive seasons including the recruitment of student-athletes and the management of the current players on the roster, and to also detail the coaches’ use of compliance gaining and aspects of communication in their interaction with the recruits and their families. To investigate these issues, an ethnographic study was performed with a Division I baseball team called Eastern University. Numerous individual interviews were conducted with the staff and later transcribed. Team functions, games, and events were also attended for data collection. Results indicate that the organizational culture of Eastern Hawks baseball was initially created through artifacts such as facility improvements, game rituals, and performance requirements. The observed culture is being negatively influenced by espoused values and basic assumptions that run contrary to stated and desired goals. Leader-member relationships were regarded as predominantly low during this study accentuated by unfulfilled expectations of performance. The coaches used various compliance-gaining methods in recruiting student athletes but were most successful when targeting prospects who valued education, had parents who also valued education, and who believed they would fit in with the culture present at Eastern. The coaches implemented strategies that were pro-social and also reduced excessive apprehension. When competing against the professional draft, the staff provided metaphorical statements to prospects and their families that which sought to highlight social identity. Coaches compared the negative effects of turning pro early as opposed to developing personally and athletically at Eastern.<br>text
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LIN, HUI-HSIN, and 林慧欣. "Ethnic Identity: the study of Liu Dui Sports game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/53857792117844228842.

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碩士<br>國立屏東教育大學<br>文化創意產業學系<br>99<br>The purpose of the study is the examination of the ethnic identity of the Liu Dui ethnic group by the inspection of the development of the Liu Dui Sports game, concluding in accordance of research findings for future references. The study utilizes the historical method, in addition to participant observation and informal interviews as methods of material research. The conclusion of the study is of the following: the existence of Liu Dui Sportsgame is not only a necessity to ego feelings on an individual level; but is also the cultural culmination of a social body and a tangible exhibition of cultural identifications. Through the sponsoring of the event, the people of Liu Diu passes on their unique heritage to the participants by internalization of cultural values. In the organization of the sporting event, we can recognize the changing development of ethnic identification under the evolution of political ideologies and cultural pluralism. By attracting both the inner and outer body of society in addition to the exterior participation and the interior physical experiencing, the sports game results in an occurrence of value internalization both on the personal and the group level. In conclusion the sports event far surpasses its conventional definition whilst providing to it a new interpretation and new signification.
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Chao, Yi-Ju, and 趙一儒. "Fair Game: A Corpus Base Linguistic Investigation into Sports Metaphors." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/00404251248238238875.

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碩士<br>靜宜大學<br>英國語文學系研究所<br>92<br>Sport is an indispensable part of our daily life. In the domain of sport, the use of metaphor is quite common, the metaphors either taking sports as a topic, or seeing it as a vehicle. This thesis focuses on the semantic analysis of Chinese metaphors related to sports. This research aims to validate the sporting essence for vehicle selection and the use of metaphors taking sports as the vehicle in daily conversation. It discusses how the essence of sports influences Chinese metaphorical language, and thereby how culture can be observed through the analysis of metaphors. The results show that, first of all, due to the competitive nature of sport, the metaphors taking war as a vehicle constitute the main framework across different sports domains. Second, everyday conversation, the metaphors taking sports as the vehicle may vary usage depending on the different kinds of sports, that is; the use of sport metaphors involved, depends on the user’s familiarity with sport. Third, the link between the vehicle and the topic is usually created and enhanced by the life experiences and historical reality shared by the metaphor users, and it echoes the theory proposed by Lakoff and Johnson that human physical experience forms an important basis for the metaphorical extension, from concrete to abstract.
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Moreira, Miguel Soares. "Multicamera System for Automatic Positioning of Objects in Game Sports." Master's thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/88168.

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Garantir um sistema com múltiplas câmaras que seja capaz de extrair dados 3D da posição de uma bola durante um evento desportivo, através da análise e teste de técnicas de visão computacional (calibração de câmaras e reconstrução 3D).
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47

張耀元. "The Study of Multiplayer Sports Game and it's AI Tactics." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/70511382643613849904.

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碩士<br>國立臺灣科技大學<br>機械工程系<br>90<br>In this paper , we develop two virtual reality system of multi-player sports games. Our themes are baseball and soccer, and we use virtual reality technology to create the game environment. Users could just play a player in these games, and could cooperate with the teammate or fight to other players that were controlled by artificial intelligence. The whole system was organized by virtual reality and artificial intelligence. In the virtual reality, we use Win32 API and MFC for windows programming, and use DirectX7.0 and 8.0 SDK to develop virtual reality environment. The study includes physicals、collision detection、collision response、friction、gravity、velocity and acceleration with the ball, and also includes the design of user interface and game modes, these will present the diversification of the system. In the artificial intelligence, we use the flow of data search、math calculation and motion drive to develop the AI function. AI will reach the goal of interact to user and thinking like a real person, it will make user sense naturally with AI response, and present the psychology just like playing with real person.
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48

Moreira, Miguel Soares. "Multicamera System for Automatic Positioning of Objects in Game Sports." Dissertação, 2016. https://repositorio-aberto.up.pt/handle/10216/88168.

Full text
Abstract:
Garantir um sistema com múltiplas câmaras que seja capaz de extrair dados 3D da posição de uma bola durante um evento desportivo, através da análise e teste de técnicas de visão computacional (calibração de câmaras e reconstrução 3D).
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49

Chao, Chia-Ling, and 趙嘉玲. "The Effects of Sports Game Courses for Children's Multiple Intelligences." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/qu95t2.

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碩士<br>國立臺北教育大學<br>幼兒與家庭教育學系碩士在職專班<br>107<br>The purpose of this study was to investigate the effects of multiple intelligences bodily/kinesthetic intelligence and interpersonal intelligence on preschool children aged 5-6 years after the implementation of the sports game courses, and the impact of different genders. In this study, 28 children from a preschool class in New Taipei City were selected as the research object. Through the experimental method and the qualitative research method, the intervention of the sports game course was carried out 10 times in 5 weeks to understand the intelligence of the children's physique intelligence and interpersonal intelligence after the intervention of the sports game courses. This study also used children's multi-intellectual scale by Yeh (2009) as a test tool, perform pre-test and post-test, and then observe, teaching... as qualitative information. This study used SPSS 22.0 for descriptive statistics, independent sample t-test, etc. It is found that the involvement of sports game courses had a significant impact on the physique intelligence and interpersonal intelligence of children’s multiple intelligences. This result reflected that the sports game course courses could promote the development of children's interpersonal cooperation and physical sensation in the game. Finally, based on the research results, this study also provided specific recommendations for educational administrations, preschool education staff, and future researchers.
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50

Sparks, Christopher A. "Wrestling with Ssireum: Korean Folk Game vs. Globalization." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-08-9692.

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Ssireum is a Korean form of grappling. Wrestlers grip sashes that are looped around their opponent's waist and thigh while competing inside a sand circle with the goal of making any part of their opponent's body above the knee touch the ground. In Korea ssireum is understood to be a national sport developed during the country’s modernization in the early 20th century that has origins as a thousands-of-years-old folk game. By the start of 21st century ssireum's popularity had waned and a once prosperous professional league collapsed. The effects of globalization are frequently cited as the cause. However, the sport continues to be played at various levels throughout the public education system in addition to semi-pro and amateur leagues. This dissertation asks the question, "What does it mean collectively to play ssireum?" The answer comes from fifteen months of participant observation and interviews in Korea's collegiate ssireum league. The goal is to establish the first major body of academic information about ssireum and to place it within the larger cultural context of contemporary Korean society. Fieldwork data is interpreted using theories drawn from Roger Abrahams, Fredrik Barth, Pierre Bourdieu, and Eric Hobsbawm. Ssireum's ritualized use of symbols appropriated from the past is a means of maintaining the boundaries of an ethnic identity that allows everyone involved to assume they are "playing the same game." Ssireum is a vehicle for negotiating, performing, and evaluating a unique identity. For those involved, playing ssireum makes Koreanness. Ssireum dramatizes a traditional identity which has incorporated distinctly modern ideologies about the world. The relationships of people within ssireum are inextricably linked to existing protocols for social interactions in Korea; recruitment of talent, training regimens, competition events, future careers, and industry solvency could not be maintained otherwise. Globalization, frequently invoked in the rhetoric about ssireum, fills contradictory roles of boogeyman and savior, and misdirects attention away from counterproductive internal processes damaging the industry.
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