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Статті в журналах з теми "Individual players":

1

Sapienza, Anna, Yilei Zeng, Alessandro Bessi, Kristina Lerman, and Emilio Ferrara. "Individual performance in team-based online games." Royal Society Open Science 5, no. 6 (June 2018): 180329. http://dx.doi.org/10.1098/rsos.180329.

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Complex real-world challenges are often solved through teamwork. Of special interest are ad hoc teams assembled to complete some task. Many popular multiplayer online battle arena (MOBA) video-games adopt this team formation strategy and thus provide a natural environment to study ad hoc teams. Our work examines data from a popular MOBA game, League of Legends, to understand the evolution of individual performance within ad hoc teams. Our analysis of player performance in successive matches of a gaming session demonstrates that a player’s success deteriorates over the course of the session, but this effect is mitigated by the player’s experience. We also find no significant long-term improvement in the individual performance of most players. Modelling the short-term performance dynamics allows us to accurately predict when players choose to continue to play or end the session. Our findings suggest possible directions for individualized incentives aimed at steering the player’s behaviour and improving team performance.
2

Floyd, Calvin Michael, Matthew Hoffman, and Ernest Fokoue. "Shot-by-shot stochastic modeling of individual tennis points." Journal of Quantitative Analysis in Sports 16, no. 1 (March 26, 2020): 57–71. http://dx.doi.org/10.1515/jqas-2018-0036.

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AbstractIndividual tennis points evolve over time and space, as each of the two opposing players are constantly reacting and positioning themselves in response to strikes of the ball. However, these reactions are diminished into simple tally statistics such as the amount of winners or unforced errors a player has. In this paper, a new way is proposed to evaluate how an individual tennis point is evolving, by measuring how many points a player can expect from each shot, given who struck the shot and where both players are located. This measurement, named “Expected Shot Value” (ESV), derives from stochastically modeling each shot of individual tennis points. The modeling will take place on multiple resolutions, differentiating between the continuous player movement and discrete events such as strikes occurring and duration of shots ending. Multi-resolution stochastic modeling allows for the incorporation of information-rich spatiotemporal player-tracking data, while allowing for computational tractability on large amounts of data. In addition to estimating ESV, this methodology will be able to identify the strengths and weaknesses of specific players, which will have the ability to guide a player’s in-match strategy.
3

Quick, John M., and Robert K. Atkinson. "Modeling Gameplay Enjoyment, Goal Orientations, and Individual Characteristics." International Journal of Game-Based Learning 4, no. 2 (April 2014): 51–77. http://dx.doi.org/10.4018/ijgbl.2014040104.

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The purpose of this study was to investigate the relationships between gameplay enjoyment, gaming goal orientations, and individual characteristics. A total of 301 participants were surveyed and the data were analyzed using structural equation modeling. This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game design features that influence player enjoyment. Furthermore, a 3x2 Gaming Goal Orientations model was established with six dimensions that describe players' motivations for gaming. In addition, players' individual characteristics were used to predict gameplay enjoyment in the GEM-Individual Characteristics model. The six Gaming Goal Orientations dimensions were the strongest predictors, while the commonly used gender and hours played per week variables failed to predict enjoyment. The results of this study enable important work to be conducted surrounding gameplay experiences and individual characteristics. Ultimately, it is believed that the Gameplay Enjoyment Model, Gaming Goal Orientations, and the GEM-Individual Characteristics model will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
4

Adambekov, Kairat, Almagul Ilyasova, and Elvyra Akhmetova. "Individual characteristics of players’ ability to anticipate." Sporto mokslas / Sport Science 2, no. 92 (July 2, 2018): 10–15. http://dx.doi.org/10.15823/sm.2018.12.

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5

Clark, Russell D. "An Analysis of Players' Consistency among Professional Golfers: A Longitudinal Study." Perceptual and Motor Skills 101, no. 2 (October 2005): 365–72. http://dx.doi.org/10.2466/pms.101.2.365-372.

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This study followed the performance of individual professional golfers who played from 1997 to 2000 on the Professional Golfers Association Tour (PGA Tour, N = 35), Ladies Professional Golfers Association Tour (LPGA Tour, N = 25), and Senior Professional Golfers Association Tour (SPGA Tour, N = 31) and investigated individual players' consistency in round-to-round performance within tournaments. Although the number of players showing consistency for most years exceeded chance expectations, evidence for round-to-round consistency from one year to the next for any player was small. Such evidence suggests that variability in player performance is more the rule than the exception for players on the three American professional tours.
6

Wik, Eirik H., Live S. Luteberget, and Matt Spencer. "Activity Profiles in International Women’s Team Handball Using PlayerLoad." International Journal of Sports Physiology and Performance 12, no. 7 (August 2017): 934–42. http://dx.doi.org/10.1123/ijspp.2015-0732.

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Team handball matches place diverse physical demands on players, which may result in fatigue and decreased activity levels. However, previous speed-based methods of quantifying player activity may not be sensitive for capturing short-lasting team-handball-specific movements.Purpose:To examine activity profiles of a women’s team handball team and individual player profiles, using inertial measurement units.Methods:Match data were obtained from 1 women’s national team in 9 international matches (N = 85 individual player samples), using the Catapult OptimEye S5. PlayerLoad/min was used as a measure of intensity in 5- and 10-min periods. Team profiles were presented as relative to the player’s match means, and individual profiles were presented as relative to the mean of the 5-min periods with >60% field time.Results:A high initial intensity was observed for team profiles and for players with ≥2 consecutive periods of play. Substantial declines in PlayerLoad/min were observed throughout matches for the team and for players with several consecutive periods of field time. These trends were found for all positional categories. Intensity increased substantially in the final 5 min of the first half for team profiles. Activity levels were substantially lower in the 5 min after a player’s most intense period and were partly restored in the subsequent 5-min period.Discussion:Possible explanations for the observed declines in activity profiles for the team and individual players include fatigue, situational factors, and pacing. However, underlying mechanisms were not accounted for, and these assumptions are therefore based on previous team-sport studies.
7

Wu, Tianhang, Hanchen Wang, Jian Yang, Liang Xu, Yumeng Li, and Jun Zhang. "The prisoner’s dilemma game on scale-free networks with heterogeneous imitation capability." International Journal of Modern Physics C 29, no. 09 (September 2018): 1850077. http://dx.doi.org/10.1142/s0129183118500778.

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In human societies, personal heterogeneity may affect the strategy adoption capability of the individuals. In this paper, we study the effects of heterogeneous learning ability on the evolution of cooperation by introducing heterogeneous imitation capability of players. We design a pre-factor [Formula: see text] to represent the heterogeneous learning ability of players, which is related to the degree of players. And a parameter [Formula: see text] is used to tune the learning levels. If [Formula: see text], the learning ability of players decreases and the low-degree player has the higher reduction level, but if [Formula: see text], the learning ability of low-degree players enhances to a higher level. By carrying out extensive simulations, it reveals that the evolution of cooperation is influenced significantly by introducing player’s heterogeneous learning ability and can be promoted under the right circumstances. This finding sheds some light on the important effect of individual heterogeneity on the evolutionary game.
8

Crisco, Joseph J., Russell Fiore, Jonathan G. Beckwith, Jeffrey J. Chu, Per Gunnar Brolinson, Stefan Duma, Thomas W. McAllister, Ann-Christine Duhaime, and Richard M. Greenwald. "Frequency and Location of Head Impact Exposures in Individual Collegiate Football Players." Journal of Athletic Training 45, no. 6 (November 1, 2010): 549–59. http://dx.doi.org/10.4085/1062-6050-45.6.549.

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Abstract Context: Measuring head impact exposure is a critical step toward understanding the mechanism and prevention of sport-related mild traumatic brain (concussion) injury, as well as the possible effects of repeated subconcussive impacts. Objective: To quantify the frequency and location of head impacts that individual players received in 1 season among 3 collegiate teams, between practice and game sessions, and among player positions. Design: Cohort study. Setting: Collegiate football field. Patients or Other Participants: One hundred eighty-eight players from 3 National Collegiate Athletic Association football teams. Intervention(s): Participants wore football helmets instrumented with an accelerometer-based system during the 2007 fall season. Main Outcome Measure(s): The number of head impacts greater than 10g and location of the impacts on the player's helmet were recorded and analyzed for trends and interactions among teams (A, B, or C), session types, and player positions using Kaplan-Meier survival curves. Results: The total number of impacts players received was nonnormally distributed and varied by team, session type, and player position. The maximum number of head impacts for a single player on each team was 1022 (team A), 1412 (team B), and 1444 (team C). The median number of head impacts on each team was 4.8 (team A), 7.5 (team B), and 6.6 (team C) impacts per practice and 12.1 (team A), 14.6 (team B), and 16.3 (team C) impacts per game. Linemen and linebackers had the largest number of impacts per practice and per game. Offensive linemen had a higher percentage of impacts to the front than to the back of the helmet, whereas quarterbacks had a higher percentage to the back than to the front of the helmet. Conclusions: The frequency of head impacts and the location on the helmet where the impacts occur are functions of player position and session type. These data provide a basis for quantifying specific head impact exposure for studies related to understanding the biomechanics and clinical aspects of concussion injury, as well as the possible effects of repeated subconcussive impacts in football.
9

Sarkar, Chiranjib, and Gaurav Pant. "Neuroticism Behaviour between Individual Game Players and Team Game Players- A Comparative Analysis." IOSR Journal of Sports and Physical Education 04, no. 03 (July 2017): 24–30. http://dx.doi.org/10.9790/6737-04032430.

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10

Kozina, Zh L., S. B. Khrapov, S. Yevstratov, N. A. Kolomiets, S. V. Hryshchenko, A. O. Minenok, and Iu M. Nosko. "Individual factor structure of qualified volleyball players' preparedness." Health, sport, rehabilitation 5, no. 1 (March 30, 2019): 56. http://dx.doi.org/10.34142/hsr.2019.05.01.06.

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<p><em>The purpose</em> of the study was to develop individual factor models of physical preparedness of high-level volleyball players of different game roles. <em>Matherial and methods</em>. The study was attended by 12 players of the Kharkiv woman women team in Kharkiv Volleyball players were tested for 10 indicators of pedagogical pedagogical testing: Running to 4 points; Running for determining the speed of movement along the volleyball court at a distance of 30 m (9-3-6-3-9 m); Jump in height from place; Jump in height from run; Throwing a stuffed ball from the starting position sitting; Throwing a stuffed ball from the starting position is lying; Lifting of the body from the position lying on the back for 20 s (number of times); Elevation of body from the position of lying on the stomach for 20 s (number of times); The flexion-extension of the hands in the emphasis lying for 20 s (number of times); Leap length from space. The obtained data were mathematically processed using factor analysis methods, on the basis of which the individual factor models of players were constructed. <em>Results</em>. On the basis of factor analysis, the structure of qualified volleyball players' preparedness was determined, in which four expressed factors were expressed: speed-strength training, relative strength, special endurance, high endurance. The model of the belonging of the players to the role is determined according to the determined factor structure: in the attackers of the first pace, the following factors are factors such as speed-power preparedness and relative strength, at attackers of the second pace - speed-power preparedness and fast endurance, fast endurance and special endurance, in Libero - relative strength and special endurance. <em>Conclusion.</em> Using the developed scheme, the individual factor models of players and the developed scale of assessments of the test indicators, one can determine the individual potential opportunities of different players to the game in different roles.</p>

Дисертації з теми "Individual players":

1

Chisholm, Joseph D. "Individual differences in oculomotor control : the case of action video game players." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/49997.

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A growing field of research has highlighted that experience with action video games, characterized by being particularly fast paced and attentionally demanding, yields performance improvements across a host of cognitive paradigms. The prevailing account is that extensive action video game experience gives rise to improvements in the control of selective attention. By recording eye movements in a series of experiments where participants completed an oculomotor capture task, the present dissertation aims to use a more direct measure of the spatial allocation of attention to further examine the basis for the improvements demonstrated by action video game players (AVGPs) relative to non-video game players (NVGPs). Chapter 2 examines the basis for AVGPs’ reported resistance to distracting information. In addition to demonstrating that the AVGP advantage extends to overt attention, the results reveal that AVGPs are better able to avoid distraction by making fewer shifts of attention to salient task-irrelevant information. Chapter 3 examines whether the AVGPs’ resistance to distraction is a result of improvements in selection and/or response-based processes. Evidence is provided to suggest that AVGPs’ performance is enhanced via benefits to both processes. Independent of video game experience, Chapter 4 examines the influence that distractor awareness has on oculomotor control and reveals that it can benefit performance. This knowledge was applied in Chapter 5 to assess whether distractor awareness interacts with AVGP and NVGP performance. Results demonstrate that distractor awareness can eliminate the AVGP advantage. Chapter 6 examined whether AVGP would outperform NVGPs when biologically relevant stimuli was added to search displays. Results reveal that AVGP benefits generalize to more complex stimuli. Chapter 7 provides a test of the recently proposed learning to learn account of AVGP performance benefits and disconfirms this explanation. Collectively, the dissertation demonstrates how improved attentional control can be manifested in AVGPs to reduce distraction from salient visual information. Importantly, the conclusions drawn from this body of work are consistent with the notion that AVGPs experience more efficient processing of sensory information than NVGPs, providing a possible mechanism subserving the general AVGP advantage observed across a variety of cognitive tasks.
Arts, Faculty of
Psychology, Department of
Graduate
2

Clark, Bradley R. "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2358.pdf.

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3

Swalgin, Kenneth Lee. "A computer assisted quantitative analysis and evaluation system of individual basketball performance by position of play for Men's Division I College Basketball /." The Ohio State University, 1987. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487329662148132.

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4

Loria, Enrica. "Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification." Doctoral thesis, Università degli studi di Trento, 2021. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
5

Hein, Wendy. "Players and layers : young men's construction of individual and group masculinities through consumption practices." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/4478.

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Literature across a range of social science disciplines highlights the existence of multiple masculinities, performed and negotiated through everyday practices. However, many studies of male consumers have not explicitly addressed how practices construct gender. In consumer research, themes of masculinity have mainly emerged in studies of advertising images, subcultural consumption, brands, events and consumer tribes. Few studies have explored men’s consumption and the construction of masculinity through and across practices. Previous studies also appear to have examined gender, practices and identities at either individual or group levels. This study therefore sought to address the role of consumption in young men's construction of masculine identities, across a range of contexts, and at individual and group levels. Working within the Consumer Culture Theory tradition, these issues were explored through ethnographic research with young Scottish men aged 18-22, developed from contact with members of a football-themed University society. Data on collective practices were generated through non-participant observation followed by participant observation over a 13-month period. Practices included playing, watching and supporting football, visiting pubs and nightclubs, and playing poker. Accompanied shopping trips also formed part of the study. To gain further insights into individual identities long interviews with nine key informants were conducted. The analysis involved the iterative cycle of de-contextualising and re-contextualsing of data strips in the form of detailed reflexive fieldnotes, interview transcripts, photographs and film material. Masculinities emerged as contextualised, shifting and deeply rooted within practices of these young men. Their consumption produced normative ideals within groups. It also played a role in practices during which ‘masculine capital’ was sought. This capital was expressed through knowledge and experience in practices rather than objects and brands. Practices came to resemble games in which this capital was constantly contested. Through these games, groups also negotiated their place within the cultural context of gender relations. Consumption within practices constructed 'invisible’ gender identities through collectively shared meanings of masculinity. However, seemingly normal meanings of masculinity and consumption emerged as highly complex and layered as individuals constructed their multiple selves across practices. Rather than being fixed, consumption and masculinity was constantly (re)negotiated in changing contexts. This layered negotiation process of consumption meanings and masculinity was also reflected in informants’ discourse. This study suggests that various masculinities are 'played for’ through consumption across culturally situated practices. It shows how practices and consumption meanings shift during the negotiation of often contradictory and intertwined layers of gender identities. Methodologically, it offers insights into the challenges of gender differences between researcher and researched, and the role of new technologies such as mobile phones in ethnographic studies. Consumption and marketing messages may therefore allow young men to ‘do’, ‘talk’ and ‘be’ masculine across varying practices and contexts.
6

Loria, Enrica. "Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification." Doctoral thesis, Università degli studi di Trento, 2004. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
7

Terada, Yoshitaka. "Multiple interpretations of a charismatic individual : the case of the great Nagasvaram musician, T.N. Rajarattinam Pillai /." Thesis, Connect to this title online; UW restricted, 1992. http://hdl.handle.net/1773/11256.

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8

Marshall, Ian Richard. "Monitoring individual training load and stress during practices and match-play in female collegiate soccer players." Diss., [Missoula, Mont.] : The University of Montana, 2008. http://etd.lib.umt.edu/theses/available/etd-05222008-121317/.

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9

Hedlund, Maja. "What if we could tailor the knee-prevention for female soccer players on an individual level and guide them to a physique that can support them?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125682.

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It´s important to consider all the risks that the players are exposed to and have a holistic view on the matter. The conclusions from my sponsor and looking through research in the area I came to the conclusion that surface and shoes have minimal consequences and are not an area of interest for me in this project.
10

Granath, Filip, and Victor Granfeldt. "Svenska Damhockeyligan - Spelarnas varumärkesimage : En kvantitativ enkätstudie om spelarnas varumärkesimage i SDHL." Thesis, Högskolan Dalarna, Institutionen för kultur och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-38092.

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I Sverige har damidrotten ur ett historiskt perspektiv ständigt legat efter herrarna, både ekonomiskt och organisatoriskt. Inom damidrotten är det främst individuella idrottare som på senare tid har närmat sig herrarna på kommersiell och professionell nivå. Vad gäller lagidrotter så har utvecklingen hamnat efter och det här visar sig inte minst inom ishockeyn. Skillnaderna visar sig tydligt mellan herrar och damer och inte minst ekonomiskt där herrarna på högsta elitnivå kan försörja sig genom ishockeyn. Samtidigt så behöver genomsnittspelaren på motsvarande nivå bland damer ha ett arbete vid sidan av ishockeyn. Det här beror på flera faktorer däribland att intresset kring herrhockeyn är betydligt större vilket ger fler kommersiella möjligheter. För att damhockeyn ska närma sig den nivå som herrarna befinner sig, krävs en ökad kännedom, ett ökat intresse samt en kunskap omsupportrars uppfattning.I den här undersökningen har författarna i samarbete med Svenska Damhockeyligan studerat problemområdet med fokus på supportrarnas perspektiv och hur kunskap om dessa kan fungera som underlag till att stärka spelarnas varumärkesimage. En kvantitativ enkätundersökning genomfördes där supportrars kännedom om spelare och ligan generellt studeras samt vad supportrar värderar hos spelares egenskaper. Studien tar sin utgångspunkt i tidigare forskning som studerat damidrottens möjligheter för kommersiell utveckling. I undersökningen betraktas spelarna i SDHL som varumärken för att möjliggöra en koppling till varumärkesimage och aktiviteter som görs för att stärka en sådan. Med bakgrund av tidigare forskning och modeller lutar sig studien på tre centrala variabler; individuell kvalité, attraktivitet och image. Dessa tre var vägledande för insamlad empiri genom en webbenkät. Studiens insamlade data analyseras via deskriptiv statistik där diagram och tabeller redovisas. Slutligen diskuteras enkätresultat med koppling till de teorier och modeller som studien utgår ifrån. Diskussionen leder till flertalet förslag för hur SDHL kan använda sig av kunskap om supportrarnas kännedom och värdering av spelaregenskaper i syfte att stärka spelarnas varumärkesimage.
In Sweden, from a historical perspective, women's sports have constantly lagged behind men, both financially and organizationally. In women's sports, it is mainly individual athletes who have recently approached men on a commercial and professional level. As far as team sports are concerned, the development has lagged behind and this is evident not least in ice hockey. The differences are clear between men and women and not least financially where men at the highest elite level can support themselves through ice hockey. At the same time, the average player at the corresponding level among women needs to have a job alongside ice hockey. This is due to several factors, including that the interest in men's hockey is significantly greater, which provides more commercial opportunities. In order for women's hockey to approach the level that the men are at, an increased knowledge, an increased interest and a knowledge of supporters' opinion.In this study, the authors in collaboration with the Swedish Women's Hockey League have studied the problem area with a focus on the supporters 'perspective and how knowledge about these can serve as a basis for strengthening the players' brand image. A quantitative survey was conducted where supporters 'knowledge of players and the league is generally studied and what supporters value in players' characteristics. The study is based on previous research that has studied women's opportunities for commercial development. In the survey, the players in SDHL are regarded as brands to enable a connection to brand image and activities that are done to strengthen one. Based on previous research and models, the study is based on three key variables: individual quality, attractiveness and image. These three were indicative of empirical data collected through an online survey. The study's collected data are analyzed via descriptive statistics where diagrams and tables are reported. Finally, survey results are discussed in connection with the theories and models on which the study is based. The discussion leads to several suggestions for how SDHL can use knowledge about the supporters 'knowledge and evaluation of player characteristics in order to strengthen the players' brand image.

Книги з теми "Individual players":

1

Barreto, Marcelo. Nalbert, a jornada de um líder: Brilho individual, exemplo coletivo. Rio de Janeiro, RJ: Comitê Olímpico Brasileiro, COB Cultura, 2012.

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2

Brandly, Michael S. Schedules for balanced optimized cyclic arrangements of matched pairs of individual players numbered four through thirty-two with provisions. Columbus, Ohio: Beck & Orr, 1993.

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3

Green, George Hamilton. George Hamilton Green's new series of individual instruction courses for xylophone & marimba: Modern improvising and application of ideas to melody for advanced players only. Ft. Lauderdale, Fla. (170 N.E. 33rd St., Ft. Lauderdale 33334): Meredith Music, 1986.

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4

Broomhall, Susan, ed. Women and Power at the French Court, 1483-1563. NL Amsterdam: Amsterdam University Press, 2018. http://dx.doi.org/10.5117/9789462983427.

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Women and Power at the French Court, 1483—1563 explores the ways in which a range of women “ as consorts, regents, mistresses, factional power players, attendants at court, or as objects of courtly patronage “ wielded power in order to advance individual, familial, and factional agendas at the early sixteenth-century French court. Spring-boarding from the burgeoning scholarship of gender, the political, and power in early modern Europe, the collection provides a perspective from the French court, from the reigns of Charles VIII to Henri II, a time when the French court was a renowned center of culture and at which women played important roles. Crossdisciplinary in its perspectives, these essays by historians, art and literary scholars investigate the dynamic operations of gendered power in political acts, recognized status as queens and regents, ritualized behaviors such as gift-giving, educational coteries, and through social networking, literary and artistic patronage, female authorship, and epistolary strategies.
5

Iooss, Walter. Hoops: Four decades of the pro game. New York: H.N. Abrams, 2005.

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6

Busacca, Maurizio, and Roberto Paladini. Collaboration Age. Venice: Fondazione Università Ca’ Foscari, 2020. http://dx.doi.org/10.30687/978-88-6969-424-0.

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Recently, public policies of urban regeneration have intensified and multiplied. They are being promoted with the aim to start social and economic dynamics within the local context which is subject to intervention. From the empirical analysis, we realise that such activities are mainly implemented by three subjects or by mixed coalitions (public institutions, actors of the third sector and companies). Within them, each player is moved by a multiplicity of interests and goals that go beyond their own nature – public interest, market and mutualism – and tend to redefine themselves, thus becoming hybrid forms of production of value (social, economic, cultural). By studying a number Italian and Catalan cases, this essay deals with the theory that, under specific conditions and configurations, a collaborative direction – of organization, production and design – would give life to successful procedures, even without the identification of a one-best-way. The collaboration is not simply a choice of operation, but a real production method which mobilises social resources to create hybrid solutions – between state, market and society – to complex issues that could not be faced solely with the use of the rationale of action of one among the three actors. In this framework, the systems of relations and interactions between players and shared capital become an essential condition for the success of every initiative of urban redevelopment, or failure thereof. Such initiatives are brought to life by the strategic role of individuals who foster connections as well as the dissemination of non-redundant information between social networks, and collective and individual actors which would otherwise be separated and barely able to communicate and collaborate with each other. In addition to the functions carried out by knowledge brokers, that have been extensively described in organisational studies and economic sociology, the aforementioned figures act as real social enzymes, that is to say, they handle the available information and function as catalysts of social processes of production of knowledge. Moreover, they increase the reaction speed, working on mechanisms which control the spontaneity.
7

Tasca, Jules. The god's honest: An evening of lies : eight miniatures to be played together or as individual pieces. New York: S. French, 1987.

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8

Nelson, Andrew. Foundation role plays for autism: Role plays for working with individuals with autism spectrum disorders, parents, peers, teachers, and other professionals. London: Jessica Kingsley Publishers, 2010.

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9

Tasca, Jules. Romance ranch: One-act plays to be done individually or as a full evening. New York: S. French, 1991.

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10

Donaghy, Suzanne. Observing the "I" in Irish identity: National and individual identity and gender in the plays of Frank McGuiness. Roehampton: Roehampton University, 2004.

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Частини книг з теми "Individual players":

1

Clemente, Filipe Manuel, João Bernardo Sequeiros, Acácio F. P. P. Correia, Frutuoso G. M. Silva, and Fernando Manuel Lourenço Martins. "Individual Metrics to Characterize the Players." In Computational Metrics for Soccer Analysis, 15–31. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59029-5_3.

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2

Igarashi, Harukazu, Shougo Kosue, and Masatoshi Miyahara. "Individual Tactical Play and Pass with Communication between Players." In Lecture Notes in Computer Science, 364–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/3-540-48422-1_31.

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3

Bennett, Michael. "Case Studies in the Culture of Professional Football Players and Mental Welfare and Wellbeing." In International Perspectives in Values-Based Mental Health Practice, 325–29. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-47852-0_38.

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AbstractThis chapter draws on the author’s personal experience together with the findings from his qualitative research, to explore the cultural values driving problems of mental health and well-being among professional footballers. The study makes explicit the way in which players are expected to hide their experiences of being objectified—of being subject to gendered, racialised and other forms of dehumanisation—and denied a legitimate lived experience, an authentic heard voice. The chapter illustrates the importance in values-based practice of knowledge of values gained as in this instance by way of qualitative methods from the social sciences being used to fill out knowledge derived from individual personal experience.
4

Reinhardt, Katja, Stefan Apelt, and Marcus Specht. "Adaptive Course Player for Individual Learning Styles." In Lecture Notes in Computer Science, 320–23. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27780-4_42.

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5

Schoell, Konrad. "Individual and social affiliation in the Nuremberg Shrovetide Plays." In Medieval Texts and Cultures of Northern Europe, 161–78. Turnhout: Brepols Publishers, 1999. http://dx.doi.org/10.1484/m.tcne-eb.3.4824.

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6

Wegmeyer, Jennifer, Carol W. DeMoranville, and Kimberly M. Judson. "Building Fan Identification in Minor League Sport Organizations: Individual Player vs. Team Approach." In Revolution in Marketing: Market Driving Changes, 230. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11761-4_108.

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7

Cho, Younghan. "Glocalization of Sports from Above: A Korean Baseball Player as a National Individual." In Global Sports Fandom in South Korea, 67–100. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-3196-5_3.

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8

Coulter, Todd J. "An Individual in the Void: Au bord de la vie." In Transcultural Aesthetics in the Plays of Gao Xingjian, 73–89. New York: Palgrave Macmillan US, 2014. http://dx.doi.org/10.1057/9781137440747_5.

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Coulter, Todd J. "An Individual in Company: Quatre quatuors pour un week-end." In Transcultural Aesthetics in the Plays of Gao Xingjian, 90–103. New York: Palgrave Macmillan US, 2014. http://dx.doi.org/10.1057/9781137440747_6.

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Coulter, Todd J. "An Individual in Night: Ballade Nocturne and Gao’s Philosophical Woman." In Transcultural Aesthetics in the Plays of Gao Xingjian, 104–13. New York: Palgrave Macmillan US, 2014. http://dx.doi.org/10.1057/9781137440747_7.

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Тези доповідей конференцій з теми "Individual players":

1

Huang, Chi-Wen, Cheng-Yu Fan, Yu-Ling Chi, Chia-Jung Wu, and Gwo-Dong Chen. "High-Interactive Gaming Learning: Bring Different Learning Benefits to Team Players and Individual Players." In 2012 IEEE 12th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2012. http://dx.doi.org/10.1109/icalt.2012.176.

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2

Igarashi, Ayumi, Kazunori Ota, Yuko Sakurai, and Makoto Yokoo. "Robustness against Agent Failure in Hedonic Games." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/52.

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We study how stability can be maintained even after any set of at most k players leave their groups, in the context of hedonic games. While stability properties ensure an outcome to be robust against players' deviations, it has not been considered how an unexpected change caused by a sudden deletion of players affects stable outcomes. In this paper we propose a novel criterion that reshapes stability form robustness aspect. We observe that some stability properties can be no longer preserved even when a single agent is removed. However, we obtain positive results by focusing on symmetric friend-oriented hedonic games. We prove that we can efficiently decide the existence of robust outcomes with respect to Nash stability underdeletion of any number of players or contractual individual stability under deletion of a single player. We also prove that symmetric additively separable games always admit an individual stable outcome that is robust with respect to individual rationality.
3

Nicolini, Rosella. "Women and foreign students in teams: the key players." In Fifth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9102.

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The aim of this proposal is to present a teaching experiment that has been in use since the academic year 2012–2013. The experiment concerns the introduction of a norm to direct the self-assessment of individual participation in the making of group reports. The presence of this norm can limit potential free-riding or conflicts inside each team. Statistical results from more than 400 students who participated in this experiment confirm that this norm was effective in reducing misleading individual behavior. In addition, this effect turns out to be associated with the presence of women and/or students from abroad in each group.
4

Lombardi, Maria, Davide Liuzza, and Mario di Bernardo. "Generation and classification of individual behaviours for virtual players control in motor coordination tasks." In 2018 17th European Control Conference (ECC). IEEE, 2018. http://dx.doi.org/10.23919/ecc.2018.8550321.

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5

Decroos, Tom, Lotte Bransen, Jan Van Haaren, and Jesse Davis. "VAEP: An Objective Approach to Valuing On-the-Ball Actions in Soccer (Extended Abstract)." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/648.

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Despite the fact that objectively assessing the impact of the individual actions performed by soccer players during games is a crucial task, most traditional metrics have substantial shortcomings. First, many metrics only consider rare actions like shots and goals which account for less than 2% of all on-the-ball actions. Second, they fail to account for the context in which the actions occurred. This work summarizes several important contributions. First, we describe a language for representing individual player actions on the pitch. This language unifies several existing formats which greatly simplifies automated analysis and this language is becoming widely used in the soccer analytics community. Second, we describe our framework for valuing any type of player action based on its impact on the game outcome while accounting for the context in which the action happened. This framework enables giving a broad overview of a player's performance, including quantifying a player's total offensive and defensive contributions to their team. Third, we provide illustrative use cases that highlight the working and benefits of our framework.
6

Novakovskiy, S., E. Shurmanov, and S. Kondratovitch. "Psychological Substantiation of Individual Typological Characteristics of Volleyball Players as Predictors of Success in Professional Activity." In Proceedings of the First International Volga Region Conference on Economics, Humanities and Sports (FICEHS 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/aebmr.k.200114.217.

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7

Gajbhiye, Haricharan. "A Study of Individual and Team Game Players with Respect to Visual and Auditory Reaction Time." In Proceedings of the 2nd Yogyakarta International Seminar on Health, Physical Education, and Sport Science (YISHPESS 2018) and 1st Conference on Interdisciplinary Approach in Sports (CoIS 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/yishpess-cois-18.2018.161.

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8

Vencúrik, Tomáš, Dominik Bokůvka, Jiří Nykodým, and Pavel Vacenovský. "Decision making of semi-professional female basketball players in competitive games." In 12th International Conference on Kinanthropology. Brno: Masaryk University Press, 2020. http://dx.doi.org/10.5817/cz.muni.p210-9631-2020-48.

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Purpose: Nowadays, not only the research but also coaching is focusing on decision making in basketball. Decision making is critical in basketball, especially in relation to offensive skills (with ball). Generally, the players have to decide what to do with the ball (make an appro-priate decision) and in the shortest time possible. From this point of view, the study aims to identify the factors which can affect the decision making of offensive skills of female basket-ball players. Methods: Eight semi-professional female basketball players participated in this study. Basket-ball players played five competitive games in the second division. During all games, the heart rate was monitored. Decision making was assessed according to Basketball Offensive Game Performance Instrument (BOGPI) and categorized as appropriate and inappropriate. For this purpose, the notational analysis was used. Based on previous research, the four main factors were set as independent variables. Each of these factors was categorized. The first factor was the intensity of load ( 95% of HR ), second factor was ball possession duration (0–8 s, 9–16 s, and 17–24 s), third factor was game period (1st quarter, 2nd quarter, 3rd quarter, and 4th quarter), and the fourth factor was defensive pressure of an opponent (low, moderate, and high). Objectivity was verified by the method of inter-rater agreement, and re-liability was using intra-rater agreement. The influence of factors on decision making was ex-pressed by binary logistic regression. Method of backward stepwise selection was used to find predictors of inappropriate decisions and to find the best model. Results: One regression coeficient in the final model was statistically significant – defensive pressure of the opponent. When the defensive pressure is moderate or high, the chance for inappropriate decisions increased. Conclusion: Based on these findings, the coaches should take into consideration these fac-tors when preparing individual training sessions.
9

Bozděch, Michal, Adrián Agricola, Jiří Nykodým, Antonín Zderčík, and Tomáš Vodička. "The Relative Age Effect in the Top 100 ATP Tennis Players 2016–2018." In 12th International Conference on Kinanthropology. Brno: Masaryk University Press, 2020. http://dx.doi.org/10.5817/cz.muni.p210-9631-2020-31.

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The issue of the Relative Age Effect (RAE) has been monitored in the field of sports for more than 30 years. Its theoretical framework is based on the premise that during the pubescent period athletes born at the beginning of the year experience earlier biological acceleration re-sulting in a higher level of physiological, mental, morphological and psychological attributes than their later-born peers. A number of publications show that this temporary advantage often manifests itself in elite competitions at the junior level, but gradually disappears during the transition to professional senior competitions. The aim of this work was to determine the level of the RAE in the elite 100 ATP tennis players (ATP Rankings) in 2016–2018. To assess the influence of the RAE, the Chi-Squared (ꭕ2) test in the variant of Goodness of Fit was used for the assessment of the conformity of expected and observed frequency distribution due to the categorical character of the research data and the large sample size. The Cohen’s w val-ue calculation was used to assess the effect size (ES, since it is not a random representative selection of elements of the research set) of the ꭕ2 test values. The odds ratio (OR) was used to assess the chance of players from the Q individual quarters to get among the best 100 players. The results show that, in terms of effect size (ES), the effect of birth date in all the Top 100 players is small (w = .22) during the entire observed period 2016–2018; the influence of RAE is therefore dismissed. The ES in the individual years is again small (w = .21–.25); the influence of RAE is also dismissed. In analysing the effect of birth date, the mean rate of effect size was found in tennis players in positions 1 to 25 (w = .46) as well as in tennis play-ers in positions 51 to 75 (w = .37); the RAE influence is therefore not rejected. Only a small measure of effect size was found between positions 26 to 50 and 76 to 100 (w = .21–.25); the RAE influence is rejected. No statistically significant difference has been found between the observed and expected distribution of birth date between the observed quarters of the year (odds ratio test, p > .05) and it has not, therefore, been proven that tennis players from any of the quarters Q –Q had a better chance of getting among the Top 100 tennis players. It can be concluded that professional senior tennis had not shown the RAE influence to the extent usual in junior categories during the observed period of 2016–2018.
10

Kolumbus, Yoav, and Gali Noti. "Neural Networks for Predicting Human Interactions in Repeated Games." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/56.

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We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural networks to perform such predictions and the information that they require. We show on a dataset of normal-form games from experiments with human participants that standard neural networks are able to learn functions that provide more accurate predictions of the players' actions than established models from behavioral economics. The networks outperform the other models in terms of prediction accuracy and cross-entropy, and yield higher economic value. We show that if the available input is only of a short sequence of play, economic information about the game is important for predicting behavior of human agents. However, interestingly, we find that when the networks are trained with long enough sequences of history of play, action-based networks do well and additional economic details about the game do not improve their performance, indicating that the sequence of actions encode sufficient information for the success in the prediction task.

Звіти організацій з теми "Individual players":

1

Winkler-Portmann, Simon. Umsetzung einer wirksamen Compliance in globalen Lieferketten am Beispiel der Anforderungen aus der europäischen Chemikalien-Regulierung an die Automobilindustrie. Sonderforschungsgruppe Institutionenanalyse, August 2020. http://dx.doi.org/10.46850/sofia.9783941627796.

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This publication based on a master thesis explores the challenges of the automotive industry regarding the European chemical regulations REACH and CLP, as well as potential improvements of the current compliance activities and the related incentives and barriers. It answers the research question: "To what extent should the compliance activities of actors in the automotive supply chain be extended in order to meet the requirements of European chemicals regulation; and where would it help to strengthen incentives in enforcement and the legal framework?“. The study’s structure is based on the transdisciplinary delta analysis of the Society for Institutional Analysis at the Darmstadt University of Applied Sciences. It compares the target state of the legal requirements and the requirements for corresponding compliance with the actual state of the actual compliance measures of the automotive players and attempts to identify their weak points (the delta). The main sources for the analysis are the legal texts and relevant court decisions as well as guideline-based expert interviews with automotive players based on Gläser & Laudel. As objects of the analysis, there are in addition answers to random enquiries according to Article 33 (2) REACH as well as the recommendations and guidelines of the industry associations. The analysis identifies the transmission of material information in the supply chain as a key problem. The global database system used for this purpose, the IMDS, shows gaps in the framework conditions. This results in compliance risk due to the dynamically developing regulation. In addition, the study identifies an incompliance of the investigated automobile manufacturers with regard to Art. 33 REACH. In answering the research question, the study recommends solutions to the automotive players that extend the current compliance activities. In addition, it offers tables and process flow diagrams, which structure the duties and required compliance measures and may serve as basic audit criteria. The analysis is carried out from an external perspective and looks at the entire industry. It therefore cannot cover all the individual peculiarities of each automotive player. As a result, the identified gaps serve only as indications for possible further compliance risks.
2

Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, July 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards are contingent on their preferred “candidate” winning the election. We measure the extent to which voters place their trust in others and are themselves trustworthy, that is, willing to honor requests that may not benefit them. Treated respondents are exposed to messages from in-group or out-group politicians, and with positive or negative tone. Results provide robust support for a negative effect of uncivil partisan discourse on trust behavior and null results on trustworthiness. The negative effect on trust is considerably greater among randomly treated respondents who engage with social media messages. These results show that engaging with messages on social media can have a deleterious effect on trust, even when those messages are not relevant to the task at hand or not representative of the actions of the individuals involved in the game.
3

Bhan, Gautam, Antara Rai Chowdhury, Neha Margosa, Kinjal Sampat, and Nidhi Sohane. Lessons for Social Protection from the COVID-19 Lockdowns Report 1 of 2: State Relief. Indian Institute for Human Settlements, 2020. http://dx.doi.org/10.24943/lspcl11.2020.

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This report seeks to use COVID-19 and its attendant lockdowns in India as a crucial moment to assess social protection. Policy and scholarship both recognize that social protection plays an important role in alleviating poverty, improving standards of living, mitigating risks and shocks, and reducing episodes of financial adversities (Conway & Norton, 2002). We understandsocial protection as “all public and privateinitiatives that provide income or consumption transfers to the poor, protect the vulnerable against livelihood risks and enhance the social status and rights of the marginalized; with the overall objective of reducing the economic and social vulnerability of poor, vulnerable and marginalized groups” (Devereux & Sabates-Wheeler, 2004). Social protection thus includes measures that are protective against destitution— both amidst crisis as well as in the everyday— as well as promotive in how they enable individuals, households and communities to thrive and flourish rather than just survive (Devereux & Sabates-Wheeler, 2004).
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Niebler, Rebecca. Abfallwirtschaftliche Geschäftsmodelle für Textilien in der Circular Economy. Sonderforschungsgruppe Institutionenanalyse, September 2020. http://dx.doi.org/10.46850/sofia.9783941627833.

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This master thesis explores the challenges for waste management business models in the field of textiles regarding the requirements of the circular economy, as well as improvement potentials in the current framework conditions. It is concerned with the research question: "Is it advisable to change the frame-work conditions at meso or macro level, with regard to business models for waste management companies in the textile sector that are oriented towards the requirements of the circular economy, and - if so - in what way?” The approach of the study is based on the delta analysis of the e Society for Institutional Analysis at the Darmstadt University of Applied Sciences. It compares the target state of the normative requirements with the actual state of the textile and waste management framework conditions and attempts to identify the gaps (the delta). Based on the delta, it develops approaches that are intended to help reduce the gaps. The thesis develops three business models for the target year 2025 in different areas: an exchange platform for sorters, recyclers and designers, an automatic sorting plant and a plant for fibre-to-fibre recycling of mixed materials. It is becoming clear that these business models cannot meet the target requirements for the circular economy. The analysis identifies the remaining gaps in the framework conditions as the main problem. For example, insufficient innovation impulses and the lack of competitiveness of secondary raw materials inhibit the actors from applying and using new technologies and business models. Restricted access to knowledge and information, as well as a lack of transparency between the actors, also prove to be problematic. In order to answer the research question, the study recommends altering the framework conditions at meso and macro level. It proposes a platform for cooperation between designers, the introduction of a material declaration system and an eco-design guideline for textiles as possible development options. In addition, this work offers a matrix of criteria to help the actors test and improve their new waste management business models regarding their suitability for the circular economy. The analysis is carried out from an outsider's perspective on the entire textile industry. It therefore cannot cover and deal with all aspects and individual circumstances of each player in detail. The necessary changes in the framework conditions that have been identified can therefore be used as a basis for further investigations.
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McKenna, Patrick, and Mark Evans. Emergency Relief and complex service delivery: Towards better outcomes. Queensland University of Technology, June 2021. http://dx.doi.org/10.5204/rep.eprints.211133.

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Emergency Relief (ER) is a Department of Social Services (DSS) funded program, delivered by 197 community organisations (ER Providers) across Australia, to assist people facing a financial crisis with financial/material aid and referrals to other support programs. ER has been playing this important role in Australian communities since 1979. Without ER, more people living in Australia who experience a financial crisis might face further harm such as crippling debt or homelessness. The Emergency Relief National Coordination Group (NCG) was established in April 2020 at the start of the COVID-19 pandemic to advise the Minister for Families and Social Services on the implementation of ER. To inform its advice to the Minister, the NCG partnered with the Institute for Governance at the University of Canberra to conduct research to understand the issues and challenges faced by ER Providers and Service Users in local contexts across Australia. The research involved a desktop review of the existing literature on ER service provision, a large survey which all Commonwealth ER Providers were invited to participate in (and 122 responses were received), interviews with a purposive sample of 18 ER Providers, and the development of a program logic and theory of change for the Commonwealth ER program to assess progress. The surveys and interviews focussed on ER Provider perceptions of the strengths, weaknesses, future challenges, and areas of improvement for current ER provision. The trend of increasing case complexity, the effectiveness of ER service delivery models in achieving outcomes for Service Users, and the significance of volunteering in the sector were investigated. Separately, an evaluation of the performance of the NCG was conducted and a summary of the evaluation is provided as an appendix to this report. Several themes emerged from the review of the existing literature such as service delivery shortcomings in dealing with case complexity, the effectiveness of case management, and repeat requests for service. Interviews with ER workers and Service Users found that an uplift in workforce capability was required to deal with increasing case complexity, leading to recommendations for more training and service standards. Several service evaluations found that ER delivered with case management led to high Service User satisfaction, played an integral role in transforming the lives of people with complex needs, and lowered repeat requests for service. A large longitudinal quantitative study revealed that more time spent with participants substantially decreased the number of repeat requests for service; and, given that repeat requests for service can be an indicator of entrenched poverty, not accessing further services is likely to suggest improvement. The interviews identified the main strengths of ER to be the rapid response and flexible use of funds to stabilise crisis situations and connect people to other supports through strong local networks. Service Users trusted the system because of these strengths, and ER was often an access point to holistic support. There were three main weaknesses identified. First, funding contracts were too short and did not cover the full costs of the program—in particular, case management for complex cases. Second, many Service Users were dependent on ER which was inconsistent with the definition and intent of the program. Third, there was inconsistency in the level of service received by Service Users in different geographic locations. These weaknesses can be improved upon with a joined-up approach featuring co-design and collaborative governance, leading to the successful commissioning of social services. The survey confirmed that volunteers were significant for ER, making up 92% of all workers and 51% of all hours worked in respondent ER programs. Of the 122 respondents, volunteers amounted to 554 full-time equivalents, a contribution valued at $39.4 million. In total there were 8,316 volunteers working in the 122 respondent ER programs. The sector can support and upskill these volunteers (and employees in addition) by developing scalable training solutions such as online training modules, updating ER service standards, and engaging in collaborative learning arrangements where large and small ER Providers share resources. More engagement with peak bodies such as Volunteering Australia might also assist the sector to improve the focus on volunteer engagement. Integrated services achieve better outcomes for complex ER cases—97% of survey respondents either agreed or strongly agreed this was the case. The research identified the dimensions of service integration most relevant to ER Providers to be case management, referrals, the breadth of services offered internally, co-location with interrelated service providers, an established network of support, workforce capability, and Service User engagement. Providers can individually focus on increasing the level of service integration for their ER program to improve their ability to deal with complex cases, which are clearly on the rise. At the system level, a more joined-up approach can also improve service integration across Australia. The key dimensions of this finding are discussed next in more detail. Case management is key for achieving Service User outcomes for complex cases—89% of survey respondents either agreed or strongly agreed this was the case. Interviewees most frequently said they would provide more case management if they could change their service model. Case management allows for more time spent with the Service User, follow up with referral partners, and a higher level of expertise in service delivery to support complex cases. Of course, it is a costly model and not currently funded for all Service Users through ER. Where case management is not available as part of ER, it might be available through a related service that is part of a network of support. Where possible, ER Providers should facilitate access to case management for Service Users who would benefit. At a system level, ER models with a greater component of case management could be implemented as test cases. Referral systems are also key for achieving Service User outcomes, which is reflected in the ER Program Logic presented on page 31. The survey and interview data show that referrals within an integrated service (internal) or in a service hub (co-located) are most effective. Where this is not possible, warm referrals within a trusted network of support are more effective than cold referrals leading to higher take-up and beneficial Service User outcomes. However, cold referrals are most common, pointing to a weakness in ER referral systems. This is because ER Providers do not operate or co-locate with interrelated services in many cases, nor do they have the case management capacity to provide warm referrals in many other cases. For mental illness support, which interviewees identified as one of the most difficult issues to deal with, ER Providers offer an integrated service only 23% of the time, warm referrals 34% of the time, and cold referrals 43% of the time. A focus on referral systems at the individual ER Provider level, and system level through a joined-up approach, might lead to better outcomes for Service Users. The program logic and theory of change for ER have been documented with input from the research findings and included in Section 4.3 on page 31. These show that ER helps people facing a financial crisis to meet their immediate needs, avoid further harm, and access a path to recovery. The research demonstrates that ER is fundamental to supporting vulnerable people in Australia and should therefore continue to be funded by government.
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Theory of change: Don’t Bet Your Life On It. Greo, June 2021. http://dx.doi.org/10.33684/2021.005.

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Gambling-related harms are increasingly recognised as a significant public health issue in Great Britain. The vast majority of those experiencing gambling harms remain unidentified and without support. Don't Bet Your Life On It (DBYLOI) blends lived experience and clinical expertise to deliver practical safer gambling strategies virtually for players that can be accessed anytime and anywhere to prevent any life from being needlessly affected by gambling-related harm. It is designed to support players at any level of play by providing players with a “seat belt” to prevent harms from occurring, identify early signs of risk, and signpost those experiencing harms to get the help they need. This theory of change visual and narrative considers the inputs, activities, outputs, and outcomes necessary to achieve these goals. It can be used by organizations, groups, and individuals in any sector impacted by gambling related harms in Great Britain.
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The COVID Decade: understanding the long-term societal impacts of COVID-19. The British Academy, 2021. http://dx.doi.org/10.5871/bac19stf/9780856726583.001.

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The British Academy was asked by the Government Office for Science to produce an independent review on the long-term societal impacts of COVID-19. This report outlines the evidence across a range of areas, building upon a series of expert reviews, engagement, synthesis and analysis across the research community in the Social Sciences, Humanities and the Arts (SHAPE). It is accompanied by a separate report, Shaping the COVID decade, which considers how policymakers might respond. History shows that pandemics and other crises can be catalysts to rebuild society in new ways, but that this requires vision and interconnectivity between policymakers at local, regional and national levels. With the advent of vaccines and the imminent ending of lockdowns, we might think that the impact of COVID-19 is coming to an end. This would be wrong. We are in a COVID decade: the social, economic and cultural effects of the pandemic will cast a long shadow into the future – perhaps longer than a decade – and the sooner we begin to understand, the better placed we will be to address them. There are of course many impacts which flowed from lockdowns, including not being able to see family and friends, travel or take part in leisure activities. These should ease quickly as lockdown comes to an end. But there are a set of deeper impacts on health and wellbeing, communities and cohesion, and skills, employment and the economy which will have profound effects upon the UK for many years to come. In sum, the pandemic has exacerbated existing inequalities and differences and created new ones, as well as exposing critical societal needs and strengths. These can emerge differently across places, and along different time courses, for individuals, communities, regions, nations and the UK as a whole. We organised the evidence into three areas of societal effect. As we gathered evidence in these three areas, we continually assessed it according to five cross-cutting themes – governance, inequalities, cohesion, trust and sustainability – which the reader will find reflected across the chapters. Throughout the process of collating and assessing the evidence, the dimensions of place (physical and social context, locality), scale (individual, community, regional, national) and time (past, present, future; short, medium and longer term) played a significant role in assessing the nature of the societal impacts and how they might play out, altering their long-term effects.

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