Дисертації з теми "Individual players"
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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.
Arts, Faculty of
Psychology, Department of
Graduate
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.
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.
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.
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.
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.
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.
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/.
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.
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.
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.
Jamil, Mikael. "Investigating the level of interdependency between the performance(s) of direct opponent(s) in professional football : a study on teams, positional units and individual players competing in the German Bundesliga." Thesis, Loughborough University, 2015. https://dspace.lboro.ac.uk/2134/21109.
Kimura, Yoshie. "Family, state and individual in Byron's plays." Thesis, University of Liverpool, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427047.
Martin, Valérie. "La télévision, média de masse ou média individuel ? De la télévision traditionnelle à la e-télévision." Thesis, Paris 9, 2015. http://www.theses.fr/2015PA090071.
Traditional TV, "Voice of France" is a mass medium. With a home ownership rate of over 98%, a viewing rate of l more than 3.50 hours, advertising revenue of over 4 billion euros , and “contenus Rendez-vous” bringing in record audiences, television rules over the living room, bringing the family together up into the 1980s. It is, however, controlled by the ruling political powers.Under the presidency of François Mitterrand, television was liberalized with the appearance of new private and commercial channels, financed by audiences and advertising, while the public sector continued to be funded by a license fee. In the 90s, the arrival of cable and satellite, followed by TNT in 2005, allowed the amazing increase of a number of new channels and TV services (« subscriptions to cable, satellite and finally Canal + in 1984 )But this evolution continues with the arrival of digital TV, revolutionizing the industry. It increases the number of channels exponentially, expands the production of content generated by consumers, and promotes interactivity through social networks. Technological advances are changing consumer habits with regard to the small screen, especially for young people. The computer, tablet, smartphone and the connected TV let you watch "television as I want, where I want, when I want”. Traditional TV, once considered as a mass media, is now a media that is individualized and that adapts to the tastes and desires of each viewer.The current financial system in France is literally exploding to deal with the internationalization of audiovisual content and players, with most of the content produced in North America.. Obsolete regulations can no longer keep pace with consumer demand in Europe and France. Faced with global supply and new viewing habits (delinearised viewing: replayand video on demand), television still continues to unite the public around major news events (sporting events, political events, the evening news …). The important, rapid changes now occurring in TV content and distribution lead to considerable uncertainty with regard to the future of traditional television, and unless it can adapt, it could more or less disappear in the long term
Orozco, Nicole A. "Who Plays Nice? Mechanisms Behind Individual Differences in Children's Altruistic Tendencies." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1233.
Rice, William Robertson. "Subjectivity in grading: The role individual subjectivity plays in assigning grades." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1623317108089967.
Bjurling, Oscar. "Most Valuable Player? : Assessing the impact of individual team role activity on team performance in a microworld environment." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138579.
Levati, Maria Vittoria. "Individuals behaviour in social dilemma games and the role played by persuasion : theory and experiments." Thesis, University of York, 2000. http://etheses.whiterose.ac.uk/14042/.
Albert, Céline. "Exposure of Arctic seabirds to pollutants and the role played by individual migratory movements and non-breeding distribution." Thesis, La Rochelle, 2020. http://www.theses.fr/2020LAROS020.
The Arctic, even far from intensive human activities, is contaminated by pollutants emitted at Northern mid-latitudes. Because of their physico-chemical characteristics, pollutants are transported over large distances through atmospheric or oceanic currents. Among them is mercury (Hg), a naturally occurring and non-essential trace element whose emissions increased since the 19th century because of human activities. This neurotoxic negatively impacts animals’ health and induces behavioral changes, reproduction issues and in the most extreme case, death. The marine environment is particularly sensitive to Hg, which incorporates the food chain (under is toxic and methylated form – MeHg) in which its concentration increases from one trophic level to the other (e.g. biomagnification process) and accumulates within organisms (e.g. bioaccumulation process). Hence, long-lived top predators like seabirds, found at the end of the food chain usually show some of the highest contamination to Hg. They are commonly and efficiently used as bio-indicators of the health of their environment. Most of the current knowledge about Hg contamination in Arctic seabirds focused on the breeding period during which Hg was found to spatially vary, with usually higher Hg concentrations in the Canadian Arctic. During this period, which represents a part of the year only, seabirds aggregate in colonies for reproduction where they are more easily accessible. However, at the end of this period, seabirds migrate to overwinter mostly in open seas, outside of the Arctic. A previous study on a little auk (Alle alle) population breeding in East Greenland found that Hg concentrations were higher during the non-breeding period than during the breeding period, with carryover effects on the following reproduction. In the present doctoral work, based on a multi-species and multi-colony approach, we studied winter Hg exposure and the role of seabird migration in their contamination to Hg at large spatial scale. We found a seasonality in Hg concentrations allowing us to extend the results found in little auks to several species and at a larger spatial scale. We also found that this seasonality was spatially different with some of the highest variations for seabirds breeding in the West Atlantic (West Greenland and Canadian Arctic). We therefore proposed that such variations were due to seabird’s migration and the areas they overwintered at. To test such hypotheses, we used seabirds as bio-indicators of winter Hg contamination through the North-Atlantic Arctic. More specifically, we combined Hg measurements with geolocators devices to track the spatial origin of winter Hg contamination. We found an east-west increase in Hg concentrations allowing us to extend the results found during the breeding period to the winter period, through the entire North-Atlantic Arctic marine region. Results of the present doctoral work allow us to conclude that beyond migration, seabird distribution during the breeding and non-breeding periods drive their contamination to Hg
Haynes, Caroline Anne. "The relationship between alcohol consumption and tobacco smoking : an examination of the role played by social context, social interaction and individual differences." Thesis, University of Derby, 2002. http://hdl.handle.net/10545/311441.
Farivar, Michelle. "The play's the thing| A qualitative analysis of participation in a theatrical experience for individuals with a history of traumatic stress." Thesis, Alliant International University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10287628.
The field of psychotraumatology has made significant advancements in elucidating the neurobiological, biobehavioral, and physiological underpinnings of trauma, complex trauma, and implications for treatment. However, these scientific findings have yet to be fully integrated into clinical treatment approaches. A specific facilitation of the highly structured theatrical experience was hypothesized by this researcher to harness several of the components of neurobiological healing from complex traumatic stress. This qualitative investigation explored the experience of individuals with a history of traumatic stress in their participation in a highly structured theatrical experience. A total of six participants with a history of stressful life experiences, including chronic adverse interpersonal experiences beginning in childhood, were interviewed to explore how they experienced elements of healing from traumatic stress in participating in this type of theatrical production. Further, the study explored how individuals with unique stressful life event histories experienced healing differently. Theoretically grounded emergent themes in the data analysis produced six themes: (a) novel integration, (b) corrective emotional experience, (c) physical mastery, (d) interpersonal learning, (e) self-capacities, and (f) locus of control, which laid the foundation for a grounded theory of hierarchical needs and processes of neurobiological healing from traumatic stress. Implications, limitations and recommendations for future research were discussed.
Lucas, João Manuel da Costa. "Comparação entre a concepção do treinador e a percepção dos jogadores, face à prestação táctica, individual e colectiva : Um Estudo de caso numa equipa de futebol de Juniores A." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2001. http://dited.bn.pt:80/29292.
Lucas, João Manuel da Costa. "Comparação entre a concepção do treinador e a percepção dos jogadores, face à prestação táctica, individual e colectiva : Um Estudo de caso numa equipa de futebol de Juniores A." Master's thesis, Universidade do Porto. Reitoria, 2001. http://hdl.handle.net/10216/10126.
Koster, Raphaël. "Le jeu vidéo comme manière d'être au monde : socio-anthropologie de l'expérience vidéoludique." Thesis, Paris 1, 2013. http://www.theses.fr/2013PA010541/document.
The cultural impact of video games directly depends on the enjoyment experienced by players in their practices. This study analyses the modes of videogaming experience. Drawing from qualitative interviews and anthropological surveys, two modes of experience have been settled : control and immersion. The videogaming experience of control spreads individualistic values of self-discipline, competition and social recognition quest. Whereas immersion appears more in an affective way in its sensorial sollicitations, its narrative modes, and its networking sociabilities. Video gaming is a type of « presence to the world » as it conveys feelings of belonging to shared symbolic values. The connexion between the micro-sociological scale of the on-field observed game practice and the macro-sociological scale of its social determinations allow to contextualise the players' social representations and to evaluate their instituting reach
Lindsay, Angus John Chisholm. "Acute and chronic individualised psychophysiological stress assessment of elite athletes through non-invasive biochemical analysis." Thesis, University of Canterbury. School of Biological Sciences, 2015. http://hdl.handle.net/10092/10737.
Green, Andrew Craig. "The technical assessment of individual performance in rugby union players." Thesis, 2016. http://hdl.handle.net/10539/22196.
Performance in Rugby Union relies on a wide variety of contributions of different individual skills. Individual tasks, such as passing, kicking or scrummaging are dependent on an individual’s ability and may vary according to a player’s playing position. The focus of this thesis is a series of studies which have assessed the performance of individual rugby players (particularly related to the assessment of passing, kicking and scrummaging) and to evaluate such performance in relation to factors (most often kinematic factors) which have been identified and correlated to better performance. The main body of this thesis includes seven studies, in the form of original papers, which firstly describe the factors which contribute to rugby passing accuracy (two studies), thereafter two studies which focus on kicking success are described. The final three studies describe the development of a new device for measuring individual scrummaging performance. These studies also investigated: the role of body positioning in the generation of scrummaging force; and assessed how such factors may respond to the fatigue experienced over the duration of a rugby game. One skill that all rugby players require is the ability to effectively pass the ball to another player. Two original research studies are presented in this thesis that describe multiple approaches to accomplishing passes in rugby players. A target frame was constructed, and the ball position relative to the centre of the target frame was recorded and reported as the accuracy error distance. The first study of this thesis assessed the accuracy of the running pass using self-selected passing strategies. Two strategies were identified: in-step passing and out-of-step passing, although differences in the step sequence resulted in no change in the pass accuracy. The second study evaluated the differences in accuracy and kinematic strategies used to execute the ground pass. Passes performed using a side-on body orientation were more accurate than those performed using a front-on body orientation. The two body orientations utilised different kinematic strategies: front-on relied on torso and pelvic rotations, whereas the side-on relied less on trunk rotations and utilised greater extension angles of the stance arm. Match victory can also be determined by individual kicking success, but in this case is reliant on the role of individual kickers in a team. In the third study, kinematic predictors of place kicking accuracy and distance were explored. Larger axial torso and pelvic rotations were related to further place kicks, and greater extensions of the stance arm was related to more accurate place kicks. However larger torso rotations, which were positively related to kicking distance, were negatively related to kick accuracy. The fourth study was devised to compare the kinematic sequences of two points scoring kicking types. The comparisons suggest that the body kinematics used during the place and drop kicks were not different, although kicking distances were further in the place kick. The fifth study of this thesis evaluated the feasibility of a custom individual scrummaging ergometer. The design, calibration, and measurement accuracy of the individual scrum ergometer are presented. Application of the ergometer revealed differences in individual scrummaging attributes, such as position of force application and centre of pressure variation, of players in different playing positions. No differences were observed in the force magnitude between playing positions. The sixth study investigated individual kinematic scrum performance using conventional kinematic techniques and the custom individual scrum ergometer. The results highlight the role of a lower body height and wider stance in the attainment of greater individual scrummaging forces. No static kinematic variables were related to individual scrum performance. The final study investigated the effects of fatigue resulting from a simulated rugby match on individual scrummaging kinetics and kinematics. Although an increase in psychological and physiological markers of fatigue were observed, no scrummaging v differences were noted in peak forces or in body kinematics at peak force following the rugby match simulation. In conclusion, the identification of performance related factors and the invalidation of others which have been identified in this body of work, may provide an opportunity for performance tailoring strategies of individual players, selection strategies for teams or even the tailoring of training practices to optimise performance. As an initial set of studies, however, many of these factors still need reassessment and validation by subsequent research and therefore this work has provided a number of research possibilities for later studies. To this end, a suggested topic of ensuing research may be to assess the repeatability of predictive power of the variables identified here, whether they are uniformly predictive over time or in different subject groups and lastly whether the individual performances (which were the focus of these studies) are translatable into team performance.
MT2017
Huang, Chien-Fang, and 黃千芳. "A Study of Online Game Players' Individual background, motivation, Behavior, interpersonal relationship and Online Game Addiction." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/58226748095489528468.
國立新竹教育大學
職業繼續教育研究所
93
The main purpose of this study is to investigate the association between online game players' individual background, motivation, behavior, interpersonal relationship and online game addiction. There are 1260 players were administered a questionnaire. The data collected were analyzed by descriptive statistic, reliability analysis, factor analysis, Chi-square, t-test, One-way ANOVA, One-way MANOVA and Pearson correlation. The major findings are as follows: 1.There were significant differences among playrs' backgrounds and their behaviors of playing online game. 2.The more time players spent on game, their virtual interpersonal relationship was getting better and better. 3.There were significant differences among playrs' motivation and their behaviors of playing online game. 4.Online game addicted players spent more then 18 hours a week on games. Besides, they are over thirty years old and with high motivation. 5.The correlation between playrs' online game addiction and actual interpersonal relationship was negative ; the correlation between playrs' online game addiction and virtual interpersonal relationship was positive. 6.Online game addicted players had higher scores of motivation and virtual interpersonal relationship than those of general players; but no significant differences in live place and seniority.
HUNG, HSIAO-WEI, and 洪筱薇. "Action Players Individual Involvement Motivation, Interpersonal Attraction, Community Value and Influence of Game Design on Adhesion." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/zqdunh.
銘傳大學
企業管理學系碩士在職專班
106
This study investigated the effects of personal motivation, interpersonal attraction, community value and game designing on stickiness of mobile game player. A quantitative survey was conducted online and totally 148 questionnaires were collected. SPSS was adapted to examine the model’s stability and validity, and used regression analysis and cluster analysis to test the research hypothesis. Research findings suggested the following: Each one of personal motivation, interpersonal attraction, community value and game designing had a significant positive impact on the stickiness. In addition, through the hierarchical regression analysis, it was found that personal motivation had a significant positive moderating effect on the relationship between interpersonal attraction and stickiness, while negatively significant moderating effect on the relationship between community value and stickiness. Finally, based on the results of cluster analysis, the mobile game players were divided into three groups: leisure players、core players and potential players. In summary, the marketing practices of each cluster were recommended.
Tseng, Hsiao-Fen, and 曾小芬. "The study of the correlation between the basic physical strength and the individual favorite technique skills in Taiwan Judo players." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/31560901057852448358.
國立體育大學
競技與教練科學研究所
101
The basic physical strength and the individual favorite technique skills play an important role on the Judo training and competition. To improve the abilities and increase the possibility of getting medals in the international competitions, the personal training of different body types is urgently needed for the players of Judo in Taiwan. (Tailored and personalized training procedure for Taiwan Judo players of various body types is urgently needed.) Therefore, the aim of this study is to investigate male Judo players’ basic physical strength and individual favorite technique skills in our country. The study recruited 132 Judo athletes who were kuro obi and their competition results reach top six in the Taiwan area competitions. The subjects include 55Kg level to over 100kg level and were divide into six levels, it is combined the 55Kg level and 60Kg level, 100Kg level and over 100Kg level. The types of favorite technique skills were divided into TE-WAZA, COSHI-WAZA, ASHI-WAZA. All subjects underwent the basic physiological characters(weight, height and body fat) and the basic physical strength (grip strength, back strength, side-step test, jump power, 100m running and 1500m running). Between favorite technique skills and all variables, the differences were analyzed by One-way ANOVA and the correlation were analyzed by Pearson product-moment. P-values < 0.05 were determined to be significant. The results show that the height of ASHI-WAZA players were significant than the TE-WAZA players in level 1st, level 2nd , level 3rd and 6th level, but the weight, the body fat and the lean mass were not significant difference in different favorite technique skills between each levels. The upper body back’s flexion in level 2nd, COSHI-WAZA players were significant difference than TE-WAZA players and ASHI-WAZA players. The standing trunk flexion in level 2nd was also COSHI-WAZA players were significant difference than TE-WAZA players. The reaction and the 1500m running in 3rd level, ASHI-WAZA players were significant difference than TE-WAZA players. All the absolute strength values, relative strength values, jump power and 100m running were not significant difference in each levels. The side-step test in 4th level, TE-WAZE players were significant difference than ASHI-WAZA players. Furthermore, the favorite technique skill and height, weight, lean mass, left grip strength, right grip strength and back muscle strength were significant correlation. The conclusion is that the body composition and strength affected the favorite technique skills. And ASHI-WAZE players have higher height. Moreover, ASHI-WAZE players in level 3rd have better reaction and better cardiorespiratory endurance. In level 2nd , COSHI-WAZA players have better flexibility, and in level 4th TE-WAZE players have better agility, but others basic physical strength were not different between favorite technique skills.
Pereira, Tiago Alexandre Pontes. "Desenvolvimento, validação e aplicação da fórmula Golden Index para a análise individual dos futebolistas em fase ofensiva Identificação dos Golden Players do Club Atlético de Madrid 2016/2017." Dissertação, 2018. https://repositorio-aberto.up.pt/handle/10216/116337.
The objective of this study was twofold: i) first, to develop and validate a novel formula called Golden Index (GI) aimed to classify players' individual performance in the attacking sub-phases of play in football; ii) second, to apply the GI formula to Club Atlético de Madrid (ATM) in the 2016/2017 season, to identify the most important players in the attacking sub-phases of play. Twelve variables were selected regarding the tactical-technical actions of players performed in the attacking sequences of play, collected through the implementation of two techniques, namely: Notational Analysis and Social Network Analysis. The first article of this work reflects all the methodological procedures that were used to validate all the components of the GI formula, through the use of a questionnaire provided to 13 football experts. The questionnaire was validated with consensus (≥75%), and the weight of each variable was measured. For the correct normalization of each variable we have used the statistical technique of standardization. From the application of the GI formula to eight matches of ATM in the 2016/2017 season, we aimed to: identify and classify the Golden Players in the offensive phase of the game (article 1), and; to investigate the influence of the situational variable "quality of the opposition" in players' individual performance in the offensive phase of the game (article 2). The results indicated the player Koke, wide midfielder, as the most important player of the team, presenting high influence and centrality in the network of passes, and with a high number of assists. On the other hand, the results of the second article were able to confirm the conditioning effect exerted by the "quality of the opposition" on players' individual performance. In this regard, there were oscillations in the players' indexes, with Koke attaining the highest index when competing with high-level opponents. Antoine Griezmann, second striker, was considered the best player against middle- and low-level opponents exhibiting a high preponderance in scoring zones, reflected by the number of shots and goals achieved, also showing a greater participation in the attacking process of the team. Thus, the GI formula can be viewed as a valuable and useful tool for analysing players' individual performance in the attacking sub-phases of play in Football, incorporating quantitative and objective information, allowing to complement other subjective analyses. The GI formula has proved to be sensitive in identifying and classifying players with the highest level of participation in the offensive phase of the game, thus contributing to the success of a team, being able, considering its generic nature, to be applied in any context of the offensive phase of the game in football.
Pereira, Tiago Alexandre Pontes. "Desenvolvimento, validação e aplicação da fórmula Golden Index para a análise individual dos futebolistas em fase ofensiva Identificação dos Golden Players do Club Atlético de Madrid 2016/2017." Master's thesis, 2018. https://repositorio-aberto.up.pt/handle/10216/116337.
The objective of this study was twofold: i) first, to develop and validate a novel formula called Golden Index (GI) aimed to classify players' individual performance in the attacking sub-phases of play in football; ii) second, to apply the GI formula to Club Atlético de Madrid (ATM) in the 2016/2017 season, to identify the most important players in the attacking sub-phases of play. Twelve variables were selected regarding the tactical-technical actions of players performed in the attacking sequences of play, collected through the implementation of two techniques, namely: Notational Analysis and Social Network Analysis. The first article of this work reflects all the methodological procedures that were used to validate all the components of the GI formula, through the use of a questionnaire provided to 13 football experts. The questionnaire was validated with consensus (≥75%), and the weight of each variable was measured. For the correct normalization of each variable we have used the statistical technique of standardization. From the application of the GI formula to eight matches of ATM in the 2016/2017 season, we aimed to: identify and classify the Golden Players in the offensive phase of the game (article 1), and; to investigate the influence of the situational variable "quality of the opposition" in players' individual performance in the offensive phase of the game (article 2). The results indicated the player Koke, wide midfielder, as the most important player of the team, presenting high influence and centrality in the network of passes, and with a high number of assists. On the other hand, the results of the second article were able to confirm the conditioning effect exerted by the "quality of the opposition" on players' individual performance. In this regard, there were oscillations in the players' indexes, with Koke attaining the highest index when competing with high-level opponents. Antoine Griezmann, second striker, was considered the best player against middle- and low-level opponents exhibiting a high preponderance in scoring zones, reflected by the number of shots and goals achieved, also showing a greater participation in the attacking process of the team. Thus, the GI formula can be viewed as a valuable and useful tool for analysing players' individual performance in the attacking sub-phases of play in Football, incorporating quantitative and objective information, allowing to complement other subjective analyses. The GI formula has proved to be sensitive in identifying and classifying players with the highest level of participation in the offensive phase of the game, thus contributing to the success of a team, being able, considering its generic nature, to be applied in any context of the offensive phase of the game in football.
Chen, Jun-Lin, and 陳駿霖. "Individual Learner Big Data Based Cloud Role Player Game Learning." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/r9ghs7.
國立虎尾科技大學
資訊工程系碩士班
104
In this thesis, we propose an Individual Learner Big Data Based Cloud Role Player Game Learning Corresponding to Individual Learner Big Data according to the proposed dynamic assigning algorithm to separate individual learner (student) into different levels of learning ability. Based on dynamic assigning algorithm, student’s answering times and answering correct rate for each education scenario in cloud based digital game learning system is considered. Suitable teaching scenario will be provided for individual user corresponding to personal learning ability. Each designed modular teaching materials can be embedded into the game platform on the virtual machine in cloud. In addition, the whole learning system is established as a virtual machine. System maintainer can configure the learning system easily and quickly. Based on cloud, different remote devices can connect to server for learning.
Hamada, Martin. "Analýza individuálního herního výkonu ofenzivního středního středového hráče ve fotbale." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-328542.
CHENG, CHANG CHU, and 張居正. "Investigating the influences of individual and game characteristics on a player's intention of playing real driving game." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/85888178181191334456.
Lin, Yu-En, and 林鈺恩. "Examining Virtual Character Creations and Individuals’ Offline Lives for Gaming in Players of Massively Multiplayer Online Role-playing Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/41126261283487303842.
淡江大學
未來學研究所碩士班
104
“Online game” is not an unfamiliar noun to many people and has been the research topic for many years. However, the “online game” and its players have changed profoundly in recent years. The author of this essay, who is also the player of "MMORPGs (Massively Multiplayer Online Role-Playing Game)”, found that there is a gap between the online roles of game plyers and their offline lives. The framework of this research was based mainly on the “ theater theory” by American sociologist Erving Goffman. Through qualitative interviews with online game players, this research aimed to find out how players choose their online gender, how they dealt with the gap between online role-playing and real-life experiences, and how they solved the conflicts arising during the process of game playing with other players. To sum up, the research found out that "anonymity on the Internet" has gradually lost its protection for the players’ identity during the process of online-role gender selection; hence, players didn’t show the intention to keep their gender secret. Instead, players tended to choose the online gender roles from their aesthetic viewpoints as well as from their past experiences in playing online games. In addition, this research found that female players by choosing male gender roles (Type III players) behaved more likely close to the so-called “good” game players with the purpose of fulfilling social expectations. This finding was against past studies which claimed that "the online-game world allows players to be the true-self and enables them to unload their masks on the backstage". Furthermore, this study also found that having MMORPG experience could actually benefit players’ real lives in many ways, such as stabilizing their emotions etc.. Finally, in order to avoid indulging in the world of online-game, players have to increase their awareness and recognition of their own responsibilities in the daily lives and make a clear difference between their real lives and the online roles.
Erfani-Ghadimi, Nooshin. "Practitioner perspectives and assumptions about the role media plays in communication strategies that aim to change the behaviour of an individual." Thesis, 2016. http://hdl.handle.net/10539/22627.
The aim of this research is to investigate practitioner perspectives and assumptions about the role media plays in communication strategies that aim to change the behaviour of an individual. It assesses whether these assumptions are consistent with the way the media is actually used in the campaigns of three organisations, and then asks whether there is any correlation between the apparent effectiveness of the campaign and the assumptions of media effect held by practitioners. The purpose is to gain better insight, from a media practitioner’s perspective, into how communication practitioners working on public campaigns understand the impact of the media. Three case studies are analysed, focusing on the use of print, broadcast and the internet to communicate the key messages in the campaigns. The case studies are of highly visible national organizations, each using the media in a particular way, with varying results. The first case study is of SANRAL's E-tag campaign, a campaign which has struggled to achieve widespread public support for e-tolls in Gauteng; the second, Play4Life, is a campaign launched by loveLife, which has in the past been controversial in its use of mass media, and the last, PhuzaWize, is campaign run by Soul City, generally credited with having an evidence-based and strategic approach to its communication strategies. The research found that the communication strategies used in the campaigns are in line with the compliance gaining, the two-step and multi-step, and with communication for social change models, respectively. Practitioners interviewed for this study however showed slightly differing views on the impact of media. Some seemed to understand the mass media through theoretical prisms described in Hovland’s “magic keys” (of attention, compliance and acceptance), whilst others argued that the messaging must change internal psychological makeup of the audience – as described in De Fleur’s psychodynamic model. Whilst one practitioner was an advocate of educational-entertainment and communication for social development approaches, others made repeated references to the power of inter-personal interactions, which are most in line with Lazarsfeld’s two-step and multi-step models.
MT2017