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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>
11

Kurzban, Robert, and Daniel Houser. "Individual differences in cooperation in a circular public goods game." European Journal of Personality 15, no. 1_suppl (November 2001): S37—S52. http://dx.doi.org/10.1002/per.420.

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Research using the public goods game to examine behaviour in the context of social dilemmas has repeatedly shown substantial individual differences in patterns of contributions to the public good. We present here a new method specifically designed to capture this heterogeneity in play and classify participants into broad categories or types. Players in groups of four made initial, simultaneous contributions to the public good. Subsequently, players were sequentially told the current aggregate contribution to the public good and allowed to change their decision based on this information. The game continued, with players updating their contribution decision until the game ended at an unknown point. By looking at the relationship between players' contributions and the aggregate value they observed, we were able to cleanly classify 82% of our players into three types: strong free riders (28%), conditional cooperators of reciprocators (29%), and strong cooperators (25%). We also found that scores on some of the personality dimensions we investigated (self‐monitoring, self‐esteem, neuroticism, and conscientiousness) correlated with player type. Finally, males were found to be more likely to be strong cooperators than females. Copyright © 2001 John Wiley & Sons, Ltd.
12

Campbell, Carmen S., Kaori C??lia Sakuma, Jaqueline Reis Diniz, and Herbert Gustavo Sim??es. "Individual Anaerobic Threshold Prediction for Young Soccer Players." Medicine & Science in Sports & Exercise 36, Supplement (May 2004): S204. http://dx.doi.org/10.1097/00005768-200405001-00976.

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13

Campbell, Carmen S., Kaori Célia Sakuma, Jaqueline Reis Diniz, and Herbert Gustavo Simões. "Individual Anaerobic Threshold Prediction for Young Soccer Players." Medicine & Science in Sports & Exercise 36, Supplement (May 2004): S204. http://dx.doi.org/10.1249/00005768-200405001-00976.

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14

Lock, Ethan, and Joel Hoffman. "The National Football League Players Association's Proposed Alternative to Individual Player-Team Salary Negotiations." Journal of Sport and Social Issues 9, no. 2 (September 1985): 34–43. http://dx.doi.org/10.1177/019372358500900204.

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15

ILLE, SEBASTIAN. "THE DYNAMICS OF NORMS AND CONVENTIONS UNDER LOCAL INTERACTIONS AND IMITATION." International Game Theory Review 16, no. 03 (May 6, 2014): 1450001. http://dx.doi.org/10.1142/s0219198914500017.

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Restricting the analysis to general 2×2 coordination games, this article shows how under certain conditions, it is highly likely that individuals coordinate on a (pay-off) efficient through risk inferior convention. This contrasts with other equilibrium refinement criteria, such as risk dominance or stochastic stability. Here it is assumed that players are situated on a toroidal regular lattice, interact only locally and, in each period, imitate the last period's most successful player in their neighborhood. If the set of observable players by an individual and the set that he interacts with are both identical and small, pay-off dominance plays the major role in defining the long-term convention. As the latter set of players increases, a risk dominant but pay-off inferior convention becomes more likely. The model also shows that the interaction of two player types in a nonsymmetric game potentially leads to nonegalitarian conventions.
16

Crisco, Joseph J., Bethany J. Wilcox, Jason T. Machan, Thomas W. McAllister, Ann-Christine Duhaime, Stefan M. Duma, Steven Rowson, Jonathan G. Beckwith, Jeffrey J. Chu, and Richard M. Greenwald. "Magnitude of Head Impact Exposures in Individual Collegiate Football Players." Journal of Applied Biomechanics 28, no. 2 (May 2012): 174–83. http://dx.doi.org/10.1123/jab.28.2.174.

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The purpose of this study was to quantify the severity of head impacts sustained by individual collegiate football players and to investigate differences between impacts sustained during practice and game sessions, as well as by player position and impact location. Head impacts (N = 184,358) were analyzed for 254 collegiate players at three collegiate institutions. In practice, the 50th and 95th percentile values for individual players were 20.0 g and 49.5 g for peak linear acceleration, 1187 rad/s2 and 3147 rad/s2 for peak rotational acceleration, and 13.4 and 29.9 for HITsp, respectively. Only the 95th percentile HITsp increased significantly in games compared with practices (8.4%, p = .0002). Player position and impact location were the largest factors associated with differences in head impacts. Running backs consistently sustained the greatest impact magnitudes. Peak linear accelerations were greatest for impacts to the top of the helmet, whereas rotational accelerations were greatest for impacts to the front and back. The findings of this study provide essential data for future investigations that aim to establish the correlations between head impact exposure, acute brain injury, and long-term cognitive deficits.
17

Wiig, Håvard, Thor Einar Andersen, Live S. Luteberget, and Matt Spencer. "Individual Response to External Training Load in Elite Football Players." International Journal of Sports Physiology and Performance 15, no. 5 (May 1, 2020): 696–704. http://dx.doi.org/10.1123/ijspp.2019-0453.

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Purpose: To investigate within-player effect, between-player effect, and individual response of external training load from player tracking devices on session rating of perceived exertion training load (sRPE-TL) in elite football players. Methods: The authors collected sRPE-TL from 18 outfield players in 21 training sessions. Total distance, high-speed running distance (>14.4 m/s), very high-speed running distance (>19.8 m/s), PlayerLoad™, PlayerLoad2D™, and high-intensity events (HIE > 1.5, HIE > 2.5, and HIE > 3.5 m/s) were extracted from the tracking devices. The authors modeled within-player and between-player effects of single external load variables on sRPE-TL, and multiple levels of variability, using a linear mixed model. The effect of 2 SDs of external load on sRPE-TL was evaluated with magnitude-based inferences. Results: Total distance, PlayerLoad™, PlayerLoad2D™, and HIE > 1.5 had most likely substantial within-player effects on sRPE-TL (100%–106%, very large effect sizes). Moreover, the authors observed likely substantial between-player effects (12%–19%, small to moderate effect sizes) from the majority of the external load variables and likely to very likely substantial individual responses of PlayerLoad™, high-speed running distance, very high-speed running distance, and HIE > 1.5 (19%–30% coefficient of variation, moderate to large effect sizes). Finally, sRPE-TL showed large to very large between-session variability with all external load variables. Conclusions: External load variables with low intensity-thresholds had the strongest relationship with sRPE-TL. Furthermore, the between-player effect of external load and the individual response to external load advocate for monitoring sRPE-TL in addition to external load. Finally, the large between-session variability in sRPE-TL demonstrates that substantial amounts of sRPE-TL in training sessions are not explained by single external load variables.
18

Sahin, Mustafa, and Ozlem Kirandi. "Functional movement scanning In elite level tennis players: total score, individual analysis, and asymmetries." International Journal of Academic Research 9, no. 1 (December 30, 2017): 54–58. http://dx.doi.org/10.7813/2075-4124.2017/9-1/b.9.

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19

Perko, Igor, and Peter Ototsky. "Big Data for Business Ecosystem Players." Naše gospodarstvo/Our economy 62, no. 2 (June 1, 2016): 12–24. http://dx.doi.org/10.1515/ngoe-2016-0008.

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Abstract In the provided research, some of the Big Data most prospective usage domains connect with distinguished player groups found in the business ecosystem. Literature analysis is used to identify the state of the art of Big Data related research in the major domains of its use-namely, individual marketing, health treatment, work opportunities, financial services, and security enforcement. System theory was used to identify business ecosystem major player types disrupted by Big Data: individuals, small and mid-sized enterprises, large organizations, information providers, and regulators. Relationships between the domains and players were explained through new Big Data opportunities and threats and by players’ responsive strategies. System dynamics was used to visualize relationships in the provided model.
20

Hvattum, Lars Magnus. "Offensive and Defensive Plus–Minus Player Ratings for Soccer." Applied Sciences 10, no. 20 (October 20, 2020): 7345. http://dx.doi.org/10.3390/app10207345.

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Rating systems play an important part in professional sports, for example, as a source of entertainment for fans, by influencing decisions regarding tournament seedings, by acting as qualification criteria, or as decision support for bookmakers and gamblers. Creating good ratings at a team level is challenging, but even more so is the task of creating ratings for individual players of a team. This paper considers a plus–minus rating for individual players in soccer, where a mathematical model is used to distribute credit for the performance of a team as a whole onto the individual players appearing for the team. The main aim of the work is to examine whether the individual ratings obtained can be split into offensive and defensive contributions, thereby addressing the lack of defensive metrics for soccer players. As a result, insights are gained into how elements such as the effect of player age, the effect of player dismissals, and the home field advantage can be broken down into offensive and defensive consequences.
21

Hvattum, Lars Magnus, and Garry A. Gelade. "Comparing bottom-up and top-down ratings for individual soccer players." International Journal of Computer Science in Sport 20, no. 1 (January 1, 2021): 23–42. http://dx.doi.org/10.2478/ijcss-2021-0002.

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Abstract Correctly assessing the contributions of an individual player in a team sport is challenging. However, an ability to better evaluate each player can translate into improved team performance, through better recruitment or team selection decisions. Two main ideas have emerged for using data to evaluate players: Top-down ratings observe the performance of the team as a whole and then distribute credit for this performance onto the players involved. Bottom-up ratings assign a value to each action performed, and then evaluate a player based on the sum of values for actions performed by that player. This paper compares a variant of plus-minus ratings, which is a top-down rating, and a bottom-up rating based on valuing actions by estimating probabilities. The reliability of ratings is measured by whether similar ratings are produced when using different data sets, while the validity of ratings is evaluated through the quality of match outcome forecasts generated when the ratings are used as predictor variables. The results indicate that the plus-minus ratings perform better than the bottom-up ratings with respect to the reliability and validity measures chosen and that plus-minus ratings have certain advantages that may be difficult to replicate in bottom-up ratings.
22

Larsen, Carsten Hvid, Louise Kamuk Storm, Stig Arve Sæther, Nicklas Pyrdol, and Kristoffer Henriksen. "A world class academy in professional football:." Scandinavian Journal of Sport and Exercise Psychology 2 (October 21, 2020): 33–43. http://dx.doi.org/10.7146/sjsep.v2i0.119746.

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The holistic ecological approach puts an emphasis on the environment in which prospective elite athletes develop. Applying the holistic ecological approach, this article examines talent development among male under-19 football players at Ajax Amsterdam which has a history of successfully developing several of its juniors to top-level international players. Principal methods of data collection include interviews, participant observations of daily life in the environment, and analysis of documents. The environment was centred around the relationship between players and a clubhouse community consisting of a team of coaches, teachers, experts, and managers that helped the players to focus on: Handling dual careers (sport and school), developing mental toughness, social skills and work ethic. Furthermore, the environment was characterised by a strong, open, and cohesive organisational culture based on each player as an investment, social responsibility and individual development before winning matches. We argue that the holistic ecological approach holds the potential to inspire coaches and practitioners to be sensitive to and analyse not only the individual player’s athletic development but also the overall strategies and organisational settings, in the talent development environment.
23

Xiang Qian, Xu, G. V. Korobeynikov, D. M. Mishchuk, and L. G. Korobeynikova. "Features of individual cognitive style of qualified badminton players." Health, sport, rehabilitation 6, no. 4 (December 20, 2020): 39–46. http://dx.doi.org/10.34142/hsr.2020.06.04.04.

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Aim: to determine of peculiarities of personal cognitive styles in qualified badminton players. Material and methods. The studies were carried out using the hardware-software computer complex "Multipsychometer-05". The modified Stroop test was selected. The indicators of the test "Field dependence" were determined: field independence, left hemispheric dominance, functional asymmetry, and the effectiveness of the test. The obtained results of the study were analyzed for the entire sample of badminton players, as well as separately for men and women. Results. According to the results of scientific research on the field dependence of qualified badminton players, it was found that all athletes in our sample demonstrate a slight bias towards field dependence; dominated by right hemisphere dominance; in functional asymmetry and efficiency, qualified badminton players demonstrate an average level. The analysis of test indicators, taking into account gender dimorphism, showed that among men 72% demonstrate a predominance of right hemispheric dominance of varying degrees, 28% have left hemispheric dominance. As for women, 54% demonstrate a predominance of right hemispheric dominance of varying degrees, and 37% demonstrate left hemispheric dominance of varying degrees. Conclusions. Men show a tendency towards better test performance and have more pronounced functional asymmetry. The cognitive style of skilled badminton players determines the strategy of selection and processing of information, problem solving, learning and other types of cognitive activities. Because human cognitive-activity styles are genetically determined and demonstrate a pronounced stability of cognitive-stylistic characteristics in ontogenesis, they can be used as prognostic and diagnostic criteria.
24

Subramaniyaswamy, V., R. Logesh, and V. Indragandhi. "Intelligent sports commentary recommendation system for individual cricket players." International Journal of Advanced Intelligence Paradigms 10, no. 1/2 (2018): 103. http://dx.doi.org/10.1504/ijaip.2018.089492.

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25

Logesh, R., V. Indragandhi, and V. Subramaniyaswamy. "Intelligent sports commentary recommendation system for individual cricket players." International Journal of Advanced Intelligence Paradigms 10, no. 1/2 (2018): 103. http://dx.doi.org/10.1504/ijaip.2018.10010529.

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26

De Paola, Maria, and Vincenzo Scoppa. "Media exposure and individual choices: Evidence from lottery players." Economic Modelling 38 (February 2014): 385–91. http://dx.doi.org/10.1016/j.econmod.2014.01.006.

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27

Maeda, Kenji, and George Moll. "American Football Sets Players’ Body Mass Index." Global Pediatric Health 5 (January 1, 2018): 2333794X1878554. http://dx.doi.org/10.1177/2333794x18785540.

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Objectives. Document American football, National Football League (NFL), Lean State (LS) or Heavy State (FS) Public High School (PHS), sets similar player position mean body mass indexes (BMI). Review health risks related to BMI. Methods. Public accessible 2014-2015 football rosters were used to calculate individual player’s BMI for four PHS teams about each LS and FS Capital City and 32 NFL teams. Mean BMI were compared for male player positions: quarterback (Q), backfield (B), and line (L) players. Results. Q, B, and L mean BMI were not significantly different for LS and FS PHS and NFL, but mean BMI was significantly ( P < .01) different for Q or B versus L. Conclusion. Football sets similar BMI for player positions with PHS line prone to obese BMI (considered healthy for NFL players) regardless of regional BMI trends. We propose PHS football set player BMI upper limit 30 to support public health and sports safety goals.
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García-Angulo, Antonio, José Manuel Palao, José María Giménez-Egido, Francisco Javier García-Angulo, and Enrique Ortega-Toro. "Effect of the Modification of the Number of Players, the Size of the Goal, and the Size of the Field in Competition on the Play Actions in U-12 Male Football." International Journal of Environmental Research and Public Health 17, no. 2 (January 14, 2020): 518. http://dx.doi.org/10.3390/ijerph17020518.

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A player’s sports development involves a long process. The modification of rules for youth players seeks to adapt the sport to the child and his/her development. The manipulation of rules affects the technical and tactical skills demonstrated by players and, therefore, their development. The objective of this study was to analyse the effect of a reduction in the number of players (from 8 per team to 5 per team), the size of the goal (from 6 × 2 m to 3 × 2 m) and the playing space (from 58 × 38 m to 38 × 20 m), on the technical and tactical actions in youth football players. A quasi-experimental A-B-A design was implemented to assess the effect of the rule changes. The players (n = 40) played three tournaments using two competition formats (official rules, modified rules, and official rules). The results show that the use of the modified rules generated a greater number and variability in the technical–tactical actions, a greater number of actions with teammates in the pass line, a greater continuity in the game, a greater number of attack and defence actions in areas close to the goal, and favours team play. The experimental format fits the players’ individual progression better (U-12) as well as the players’ and teams’ collective development, and it will allow players to evolve from the individual development of previous stages.
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Casanova, Natalina R., Bruno R. Travassos, Sandra S. Ferreira, Nuno D. Garrido, and Aldo M. Costa. "Concentration of salivary cortisol and testosterone in elite women football players." Kinesiology 52, no. 1 (2020): 1–9. http://dx.doi.org/10.26582/k.52.1.1.

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This study aims to evaluate the relation between salivary concentrations of cortisol (C), testosterone (T), the ratio T:C and the individual performance of top-level female soccer athletes during official matches. Eighteen female athletes from a national soccer team (age 23.06 ± 4.33 years) participated in the study. Four official matches were analysed and the on-field time of each player as well as the index of individual effectiveness were calculated. Players were classified in two clusters according to their individual performance (cluster 1 – poor individual performance; cluster 2 – good individual performance) using K-means and their hormonal variables were compared. The players of cluster 2 generally revealed higher values (p˂.05) in both the positive actions and individual effectiveness, when compared with the players of cluster 1. The players of both clusters presented identical values of C, T and T:C at the four evaluated matches. The athletes of cluster 2 showed a significant increase in C (p˂.05) and a significant decrease in T and T:C before the games lost (M2 and M5). However, there was no linear relation between the variation of both hormones during the matches and the individual performance of players. Performance in competition revealed significant differences between players, though with no apparent relation to the hormonal kinetics of C and T before and after the matches.
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Tangalos, Christie, Samuel J. Robertson, Michael Spittle, and Paul B. Gastin. "Predictors of Individual Player Match Performance in Junior Australian Football." International Journal of Sports Physiology and Performance 10, no. 7 (October 2015): 853–59. http://dx.doi.org/10.1123/ijspp.2014-0428.

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Context:Player match statistics in junior Australian football (AF) are not well documented, and contributors to success are poorly understood. A clearer understanding of the relationships between fitness and skill in younger players participating at the foundation level of the performance pathway in AF has implications for the development of coaching priorities (eg, physical or technical).Purpose:To investigate the relationships between indices of fitness (speed, power, and endurance) and skill (coach rating) on player performance (disposals and effective disposals) in junior AF.Methods:Junior male AF players (N = 156, 10–15 y old) were recruited from 12 teams of a single amateur recreational AF club located in metropolitan Victoria. All players were tested for fitness (20-m sprint, vertical jump, 20-m shuttle run) and rated by their coach on a 6-point Likert scale for skill (within a team in comparison with their teammates). Player performance was assessed during a single match in which disposals and their effectiveness were coded from a video recording.Results:Coach rating of skill displayed the strongest correlations and, combined with 20-m shuttle test, showed a good ability to predict the number of both disposals and effective disposals. None of the skill or fitness attributes adequately explained the percentage of effective disposals. The influence of team did not meaningfully contribute to the performance of any of the models.Conclusions:Skill development should be considered a high priority by coaches in junior AF.
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Pereira, Tiago, João Ribeiro, Filipe Grilo, and Daniel Barreira. "The Golden Index: A classification system for player performance in football attacking plays." Proceedings of the Institution of Mechanical Engineers, Part P: Journal of Sports Engineering and Technology 233, no. 4 (May 30, 2019): 467–77. http://dx.doi.org/10.1177/1754337119851682.

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In this study, a formula called the Golden Index was developed that calculates a value for each player according to their individual and collective performances. This method identifies the most important players, designated as Golden Players, in football attacking plays. This study was organized in two main phases: (1) selection, definition and validation, including weighting assignment, of a set of variables associated with players’ performance through application of statistical techniques to uniformize variables values that compose the Golden Index formula and (2) applicability of the Golden Index formula to quantify players’ performance of Club Atlético de Madrid over 2016-2017 season. A questionnaire was given to football experts in order to validate and determine the weight of each of the 12 variables selected. Descriptive statistics with standardization techniques were used to set the weights and uniformize each variable of the Golden Index formula. Applying the Golden Index formula to Club Atlético de Madrid 2016-2017 season named Koke, Yannick Carrasco and Filipe Luís as the Golden Players, while the centre-backs Lucas Hernández, Stefan Savić and Diego Godín and striker Fernando Torres received negative indexes. Results suggested that the Golden Index formula is a valuable and useful tool in capturing the individual and collective performance of players in attacking play in football.
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Bojanić, Milana, and Goran Bojanić. "Self-Learning Mechanism for Mobile Game Adjustment towards a Player." Applied Sciences 11, no. 10 (May 13, 2021): 4412. http://dx.doi.org/10.3390/app11104412.

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Mobile app markets have faced huge expansion during the last decade. Among different apps, games represent a large portion with a wide range of game categories having consumers in all age groups. To make a mobile game suitable for different age categories, it is necessary to adjust difficulty levels in such a way to keep the game challenging for different players with different playing skills. The mobile app puzzle game Wonderful Animals has been developed consisting of puzzles, find pairs and find differences game (available on the Google Play Store). The game testing was conducted on a group of 40 players by recording game level completion time and conducting a survey of their subjective evaluation of completed level difficulty. The study aimed to find a mechanism to adjust game level difficulty to the individual player taking into account the player’s achievements on previously played games. A pseudo-algorithm for self-learning mechanism is presented, enabling level difficulty adaptation to the player. Furthermore, player classification into three classes using neural networks is suggested in order to offer a user-specific playing environment. The experimental results show that the average recognition rate of the player class was 96.1%.
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Thompson, Terry. "The Interdependent Roles of All Players in Making Technology Accessible." Journal of Special Education Technology 18, no. 4 (September 2003): 21–27. http://dx.doi.org/10.1177/016264340301800402.

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Making technology accessible is a complex and difficult problem, involving many individuals and groups. When a particular technology presents a barrier to an individual, who is at fault? Often blame is assigned to an individual technology developer, content developer, or educational entity, though doing so is often an oversimplification of the problem. In actuality, a variety of players, individually and through relationships with one another, play critical roles in making technology accessible. Players include consumers, technology developers (including developers of assistive technology, operating systems, software applications, user agents, and authoring tools), standards organizations, K-12 and postsecondary schools, employers, advocates and legislators. This article provides an overview of the current state of technology accessibility by examining the roles of each of these players and their interdependencies.
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Barnett, Christopher B. "The “Lonely Game”: Baseball, Kierkegaard, and the Spiritual Life." Horizons 47, no. 1 (April 2, 2020): 1–23. http://dx.doi.org/10.1017/hor.2020.3.

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This essay aims to show that baseball's time-honored emphases on physical and spiritual discipline follow from its metaphysical imaginary. In turn, it will reason that Christian life and thought are capable of illuminating baseball—and vice versa. The argument will proceed as follows: First, both Christianity and baseball frame their worlds in terms of emanation (exitus) and return (reditus): “players” leave home and aim to return home; second, though players belong to a team or community (ecclesia), the task of returning home is ultimately a solitary one; it has to be done by the individual player, even if the team, too, benefits from the individual's undertaking; and third, the spiritual or attitudinal development of the individual is thus crucial: players have to attend to how they approach the “game,” particularly in terms of their internal comportment. This last point will receive special attention: it will be reasoned that Søren Kierkegaard's spiritual writings, tendered for the existential “upbuilding” (Opbyggelse) of “the single individual” (den Enkelte), might likewise offer upbuilding insights for the individuals who play baseball—a sport that John Updike once called “an essentially lonely game.”
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Hvattum, Lars Magnus. "A comprehensive review of plus-minus ratings for evaluating individual players in team sports." International Journal of Computer Science in Sport 18, no. 1 (July 1, 2019): 1–23. http://dx.doi.org/10.2478/ijcss-2019-0001.

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AbstractThe increasing availability of data from sports events has led to many new directions of research, and sports analytics can play a role in making better decisions both within a club and at the level of an individual player. The ability to objectively evaluate individual players in team sports is one aspect that may enable better decision making, but such evaluations are not straightforward to obtain. One class of ratings for individual players in team sports, known as plus-minus ratings, attempt to distribute credit for the performance of a team onto the players of that team. Such ratings have a long history, going back at least to the 1950s, but in recent years research on advanced versions of plus-minus ratings has increased noticeably. This paper presents a comprehensive review of contributions to plus-minus ratings in later years, pointing out some key developments and showing the richness of the mathematical models developed. One conclusion is that the literature on plus-minus ratings is quite fragmented, but that awareness of past contributions to the field should allow researchers to focus on some of the many open research questions related to the evaluation of individual players in team sports.
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Argaj, Gustáv. "Porovnanie plus/mínus bodov a hernej efektivity pri hodnotení individuálneho herného výkonu v basketbale." Studia sportiva 5, no. 1 (July 4, 2011): 85–94. http://dx.doi.org/10.5817/sts2011-1-10.

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The paper deals with the results of research of evaluation of basketball individual game play performance. The subject of the paper has its importance for basketball coaches and players. Th e fi rst main purpose of the process of the evaluation is to give the most unprejudiced and the most exact information about the player’s individual game play performance. Th e second one is to provide with pedagogical feedback information, which help to raise the effi ciency of the training process. Th e aim was to enlarge knowledge about the evaluation of basketball individual game play performance and compare it with method plus/minus points. We used basic methods of pedagogical research when getting the data and we use basic statistical methods during the process of interpretation. Th e Slovak top-level men’s basketball games were the object of the research. Th e comparison of the order of players´ individual game play performance has showed that the methods are not the same. Th e results of the research imply that the method of evaluation basketball individual game play performance evaluates diff erent qualities of player’s individual game play performance than the method plus/minus points. Th e method of evaluation of the eff ectivity of basketball individual game play performance determines the eff ectivity of the player during the game and the method of plus/minus points indicates the contribution of player to the team performance. Th is means that the method of plus/minus points evaluates the activities which cause the positive and negative changes of the score diff erential of the match, too. When evaluating the basketball individual game play performance we recommend to use not only the method of evaluation of game play performance, but the method plus/minus points, too.
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Hoffer, Adam, and Jared A. Pincin. "Quantifying NFL Players’ Value With the Help of Vegas Point Spreads Values." Journal of Sports Economics 20, no. 7 (February 28, 2019): 959–74. http://dx.doi.org/10.1177/1527002519832060.

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This study develops a new method for converting performance statistics into marginal product by using Las Vegas sportsbooks’ individual point spread values (PSVs) for National Football League players. This sarticle employs a Tobit model due to the prevalence of player PSVs that are 0. We find that quarterbacks dominate the player’s values. Passing yards per game, passing touchdowns, and rushing touchdowns are the only findings that are consistently significantly related to PSVs.
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Duch, Jordi, Joshua S. Waitzman, and Luís A. Nunes Amaral. "Quantifying the Performance of Individual Players in a Team Activity." PLoS ONE 5, no. 6 (June 16, 2010): e10937. http://dx.doi.org/10.1371/journal.pone.0010937.

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39

Rabbani, Alireza, Mehdi Kargarfard, and Craig Twist. "Fitness Monitoring in Elite Soccer Players: Group vs. Individual Analyses." Journal of Strength and Conditioning Research 34, no. 11 (November 2020): 3250–57. http://dx.doi.org/10.1519/jsc.0000000000002700.

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40

Leonard, Carrie A., and Robert J. Williams. "Characteristics of Good Poker Players." Journal of Gambling Issues, no. 31 (November 1, 2015): 45. http://dx.doi.org/10.4309/jgi.2015.31.5.

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Poker is characterized as a “mixed” game: a game that includes both skill and chance components. But what individual differences are characteristic of skilled poker players? No previous study has sought to evaluate the full scope of characteristics contributing to playing skill. The purpose of this study was to fill this void by attempting to comprehensively examining the individual characteristics associated with good poker players. Results from a sample of undergraduate students and community members (n = 100) showed that good players are more likely to be male, to have lower susceptibility to gambling fallacies, a greater tolerance for financial risk, superior social information processing skills, and less openness to aesthetic and imaginative experience. Evidence from this study also indicates that having sufficient levels of most of these attributes is more important for poker success than having exceptional strength in just one or two of these areas.
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Alves, Adriano Lima, Emerson Silami Garcia, Rodrigo Figueiredo Morandi, João Gustavo Claudino, Eduardo Mendonça Pimenta, and Danusa Dias Soares. "Individual analysis of creatine kinase concentration in Brazilian elite soccer players." Revista Brasileira de Medicina do Esporte 21, no. 2 (April 2015): 112–16. http://dx.doi.org/10.1590/1517-86922015210202167.

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OBJECTIVE: to determine the individual profile of blood concentration of creatine kinase CK in elite soccer players as well as to analyze the CK concentrations in different periods during the Professional Brazilian Championship.METHODS: resting CK of 17 soccer players was evaluated before the competition pre-season and after the matches 36 and 46 hours after the games CKGame for the individual blood CK. The Chi-square test was used to analyze the individual CK during the season. The competitive season was divided into three periods: initial, intermediate and final. The one-way ANOVA with repeated measurements followed by post hoc Student-Newman-Keuls test was used to compare the individual CK of each soccer player in each competitive period. The significance level was set at p<0.05.RESULTS: the highest frequency of individual CK was found in the second quartile 71 observations and the lowest frequency in the first 26 observations and the fourth quartile 40 observations compared to the expected number of 45.8 x2=22.21. CK concentrations were lower in the intermediate mean=66.99% and final mean=60.21% periods than in the initial period mean=89.33%.CONCLUSION: soccer players did not show elevated muscle damage and probably a muscle adaptation occurred in the competition, due to the reduction of CK concentrations observed.
42

Dijkhuis, Talko B., Matthias Kempe, and Koen A. P. M. Lemmink. "Early Prediction of Physical Performance in Elite Soccer Matches—A Machine Learning Approach to Support Substitutions." Entropy 23, no. 8 (July 25, 2021): 952. http://dx.doi.org/10.3390/e23080952.

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Substitution is an essential tool for a coach to influence the match. Factors like the injury of a player, required tactical changes, or underperformance of a player initiates substitutions. This study aims to predict the physical performance of individual players in an early phase of the match to provide additional information to the coach for his decision on substitutions. Tracking data of individual players, except for goalkeepers, from 302 elite soccer matches of the Dutch ‘Eredivisie’ 2018–2019 season were used to enable the prediction of the individual physical performance. The players’ physical performance is expressed in the variables distance covered, distance in speed category, and energy expenditure in power category. The individualized normalized variables were used to build machine learning models that predict whether players will achieve 100%, 95%, or 90% of their average physical performance in a match. The tree-based algorithms Random Forest and Decision Tree were applied to build the models. A simple Naïve Bayes algorithm was used as the baseline model to support the superiority of the tree-based algorithms. The machine learning technique Random Forest combined with the variable energy expenditure in the power category was the most precise. The combination of Random Forest and energy expenditure in the power category resulted in precision in predicting performance and underperformance after 15 min in a match, and the values were 0.91, 0.88, and 0.92 for the thresholds 100%, 95%, and 90%, respectively. To conclude, it is possible to predict the physical performance of individual players in an early phase of the match. These findings offer opportunities to support coaches in making more informed decisions on player substitutions in elite soccer.
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Newman, Jacob, Jian-Wei Lin, Dah-Jye Lee, and Jen-Jui Liu. "Automatic Annotation of American Football Video Footage for Game Strategy Analysis." Electronic Imaging 2021, no. 6 (January 18, 2021): 303–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.6.iriacv-303.

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Annotation and analysis of sports videos is a challenging task that, once accomplished, could provide various benefits to coaches, players, and spectators. In particular, American Football could benefit from such a system to provide assistance in statistics and game strategy analysis. Manual analysis of recorded American football game videos is a tedious and inefficient process. In this paper, as a first step to further our research for this unique application, we focus on locating and labeling individual football players from a single overhead image of a football play immediately before the play begins. A pre-trained deep learning network is used to detect and locate the players in the image. A ResNet is used to label the individual players based on their corresponding player position or formation. Our player detection and labeling algorithms obtain greater than 90% accuracy, especially for those skill positions on offense (Quarterback, Running Back, and Wide Receiver) and defense (Cornerback and Safety). Results from our preliminary studies on player detection, localization, and labeling prove the feasibility of building a complete American football strategy analysis system using artificial intelligence.
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Zhang, Haotian, Cristobal Sciutto, Maneesh Agrawala, and Kayvon Fatahalian. "Vid2Player: Controllable Video Sprites That Behave and Appear Like Professional Tennis Players." ACM Transactions on Graphics 40, no. 3 (May 6, 2021): 1–16. http://dx.doi.org/10.1145/3448978.

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We present a system that converts annotated broadcast video of tennis matches into interactively controllable video sprites that behave and appear like professional tennis players. Our approach is based on controllable video textures and utilizes domain knowledge of the cyclic structure of tennis rallies to place clip transitions and accept control inputs at key decision-making moments of point play. Most importantly, we use points from the video collection to model a player’s court positioning and shot selection decisions during points. We use these behavioral models to select video clips that reflect actions the real-life player is likely to take in a given match-play situation, yielding sprites that behave realistically at the macro level of full points, not just individual tennis motions. Our system can generate novel points between professional tennis players that resemble Wimbledon broadcasts, enabling new experiences, such as the creation of matchups between players that have not competed in real life or interactive control of players in the Wimbledon final. According to expert tennis players, the rallies generated using our approach are significantly more realistic in terms of player behavior than video sprite methods that only consider the quality of motion transitions during video synthesis. The supplementary material/video are available at our https://cs.stanford.edu/~haotianz/research/vid2player/ project website.
45

PAUL, SOUMYA, and R. RAMANUJAM. "DYNAMICS OF CHOICE RESTRICTION IN LARGE GAMES." International Game Theory Review 15, no. 04 (November 18, 2013): 1340031. http://dx.doi.org/10.1142/s0219198913400318.

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We study games in which the number of players are large, and hence outcomes are independent of the identities of the players. Game models typically study how choices made by individual rational players determine game outcomes. We extend this model to include an implicit player — the society, who makes actions available to players and incurs certain costs in doing so. In the course of play, an option a may be chosen only by a small number of players and hence may become too expensive to maintain, so the society may remove it from the set of available actions. This results in a change in the game and the players strategize afresh taking this change into account. We highlight the mutual recursiveness of individual rationality and societal rationality in this context. Specifically, we study two questions: When players play according to given strategy specifications, which actions of players should the society restrict and when, so that the social cost is minimized eventually? Conversely, assuming a set of rules by which society restricts choices, can players strategize in such a way as to ensure certain outcomes? We discuss solutions in finite memory strategies.
46

Mateus, Nuno, Pedro Esteves, Bruno Gonçalves, Ivan Torres, Miguel Angel Gomez, Jorge Arede, and Nuno Leite. "Clustering performance in the European Basketball according to players’ characteristics and contextual variables." International Journal of Sports Science & Coaching 15, no. 3 (March 16, 2020): 405–11. http://dx.doi.org/10.1177/1747954120911308.

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The aim of this study was two-fold: (i) to identify differences in the game performance profiles of basketball players in Euroleague and European national championships; and (ii) to analyse the influence of player-related (e.g. age or court-position) and contextual variables (e.g. distance travelled or game break) in players’ game-related statistics. Archival data from 2014/2015 and 2015/2016 seasons ( n = 16,268 individual game performance records) of Euroleague and European national championships were separately analyzed using a two-step cluster model and then a discriminant analysis to differentiate the obtained groups. The clustering process allowed identifying three and five different performance player profiles for Euroleague and national championships, respectively. The discriminant analysis identified differences in Euroleague playing profiles, particularly related to performers’ age and court-position. In national championships, this trend was not observed. Regardless of the competition, a relationship was perceived between players’ performance and minutes played; conversely, the players’ performance seems to not be affected by contextual variables. The current results provide evidence of different players’ profiles in elite basketball to coaches regarding the influence of player-related and contextual variables. Coaching staffs may account for this information for better management and understanding of their team composition when playing in different competitions.
47

LIN, Yu-Hsuan. "How Does Altruism Enlarge A Climate Coalition?" Journal of Environmental Management and Tourism 9, no. 3 (September 11, 2018): 553. http://dx.doi.org/10.14505//jemt.9.3(27).15.

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This study examines the relationship between individual altruistic attitudes and the incentives of participating in a climate coalition by using a laboratory experiment. A dominant strategy solution design categorizes players into two roles in the game: critical and non-critical players. The critical players have a weakly dominant strategy of joining and are essential to an effective coalition. On the other hand, the non-critical players have a dominant strategy of not-joining. The theory suggests that strong altruism would lead non-critical players to join a coalition. The experimental evidence shows that coalitions could be enlarged from the self-interest prediction. However, the result indicates that the individual incentives for participation seem to be negatively correlated with altruistic attitudes. The stronger the altruistic tendencies the less likely individuals are to join a coalition.
48

Altmann, Stefan, Leon Forcher, Ludwig Ruf, Adam Beavan, Timo Groß, Philipp Lussi, Alexander Woll, and Sascha Härtel. "Match-related physical performance in professional soccer: Position or player specific?" PLOS ONE 16, no. 9 (September 10, 2021): e0256695. http://dx.doi.org/10.1371/journal.pone.0256695.

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The purpose of this study was to examine to what extent the physical match performance of professional soccer players is both position and player specific. First, official match data from the 2019/20 German Bundesliga season was used to search for players that met the inclusion criteria of playing a minimum of four entire matches in at least two different playing positions. Overall, 25 players met the criteria prior to the COVID-19 induced break, playing a minimum of eight matches. Second, the physical match performance of these players was analyzed separately for each position they played. The following four parameters were captured: total distance, high-intensity distance, sprinting distance, and accelerations. Third, the 25 players’ physical match performance data was then compared to normative data for each position they played to understand whether players adapted their physical performance (position dependent), or maintained their performance regardless of which position they were assigned to (position independent). When switching the position, the change in physical match performance of the respective players could be explained by 44–58% through the normative positional data. Moreover, there existed large individual differences in the way players adapted or maintained their performance when acting in different positions. Coaches and practitioners should be aware that some professional soccer players will likely incur differences in the composition of physical match performance when switching positions and therefore should pay special consideration for such differences in the training and recovery process of these players.
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Makdissi, Michael, Paul McCrory, Antony Ugoni, David Darby, and Peter Brukner. "A Prospective Study of Postconcussive Outcomes after Return to Play in Australian Football." American Journal of Sports Medicine 37, no. 5 (February 9, 2009): 877–83. http://dx.doi.org/10.1177/0363546508328118.

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Background Decisions regarding safe return to play after concussion in sport remain difficult. Objective To determine whether a concussed player returned to play using an individual clinical management strategy is at risk of impaired performance or increased risk of injury or concussion. Study Design Cohort study; Level of evidence, 3. Methods All elite Australian football players were followed for 4 seasons. Players were recruited into the study after sustaining a concussive injury. Outcome measures included performance statistics (disposals per hour match-time), injury rates, and recurrence of concussion on return to play. A subset of players had brief screening cognitive tests performed at baseline and after their concussion. Noninjured players matched for team, position, age, and size were chosen as controls. Results A total of 199 concussive injuries were observed in 158 players. Sixty-one concussive injuries were excluded from analysis because of incomplete data (45 players) or presence of concurrent injury (16 players). Of the 138 concussive injuries assessed, 127 players returned to play without missing a game (92%). The remainder of concussed players returned to play after missing a single game (8%). Overall, there was no significant decline in disposal rates in concussed players on return to competition. Furthermore, there were no significant differences in injury rates between concussed and team, position, and game-matched controls. In the subset of players who had completed screening cognitive tests, all had returned to their individual baseline performance before being returned to play. Conclusion Return to play decisions based on individual clinical assessment of recovery allows safe and appropriate return to sport following a concussive injury.
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Skorski, Sabrina, Stefan Skorski, Oliver Faude, Daniel Hammes, and Tim Meyer. "The Relative Age Effect in Elite German Youth Soccer: Implications for a Successful Career." International Journal of Sports Physiology and Performance 11, no. 3 (April 2016): 370–76. http://dx.doi.org/10.1123/ijspp.2015-0071.

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Purpose:To investigate whether anthropometric profiles and fitness measures vary according to birth-date distribution in the German national youth soccer teams and to analyze whether there is a difference in the chance of becoming a professional soccer player depending on birth quarter (BQ).Methods:First, 554 players were divided into 6 age groups (U16–U21), each subdivided into 4 BQs. Every player performed at least one 30-m sprint, a countermovement jump, and an incremental test to determine individual anaerobic threshold. For players performing more than 1 test within a team, the best 1 was included. Since some players were part of several different teams, a total of 832 data sets from 495 individual soccer players, all born from 1987 to 1995, divided into 6 age categories (U16–U21) were included.Results:Overall, more players were born in BQ1 than in all other BQs (P < .05). No significant difference between BQs could be observed in any anthropometric or performance characteristics (P > .18). Players born in BQ4 were more likely to become professional than those born in BQ1 (odds ratio 3.04, confidence limits 1.53–6.06).Conclusion:A relative age effect exists in elite German youth soccer, but it is not explained by an advantage in anthropometric or performance-related parameters. Younger players selected into national teams have a greater chance to become professionals later in their career.

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