Search results for: sports games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1075

Search results for: sports games

1045 Influence of Facilities, Equipment and Nutrition on Athletes Performance at the West African Universities Games Competitions

Authors: Abdulai Afolabi Ahmed

Abstract:

The research was undertaken to examine the influence of sports facilities, equipment, and nutrition on athletes' performance in West-Africa Universities Games (WAUG) with the objectives of finding the areas of success and failure. Relevant literatures were reviewed. The survey research design was adopted for the study. Availability of facilities, equipment and nutrition questionnaire (AFENQ) was administered on hundred (n-100) participants - athletes from five Nigerian Universities from South-West, Nigeria which included Federal University of Technology, Akure, Adekunle Ajasin University, Akungba-Akoko, Lagos State University, Oyo, Olabisi Onabanjo University Ago-Awoye and Ekiti State University, Ado Ekiti. Nigeria. The tests re-test reliability value obtained from the instrument using Pearson Product Moment Correlation co-efficient of 0.86 was used to analyze the result. While the questionnaire collected was subjected to influential descriptive statistics of multiple regression to analyse the data. The results of the data showed that facilities, equipment, and nutrition variables when taken together effectively predict the performance of the athletes during WAUG competitions. The implication is that sports organizers should provide sports resources for the improved performance of the athletes, and that, university managers should employ nutritionist to plan and prepare food for the university athletes before and after major competitions.

Keywords: athletes, equipment, extramural, influence, nutrition, performance

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1044 Modern Sports and Imperial Solidarity: Sports, Mutiny and British Army in Colonial Malabar (1900-1930)

Authors: Anas Ali

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The British administration at Malabar, the southern coastal commercial outpost in the Indian Subcontinent, faced with a series of perpetual revolts from the Mappila Muslim peasants during the last decades of the 19th and early decades of the 20th century. The control of Malabar region was a concern for the British administrators as the region was a prime centre of spice trade and plantation products. The Madras government set up a special police battalion called the Malabar Special Police in 1884 and summoned different army battalions to Malabar to crush the revolts. The setting up of army camps in the rural Malabar led to the diffusion of modern sports as the army men played different games in the garrisons and with the local people. For the imperial army men deployed in Malabar, sports acted as a viable medium to strengthen solidarity with other European settlers. They actively participated in the ‘Canterbury Week’, an annual sporting event organized by the European planters and organized tournaments among themselves. This paper would argue that, sports enabled the imperial army men, European planters and British administrators to build camaraderie that enabled them to manifest their imperial solidarity during the time of these constant revolts. Based on newspaper reports and colonial memoirs, this paper would look at how modern sports enabled the imperial army men to be ‘good in health’ and create a feeling of ‘being at home’ during this period.

Keywords: imperial army, Malabar, modern sports, mutiny

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1043 A Comprehensive Study on Quality Assurance in Game Development

Authors: Maria Komal, Zaineb Khalil, Mehreen Sirshar

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Due to the recent technological advancements, Games have become one of the most demanding applications. Gaming industry is rapidly growing and the key to success in this industry is the development of good quality games, which is a highly competitive issue. The ultimate goal of game developers is to provide player’s satisfaction by developing high-quality games. This research is the comprehensive survey of techniques followed by game industries to ensure games quality. After analysis of various techniques, it has been found that quality simulation according to ISO standards and play test methods are used to ensure games quality. Because game development requires cross-disciplined team, an increasing trend towards distributed game development has been observed. This paper evaluates the strengths and weaknesses of current methodologies used in game industry and draws a conclusion. We have also proposed quality parameters which can be used as a heuristic framework to identify those attributes which have high testing priorities.

Keywords: game development, computer games, video games, gaming industry, quality assurance, playability, user experience

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1042 Developing a Customizable Serious Game and Its Applicability in the Classroom

Authors: Anita Kéri

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Recent developments in the field of education have led to a renewed interest in teaching methodologies and practices. Gamification is fast becoming a key instrument in the education of new generations and besides other methods, serious games have become the center of attention. Ready-built serious games are available for most higher education institutions to buy and implement. However, monetary restraints and the unalterable nature of the games might deter most higher education institutions from the application of these serious games. Therefore, there is a continuously growing need for a customizable serious game that has been developed based on a concrete need analysis and experts’ opinion. There has been little evidence so far of serious games that have been created based on relevant and current need analysis from higher education institution teachers, professional practitioners and students themselves. Therefore, the aim of this current paper is to analyze the needs of higher education institution educators with special emphasis on their needs, the applicability of serious games in their classrooms, and exploring options for the development of a customizable serious game framework. The paper undertakes to analyze workshop discussions on implementing serious games in education and propose a customizable serious game framework applicable in the education of the new generation. Research results show that the most important feature of a serious game is its customizability. The fact that practitioners are able to manage different scenarios and upload their own content to a game seems to be a key to the increasingly widespread application of serious games in the classroom.

Keywords: education, gamification, game-based learning, serious games

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1041 Of Digital Games and Dignity: Rationalizing E-Sports Amidst Stereotypes Associated with Gamers

Authors: Sarthak Mohapatra, Ajith Babu, Shyam Prasad Ghosh

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The community of gamers has been at the crux of stigmatization and marginalization by the larger society, resulting in dignity erosion. India presents a unique context where e-sports have recently seen large-scale investments, a massive userbase, and appreciable demand for gaming as a career option. Yet the apprehension towards gaming is salient among parents and non-gamers who engage in the de-dignification of gamers, by advocating the discourse of violence promotion via video games. Even the government is relentless in banning games due to data privacy issues. Thus, the current study explores the experiences of gamers and how they navigate these de-dignifying circumstances. The study follows an exploratory qualitative approach where in-depth interviews are used as data collection tools guided by a semi-structured questionnaire. A total of 25 individuals were interviewed comprising casual gamers, professional gamers, and individuals who are indirectly impacted by gaming including parents, relatives, and friends of gamers. Thematic analysis via three-level coding is used to arrive at broad themes (categories) and their sub-themes. The results indicate that the de-dignification of gamers results from attaching stereotypes of introversion, aggression, low intelligence, and low aspirations to them. It is interesting to note that the intensity of de-dignification varies and is more salient in violent shooting games which are perceived to require low cognitive resources to master. The moral disengagement of gamers while playing violent video games becomes the basis for de-dignification. Findings reveal that circumventing de-dignification required gamers to engage in several tactics that included playing behind closed doors, consciously hiding the gamer identity, rationalizing behavior by idolizing professionals, bragging about achievements within the game, and so on. Theoretically, it contributes to dignity and social identity literature by focusing on stereotyping and stigmatization. From a policy perspective, improving legitimacy toward gaming is expected to improve the social standing of gamers and professionals. For practitioners, it is important that proper channels of promotion and communication are used to educate the non-gamers so that the stereotypes blur away.

Keywords: dignity, social identity, stereotyping, video games

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1040 Improving Young Learners' Vocabulary Acquisition: A Pilot Program in a Game-Based Environment

Authors: Vasiliki Stratidou

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Modern simulation mobile games have the potential to enhance students’ interest, motivation and creativity. Research conducted on the effectiveness of digital games for educational purposes has shown that such games are also ideal at providing an appropriate environment for language learning. The paper examines the issue of simulation mobile games in regard to the potential positive impacts on L2 vocabulary learning. Sixteen intermediate level students, aged 10-14, participated in the experimental study for four weeks. The participants were divided into experimental (8 participants) and control group (8 participants). The experimental group was planned to learn some new vocabulary words via digital games while the control group used a reading passage to learn the same vocabulary words. The study investigated the effect of mobile games as well as the traditional learning methods on Greek EFL learners’ vocabulary learning in a pre-test, an immediate post-test, and a two-week delayed retention test. A teacher’s diary and learners’ interviews were also used as tools to estimate the effectiveness of the implementation. The findings indicated that the experimental group outperformed the control group in acquiring new words through mobile games. Therefore, digital games proved to be an effective tool in learning English vocabulary.

Keywords: control group, digital games, experimental group, second language vocabulary learning, simulation games

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1039 Unveiling Game Designers’ Designing Practices: Five-Essential-Steps Model

Authors: Mifrah Ahmad

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Game designing processes vary with the intentions of the game. Digital games have versatile starting and finishing processes and these have been reported throughout the literature over decades. However, the need to understand how game designers’ practice in designing games is approached in the industry and how do they approach designing games is yet to be informed and whether they consider existing models or frameworks in their practice to assist their designing process of games. Therefore, this paper discusses 17 game designers’ participants' perspectives on how they approach designing games and how their experience of designing various games influences their practice. This research is conducted in an Australian context, through a phenomenology approach, where semi-structured interviews were designed and grounded by theory of experience by John Dewey. The audio data collected was analyzed using NVivo and interpreted using the interpretivism paradigm to contextualize the essence of game designers’ experiences in their practice and unfold their designing, developing, and iterative methodologies. As a result, a generic game-designing model is proposed that illuminates a sequence of steps that enables game designers’ initiatives toward a successful game design process. A ‘Five-Essential-Steps’ model (5ESM) for designing digital games may potentially assist early career game designers, gaming researchers as well as academics pursuing the designing process of games, educational games, or serious games.

Keywords: game designers practice, experiential design, designing models, game design approaches, designing process, software design, top-down model

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1038 A Taxonomy of the Informational Content of Virtual Heritage Serious Games

Authors: Laurence C. Hanes, Robert J. Stone

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Video games have reached a point of huge commercial success as well as wide familiarity with audiences both young and old. Much attention and research have also been directed towards serious games and their potential learning affordances. It is little surprise that the field of virtual heritage has taken a keen interest in using serious games to present cultural heritage information to users, with applications ranging from museums and cultural heritage institutions, to academia and research, to schools and education. Many researchers have already documented their efforts to develop and distribute virtual heritage serious games. Although attempts have been made to create classifications of the different types of virtual heritage games (somewhat akin to the idea of game genres), no formal taxonomy has yet been produced to define the different types of cultural heritage and historical information that can be presented through these games at a content level, and how the information can be manifested within the game. This study proposes such a taxonomy. First the informational content is categorized as heritage or historical, then further divided into tangible, intangible, natural, and analytical. Next, the characteristics of the manifestation within the game are covered. The means of manifestation, level of demonstration, tone, and focus are all defined and explained. Finally, the potential learning outcomes of the content are discussed. A demonstration of the taxonomy is then given by describing the informational content and corresponding manifestations within several examples of virtual heritage serious games as well as commercial games. It is anticipated that this taxonomy will help designers of virtual heritage serious games to think about and clearly define the information they are presenting through their games, and how they are presenting it. Another result of the taxonomy is that it will enable us to frame cultural heritage and historical information presented in commercial games with a critical lens, especially where there may not be explicit learning objectives. Finally, the results will also enable us to identify shared informational content and learning objectives between any virtual heritage serious and/or commercial games.

Keywords: informational content, serious games, taxonomy, virtual heritage

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1037 Sports for the Children with Autism

Authors: Mohamed A. Abdelnaby

Abstract:

Relevance of the research: A few people known about Autism and also about Sports for Autism. Children with Autism have difficult experience with sport that makes many problems during the sports activities. There are several areas of motor skills development essential for participating daily life and several sports activities. The object of the research is describe the program for the sports activities for children with Autism, and the aim is to improving their movement skills, motor skills and social skills. Research methods and organization: Twenty-five children with Autism perceived barriers to sports activities participation, and functioning. All the program inside the Pegasus Dreamland Sports Club and all the facilities available for the research. Results and discussion: Standard, children were reported to meet or exceeded general PA occurrence guidelines, belonged to active participated in a variety of sports activities. We identified several barriers to optimal sports activities for their children. Conclusions: Children with Autism can achieve optimal sports activities. Exposure to a variety of sports activities opportunities and experiences aids in identifying the model activity for each individual child.

Keywords: autism, sports activates, movement skills, motor skills

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1036 Study of Education Learning Techniques and Game Genres

Authors: Khadija Al Farei, Prakash Kumar, Vikas Rao Naidu

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Games are being developed with different genres for different age groups, for many decades. In many places, educational games are playing a vital role for active classroom environment and better learning among students. Currently, the educational games have assumed an important place in children and teenagers lives. The role of educational games is important for improving the learning capability among the students especially of this generation, who really live among electronic gadgets. Hence, it is now important to make sure that in our educational system, we are updated with all such advancement in technologies. Already much research is going on in this area of edutainment. This research paper will review around ten different research papers to find the relation between the education learning techniques and games. The result of this review provides guidelines for enhanced teaching and learning solutions in education. In-house developed educational games proved to be more effective, compared to the one which is readily available in the market.

Keywords: education, education game, educational technology, edutainment, game genres, gaming in education

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1035 Influence of Online Sports Events on Betting among Nigerian Youth

Authors: Babajide Olufemi Diyaolu

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The opportunity provided by advances in technology as regards sports betting is so numerous that even at one's comfort, with the use of a phone, Nigerian youth are found engaging in all kinds of betting. Today it is more difficult to differentiate a true fan as there are quite a number of them that became fans as a result of betting on live games. This study investigated the influence of online sports events on betting among Nigerian youth. A descriptive survey research design was used, and the population consists of all Nigerian youth that engages in betting and live within the southwest zone of Nigeria. A simple random sampling technique was used to pick three states from the southwest zone of Nigeria. Two thousand five hundred respondents comprising males and female were sampled from the three states. A structured questionnaire on online sports event contribution to sports betting (OSECSB) was used. The Instrument consists of three sections. Section A seeks information on the demographic data of the respondents. Section B seeks information on online sports events, while section C is used to extract information on sports betting. The modified instrument, which consists of 14 items, has a reliability coefficient of 0.74. The hypothesis was tested at 0.05 significance level. The completed questionnaire was collated, coded, and analyzed using descriptive statistics of frequency counts, percentage and pie chart, and inferential statistics of multiple regressions. The findings of this study revealed that online sports betting is a significant predictor of an increase in sports betting among Nigerian youth. The media and television, as well as globalization and the internet coupled with social media and various online platforms, have all contributed to the immense increase in sports betting. The increase in the advertisement of the betting platform during live matches, especially football, is becoming more alarming. In most organized international events, the media attention, as well as sponsorship right, are now been given to one or two betting platforms. There is a need for all stakeholders to put in place school-based intervention programs to reorientate our youth about the consequences of addiction to betting. Such programs must include meta-analyses and emotional control towards sports betting.

Keywords: betting platform, Nigerian fans, Nigerian youth, sports betting

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1034 Prevalence and the Results of the Czech Nationwide Survey and Personality Traits of Adolescence Playing Computer Games

Authors: Jaroslava Sucha, Martin Dolejs, Helena Pipova, Panajotis Cakirpaloglu

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The paper introduces the research project which is focused on evaluating the level of pathological relation towards computer or video games playing (including any games played by using a screen such as a mobile or a tablet). The study involves representative sample of the Czech adolescents between ages 11 and 19. This poster presents the psychometric indicators of the new psychologic assessment method (mean, standard deviation, reliability, validity) which will be able to detect an acceptable level of games’ playing and at the same time will detect and describe the level of gaming which might be potentially risky. The prevalence of risky computer game playing at Czech adolescents in age 11 to 19 will be mentioned. The research study also aims to describe the personality profile of the problematic players with respect to the digital games. The research area will encompass risky behaviour, aggression, the level of self-esteem, impulsivity, anxiety and depression. The contribution will introduce a new test method for the assessment of pathological playing computer games. The research will give the first screening information of playing computer games in the Czech Republic by adolescents between 11-19 years. The results clarify what relationship exists between playing computer games and selected personality characteristics (it will describe personality of the gamer, who is in the category of ‘pathological playing computer games’).

Keywords: adolescence, computer games, personality traits, risk behaviour

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1033 Development and Evaluation of Virtual Basketball Game Using Motion Capture Technology

Authors: Shunsuke Aoki, Taku Ri, Tatsuya Yamazaki

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These days, along with the development of e-sports, video games as a competitive sport is attracting attention. But, in many cases, action in the screen does not match the real motion of operation. Inclusiveness of player motion is needed to increase reality and excitement for sports games. Therefore, in this study, the authors propose a method to recognize player motion by using the motion capture technology and develop a virtual basketball game. The virtual basketball game consists of a screen with nine targets, players, depth sensors, and no ball. The players pretend a two-handed basketball shot without a ball aiming at one of the nine targets on the screen. Time-series data of three-dimensional coordinates of player joints are captured by the depth sensor. 20 joints data are measured for each player to estimate the shooting motion in real-time. The trajectory of the thrown virtual ball is calculated based on the time-series data and hitting on the target is judged as success or failure. The virtual basketball game can be played by 2 to 4 players as a competitive game among the players. The developed game was exhibited to the public for evaluation on the authors' university open campus days. 339 visitors participated in the exhibition and enjoyed the virtual basketball game over the two days. A questionnaire survey on the developed game was conducted for the visitors who experienced the game. As a result of the survey, about 97.3% of the players found the game interesting regardless of whether they had experienced actual basketball before or not. In addition, it is found that women are easy to comfort for shooting motion. The virtual game with motion capture technology has the potential to become a universal entertainment between e-sports and actual sports.

Keywords: basketball, motion capture, questionnaire survey, video ga

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1032 Innovation in Traditional Game: A Case Study of Trainee Teachers' Learning Experiences

Authors: Malathi Balakrishnan, Cheng Lee Ooi, Chander Vengadasalam

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The purpose of this study is to explore a case study of trainee teachers’ learning experience on innovating traditional games during the traditional game carnival. It explores issues arising from multiple case studies of trainee teachers learning experiences in innovating traditional games. A qualitative methodology was adopted through observations, semi-structured interviews and reflective journals’ content analysis of trainee teachers’ learning experiences creating and implementing innovative traditional games. Twelve groups of 36 trainee teachers who registered for Sports and Physical Education Management Course were the participants for this research during the traditional game carnival. Semi structured interviews were administrated after the trainee teachers learning experiences in creating innovative traditional games. Reflective journals were collected after carnival day and the content analyzed. Inductive data analysis was used to evaluate various data sources. All the collected data were then evaluated through the Nvivo data analysis process. Inductive reasoning was interpreted based on the Self Determination Theory (SDT). The findings showed that the trainee teachers had positive game participation experiences, game knowledge about traditional games and positive motivation to innovate the game. The data also revealed the influence of themes like cultural significance and creativity. It can be concluded from the findings that the organized game carnival, as a requirement of course work by the Institute of Teacher Training Malaysia, was able to enhance teacher trainers’ innovative thinking skills. The SDT, as a multidimensional approach to motivation, was utilized. Therefore, teacher trainers may have more learning experiences using the SDT.

Keywords: learning experiences, innovation, traditional games, trainee teachers

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1031 Participation of Women in the Brazilian Paralympic Sports

Authors: Ana Carolina Felizardo Da Silva

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People with disabilities are those who have limitations of a physical, mental, intellectual or sensory nature and who, therefore, should not be excluded or marginalized. In Brazil, the Brazilian Law for the Inclusion of People with Disabilities defines that people with disabilities have the right to culture, sport, tourism and leisure on an equal basis with other people. Sport for people with disabilities, in its genesis, had a character aimed at rehabilitating men and soldiers, that is, the male figure who returned wounded from war and needed care. By gaining practitioners, the marketing issue emerges and, successively, high performance, what we call Paralympic sport. We found that sport for people with disabilities was designed for men, corroborating the social idea that sport is a masculine and masculinizing environment. In this way, the inclusion of women with disabilities in sports becomes a double challenge because they are women and have a disability. From data collected from official documents of the International Paralympic Committee, it is found that the first report on the participation of women in the Paralympic Games was in 1948, in England, in Stoke Mandeville, a championship considered the firstborn of the games, later, became called the “Paralympic Games”. However, due to the lack of information, the return of the appearance of women participating in the Paralympics took place after long 40 years, in 1984, which demonstrates a large gap of records on the official website referring to women in the games. Despite the great challenge, the number of women has been growing substantially. When collecting data from participants of all 16 editions of the Paralympic Games, in its last edition, held in Tokyo, out of 4,400 competing athletes, 1,853 were women, which represents 42% of the total number of athletes. In this same edition, we had the largest delegation of Brazilian women, represented by 96 athletes out of a total of 260 Brazilian athletes. It is estimated that in the next edition, to be taken place in Paris in 2024, the participation of women will equal or surpass that of men. The certain invisibility of women participating in the Paralympic Games is noticed when we access the database of the Brazilian Paralympic Committee website. It is possible to identify all women medalists of a given edition. On the other side, participating female athletes who did not medal are not registered on the site. Regarding the participation of Brazilian women in the Paralympics, there was a considerable growth in the last two editions, in 2012 there were only 69 women participating, going to 102 in 2016 and 96 in 2021. The same happened in relation to the medalists, going from 8 Brazilians in 2012 to 33 in 2016 and 27 in 2021. In this sense, the present study, aims to analyze how Brazilian women participate in the Paralympics, giving visibility and voice to female athletes. Structured interviews are being carried out with the participants of the games, identifying the difficulties and potentialities of participating with athletes in the competition. The analysis will be carried out through Bardin’s content analysis.

Keywords: paralympics, sport for people with disabilities, woman, woman in sport

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1030 Evaluating Key Attributes of Effective Digital Games in Tertiary Education

Authors: Roopali Kulkarni, Yuliya Khrypko

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A major problem in educational digital game design is that game developers are often focused on maintaining the fun and playability of an educational game, whereas educators are more concerned with the learning aspect of the game rather than its entertaining characteristics. There is a clear need to understand what key aspects of digital learning games make them an effective learning medium in tertiary education. Through a systematic literature review and content analysis, this paper identifies, evaluates, and summarizes twenty-three key attributes of digital games used in tertiary education and presents a summary digital game-based learning (DGBL) model for designing and evaluating an educational digital game of any genre that promotes effective learning in tertiary education. The proposed solution overcomes limitations of previously designed models for digital game evaluation, such as a small number of game attributes considered or applicability to a specific genre of digital games. The proposed DGBL model can be used to assist game designers and educators with creating effective and engaging educational digital games for the tertiary education curriculum.

Keywords: DGBL model, digital games, educational games, game-based learning, tertiary education

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1029 Playing Light Switching Games with Langton's Turmite

Authors: Crista Arangala

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Light switching games are both popular and well studied. This paper introduces a cellular automata called Langton’s turmite to several different light switching scenarios and discusses when Langton’s turmite can solve these games.

Keywords: cellular automata, lights out, alien tiles, chaos, Langton's Turmite

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1028 Intellectual Property Rights Applicability in the Sport Industry

Authors: Poopak Dehshahri

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The applicability of intellectual property rights in the sports industry from the present paper’s perspective includes athletic skills, which are comprised of two parts: athletic movements and athletic methods. Also, the applicability pertaining to the athletes᾽ personality, such as the Name, the Image, the Voice, the Signature and their Shirt Number, are deemed as related to the sports natural persons. Radio and TV broadcasting rights of the sports events, the signs and symbols of the athletic institutions including the sign and symbol, trademark (brand name), the name and the place of residence of the sports clubs, the Sports events and the special sports, special slogan of the sports clubs or sports competitions and the sports clothing design are Included under the athletic institutions᾽ applicability of intellectual property rights.

Keywords: sport industry, intellectual property, sport skills, right to fame, radio and television broadcasting right, sport sign

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1027 Quo Vadis, European Football: An Analysis of the Impact of Over-The-Top Services in the Sports Rights Market

Authors: Farangiz Davranbekova

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Subject: The study explores the impact of Over-the-Top services in the sports rights market, focusing on football games. This impact is analysed in the big five European football markets. The research entails how the pay-TV market is combating the disruptors' entry, how the fans are adjusting to these changes and how leagues and football clubs are orienting in the transitional period of more choice. Aims and methods: The research aims to offer a general overview of the impact of OTT players in the football rights market. A theoretical framework of Jenkins’ five layers of convergence is implemented to analyse the transition the sports rights market is witnessing from various angles. The empirical analysis consists of secondary research data as and seven expert interviews from three different clusters. The findings are bound by the combination of the two methods offering general statements. Findings: The combined secondary data as well as expert interviews, conducted on five layers of convergence found: 1. Technological convergence presents that football content is accessible through various devices with innovative digital features, unlike the traditional TV set box. 2. Social convergence demonstrates that football fans multitask using various devices on social media when watching the games. These activities are complementary to traditional TV viewing. 3. Cultural convergence points that football fans have a new layer of fan engagement with leagues, clubs and other fans using social media. Additionally, production and consumption lines are blurred. 4. Economic convergence finds that content distribution is diversifying and/or eroding. Consumers now have more choices, albeit this can be harmful to them. Entry barriers are decreased, and bigger clubs feel more powerful. 5. Global convergence shows that football fans are engaging with not only local fans but with fans around the world that social media sites enable. Recommendation: A study on smaller markets such as Belgium or the Netherlands would benefit the study on the impact of OTT. Additionally, examination of other sports will shed light on this matter. Lastly, once the direct-to-consumer model is fully taken off in Europe, it will be of importance to examine the impact of such transformation in the market.

Keywords: sports rights, OTT, pay TV, football

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1026 The Intensity of Load Experienced by Female Basketball Players during Competitive Games

Authors: Tomas Vencurik, Jiri Nykodym

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This study compares the intensity of game load among player positions and between the 1st and the 2nd half of the games. Two guards, three forwards, and three centers (female basketball players) participated in this study. The heart rate (HR) and its development were monitored during two competitive games. Statistically insignificant differences in the intensity of game load were recorded between guards, forwards, and centers below and above 85% of the maximal heart rate (HRmax) and in the mean HR as % of HRmax (87.81±3.79%, 87.02±4.37%, and 88.76±3.54%, respectively). Moreover, when the 1st and the 2nd half of the games were compared in the mean HR (87.89±4.18% vs. 88.14±3.63% of HRmax), no statistical significance was recorded. This information can be useful for coaching staff, to manage and to precisely plan the training process.

Keywords: game load, heart rate, player positions, the 1st, the 2nd half of the games

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1025 Mathematical Games with RPG and Sci-Fi Elements to Enhance Motivation

Authors: Santiago Moll Lopez, Erica Vega Fleitas, Dolors Rosello Ferragud, Luis Manuel Sanchez Ruiz, Jose Antonio Moraño Fernandez

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Game-based learning (GBL) is becoming popular in education. Learning through games offers students a motivating experience related to the social aspect of games. Among the significant positive outcomes are promoting positive emotions and collaboration, improving the assimilation of concepts, and creating an attractive and dynamic environment standout. This work presents a study of the design and implementation of games created with RPG Maker MZ software with a Sci-Fi storytelling environment for developing specific and transversal skills in a Mathematics subject at the Beng in Aerospace Engineering. Games were applied during regular classes and as a part of a Flip-Teaching methodology to increase the motivation and the assimilation of mathematical concepts in an engaging way. The key features of the games were the introduction of avatar design and the promotion of collaboration among students. Students' opinions and grades obtained in the activities and exams showed increased motivation and a significant improvement in their performance compared with other groups or past students' performances.

Keywords: game-based learning, rol games, mathematics, science fiction

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1024 A Process to Support Multidisciplinary Teams to Design Serious Games

Authors: Naza Djafarova, Tony Bates, Margaret Verkuyl, Leonora Zefi, Ozgur Turetken, Alex Ferworn, Mastrilli Paula, Daria Romaniuk, Kosha Bramesfeld, Anastasia Dimitriadou, Cheryl To

Abstract:

Designing serious games for education is a challenging and resource-intensive effort. If a well-designed process that balances pedagogical principles with game mechanics is in place, it can help to simplify the design process of serious games and increase efficiency. Multidisciplinary teams involved in designing serious games can benefit tremendously from such a process in their endeavours to develop and implement these games at undergraduate and graduate levels. This paper presentation will outline research results on identified gaps within existing processes and frameworks and present an adapted process that emerged from the research. The research methodology was based on a survey, semi-structured interviews and workshops for testing the adapted process for game design. Based on the findings, the authors propose a simple process for the pre-production stage of serious game design that may help guide multidisciplinary teams in their work. This process was used to facilitate team brainstorming, and is currently being tested to assess if multidisciplinary teams find value in using it in their process of designing serious games.

Keywords: serious game-design, multidisciplinary team, game design framework, learning games, multidisciplinary game design process

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1023 Influence of Branding and Consultancy Services on the Performance of Coaches, Athletes and Sports Managers in Nigeria

Authors: Yakubu Nkom Bityong, A. I. Kabido, K. Venkateswarlu

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The influence of branding and consultancy services on sports development and marketing mix has been a matter of interest among coaches athletes and sports managers in Nigeria. Marketers use sports as a promotional vehicle towards attracting customers to their products and services. The use of images, names, and photographs of sports personalities to advertise beverages, cars, and a whole range of other products and services as it is clearly noticed all over the television, radio and print media has generated a lot of argument among consumers who have vested interest and are more drawn to their favorite teams and sports personalities than they are to many company products This paper examines the influence of branding and consultancy services on sports Performance of coaches, athletes and sports managers in Nigeria. From a population of 7,441 made up of coaches, athletes and sports managers, 372 respondents were sampled for the study. A self developed and standardized questionnaire was the instrument used for data collection. One-tailed t-test was used to test the hypothesis. Results revealed that branding and consultancy services influence the performances of coaches, athletes and sports managers in Nigeria. It was concluded that the establishment of the National Institute of Sports (NIS) in Lagos with affiliated sports training programmes in Nigerian Universities is responsible for boosting the performance of sports personalities in Nigeria. It was recommended that National Policy on Sports should be reviewed in order to inculcate new methods and strategies towards enhancing sports development initiatives in the country while stakeholders should intensify regular training and retraining programmes for coaches, athletes and sports managers to update their knowledge and skills.

Keywords: branding, consultancy, sports performance, sports development

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1022 Structural Analysis on the Composition of Video Game Virtual Spaces

Authors: Qin Luofeng, Shen Siqi

Abstract:

For the 58 years since the first video game came into being, the video game industry is getting through an explosive evolution from then on. Video games exert great influence on society and become a reflection of public life to some extent. Video game virtual spaces are where activities are taking place like real spaces. And that’s the reason why some architects pay attention to video games. However, compared to the researches on the appearance of games, we observe a lack of theoretical comprehensive on the construction of video game virtual spaces. The research method of this paper is to collect literature and conduct theoretical research about the virtual space in video games firstly. And then analogizing the opinions on the space phenomena from the theory of literature and films. Finally, this paper proposes a three-layer framework for the construction of video game virtual spaces: “algorithmic space-narrative space players space”, which correspond to the exterior, expressive, affective parts of the game space. Also, we illustrate each sub-space according to numerous instances of published video games. Hoping this writing could promote the interactive development of video games and architecture.

Keywords: video game, virtual space, narrativity, social space, emotional connection

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1021 Interactivity as a Predictor of Intent to Revisit Sports Apps

Authors: Young Ik Suh, Tywan G. Martin

Abstract:

Sports apps in a smartphone provide up-to-date information and fast and convenient access to live games. The market of sports apps has emerged as the second fastest growing app category worldwide. Further, many sports fans use their smartphones to know the schedule of sporting events, players’ position and bios, videos and highlights. In recent years, a growing number of scholars and practitioners alike have emphasized the importance of interactivity with sports apps, hypothesizing that interactivity plays a significant role in enticing sports apps users and that it is a key component in measuring the success of sports apps. Interactivity in sports apps focuses primarily on two functions: (1) two-way communication and (2) active user control, neither of which have been applicable through traditional mass media and communication technologies. Therefore, the purpose of this study is to examine whether the interactivity function on sports apps leads to positive outcomes such as intent to revisit. More specifically, this study investigates how three major functions of interactivity (i.e., two-way communication, active user control, and real-time information) influence the attitude of sports apps users and their intent to revisit the sports apps. The following hypothesis is proposed; interactivity functions will be positively associated with both attitudes toward sports apps and intent to revisit sports apps. The survey questionnaire includes four parts: (1) an interactivity scale, (2) an attitude scale, (3) a behavioral intention scale, and (4) demographic questions. Data are to be collected from ESPN apps users. To examine the relationships among the observed and latent variables and determine the reliability and validity of constructs, confirmatory factor analysis (CFA) is conducted. Structural equation modeling (SEM) is utilized to test hypothesized relationships among constructs. Additionally, this study compares the proposed interactivity model with a rival model to identify the role of attitude as a mediating factor. The findings of the current sports apps study provide several theoretical and practical contributions and implications by extending the research and literature associated with the important role of interactivity functions in sports apps and sports media consumption behavior. Specifically, this study may improve the theoretical understandings of whether the interactivity functions influence user attitudes and intent to revisit sports apps. Additionally, this study identifies which dimensions of interactivity are most important to sports apps users. From practitioners’ perspectives, this findings of this study provide significant implications. More entrepreneurs and investors in the sport industry need to recognize that high-resolution photos, live streams, and up-to-date stats are in the sports app, right at sports fans fingertips. The result will imply that sport practitioners may need to develop sports mobile apps that offer greater interactivity functions to attract sport fans.

Keywords: interactivity, two-way communication, active user control, real time information, sports apps, attitude, intent to revisit

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1020 Athlete Burnout and Moral Disengagement in Sports

Authors: Min Pan, An-Hsu Chen

Abstract:

Burnout has been proved to be one of the factors that hinder the development and sport performances of athletes while moral disengagement is the psychological mechanism used by athletes to elevate the guilt caused by conducting the anti-social behaviors to gain competitive advantages and in sports which have both been discussed extensively. The sports devaluation in burnout may undermine the sportsmanship of athletes therefore may serve as one of factors of moral disengagement in sports. Nonetheless, the connection between athlete burnout and moral disengagement in sports is yet established. Hence, the study aims to investigate whether there is the correlation between athlete burnout and moral disengagement in sports. Participants of this study are 120 collegiate athletes who specialize in seven different sports (e.g., fence, boxing, taekwondo, and etc.) with average training hours of 3.7 per day and 4.5 days per week. Athlete Burnout Questionnaire and Moral Disengagement in Sports – Short were administrated as the research instruments. Data collected were analyzed with descriptive statistics, t-test, one-way ANOVA, and step-wise regression. The results show, participants demonstrate mild to moderate burnout and moral disengagement in their perspective sports disciplines. Moreover, athletes specialize in different sports experience distinct burnout situations while there is no significant variation of moral disengagement in different sports. It is also found, moral disengagement in sports has significant and positive correlations with emotional and physical exhaustion as well as sports devaluation in athlete burnout. Furthermore, athlete burnout can positively predict moral disengagement in sports while sports devaluation plays an important role within. It can be concluded that, athlete burnout may contribute to their tendency of moral disengagement in sport. By relieving the burnout level may help improve their moral disengagement inclination in sports. The finding may contribute to the current literature regarding athlete burnout and moral disengagement in sports.

Keywords: athlete burnout, dehumanization, moral disengagement, reduced sense of accomplishment

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1019 Digital Musical Organology: The Audio Games: The Question of “A-Musicological” Interfaces

Authors: Hervé Zénouda

Abstract:

This article seeks to shed light on an emerging creative field: "Audio games," at the crossroads between video games and computer music. Indeed, many applications, which propose entertaining audio-visual experiences with the objective of musical creation, are available today for different supports (game consoles, computers, cell phones). The originality of this field is the use of the gameplay of video games applied to music composition. Thus, composing music using interfaces but also cognitive logics that we qualify as "a-musicological" seem to us particularly interesting from the perspective of musical digital organology. This field raises questions about the representation of sound and musical structures and develops new instrumental gestures and strategies of musical composition. We will try in this article to define the characteristics of this field by highlighting some historical milestones (abstract cinema, game theory in music, actions, and graphic scores) as well as the novelties brought by digital technologies.

Keywords: audio-games, video games, computer generated music, gameplay, interactivity, synesthesia, sound interfaces, relationships image/sound, audiovisual music

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1018 Sports Fans and Non-Interested Public Recognition of the Problems of Sports in Egypt through Caricature

Authors: Alaaeldin Hamdy Ahmed Mohammed

Abstract:

Introduction: This study examines sports’ fans and non-interested public perception and recognition of the problems that have negative impacts upon the Egyptian sports, particularly football, through caricatures. Eight caricature paintings were designed to express eight problems affecting the Egyptian sports and its development. These paintings were distributed on two groups of the fans and the non-interested public. Methods: The study was limited to eight caricatures representing the eight issues which are: the impact of stopping the sports activity on athletes, the effect of clubs’ disagreement, fanaticism between the members of the ultras of different clubs, the negative impact of the mingling of politics into sports, the negative role of the clubs affects the professionalism of the promising players, the conflict between the national organization responsible for sports, the breaking in of the fans to the playgrounds, the impact of the lack of planning on the national team. The Results: The results showed that both sports fans and those who are not interested in sports recognized the problems that the caricatures refer to and criticizes exaggeration although the rate was higher for the fans. These caricatures contributed also in their recognition of the danger of the negative impact of these problems on the Egyptian sports, particularly football which is the most common at the Egyptian sports fans. Discussion: This finding echoes the conclusion that caricatures are distinctive in the adults’ facial stimuli that are either systematically exaggerated recognition of them.

Keywords: caricature, fans, football, sports

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1017 Media Representation and Visibility of Female Athletes in Sporting Events Featuring Both Female and Male Competitors

Authors: L. A. Jennings

Abstract:

Traditional sports media marginalizes or ignores female athletes in their coverage despite increasing numbers of female participation in professional sports. However, in venues in which women and men compete in the same event, such as fighting sports, media coverage of female athletes increases dramatically. Focusing on fighting sports, including boxing, submission wrestling, kickboxing, and Mixed Martial Arts, this paper demonstrates that inclusive venues provide an avenue for female athletes to receive equitable promotion, media coverage, and sponsorship opportunities using data from ESPN, Neilson, the Fan Report, and other emerging sources. This paper further argues that transgendered and nonbinary athletes could thrive in these environments in future sporting activities.

Keywords: sports, media, athletes, sports media, women in sports

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1016 Well-being at Work in the Sports Sector: Systematic Review and Perspectives

Authors: Ouazoul Abdelouahd, Jemjami Nadia

Abstract:

The concept of well-being at work is one of today's significant challenges in maintaining quality of life and managing psycho-social risks at work. Indeed, work in the sports sector has evolved, and this exponential evolution, marked by increasing demands and psychological, physical, and social challenges, which sometimes exceed the resources of sports actors, influences their sense of well-being at work. Well-being and burnout as antagonists provide information on the quality of working life in sports. The Basic aim of this literature review is to analyze the scientific corpus dealing with the subject of well-being at work in the sports sector while exploring the link between sports burnout and well-being. The results reveal the richness of the conceptual approaches and the difficulties of implementing them. Prospects for future research have, therefore, been put forward.

Keywords: Well-being, quality of life, Burnout, ; psycho-social risk, Sports sector

Procedia PDF Downloads 51