293 research outputs found
Book Review: Basketball Beyond Paper
Dean Oliver’s Basketball Beyond Paper is a thoughtful and in-depth follow-up to his paradigm-shifting work in 2004, Basketball on Paper. Twenty years after Basketball on Paper laid the groundwork for possession-based efficiency metrics, Oliver returns with a deeper focus: incorporating the human side of the game. Rather than simply refining statistical models, Oliver argues that understanding motivation, emotional ups and downs, distractions, and team dynamics is just as critical to winning as traditional data analysis. Written with a direct and technical style, Oliver not only advocates for the importance of analytics in the transformation of how basketball is played, but also does so with engaging storytelling utilizing real-world examples. Basketball Beyond Paper offers a clear expansion of the field while remaining grounded in high-level practical basketball experience
Augmented Reality in Sport Marketing: Uses and Directions
The augmented reality (AR) market is expected to grow to $60.55 billion by 2023 and there are currently an estimated 4.2 billion AR-capable devices in the hands of consumers. Experts believe that sport is a high-value market for AR as it is uniquely positioned to utilize AR in multiple marketing contexts (Haber, 2019). The COVID-19 pandemic has accelerated the rate at which sport organizations are utilizing AR as they attempt to reach fans and consumers that are limited or restricted from attending events in person. This article introduces augmented reality to sport managers and practitioners and defines AR, detailing how it can be used by citing examples of how it has been used in sport marketing to this point. Specifically, the paper discusses the three most common classifications of AR for marketing and their role in sport: advertising/promotion, product management, and customer service. The types of AR delivery systems (e.g., HMD, projector-based, smartphone, broadcast AR) are also discussed to clarify that AR is a grouping of technologies and not just one hardware platform. Sport and non-sport examples of AR implementations of the different classifications and delivery systems are provided in this text. Three recommendations are provided for AR development and implementation, namely that sport AR activations should be a complement to the sport product, focus on visual appeal, and strive for immersion. These recommendations are grounded in academic research and intended to assist practitioners planning to implement AR as part of their marketing strategy
Mind Mapping as an Innovative Tool to Enhance Project-Based Learning Utilizing Technology Tools
Project-based learning (PBL) is a method to promote engaged learning that enables students to employ their creative and critical thinking abilities often resulting in meaningful learning experiences (Wurdinger, 2018). A PBL assignment was created for a sport-focused technology and innovation class in which the students created their own augmented reality (AR) activation. AR can be a powerful tool for PBL assignments, allowing students to create interactive and immersive experiences that bring their ideas to life (Jailungka, 2020). This assignment utilized Meta Spark Studio, a free platform for creating AR effects, that provides an accessible and user-friendly way for students to experiment with AR technology and develop their technical skills. However, the implementation of PBL can present challenges for both educators and students, particularly when it comes to technology and innovation (Freshwater, 2009). Many students may struggle with the technical skills needed to complete a technology focused PBL assignment, or they may face barriers to accessing the necessary technology. To address these challenges, educators can utilize mind mapping techniques to help students break down complex tasks, visualize progress, and identify their goals (Hollland et al., 2003). Mind mapping can also help students recognize areas where they may need additional support or resources prior to undertaking the tasks involved. Engaged learning through PBL and AR can be an effective way to help students develop real-world skills and apply their knowledge. Mind mapping and PBL can lead to increased student motivation, increased innovation, and increased knowledge retention
Sports Information and Media
This class is designed to familiarize students with the field of sport information including mass communication, print media, broadcast media, sports news releases, interviewing, and public relations. Emphasis is placed upon the gathering, managing, and delivering information about sport organizations, teams, players, and coaches to the public
Augmented Reality in Sport Broadcasting
For a large portion of its history, sport broadcasting has been stagnant when it comes to incorporating new and innovative technologies. However, due to declining viewership and consumer desire for customizable content, augmented reality graphics have begun to be incorporated into multiple sport broadcast products. In fact, the UEFA Champions League, NBA, NFL, and NHL have all used or indicated their intention to utilize AR graphics in future broadcasts. Considering that media rights revenue is the main source of revenue to sport properties and organizations, it is important to carefully consider how the core product (the broadcast) is presented. The study examined consumer attitudes and intentions towards AR in sport broadcasts by utilizing three types of broadcasts of an NBA game. One of the broadcasts was a traditional broadcast format with no AR enhancement and the other two were enhanced with AR graphics, a coach-mode broadcast that featured AR player tracking and play diagramming while the other enhanced broadcast, mascot-mode, featured AR graphics similar to a video game with over-the-top animations. Results of the current study provide insight into consumer preferences towards AR in sport broadcasting and guidance to sport properties planning to utilize broadcast AR graphics. Specifically, that sport consumers were significantly more likely to re-view (p \u3c .05) and recommend via word of mouth (p \u3c .05) the coach-mode AR than the mascot-mode AR. Sport involvement was a significant factor for how sport fans perceive the AR broadcast types through incorporating the perspective of the elaboration likelihood model
Augmented Reality in Sport Marketing: Uses and Directions
The augmented reality (AR) market is expected to grow to $60.55 billion by 2023 and there are currently an estimated 4.2 billion AR-capable devices in the hands of consumers. Experts believe that sport is a high-value market for AR as it is uniquely positioned to utilize AR in multiple marketing contexts (Haber, 2019). The COVID-19 pandemic has accelerated the rate at which sport organizations are utilizing AR as they attempt to reach fans and consumers that are limited or restricted from attending events in person. This article introduces augmented reality to sport managers and practitioners and defines AR, detailing how it can be used by citing examples of how it has been used in sport marketing to this point. Specifically, the paper discusses the three most common classifications of AR for marketing and their role in sport: advertising/promotion, product management, and customer service. The types of AR delivery systems (e.g., HMD, projector-based, smartphone, broadcast AR) are also discussed to clarify that AR is a grouping of technologies and not just one hardware platform. Sport and non-sport examples of AR implementations of the different classifications and delivery systems are provided in this text. Three recommendations are provided for AR development and implementation, namely that sport AR activations should be a complement to the sport product, focus on visual appeal, and strive for immersion. These recommendations are grounded in academic research and intended to assist practitioners planning to implement AR as part of their marketing strategy
Sexual Harassment of Unskilled Working Women
This study was done to develop an understanding of what determines a sexual harassment victim. The purpose was to determine if women, who are unskilled and lower paid, have a higher risk of being sexually harassed.
The survey was conducted in the St. Louis area. The sample consisted of both men and women working at various skill levels and incomes. There were 201 respondents, consisting of 132 women and 69 men.
The survey results were analyzed and compared to surveys taken in other geographical areas. This was to determine if there were any differences based on demographics.
The findings of the survey did not support the hypothesis. The St. Louis survey and the other surveys researched showed that a woman\u27s skill level and income were not the main determinants of sexual harassment victims. The surveys showed that age and marital status were the main characteristics that determine a harassment victim. The surveys showed that single women between the age of 25 and 35 were more likely to be sexually harassed
Sport Celebrities’ COVID-19 Prevention on Social Media: The Effect of Credibility, Social Distance, Identification, and Message’s Power Style on Health Behavioral Intentions
During the COVID-19 outbreak, there emerged on social media an active cohort of sport celebrities, promoting through their messages virus-prevention behaviors. The study tested how people’s intentions to adopt COVID-19 prevention practices were affected by their perceived credibility of sport celebrities, perceived social distance of sport celebrities, and identification with sport celebrities. The study also tested how the message’s power style moderated those relations. The researchers selected four sport celebrities who were active on social media and applied powerful and powerless linguistic styles in developing their social media messages. College students (N = 284) were randomly exposed to one of eight stimuli and asked the questions in the self-administered online survey. The perceived credibility positively affected COVID-19 prevention intentions regardless of the message’s power style. The perceived social distance was effective for intentions only in the powerless message. Identification with sport celebrities was effective regardless of the message’s power style, with the powerless message being more effective than the powerful one. The study provides a theoretical perspective on how people utilize sport celebrities’ characteristics as peripheral cues during health information processing. Also, the study offers practical implications for leveraging social media and sports celebrities to promote virus prevention
Virtual Reality and Higher Education Sporting Events: Social Anxiety Perception as an Outcome of VR Simulation
Background: This study investigates the relationship between Virtual Reality Exposure Therapy (VRET) and social anxiety in sport environments. Social anxiety is a mental health condition that manifests people’s intense fear of being watched and judged by others and worrying about humiliation It is important to research potential tools like VRET that could help to mitigate the impact of social anxiety as people with social anxiety often avoid attending live events due to the venue’s sensory stimuli and the social encounters they anticipate. VR simulation could allow socially anxious individuals to fully experience a sporting event simulation minus the anxiety induced by potential social encounters. VR’s therapeutic effects on social anxiety should be explored when considering several findings of VR intervention to mental health. Aim: The study aims to assess the impact of exposing socially anxious people to a virtual sporting game by measuring their levels of social anxiety, team identification, and intentions to attend a live sporting event before and after the VR exposure. Due to VR’s positive experience, social anxiety is expected to decrease. However, team identification and intentions to attend live sporting events are expected to increase because of VR’s ability to develop sport fanship. Method: Fourteen students with symptoms of social anxiety participated in the study. To create the VR simulation stimuli, the researchers used six 360° cameras to record an NCAA Division-I women’s volleyball game. Participants experienced the sporting event via VR simulation. Data were analyzed via one-group pre- and post-comparison. Results and Conclusions: Significant results were found for behavioral intentions of participants after experiencing the simulation. Social anxiety’s difference was negative 0.22, t(13) = 3.47, p \u3c 0.01. After watching the game in VR, the respondents’ social anxiety decreased significantly. Team identification’s difference was 0.53, t(13) = −3.56, p \u3c 0.01. Lastly, event visit intentions’ difference was 0.24, t(13) = −2.35, p \u3c 0.05. Team identification and intentions to visit a sporting event rose significantly after viewing the game in VR
Quality of life: international and domestic students studying medicine in New Zealand
International students form a significant proportion of students studying within universities in Western countries. The quality of life perceptions of international medical students in comparison with domestic medical students has not been well documented. There is some evidence to suggest that international medical students may have different educational and social experiences in relation to their domestic peers. This study investigates the levels of quality of life experienced by international and domestic students studying medicine. A total of 548 medical students completed the abbreviated version of the World Health Organization Quality of Life questionnaire. The focus of the analysis was to evaluate differences between international and domestic students in their early clinical years. The responses were analysed using multivariate analysis of variance methods. International medical students are experiencing lower social and environmental quality of life compared with domestic peers. International medical students in New Zealand have expressed quality of life concerns, which likely have an impact on their academic achievement, feelings of wellness, acculturation, and social adaptation. The findings reinforce the need for creating stronger social networks and accessible accommodation, as well as developing systems to ensure safety, peer mentorship and student support.published_or_final_versio
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