scholarly journals How sensitive are sports fans to unemployment?

2021 ◽  
pp. 1-7
Author(s):  
J. James Reade ◽  
Jan C. Van Ours
Keyword(s):  
2018 ◽  
Vol 41 ◽  
Author(s):  
Dimitris Xygalatas
Keyword(s):  

AbstractExtreme self-sacrifice in the context of phenomena, such as sports hooliganism, combines aspects of local and extended fusion. How can we best account for such phenomena in the light of the theory presented here, and how can we make a tangible distinction between the two types? I propose ways to explore and operationalize this distinction and the concept of fusion more generally.


2020 ◽  
Vol 23 (17) ◽  
Author(s):  
Shiny Raizada ◽  
Aradhya Tripathi ◽  
Amritashish Bagchi

Author(s):  
Marius Ötting ◽  
Roland Langrock ◽  
Antonello Maruotti

AbstractWe investigate the potential occurrence of change points—commonly referred to as “momentum shifts”—in the dynamics of football matches. For that purpose, we model minute-by-minute in-game statistics of Bundesliga matches using hidden Markov models (HMMs). To allow for within-state dependence of the variables, we formulate multivariate state-dependent distributions using copulas. For the Bundesliga data considered, we find that the fitted HMMs comprise states which can be interpreted as a team showing different levels of control over a match. Our modelling framework enables inference related to causes of momentum shifts and team tactics, which is of much interest to managers, bookmakers, and sports fans.


2021 ◽  
Author(s):  
Kristian Kletke

Virtual reality (VR) is an immersive technology that is increasingly considered for use in the sports media space. With the proliferation of digital media, stakeholders in the sports ecosystem are looking to leverage new technology as part of their distribution strategy. This paper will seek to investigate the potential for virtual reality as a sports broadcasting medium. Through an exploration of various points of view in the field, use cases, and theoretical frameworks, this research will attempt to understand the various barriers to mainstream adoption. This MRP concludes that virtual reality for sport viewing is still in its infancy, but will pervade the market as a complementary broadcasting offering in the future. It will furthermore seek to outline a business model for virtual reality sports to monetize content.


Author(s):  
Samuel D. Hakim

The present study examined the Premier Lacrosse League (PLL) and fans’ identity and fanship. The PLL boasts a uniqueness many sports fans are unfamiliar with—non-geographically affiliated teams. Using socialization theory, social identity theory, and fan identity, the author sought to better understand the fan qualities of the PLL, especially surrounding athlete importance. A Qualtrics survey was distributed through reddit.com/r/lacrosse and major lacrosse forums with the goal to assess fanship toward favorite players, favorite teams, and PLL media consumption. Statistical analyses revealed that those who have a previously constructed lacrosse fan identity, consume more lacrosse media, and have been following a professional or college lacrosse athlete in the past are more likely to embrace the PLL. In a league where geographical affiliation is currently absent, research suggests that encouraging fan adoption of a favorite player is key to creating fans who begin to feel investment, loyalty, and increased team identity.


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