Convergent validity between a sport video game and real sport performance

2011 ◽  
Vol 4 (1-2) ◽  
pp. 77-87
Author(s):  
Matthew T. Buns ◽  
Katherine T. Thomas
Author(s):  
Łukasz Bryl ◽  
Justyna Majewska ◽  
Szymon Truskolaski

Purpose: The chapter examines the extent and level of the pandemic impact on sport, video game, and tourism industry by analyzing the emotional narration of articles related to Covid-19 effects on these industries so as to assess and predict the situation of industries during the pandemic and in the following years, but also to explain sources of positive sentiment for a given industry. Design/methodology/approach: The study provides a sentiment analysis of the global disclosure of the Covid-19 pandemic in the press, online articles, and social media (Twitter) with the use of three independent R packages. The final sample consisted of 142 articles; the oldest was published on January 23, 2020, whereas the newest one on October 14, 2020. Findings: Sentiment analysis revealed that the emotional tinge of the articles is much more positive for video games and soccer than in the case of tourism. In the case of video games and soccer, positive emotions such as “trust” or “anticipation” prevailed over much more common emotions of “fear” and “sadness” used about tourism. The impact of the pandemic was similar for video games and soccer, which was a mixture of negative and positive events. Research limitations/implications: Further research should use other resources such as the mass media or other data sources in addition to social media information and include a long-term analysis divided into stages of the pandemic as reactions and moods have been changing over time. Moreover, the factors influencing the perception of situations in different sectors of the economy should be identified in future research. Practical implications: The use of sentiment analysis shows that such quantification may be performed for new social phenomena before any hard (e.g., financial) data are available. Social implications: An approximation was obtained for quantifying the societal “general feeling” with regards to specific sectors affected by the pandemic. Originality and value: The chapter compares the response to the pandemic crisis of different sectors that reveal the sentiment contributing to the growth or difficulties of a given industry. The use of sentiment analysis enabled us to assess and predict the situation of industries during the pandemic before the hard and comprehensive data will occur.


Author(s):  
Nur Azmina Rahmad ◽  
Nur Anis Jasmin Sufri ◽  
Nurul Hamizah Muzamil ◽  
Muhammad Amir As'ari

Nowadays, coaches and sport analyst are concerning about sport performance analysis through sport video match. However, they still used conventional method which is through manual observation of the full video that is very troublesome because they might miss some meaningful information presence in the video. Several previous studies have discussed about tracking ball movements, identification of player based on jersey color and number as well as player movement detection in various type of sport such as soccer and volleyball but not in badminton. Therefore, this study focused on developing an automated system using Faster Region Convolutional Neural Network (Faster R-CNN) to track the position of the badminton player from the sport broadcast video. In preparing the dataset for training and testing, several broadcast videos were converted into image frames before labelling the region which indicate the players. After that, several different trained Faster R-CNN detectors were produced from the dataset before tested with different set of videos to evaluate the detector performance. In evaluating the performance of each detector model, the average precision was obtained from precision recall graph. As a result, this study revealed that the detector successfully detects the player when the detector is being fed with more generalized dataset.


Author(s):  
Seth E. Jenny ◽  
Kristy M. Noble ◽  
David P. Schary ◽  
Shelley D. Hamill

The purpose of this study was to compare the similarities and differences of three common tennis strokes (i.e., forehand, backhand, and serve) performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, through qualitative focus groups, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Video and statistical analyses revealed several positives and negatives of utilizing MBVGs when teaching sports skills, particularly in reference to beginner and experienced tennis athletes. Implications of these findings for physical educators, sport coaches, and sport video game developers are discussed.


2014 ◽  
Vol 9 (1) ◽  
pp. 133-138 ◽  
Author(s):  
Rita M. Malcata ◽  
Tom J. Vandenbogaerde ◽  
Will G. Hopkins

There is a need for fair measures of country sport performance that include athletes who do not win medals.Purpose:To develop a measure of country performance based on athlete ranks in the sport of swimming.Methods:Annual top-150 ranks in Olympic pool-swimming events were downloaded for 1990 through 2011. For each athlete of a given rank, a score representing the athlete’s performance potential was estimated as the proportion of athletes of that rank who ever achieved top rank. A country’s scores were calculated by summing its athletes’ scores over all 32 events. Reliability and convergent validity were assessed via year-to-year correlations and correlations with medal counts at major competitions. The method was also applied to ranks at the 2012 Olympics to evaluate countries’ swimming performance.Results:The performance score of an athlete of a given rank was closely approximated by 1/rank. This simpler score has 1 practical interpretation: An athlete ranked 7th (for example) has a chance of 1/7 of ever achieving top rank; for purposes of evaluating country performance, 7 such athletes are equivalent to 1 athlete of the top rank. Country scores obtained by summing 1/rank of the country’s athletes had high reliability and validity. This approach produced scores for 168 countries at the Olympics, whereas only 17 countries won medals.Conclusions:The authors used the sport of swimming to develop a fair and inclusive measure representing a country’s performance potential. This measure should be suitable for assessing countries in any sports with world rankings or with athletes at major competitions.


Author(s):  
Beth A. Cianfrone ◽  
James J. Zhang

This chapter introduces the new and unique sport promotional format of sport video game sponsorships and in-game advertising. Information on the growth of sport video games, unique features of this segment of the sport industry, and financial and technical value of in-game advertising and sponsorships are first introduced. Extensive discussions are made on the advantage of sport video games as a marketing tool and the importance of assessing the effectiveness of in-game advertising and sponsorships. The need to systematically understand consumer motivation and market demand for sport video games is highlighted. This chapter concludes with recognizing contemporary issues and recommended solutions.


2017 ◽  
Vol 31 (5) ◽  
pp. 480-496 ◽  
Author(s):  
Yongjin Hwang ◽  
Khalid Ballouli ◽  
Kevin So ◽  
Bob Heere

The purpose of this research was to examine the effect of sport video game difficulty and brand congruity on gamers’ brand recall, brand recognition, and attitudes toward the brand using a controlled experimental design. A total of 116 participants were recruited to play an interactive sport video game and randomly assigned to one of two game difficulty conditions (easy vs. hard). They were then asked to respond to questions concerning the brands featured in the in-game advertisements. The procedure entailed a pretest survey, main experiment, and posttest survey. Data analysis was conducted through use of McNemar’s test, repeated measures analysis of covariance, and binary logistic regression. Findings revealed significant effects for game difficulty and brand congruity on brand recognition (but not brand recall) and attitudes toward the brand. This study contributes to the growing body of literature that suggests video game settings and brand placement are key considerations for achieving desired advertising results.


2008 ◽  
Vol 44 ◽  
pp. 63-84 ◽  
Author(s):  
Chris E. Cooper

Optimum performance in aerobic sports performance requires an efficient delivery to, and consumption of, oxygen by the exercising muscle. It is probable that maximal oxygen uptake in the athlete is multifactorial, being shared between cardiac output, blood oxygen content, muscle blood flow, oxygen diffusion from the blood to the cell and mitochondrial content. Of these, raising the blood oxygen content by raising the haematocrit is the simplest acute method to increase oxygen delivery and improve sport performance. Legal means of raising haematocrit include altitude training and hypoxic tents. Illegal means include blood doping and the administration of EPO (erythropoietin). The ability to make EPO by genetic means has resulted in an increase in its availability and use, although it is probable that recent testing methods may have had some impact. Less widely used illegal methods include the use of artificial blood oxygen carriers (the so-called ‘blood substitutes’). In principle these molecules could enhance aerobic sports performance; however, they would be readily detectable in urine and blood tests. An alternative to increasing the blood oxygen content is to increase the amount of oxygen that haemoglobin can deliver. It is possible to do this by using compounds that right-shift the haemoglobin dissociation curve (e.g. RSR13). There is a compromise between improving oxygen delivery at the muscle and losing oxygen uptake at the lung and it is unclear whether these reagents would enhance the performance of elite athletes. However, given the proven success of blood doping and EPO, attempts to manipulate these pathways are likely to lead to an ongoing battle between the athlete and the drug testers.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


GeroPsych ◽  
2014 ◽  
Vol 27 (1) ◽  
pp. 23-31 ◽  
Author(s):  
Anne Kuemmel (This author contributed eq ◽  
Julia Haberstroh (This author contributed ◽  
Johannes Pantel

Communication and communication behaviors in situational contexts are essential conditions for well-being and quality of life in people with dementia. Measuring methods, however, are limited. The CODEM instrument, a standardized observational communication behavior assessment tool, was developed and evaluated on the basis of the current state of research in dementia care and social-communicative behavior. Initially, interrater reliability was examined by means of videoratings (N = 10 people with dementia). Thereupon, six caregivers in six German nursing homes observed 69 residents suffering from dementia and used CODEM to rate their communication behavior. The interrater reliability of CODEM was excellent (mean κ = .79; intraclass correlation = .91). Statistical analysis indicated that CODEM had excellent internal consistency (Cronbach’s α = .95). CODEM also showed excellent convergent validity (Pearson’s R = .88) as well as discriminant validity (Pearson’s R = .63). Confirmatory factor analysis verified the two-factor solution of verbal/content aspects and nonverbal/relationship aspects. With regard to the severity of the disease, the content and relational aspects of communication exhibited different trends. CODEM proved to be a reliable, valid, and sensitive assessment tool for examining communication behavior in the field of dementia. CODEM also provides researchers a feasible examination tool for measuring effects of psychosocial intervention studies that strive to improve communication behavior and well-being in dementia.


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