6 resultados para Football player

em Brock University, Canada


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The purpose of this case study was to determine the effectiveness of sport for development (SDP) evaluation within one program in Gansbaai, South Africa through critical, independent participant inclusive program evaluation. Qualitative research was conducted on the Football Foundation of South Africa (FFSA), where semi-structured interview data were collected from administrators and participants, as were data from direct participant observations and organizational documents. Data analysis followed, according to Kvale and Brinkman’s (2008) methodology. FFSA goals were found, as were themes of social impact (i.e., regarding coach-player relationships, trust, and coaching impact on social integration). A further theme related to evaluation components and procedures. Further themes included life skill development, competition within programming, participants’ home life and social integration. Findings contribute to the SDP literature relating to program evaluation research and to FFSA administrators by providing an understanding of SDP program shortcomings, limitations, and suggested improvements.

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Likely a picture of Tom Kearney (Trainer), Al Kellogg (Coach), Eric Stevens (Player), and Randy Olling (Manager) circa 1971.

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The winning intramural football team from the Geography department. Pictured from left to right are: Brian Rogers, Lino Fuciarelli, Tim Slack, Les Selby, Larry Miller, Bob Lunge (captain), Ron Devereux, Bob Steele, and Gerry Gamble.

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This thesis examines salary structure types (hierarchical or compressed) as predictors of team performance in the National Hockey League (NHL). Additionally, an analysis of goalie statistics is completed in order to determine what, if any, performance measures relate to salary. Data in this research were collected from the 2005-06 season up to the 2010-11 season. Salary inequality/equality (Gini coefficient) was used in a regression analysis to determine if it was an effective predictor of team performance (n = 178) (winning percentage). The results indicated that a hierarchical salary structure increased team performance, although the amount of variability explained was very small. Another regression analysis was completed to determine if any goalie performance measures (n = 245) were effective predictors of individual salary. A regression analysis was employed and indicated that goalie performance measures predicted 19.8% of variance to salary. The only statistical significant variable was games played.

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The increasing variety and complexity of video games allows players to choose how to behave and represent themselves within these virtual environments. The focus of this dissertation was to examine the connections between the personality traits (specifically, HEXACO traits and psychopathic traits) of video game players and player-created and controlled game-characters (i.e., avatars), and the link between traits and behavior in video games. In Study 1 (n = 198), the connections between player personality traits and behavior in a Massively Multiplayer Online Roleplaying Game (World of Warcraft) were examined. Six behavior components were found (i.e., Player-versus-Player, Social Player-versus-Environment, Working, Helping, Immersion, and Core Content), and each was related to relevant personality traits. For example, Player-versus-Player behaviors were negatively related to Honesty-Humility and positively related to psychopathic traits, and Immersion behaviors (i.e., exploring, role-playing) were positively related to Openness to Experience. In Study 2 (n = 219), the connections between player personality traits and in-game behavior in video games were examined in university students. Four behavior components were found (i.e., Aggressing, Winning, Creating, and Helping), and each was related to at least one personality trait. For example, Aggressing was negatively related to Honesty-Humility and positively related to psychopathic traits. In Study 3 (n = 90), the connections between player personality traits and avatar personality traits were examined in World of Warcraft. Positive player-avatar correlations were observed for all personality traits except Extraversion. Significant mean differences between players and avatars were observed for all traits except Conscientiousness; avatars had higher mean scores on Extraversion and psychopathic traits, but lower mean scores on the remaining traits. In Study 4, the connections between player personality traits, avatar traits, and observed behaviors in a life-simulation video game (The Sims 3) were examined in university students (n = 93). Participants created two avatars and used these avatars to play The Sims 3. Results showed that the selection of certain avatar traits was related to relevant player personality traits (e.g., participants who chose the Friendly avatar trait were higher in Honesty-Humility, Emotionality, and Agreeableness, and lower in psychopathic traits). Selection of certain character-interaction behaviors was related to relevant player personality traits (e.g., participants with higher levels of psychopathic traits used more Mean and fewer Friendly interactions). Together, the results of the four studies suggest that individuals generally behave and represent themselves in video games in ways that are consistent with their real-world tendencies.