134 resultados para olympic games


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Background: A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA.

Method: Studies on AVG play energy expenditure (EE) and maintenance of play in youth were systematically identified in the published literature and assessed for quality and informational value.

Results: Nine studies measuring AVG play EE were identified. The meta-analytic estimates of average METs across these studies were 3.1 (95% CI: 2.6, 3.6) to 3.2 (95% CI: 2.7, 3.7). No games elicited an average EE above the 6 MET threshold for vigorous EE. Observed differences between studies were likely due to the different types of games used, rather than age or gender. Four studies related to maintenance of play were identified. Most studies reported AVG use declined over time. Studies were of low-to-medium quality.

Conclusion: AVGs are capable of generating EE in youth to attain PA guidelines. Few studies have assessed sustainability of AVG play, which appears to diminish after a short period of time for most players. Better-quality future research must address how AVG play could be maintained over longer periods of time.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Media fragmentation and proliferation, in concert with declining television advertising efficacy, has engendered interest in developing more effective ways to reach consumers – particularly non-users of a brand. This study explores the effect of active product placement in computer games on both brand attitude (Abrand) and recall. Findings suggest that exposure to a particular brand in a computer game can increase Abrand among consumers whose pre-existing attitude towards the brand in question is fairly low. It was concluded that product placement within computer games is an effective means of fostering high spontaneous brand recall and even of influencing consumers less positively predisposed towards a brand (analogous to non-users). These findings have promising managerial implications for firms looking to grow their customer base through acquisition and conversion.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In 2004, the discourse of ‘legacy’ was woven into the constitutional fabric of the International Olympic Committee (IOC). Bidding for Olympic events is now premised on procuring post-event legacies that will resonate through local communities and host countries long after the flame is extinguished. Given vast expenditures in security, policing, and emergency management operations at major sporting events, it is notable that the IOC and its official partners have disproportionately under-represented security and policing legacies. This paper addresses research into security and policing legacies of major events by turning much needed empirical attention towards institutional level geographies of security and policing – particularly on legacies of policing and militarisation in Olympic host cities. Accordingly, the paper traces the institutional trajectory of the Military Liaison Unit (MLU) in the Vancouver Police Department who were heavily involved in coordinating the joint civilian–military effort throughout the lifecycle of the Vancouver 2010 Winter Games. Theoretically, the paper furthers Stephen Graham’s (2010) New Military Urbanism that considers the circulation of military expertise between neo-colonial frontiers of military intervention with Western urban spaces. In doing so, this paper unpacks an empirically guided temporal approach that discerns key drivers of militarisation as localised, empirical-based ‘trajectories’ of development of security and policing institutions, which are linked to, and circumscribed by, critical juncture episodes in the context of mega event security. The paper traces processes of the MLU to explain how conditions underpinning the civil–military divide in urban policing, as a series of jurisdictional, institutional, and by extension, geographical configurations have continued, changed or been abandoned in the context of the Vancouver 2010 Olympics. As such, this paper contributes to much needed debate on the controversies and opportunities inherent in security legacies and major events, which implicate the wider securitisation and militarisation of Western cities.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6. weeks (1. h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8. years (M 6.2, SD 0.95) participated. Object control skill improved over time (p=0.006) but there was no significant difference (p=0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED=0.748; intervention 30.33 to 31.83, SED=0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED=0.362; intervention 18.67 to 18.88, SED=0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.