983 resultados para Geelong Football Club


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El TFG consiste en la realización de un plan de marketing para la entidad deportiva Athletic Club. El trabajo está efectuado en idioma español.

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The aim of the present study is to analyse the influence of different large-sided games (LSGs) on the physical and physiological variables in under-12s (U12) and -13s (U13) soccer players. The effects of the combination of different number of players per team, 7, 9, and 11 (P7, P9, and P11, respectively) with three relative pitch areas, 100, 200, and 300 m(2) (A100, A200, and A300, respectively), were analysed in this study. The variables analysed were: 1) global indicator such as total distance (TD); work:rest ratio (W:R); player-load (PL) and maximal speed (V-max); 2) heart rate (HR) mean and time spent in different intensity zones of HR (<75%, 75-84%, 84-90% and >90%), and; 3) five absolute (<8, 8-13, 13-16 and >16 Km h(-1)) and three relative speed categories (<40%, 40-60% and >60% V-max). The results support the theory that a change in format (player number and pitch dimensions) affects no similarly in the two players categories. Although it can seem that U13 players are more demanded in this kind of LSG, when the work load is assessed from a relative point of view, great pitch dimensions and/or high number of player per team are involved in the training task to the U12 players. The results of this study could alert to the coaches to avoid some types of LSGs for the U12 players such as:P11 played in A100, A200 or A300, P9 played in A200 or A300 and P7 played in A300 due to that U13>U12 in several physical and physiological variables (W:R, time spent in 84-90% HRmax, distance in 8-13 and 13-16 Km h(-1) and time spent in 40-60% V-max). These results may help youth soccer coaches to plan the progressive introduction of LSGs so that task demands are adapted to the physiological and physical development of participants.

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Na pesquisa Club Penguin: a produção de subjetividade capitalística na narrativa interativa nos videogames vamos realizar a cartografia (Deleuze & Guattari) do gameplay do Club Penguin, em sua plataforma principal, online. É uma pesquisa em andamento, já que o jogo não tem um objetivo único a ser alcançado e sua narrativa não é conclusiva, pois depende integralmente do agenciamento entre formas de pensar, agir e sentir do usuário com a programação do jogo, produzindo um rizoma que nunca se fecha. Para poder verificar seus efeitos na produção da subjetividade capitalística das primeiras pistas que seguimos foi a presença das tecnologias de informação e comunicação, que, ao mesmo tempo em que permitem a autonomia do usuário, exercem uma vigilância e um controle consentidos, produzindo dados que servem de base para a manutenção e preservação da sociedade de controle (Gilles Deleuze). Nossa segunda pista está ligada às práticas e laços que se formam no decorrer do jogo, que refletem os efeitos das relações presentes no capitalismo contemporâneo, que tem como base o consumo e a produção de signos e afetos, tal como descritas por Hardt & Negri. O percurso da terceira pista está ligado às linhas de enunciação e visibilidade cujos efeitos se refletem nos processos de subjetivação das crianças que participam do jogo, visto que o público alvo deste jogo está na faixa dos 6 aos 14 anos de idade.

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Perdikis, Nicholas, Thomas, Dennis, Inter-regional transfer trade flows in the English football league', Tijdschrift voor Economie en Management (2002) 47 (4) 477-509 RAE2008

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Thomas, Dennis, Carmichael, Fiona, 'Home field effect and team performance: Evidence from English Premiership football', Journal of Sports Economics (2005) 6(3) pp.264-281 RAE2008

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De acuerdo a la normativa de TFEs el repositorio no puede dar acceso a este trabajo. Para consultarlo póngase en contacto con el tutor del trabajo. Puede acceder al resumen del mismo pinchando en el pdf adjunto

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This thesis seeks to explore the development of sport in Munster in the late nineteenth and early twentieth centuries by comparing developments in three counties: Cork, Tipperary and Waterford. In particular this thesis considers the development of rugby and soccer in comparative perspective across these three counties, asking what local factors impacted on their uneven development in the region and considering the extent to which the traditional model of diffusion applies to the reception of these sports in the three counties. By giving consideration to these two particular non-indigenous sports, the thesis will, through answering that question, explore ideas of cultural reception, national identity and class as expressed at local level. These themes will be explored by placing the comparative analysis of these two sports into a wider context of sporting development regionally and nationally in the period, in particular the emerging commercialisation of sport, and also the diverse sporting culture of which these two sports were a part. Utilising a wide range of archival sources from local, national and sporting newspapers, to club records, official publications and ephemera this thesis builds a picture of sport in Munster that is deeply rooted in the community, and that forms an important facet of the social world of Cork, Tipperary and Waterford from 1880-1930.

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The reminiscence bump is the tendency to recall more autobiographical memories from adolescence and early adulthood than from adjacent lifetime periods. In this online study, the robustness of the reminiscence bump was examined by looking at participants' judgements about the quality of football players. Dutch participants (N = 619) were asked who they thought the five best players of all time were. The participants could select the names from a list or enter the names when their favourite players were not on the list. Johan Cruijff, Pelé, and Diego Maradona were the three most often mentioned players. Participants frequently named football players who reached the midpoint of their career when the participants were adolescents (mode = 17). The results indicate that the reminiscence bump can also be identified outside the autobiographical memory domain.

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Este trabajo de investigación supone un esfuerzo por comprender mejor el papel que las representaciones gráficas pueden jugar en la resolución de problemas matemáticos y se ha centrado en el estudio sistemático de los aspectos siguientes: los elementos que determinan la elección, la interpretación y las modificaciones de las representaciones gráficas en los comportamientos de resolución de problemas; las consecuencias de un entrenamiento en resolución de problemas en la utilización de representaciones gráficas. Dicho estudio ha estado motivado por la constatación del deterioro sufrido por la educación matemática, y en particular por la resolución de “verdaderos problemas" en España en las últimas décadas, y también por el declive del aspecto visual de las matemáticas en beneficio de los aspectos simbólicos, verbales y analíticos.

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This study examined whether adding spin to a ball in the free kick situation in football affects a professional footballer's perception of the ball's future arrival position. Using a virtual reality set-up, participants observed the flight paths of aerodynamically realistic free kicks with (+/- 600 rpm) and without sidespin. With the viewpoint being fixed in the centre of the goal, participants had to judge whether the ball would have ended up in the goal or not. Results show that trajectories influenced by the Magnus force caused by sidespin gave rise to a significant shift in the percentage of goal responses. The resulting acceleration that causes the ball to continually change its heading direction as the trajectory unfolds does not seem to be taken into account by the participants when making goal judgments. We conclude that the visual system is not attuned to such accelerated motion, which may explain why goalkeepers appear to misjudge the future arrival point of such curved free kicks.