994 resultados para sport teams


Relevância:

30.00% 30.00%

Publicador:

Resumo:

There has been substantial work that examines financial management in professional sport which has assisted scholars and practitioners to better understand processes and policies to ensure teams and leagues are sustainable (Andreff & Staudohar, 2000; Howard & Crompton, 2004; Kraekel, 2007; Lewis, Sexton, & Lock, 2007; Li, Hofacre, & Mahony, 2001). However, there has been a paucity of scholarly research that examines financial management at the grass roots levels of sport, and how this integrates with national sport organisation strategic planning, with the exception of the recent work by Havaris and Danylchuk (2007). This study aims to add to this gap in knowledge by examining financial management at the club level of tennis in Australia.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This study explored the measurement and use of internal and external imagery perspectives during imagery of open and closed sports skills. Participants  (N=41; male=23; female = 18), ages 14 to 28 (M=19.4 yr.; sD=3.1), who were recruited from undergraduate classes in human movement and physical education, and local sporting teams, completed the Imagery Use Questionnaire and then imagined performing eight common sports skills, four open skills and four closed skills, in a random order. Participants provided concurrent verbalisation during their imagery. Immediately after imagining each skill, participants completed a rating scale and retrospective verbalisation of imagery perspective use. Analysis indicated that the questionnaire gave a general imagery perspective preference but was not a strong predictor of imagery used on specific occasions. The three measures of imagery perspective were equivalent in imagining performing particular skills. Participants experienced more internal imagery than external imagery while imagining the eight sports skills, but there was no significant difference between perspective use on the open and closed skills.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

BACKGROUND: In Australia, sport is saturated by the promotion of junk food, alcohol and gambling products. This is particularly evident on player jerseys. The effect of this advertising on children, who are exposed to these messages while watching sport, has not been thoroughly investigated. The aim of this research study was to investigate: (1) the extent to which children implicitly recalled shirt sponsors with the correct sporting team; (2) whether children associated some types of sponsors with certain sporting codes more than others; and (3) whether age of the children influenced the correct recall of sponsoring brands and teams. METHOD: This experimental study conducted in New South Wales, Australia used projective techniques to measure the implicit recall of team sponsorship relationships of 85 children aged 5-12 years. Participants were asked to arrange two sets of magnets - one which contained sporting teams and one which contained brand logos - in the manner deemed most appropriate by them. Children were not given any prompts relating to sporting sponsorship relationships. RESULTS: Three quarters (77 %) of the children were able to identify at least one correct shirt sponsor. Children associated alcohol and gambling brands more highly with the more popular sporting code, the National Rugby League compared to the Australian Football League sporting code. Results showed that age had an effect on number of shirt sponsors correctly recalled with 9-12 year olds being significantly more likely than 5-8 year olds to correctly identify team sponsors. CONCLUSIONS: Given children's ability to implicitly recall shirt sponsors in a sporting context, Australian sporting codes should examine their current sponsorship relationships to reduce the number of unhealthy commodity shirt sponsors. While there is some regulation that protects children from the marketing of unhealthy commodity products, these findings suggest that children are still exposed to and recall these sponsorship relationships. Results suggest that the promotion of unhealthy commodity products during sporting matches is contributing to increased awareness amongst children of unhealthy commodity brands. Further investigation is required to examine the extent and impact of marketing initiatives during televised sporting matches on children.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

ABSTRACT
Marketers are interested in the first buyers of new products, given their important role in driving wider community adoption. This is especially the case for new entertainment products, like new or relocated sports teams who must quickly build fan connections and loyalty, given the importance of crowds and social networks in adding value to the entertainment experience. Fans choose to connect with sports teams for numerous reasons; however, fan development in the context of a new team has rarely been examined. This paper examines the diversity and similarity among inaugural fans of an expansion team. A large sample (n= 1724) was classified into five segments revealing how each varies in their brand associations, satisfaction, identification and involvement. By analysing key dimensions (relationship identifiers) that characterise how consumers connect with a new team, the authors provide new insights about the nature of consumers in the context of a new sports team. Furthermore, the five segments were found to be distinct cohorts, with sufficient variation between them to warrant variant marketing approaches to achieve the outcome of committed, long-term fans.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

L’obiettivo di questo studio è analizzare in che misura e con quali modalità le società di un mercato ricco ed importante come quello della National Basketball Association stiano sfruttando i canali messi a disposizione dal Web 2.0 e dai cosiddetti nuovi media. Il progetto si propone quindi di rispondere ai seguenti tre quesiti di ricerca:
 1 Quali sono gli strumenti attualmente a disposizione delle società NBA per promuovere il loro “prodotto” relativamente all’utilizzo delle tecnologie del Web 2.0 e dei Social Media?
 2 Quali vantaggi e quali cambiamenti hanno portato queste nuove tecnologie nella comunicazione e nelle relazioni tra impresa sportiva ed i suoi fan?
 3 E' possibile individuare un indice di esposizione su Web e Social Media applicato ai teams NBA in grado di fornire una stima di quanto e come una società stia usando questi mezzi? Il progetto inizia con un’analisi dello stato dell’arte, partendo dal settore più generale del marketing e del management dello sport, passando per l’utilizzo dei Social Media nel settore sportivo fino a focalizzarsi sugli studi specifici relativi al mondo NBA. Successivamente lo studio segue tre fasi: una prima introduttiva dove sono descritti i principali mezzi disponibili per le società in termini di Social Media Marketing e gli effetti benefici che questi possono avere; una seconda fase in cui viene definito l’indice nei suoi diversi parametri, ed infine un’ultima fase in cui vengono raccolti i dati relativi ad un campione di squadre NBA ed analizzati per elaborare i risultati ottenuti. L’elaborazione dei risultati porta poi ad individuare trend comuni, punti di forza e debolezza ed eventuali migliorie future per le strategie delle società NBA.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

In der Sportpsychologie gibt es bis anhin wenige Studien, welche sich mit dem Phänomen der sozialen Emotionsinduktion befassen (Reicherts & Horn, 2008). Die soziale Emotions-induktion ist ein Prozess, bei welchem der blosse emotionale Ausdruck einer Person ein emotionales Befinden bei einer anderen Person auslöst, welche diesen emotionalen Ausdruck wahrnimmt (McIntosh, Druckman & Zajonc, 1994). Von Apitzsch (2006) wird die soziale Emotionsinduktion in einem theoretischen Artikel als eine mögliche Ursache bezeichnet, warum es zu einem Kollaps von Teams im Sport kommen kann. Die vorliegende Arbeit untersucht die beiden Fragestellungen, ob es beim Lösen einer sportbezogenen Aufgabe unter Teammitgliedern überhaupt zu sozialer Emotionsinduktion kommt und welche Auswirkungen sich daraus für die individuelle Leistung der Teammitglieder ergeben. Zu diesem Zweck wur-den zwei experimentelle Studien mit unterschiedlicher Methodik durchgeführt: Im ersten Experiment mit Between-Subjects Design wurden die Versuchsperson (N = 81, ♀ = 38, M = 21.33 Jahre, SD = 1.45) zufällig einer der beiden experimentellen Bedingungen zugeordnet, wobei sie auf einen Konfidenten trafen, mit welchem sie ein gleichgeschlechtliches Ad Hoc Team bildeten. Als Team mussten sie eine Basketballaufgabe so schnell wie möglich lösen. Der Zwischensubjekt-Faktor des experimentellen Designs was der emotionale Ausdruck des Konfidenten mit positiver oder negativer Valenz und der Innersubjekt-Faktor, das emotionale Befinden der Versuchspersonen, welches prä- und postexperimentell mit der Positive and Negative Affect Schedule erfasst wurde (PANAS: Krohne, Egloff, Kohlmann & Tausch, 1996). Die Zweiergruppe wurde beim Lösen der Basketballaufgabe auf Video aufgenommen und die Anzahl der Frames, welche die Versuchspersonen zur Aufgabenlösung brauchten, wurde als individuelles Leistungsmass verwendet. Im zweiten Experiment wurden dem Konfidenten drei Versuchspersonen (N = 78, ♀ = 33, M = 20.88 Jahre, SD = 1.64) zugeordnet und als Gruppe durchliefen sie beide experimentellen Bedingungen, womit es sich also um ein Within-Subjects Design handelte. Das prä- und postexperimentelle Befinden der Versuchspersonen wurde mit dem Mehrdimensionalen Befindlichkeitsfragebogen erfasst (MDBF: Steyer, Schwenkmezger, Notz & Eid, 1997). Es zeigte sich in beiden Experimenten, dass das emotionale Befinden der Konfidenten von den Versuchspersonen sowie von Videoratern als unterschiedlich zwischen den Bedingungen wahrgenommen wurde (Manipulation-Check). Auch wenn sich eine Tendenz für eine soziale Emotionsinduktion teilweise zeigte, waren die durchgeführten, messwiederholten Varianzanalysen, welche die Auswirkungen der beiden experimentellen Bedingungen auf die Veränderung des emotionalen Befindens der Versuchspersonen prüfen sollten, nicht signifikant. Die durchgeführten t-Tests zeigten überdies, dass sich die Leistung der Versuchspersonen nicht zwischen den beiden experimentellen Bedingungen unterschied. Mit den beiden durchgeführten Experimenten konnten somit die Ergebnisse anderer experimenteller Studien zur sozialen Emotionsinduktion in Gruppen nicht repliziert werden (z.B. Barsade, 2002). Vor diesem Hintergrund wurden abschliessend methodische Änderungen diskutiert, welche eine Verbesserung der Vorgehensweise bei der Erfassung der sozialen Emotionsinduktion in Gruppen beim Lösen einer sportbezogenen Aufgabe zur Folge hätten.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Der Fokus dieses Beitrags ist darauf gerichtet, ob und unter welchen Bedingungen sich ein kognitives Training dazu eignet, auf Gruppenebene zu einer verbesserten Leistung beizutragen. Dabei geht es auf einer allgemeineren kollektiven Ebene um die Verbesserung des Handelns von Gruppen durch Optimierung kognitiver Prozesse. In diesem Beitrag soll zu diesem Zweck ein Versuch unternommen werden, die folgenden drei Fragen zu beantworten: 1. Was sind die bei Handlungen von Gruppen zu regulierenden Prozesse? Mit anderen Worten geht es darum, eine Vorstellung davon zu entwickeln, wie erfolgreiche Handlungen von Gruppen eigentlich organisiert sind. 2. Was sind die regulierenden kognitiven Instanzen? Anders gesagt, welche Repräsentationen liegen wo vor, die dazu beitragen, die Handlungen von Gruppen zu optimieren? 3. Wie lassen sich welche dieser Prozesse und Instanzen durch kognitives Training optimieren? Wo sind also Ansatzpunkte, das Handeln von Teams effektiver und effizienter zu machen?

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The aim of the present study was to assess the effects of game timeouts on basketball teams? offensive and defensive performances according to momentary differences in score and game period. The sample consisted of 144 timeouts registered during 18 basketball games randomly selected from the 2007 European Basketball Championship (Spain). For each timeout, five ball possessions were registered before (n?493) and after the timeout (n?475). The offensive and defensive efficiencies were registered across the first 35 min and last 5 min of games. A k-means cluster analysis classified the timeouts according to momentary score status as follows: losing ( ?10 to ?3 points), balanced ( ?2 to 3 points), and winning (4 to 10 points). Repeated-measures analysis of variance identified statistically significant main effects between pre and post timeout offensive and defensive values. Chi-square analysis of game period identified a higher percentage of timeouts called during the last 5 min of a game compared with the first 35 min (64.999.1% vs. 35.1910.3%; x ?5.4, PB0.05). Results showed higher post timeout offensive and defensive performances. No other effect or interaction was found for defensive performances. Offensive performances were better in the last 5 min of games, with the least differences when in balanced situations and greater differences when in winning situations. Results also showed one interaction between timeouts and momentary differences in score, with increased values when in losing and balanced situations but decreased values when in winning situations. Overall, the results suggest that coaches should examine offensive and defensive performances according to game period and differences in score when considering whether to call a timeout.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Performance of football teams varies constantly due to the dynamic nature of this sport, whilst the typical performance and its spread can be represented by profiles combining different performance-related variables based on data from multiple matches. The current study aims to use a profiling technique to evaluate and compare match performance of football teams in the UEFA Champions League incorporating three situational variables (i.e. strength of team and opponent, match outcome and match location). Match statistics of 72 teams, 496 games across four seasons (2008-09 to 2012-13) of this competition were analysed. Sixteen performance-related events were included: shots, shots on target, shots from open play, shots from set piece, shots from counter attack, passes, pass accuracy (%), crosses, through balls, corners, dribbles, possession, aerial success (%), fouls, tackles, and yellow cards. Teams were classified into three levels of strength by a k-cluster analysis. Profiles of overall performance and profiles incorporating three situational variables for teams of all three levels of strength were set up by presenting the mean, standard deviation, median, lower and upper quartiles of the counts of each event to represent their typical performances and spreads. Means were compared by using one-way ANOVA and independent sample t test (for match location, home and away differences), and were plotted into the same radar charts after unifying all the event counts by standardised score. Established profiles can present straightforwardly typical performances of football teams of different levels playing in different situations, which could provide detailed references for coaches and analysts to evaluate performances of upcoming opposition and of their own.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Examining a team’s performance from a physical point of view their momentum might indicate unexpected turning points in defeat or success. Physicists describe this value as to require some effort to be started, but also that it is relatively easy to keep it going once a sufficient level is reached (Reed and Hughes, 2006). Unlike football, rugby, handball and many more sports, a regular volleyball match is not limited by time but by points that need to be gathered. Every minute more than one point is won by either one team or the other. That means a series of successive points enlarges the gap between the teams making it more and more difficult to catch up with the leading one. This concept of gathering momentum, or the reverse in a performance, can give the coaches, athletes and sports scientists further insights into winning and losing performances. Momentum investigations also contain dependencies between performances or questions if future performances are reliant upon past streaks. Squash and volleyball share the characteristic of being played up to a certain amount of points. Squash was examined according to the momentum of players by Hughes et al. (2006). The initial aim was to expand normative profiles of elite squash players using momentum graphs of winners and errors to explore ‘turning points’ in a performance. Dynamic systems theory has enabled the definition of perturbations in sports exhibiting rhythms (Hughes et al., 2000; McGarry et al., 2002; Murray et al., 2008), and how players and teams cause these disruptions of rhythm can inform on the way they play, these techniques also contribute to profiling methods. Together with the analysis of one’s own performance it is essential to have an understanding of your oppositions’ tactical strengths and weaknesses. By modelling the oppositions’ performance it is possible to predict certain outcomes and patterns, and therefore intervene or change tactics before the critical incident occurs. The modelling of competitive sport is an informative analytic technique as it directs the attention of the modeller to the critical aspects of data that delineate successful performance (McGarry & Franks, 1996). Using tactical performance profiles to pull out and visualise these critical aspects of performance, players can build justified and sophisticated tactical plans. The area is discussed and reviewed, critically appraising the research completed in this element of Performance Analysis.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The aim of this study was to assess the way volleyball teams score with regard to: whether or not they won the game, whether they were the home or away team, the level of the opposing teams, and the type of confrontation. The sample was composed of 118,083 plays from 794 men’s volleyball matches and 125,751 plays from 719 women’s matches of Spain’s first division clubs (from the 2002-2003 season to the 2006-2007 season). The variables studied were: the way points were obtained in each play, being the home or away team, the level of the teams, the result of the match, and the type of confrontation between the teams with regard to their level. The results demonstrate that for both men’s and women’s teams, the majority of the points were obtained in attack and by opponent errors. Differences were found with regard to the way points were obtained when winning or losing the match was taken into account as well as when considering the level of the teams. This paper discusses the differences found with regard to whether the team is home or visiting and the type of confrontation.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Objectives: Coaches are a primary influence on athletes' development in youth sport (Horn, 2008). However, the intervention tone of coaches' behaviour has not been directly observed. The purpose of this study was to examine associations between the intervention tone exhibited by youth sport coaches and athletes' individual developmental trajectories over the course of a season. Design: Short-term longitudinal study with behavioural observation. Method: Fifty-five athletes and their coaches from five youth volleyball teams were observed at three time points, and the intervention tone of interactive behaviour was systematically coded and organized by coach-athlete dyad. Athletes completed measures of the 4C's of athlete development (competence, confidence, connection, character) at each time point, which were used to create individualized developmental trajectories. Person-centred analyses were used to examine associations between athletes' developmental trajectories and their unique interactive experiences with their coach. Results: Cluster analysis revealed the presence of three distinct clusters based on athletes' developmental trajectories: 1) high and increasing, 2) low and decreasing, and 3) moderate and maintaining, with athletes from each team distributed across clusters. Analysis of dyadic interaction profiles revealed significant differences in interactive behaviour between clusters. Conclusions: Results suggest that differences in coach-athlete interactive experiences are associated with different developmental trajectories over the course of a season, even for athletes working with the same coach, highlighting the individualized nature of coaches' influence on young athletes. Practical implications for coaches include a critical awareness of their unique interactive relationship with each athlete independently, as well as the importance of fostering these relationships with regard to young people as more than just athletes.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

A meta-analysis of team building interventions in sport was completed. Seventeen studies containing 180 effect sizes were retrieved. The overall effect (Hedges g) was .427. Analyses of possible moderator variables showed the largest effect sizes were in interventions where: (a) non-experimental designs were used (g=.474); (b) the data were unpublished (g=.539); (c) goal setting only was used (g=.714); (d) the coach/manager directed the delivery (g=.446); and (e) the teams were at the university level (g=.482). Finally, team building had the greatest influence on cognitions (g=.799

Relevância:

30.00% 30.00%

Publicador:

Resumo:

More than 10 years ago, it was suggested that sociometry and systematic observation were two potentially useful but under-utilized methods for the study of peers in youth sport (Smith, 2003). Despite this call, the methods used to study peers in sport remain largely focused on athletes' perceptions through questionnaires and interviews. Thus, the purpose of this descriptive study was to investigate the utility of sociometry in relation to sport competence and observed athlete behavior in youth sport. Three adolescent female volleyball teams were videotaped during three practice sessions, and sport competence and sociometric status were assessed using questionnaires. An observational coding system was developed and used to code athlete behaviors and data were compared across sociometric status groups. Results revealed significant differences between sociometric status groups on peer ratings of sport competence, but not on athlete behavior. However, interesting findings emerged with respect to how status groups interacted with teammates and coaches. Thus, sport competence seems to be an important factor in gaining acceptance among youth peer groups. Further, sociometry and behavioral observation appear to be useful techniques that should continue to be employed in the study of peer relations in youth sport.