33,633 research outputs found
An exploration of the motivational basis of take-some and give-some games
Surprisingly little research has investigated the particular motives that underlie choice behavior in social dilemma situations. The main aim of the present research was to ask whether behavior in take-some games (such as the multiple-person Commons Dilemma Game and the two-person Bandit Game) and give-some games (such as the multiple-person Public Goods Dilemma Game and the two-person Dictator Game) is differently affected by proself and prosocial motives. Two experimental studies were conducted. Our first experiment used a trait-based assessment of the motives, whereas in our second experiment the motives were measured as state variables. The results of both experiments revealed that proself and prosocial motives did not explain much difference between taking and giving when comparing the Commons Dilemma Game and the Public Goods Dilemma Game. Yet, our second experiment revealed that these motives did differentiate choices in the Bandit Game and the Dictator Game. More specifically, prosocial motives are more strongly related to giving behavior in the Dictator Game than to taking behavior in the Bandit Game. As such, it can be concluded that in dyadic games (but not in multiple-person games) prosocial motives (but not proself motives) predict choice behavior in a game-specific way
Contextual influences on moral functioning of college basketball players
The purpose of this study was to examine the role of moral atmosphere and perceived performance motivational climate on moral functioning of college basketball players and to determine the relationship between moral atmosphere and perceived performance motivational climate. A total of 199 athletes participated in the study. Structural equation modeling was used to examine the interrelationships among the variables of interest. Athletes’ perceptions of the moral atmosphere of their team had a significant effect on moral functioning, while the effect of performance motivational climate on moral functioning was not significant. Perceptions of a performance motivational climate were positively associated with the moral atmosphere of the team. Implications of the findings for eliminating unsportspersonlike conduct in the sport realm are discussed
The Motivational Factors that Influence Rugby Fandom in The United States
The purpose of this research was to understand the different factors that affect varying levels of rugby fandom. Rugby is currently very popular worldwide but faces extreme competition in the United States, especially from football. This research is important because it will help marketers and sport managers better understand fan motivation in rugby. This will allow them to better market and grow the sport in the United States to compete with American sports.
A sample of 111 participants from a small private college in New York was surveyed for this study. The survey contained primarily quantitative questions, with one open ended quantitative question to end the survey. Participants were asked about the factors that motivate them to follow sport in general and what factors might lead them to follow rugby if they don’t already. Socialization and excitement of the game were found to be the highest rated motivational factors. It was also found that there was a significant difference in how men rated violence and sport higher than women, implying that rugby may struggle generating a female fanbase because of its physical and violent nature.
In the analysis of the qualitative data one of the most common themes was that American sports fans compare rugby to football which reinforces the heavy competition from football in the United States. Many fans also commented on the physicality of the game, for some it was a turnoff to the sport and to others it made the sport more exciting. Other fans felt that, while expressing some interest in the sport, it was confusing and difficult to follow as well as hard to gain access to. These results show that the biggest challenge to rugby will likely be competition from other sports. As of right now there is no significant outlet for rugby in the US which makes it hard to find for potential fans. American audiences will need greater exposure to the sport in order to develop a better understanding of the game and generate fandom
Peer motivational climate in youth sport: a qualitative inquiry
Objectives: Little is known about the influence and nature of the motivational climate initiated by peer groups
on children’s sport behaviour and experiences. To address this research need, in-depth interviews were employed in
order to identify the factors that underpin the motivational climate created by peers in youth sport.
Methods: Individually and in small focus groups, 14 boys and 16 girls (NZ30), aged between 12 and 16 years old from both individual and team sports, were interviewed regarding peer-induced characteristics of their motivational climates.
Results: Using content analyses, the following 11 dimensions of peer climate emerged: cooperation, effort,
improvement, mistakes, intra-team competition, intra-team conflict, equal treatment, normative ability, autonomy
support, evaluation of competence and relatedness support.
Conclusions: Some of the resulting dimensions are similar to the factors included in existing instruments assessing adult (i.e. PE teacher or coach-created) motivational climates. However, some facets of the climate unique to peer groups were also identified in this study. The theoretical implications of these findings are discussed
and suggestions for future research on the peer motivational climate are provided
Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis
Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before
backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills
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The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey
Background: The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types
Badminton players’ moral intentions : a factorial survey study into personal and contextual determinants
Improving and maintaining high ethical standards among athletes is a major challenge in sports, which requires sufficient knowledge on athletes’ moral intentions. This study advances our knowledge on athletes’ moral intentions by examining the personal and contextual determinants (factors) that influence moral intentions of badminton players. In a factorial survey study, a total of 171 participants were asked to respond to scenarios describing moral dilemmas in the context of badminton. This approach allows combining advantages from both classical experiments and survey methods, enabling the determination of the underlying principles of the judgments and intentions of respondents. Multilevel analysis indicated that intention to engage in the described behaviour was impacted by both the act and the gender of the subject. This study complements previous research on athletes’ moral intentions by the advanced method of factorial survey, while supporting the development of more specific approaches in the promotion of ethical behaviour in sports
Motivations of Americans to be Fans of Non-U.S. Sports Teams
This research was conducted to gain a better understanding of why American sports fans chose to follow international teams and how they consumed the international sports product. The results provided can assist sports marketers learn about the various ways to expand their business internationally and the key factors that most influence non-domestic fans. By understanding fan motivations in an international context, marketers can more effectively execute their business plans when trying to sell in foreign markets. Previous information was gathered regarding fan motivations and behavior, but little was known about fandom abroad.
The data were measured through a 13 question survey and randomly sent out to a sample of 1500 students at a northeastern college in the United States. The 29 complete responses were statistically analyzed and used to develop results. From the analyses, the top three most influential factors motivating Americans to follow international sports were: influence of a star player or coach, the location of the team and the league in which they play in. These three factors were the primary reasons why individuals chose to become fans of certain teams and should be utilized in international sports sales/marketing strategies
Development of a behavioural assessment system for achievement motivation in soccer matches
The aim of present investigation was to develop the behavioural instrument for measuring the
achievement motivation in sport matches. According to 5-stage behavioural measurement system,
the instrument was established and was applied for Iran national soccer team among three
matches. The results have revealed the good validity, intra-rater, and inter-rater reliabilities for
measuring motivational behaviours in sport contexts. In addition, the repeated measure analysis of
variance has shown the applicability of new instrument for studying the association of
achievement behaviours with successful performance, through significant differences between
achievement behaviours in different matches with varied outcomes (p<.05).It seems the developed
instrument is applicable for coaches to discriminate achievement behaviours of players during the
match and select their strategy and players’ substitutions according to their trends and behaviours
for success
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