12,141 research outputs found

    The collection, analysis and exploitation of footballer attributes: A systematic review

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    © 2022 – The authors. Published by IOS Press. This is an Open Access article distributed under the terms of the Creative Commons Attribution-Non Commercial License (CC BY-NC 4.0)There is growing on-going research into how footballer attributes, collected prior to, during and post-match, may address the demands of clubs, media pundits and gaming developers. Focusing upon individual player performance analysis and prediction, we examined the body of research which considers different player attributes. This resulted in the selection of 132 relevant papers published between 1999 and 2020. From these we have compiled a comprehensive list of player attributes, categorising them as static, such as age and height, or dynamic, such as pass completions and shots on target. To indicate their accuracy, we classified each attribute as objectively or subjectively derived, and finally by their implied accessibility and their likely personal and club sensitivity. We assigned these attributes to 25 logical groups such as passing, tackling and player demographics. We analysed the relative research focus on each group and noted the analytical methods deployed, identifying which statistical or machine learning techniques were used. We reviewed and considered the use of character trait attributes in the selected papers and discuss more formal approaches to their use. Based upon this we have made recommendations on how this work may be developed to support elite clubs in the consideration of transfer targets.Peer reviewedFinal Published versio

    Operator-based approaches to harm minimisation in gambling: summary, review and future directions

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    In this report we give critical consideration to the nature and effectiveness of harm minimisation in gambling. We identify gambling-related harm as both personal (e.g., health, wellbeing, relationships) and economic (e.g., financial) harm that occurs from exceeding one’s disposable income or disposable leisure time. We have elected to use the term ‘harm minimisation’ as the most appropriate term for reducing the impact of problem gambling, given its breadth in regard to the range of goals it seeks to achieve, and the range of means by which they may be achieved. The extent to which an employee can proactively identify a problem gambler in a gambling venue is uncertain. Research suggests that indicators do exist, such as sessional information (e.g., duration or frequency of play) and negative emotional responses to gambling losses. However, the practical implications of requiring employees to identify and interact with customers suspected of experiencing harm are questionable, particularly as the employees may not possess the clinical intervention skills which may be necessary. Based on emerging evidence, behavioural indicators identifiable in industryheld data, could be used to identify customers experiencing harm. A programme of research is underway in Great Britain and in other jurisdiction

    Screening and assessment tools for gaming disorder: A comprehensive systematic review

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    The inclusion of gaming disorder (GD) as an official diagnosis in the ICD-11 was a significant milestone for the field. However, the optimal measurement approaches for GD are currently unclear. This comprehensive systematic review aimed to identify and evaluate all available English-language GD tools and their corresponding evidence. A search of PsychINFO, PsychArticles, ScienceDirect, Scopus, Web of Science, and Google Scholar identified 32 tools employed in 320 studies (N = 462,249 participants). The evaluation framework examined tools in relation to: (1) conceptual and practical considerations; (2) alignment with DSM-5 and ICD-11 criteria; (3) type and quantity of studies and samples; and (4) psychometric properties. The evaluation showed that GD instrumentation has proliferated, with 2.5 tools, on average, published annually since 2013. Coverage of DSM-5 and ICD-11 criteria was inconsistent, especially for the criterion of continued use despite harm. Tools converge on the importance of screening for impaired control over gaming and functional impairment. Overall, no single tool was found to be clearly superior, but the AICA-Sgaming, GAS-7, IGDT-10, IGDS9-SF, and Lemmens IGD-9 scales had greater evidential support for their psychometric properties. The GD field would benefit from a standard international tool to identify gaming-related harms across the spectrum of maladaptive gaming behaviors.Peer reviewedFinal Accepted Versio

    Different Stages of Rally Score Distinguish Performance Level in Badminton: A preliminary study

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    The study aimed to investigate the use of visual display badminton game rallies to determine the level of sports intelligence. Methods of this study reveal the study participants with video display real game of badminton where some strokes rally divided into several shots. The result showed expert level players led the perceptual-cognitive task among another tested group. This preliminary study could suggest that the 'software' approach in skilled performance has been heading the search for systematic differences in information processing strategies between expert and novice athletes. Keywords: perceptual-visual; prediction; decision making; video task eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under the responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians), and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v7iSI7.382

    Talent Assessment in Soccer:predicting Performance Through the Lens of Selection Psychology

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    Professional soccer clubs are always searching for talented soccer players. Based on match observations or results on performance tests, soccer coaches and scouts strive to identify players who have the potential to participate at the professional soccer level. By doing so, they (implicitly) make performance predictions. However, making such predictions is hard: youth players are often selected at an early age for clubs’ professional academies, which means that predictions cover large time intervals and are uncertain. How can soccer clubs improve talent selection decisions? Or in other words: how can we optimize performance predictions in soccer? In his PhD thesis ‘Talent Assessment in Soccer: Predicting Performance Through the Lens of Selection Psychology’ Tom Bergkamp aimed to answer these questions. In collaboration with the KNVB and FC Groningen, he examined which methods yield better predictions among soccer scouts, coaches, and from soccer specific tests. He used insights from psychological research on selection (i.e. selection psychology), which had previously not been applied in the sports literature. The thesis offers new insights on predicting soccer performance. For example, it presents a large-scale survey on the decision-making process of soccer scouts; a population which had received little interest in the sport sciences so far. In addition, it includes an experiment – involving nearly one hundred scouts and coaches of professional soccer clubs – examining whether a structured assessment approach improves the predictions of these decision-makers. Finally, the thesis examines whether soccer performance in small-sided soccer games can be used as a predictor of performance in regular 11v11 games. The findings in this thesis may raise awareness among soccer- and sport organizations on the importance of evidence-based talent selection methods

    Biometric storyboards: a games user research approach for improving qualitative evaluations of player experience

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    Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation. This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player feedback and changes in a player’s physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements). These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems

    Media Violence Effects on Brain Development: What Neuroimaging Has Revealed and What Lies Ahead

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    Substantial research has indicated that media violence induces both short- and long-term increases in aggressive thoughts, feelings, and behaviors. Recently, neuroimaging techniques have begun to identify the mechanisms driving these changes. An important avenue that these neuroimaging tools can address is how exposure to media violence in childhood affects brain development, which can have lifelong behavioral consequences. This review highlights neuroimaging research examining how media violence exposure affects the pediatric brain. While such research is limited, evidence suggests that prefrontal mechanisms for controlling emotion and behavior are altered by exposure to violent media. Therefore, long-term increases in aggression and decreases in inhibitory control due to excessive media violence exposure may result from impaired development of prefrontal regions. However, additional neuroimaging research is necessary to establish whether and how exposure to media violence specifically shapes subsequent neural maturation. To optimize the use of neuroimaging in this inquiry, imaging studies should not stand on their own, but instead must be integrated with more traditional research paradigms to establish a more complete picture of effects. Future research must employ more longitudinal approaches to better characterize long-term effects that high exposure to violent screen media may have on brain development, particularly prefrontal and limbic brain regions

    Online discussion compensates for suboptimal timing of supportive information presentation in a digitally supported learning environment

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    This study used a sequential set-up to investigate the consecutive effects of timing of supportive information presentation (information before vs. information during the learning task clusters) in interactive digital learning materials (IDLMs) and type of collaboration (personal discussion vs. online discussion) in computer-supported collaborative learning (CSCL) on student knowledge construction. Students (N = 87) were first randomly assigned to the two information presentation conditions to work individually on a case-based assignment in IDLM. Students who received information during learning task clusters tended to show better results on knowledge construction than those who received information only before each cluster. The students within the two separate information presentation conditions were then randomly assigned to pairs to discuss the outcomes of their assignments under either the personal discussion or online discussion condition in CSCL. When supportive information had been presented before each learning task cluster, online discussion led to better results than personal discussion. When supportive information had been presented during the learning task clusters, however, the online and personal discussion conditions had no differential effect on knowledge construction. Online discussion in CSCL appeared to compensate for suboptimal timing of presentation of supportive information before the learning task clusters in IDLM
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