142,191 research outputs found

    Pathways to physical activity legacy: assessing the regeneration potential of multi-sport events using a prospective approach

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    Urban regeneration is now commonly cited as the rationale for hosting multi-sport events. However, the concept of legacy arising from these events is contested and the evidence base in relation to benefits for the host community is weak, especially in respect of increasing physical activity and sports participation. A theory-based assessment framework is developed to provide a robust prospective assessment of the likely impacts of the Glasgow 2014 Commonwealth Games on physical activity for the host community in the East End of the city. We identify scope for change, anticipated causal pathways and propose supporting physical activity though better designed environments as a means of generating legacy benefits at population level

    A systematic review of digital interventions for improving the diet and physical activity behaviors of adolescents

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    Many adolescents have poor diet and physical activity behaviors, which can lead to the development of noncommunicable diseases in later life. Digital platforms offer inexpensive means of delivering health interventions, but little is known about their effectiveness. This systematic review was conducted to synthesize evidence on the effectiveness of digital interventions to improve diet quality and increase physical activity in adolescents, to effective intervention components and to assess the cost-effectiveness of these interventions. Following a systematic search, abstracts were assessed against inclusion criteria, and data extraction and quality assessment were performed for included studies. Data were analyzed to identify key features that are associated with significant improvement in behavior. A total of 27 studies met inclusion criteria. Most (n = 15) were Web site interventions. Other delivery methods were text messages, games, multicomponent interventions, emails, and social media. Significant behavior change was often seen when interventions included education, goal setting, self-monitoring, and parental involvement. None of the publications reported cost-effectiveness. Due to heterogeneity of studies, meta-analysis was not feasible.It is possible to effect significant health behavior change in adolescents through digital interventions that incorporate education, goal setting, self-monitoring, and parental involvement. Most of the evidence relates to Web sites and further research into alternate media is needed, and longer term outcomes should be evaluated. There is a paucity of data on the cost-effectiveness of digital health interventions, and future trials should report these data

    Fixation and escape times in stochastic game learning

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    Evolutionary dynamics in finite populations is known to fixate eventually in the absence of mutation. We here show that a similar phenomenon can be found in stochastic game dynamical batch learning, and investigate fixation in learning processes in a simple 2x2 game, for two-player games with cyclic interaction, and in the context of the best-shot network game. The analogues of finite populations in evolution are here finite batches of observations between strategy updates. We study when and how such fixation can occur, and present results on the average time-to-fixation from numerical simulations. Simple cases are also amenable to analytical approaches and we provide estimates of the behaviour of so-called escape times as a function of the batch size. The differences and similarities with escape and fixation in evolutionary dynamics are discussed.Comment: 19 pages, 9 figure

    The Glasgow 2014 Games: Regeneration and Physical Activity Legacy

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    Both the Scottish Government and Glasgow City Council expressed an intention to use the 2014 Commonwealth Games to inspire more citizens to become physically active. This report looks at the prospect of this being achieved in the East End of Glasgow, which served as the 'host' community for the Games, and was an area particularly identified as potentially benefitting from legacy.<p></p> In order to conduct the evaluation of physical activity legacy prospects in Glasgow's East End, we reviewed the major legacy programmes from the CWG in order to identify initiatives which are intended by their sponsors to support increased levels of physical activity. Following this, we used policy documents and stakeholder interviews to understand the mechanisms through which the programmes were intended to work. As a result, we identified 39 legacy programmes relevant to a sports and physical activity legacy, which we have divided into four legacy pathways: sports facilities; social infrastructure; schools; and environment.<p></p> Pathway One - Sports Facilities: This pathway includes programmes relating to investment in new and improved sports and leisure facilities, so that people have the opportunity to take more exercise.<p></p> Pathway Two - Social Infrastructure: This pathway relates to the development of social infrastructure through sports clubs, events, coaching and volunteers in order to stimulate grassroots participation.<p></p> Pathway Three - Schools: This pathway includes programmes which involve schools in order to promote greater levels of physical activity for children.<p></p> Pathway Four - Environment: This pathway covers programmes which aim to supporting physical activity and active travel through better-designed local environments.<p></p> The report combines the information gathered on the legacy programmes with evidence from the 2012 GoWell East survey to present an assessment of the prospects for each of the four legacy pathways.<p></p&gt

    Designing Sugaropolis:digital games as a medium for conveying transnational narratives

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    In this paper, the authors present a case study of ‘Sugaropolis’: a two-year practice-based project that involved interdisciplinary co-design and stakeholder evaluation of two digital game prototypes. Drawing on the diverse expertise of the research team (game design and development, human geography, and transnational narratives), the paper aims to contribute to debates about the use of digital games as a medium for representing the past. With an emphasis on design-as-research, we consider how digital games can be (co-)designed to communicate complex histories and geographies in which people, objects, and resources are connected through space and time
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