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Diplomatic Challenges and Opportunities of the Pan-Arab Games
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ผ๋ฌธ(์์ฌ) -- ์์ธ๋ํ๊ต๋ํ์ : ์ฌ๋ฒ๋ํ ์ฒด์ก๊ต์ก๊ณผ,๊ธ๋ก๋ฒ์คํฌ์ธ ๋งค๋์ง๋จผํธ์ ๊ณต, 2021.8. ๋ง๋ฆฌ์.Like many aspects in Arab history, public diplomacy in general and sport diplomacy specifically has tended to remain isolated from broader trends in recent history and the social sciences and specifically from the uprising study of sport diplomacy.
This thesis aims to clarify the ways sport diplomacy is used by Arab countries through sporting events, and explains the influence of the pan-Arab Games on the diplomatic relation between these countries through examining the diplomatic challenges for the games and the future opportunities of the proposed next Pan-Arab Games in Iraq, to better diplomatic relationships between these countries.
Using in-depth interviews to gather data, and through a purposeful sampling technique, high-ranked participants in positions at Arab National Olympic Committees of the last five countries that hosted the Pan-Arab Games were selected for interviews.
The findings showed a clear contradiction between using inter-Arab sporting events to promote Pan-Arab ideology (Arab unity); and individual state interests. For Arab countries, the most used sport diplomacy mechanisms are in favor of individual state interests, whereas other mechanisms have the potential to regain trust and create a state of peace between conflicting countries in the region.
The lack of credibility in countries proposing to host the games and the political differences that cause conflicts and instability in the region that were reflected in protests or boycotts of the games are the perceived challenges by participants, to any diplomatic scopes behind hosting the games.
As for a Pan-Arab tournament hosted by Iraq, findings showed that with proper marketing the country can boost its economy and bring together the different factions of the Iraqi society around the goal of delivering a well-organized tournament which is expected to help improve or reinvent the image of Iraq into a safe, developed sporting powerhouse. A matter that would create a platform of reconciliation and cohesion for the games to create a legacy of a country that brought back the games to the scene ant their origins.์๋ ์ญ์ฌ์ ๋ค์ํ ์ธก๋ช
์ ๋ณด์์ ๋ ๊ณต๊ณต ์ธ๊ต์ ํฌํจํ ์คํฌ์ธ ์ธ๊ต๋ ์ต๊ทผ ์ฌํ๊ณผํ์ ๋ถ์ผ์์์ ์ฐ๊ตฌ ์งํ์ด ๊ณ ๋ฆฝ๋์ด ์๊ฑฐ๋ ํ๋ฐํ ์ด๋ฃจ์ด์ง๊ณ ์์ง ์๋ ๊ฒฝํฅ์ ๋ณด์ด๊ณ ์๋ค. ๋ฐ๋ผ์ ๋ณธ ๋
ผ๋ฌธ์ ์คํฌ์ธ ์ด๋ฒคํธ๋ฅผ ํตํด ์๋ ๊ตญ๊ฐ๋ค์ด ์คํฌ์ธ ์ธ๊ต ๋ฐฉ๋ฒ์ ์ดํด๋ณด๊ณ Pan-Arab Games์ ์ธ๊ต์ ์๊ธฐ ๋ฐ ๊ธฐํ๋ฅผ ๊ฒํ ํ์ฌ ์๋ ๊ตญ๊ฐ ๊ฐ์ ์ธ๊ต ๊ด๊ณ์ ๋ฏธ์น๋ ์ํฅ์ ์ค๋ช
ํ๋ ๊ฒ์ ๋ชฉ์ ์ผ๋ก ํ๊ณ ์๋ค. ๋ํ ์ด๋ผํฌ์์ ์์ผ๋ก ์ด๋ฆฌ๋ Pan-Arab Games์ ์ธ๊ต์ ๊ด๊ณ์ ๋ฐฉํฅ์ ๋ํ ๋
ผ์๋ฅผ ํ๊ณ ์ ํ๋ค. Purposeful sampling์ ํตํด ์ฌ์ธต๋ฉด๋ด์ ์ฐธ์ฌํ ์ฐ๊ตฌ์ฐธ์ฌ๋์์ ์ ์ ํ์์ผ๋ฉฐ ์๋ฃ๋ฅผ ์์ง์ ํ๋ค. Pan-Arab Games๋ฅผ ์ฃผ์ต ํ ๋ง์ง๋ง 5๊ฐ ๊ตญ๊ฐ์ ์๋ ๊ตญ๊ฐ ์ฌ๋ฆผํฝ์์ํ ์ง์์ ๊ณ ์ ์์์ ์ฐ๊ตฌ์ฐธ๊ฐ์ ์ ์ ํ๋ค.
Pan-Arab ์ด๋ฐ์ฌ๋ก๊ธฐ (์๋ ํต์ผ)๋ฅผ ์ด์งํ๊ธฐ ์ํด ์๋ ๊ฐ ์คํฌ์ธ ์ด๋ฒคํธ๋ ์ด์ฉํ๋ ๊ด๊ณ์ ๋ชจ์์ ์ธ ๋ชจ์ต์ด ๋ํ๋ฌ๋ค. ๊ฐ์ฅ ๋ง์ด ์ฌ์ฉ๋๋ ์คํฌ์ธ ์ธ๊ต ๋ฉ์ปค๋์ฆ์ ๊ฐ ๊ตญ๊ฐ์ ์ด์ต์ ์ถ๊ตฌํ๋ ๋ฐ๋ฉด ์ ๋ขฐ๋ฅผ ํ๋ณตํ๊ณ ์ง์ญ ๋ด ๋ถ์ ๊ทธ๋ฆฌ๊ณ ๊ตญ๊ฐ๊ฐ์ ํํ ์ํ๋ฅผ ๋ง๋ค ์ ์๋ ์ ์ฌ๋ ฅ์ ๊ฐ์ง๊ณ ์๋ค๋ ์ฐธ์ฌ๋์์๋ค์ ์๊ฒฌ๋ ์์๋ค. ์คํฌ์ธ ์ด๋ฒคํธ ๊ฐ์ต๋ฅผ ์ ์ํ ๊ตญ๊ฐ์ ์ ๋ขฐ ๋ถ์กฑ, ์์ ๋๋ ๋ถ๋งค ์ด๋์ ๋ฐ์๋ ์ง์ญ์ ๊ฐ๋ฑ๊ณผ ๋ถ์์ ์ ์ผ๊ธฐํ๋ ์ ์น์ ์ฐจ์ด๋ ์ด๋ฒคํธ๋ฅผ ๊ฐ์ตํ๋ ๊ณผ์ ์ ๊ฒช๊ฒ
๋ ์ ์๋ ์ด๋ ค์์ผ๋ก ์ธ์ํ๋ ๊ฒ์ผ๋ก ๋ํ๋ฌ๋ค.
๋ณธ ์ฐ๊ตฌ์ ๋ฐ๋ฅด๋ฉด Pan-Arab Games์ ๊ฒฝ์ฐ, ๊ฐ ์ง์ญ์ ํน์์ ์๋ง์ ๋ง์ผํ
๋ฐฉํฅ์ ํตํด ๊ตญ๊ฐ๊ฐ ๊ฒฝ์ ์ ์ผ๋ก ํ์ฑํ๋๊ณ
๊ฐ์ ์ ๋์์ด ๋ ๊ฒ์ผ๋ก ์์๋๋ ์กฐ์ง์ ๊ฐ์ต๋ฅผ ๋ชฉํ๋ก ์ผ๊ณ ๋ค. ๋ํ ์ด๋ผํฌ์ ์ด๋ฏธ์ง๋ฅผ ์์ ํ๊ณ ๋ฐ์ ๋ ์คํฌ์ธ ๊ฐ๊ตญ์ผ๋ก ์ฌ์ฐฝ์กฐํ ์ ์๋ ๊ธฐํ์ ๊ฐ๋ฅ์ฑ์ ๋ํด ๋
ผ์๋ฅผ ํ์ผ๋ฉฐ ์ด๋ฒคํธ๋ฅผ ํตํด ๊ตญ๊ฐ์ ์ ์ฐ์ ์ ์งํ๊ณ ํํด์ ๊ฒฐ์์ ์ฅ์ผ๋ก ๋ฐ์ ํ ์ ์๋ ์ธก๋ฉด๋ ์ ์๋์๋ค.CHAPTER 1. INTRODUCTION 1
1.1 Study Background 1
1.2 Purpose of the Research 6
1.3 Research Questions 6
CHAPTER 2. LITERATURE REVIEW 7
2.1 Historical Framework 7
2.1.1 The Arab World 7
2.1.2 Arab National Olympic Committees 7
2.1.3 The Pan-Arab Games 9
2.1.4 Significant Cases 13
a. 50s-60s 14
b. 70s-80s 15
c. 90s-Present 15
2.1.5 Pan-Arabism 18
2.2 Conceptual Framework 21
2.2.1 Sport Diplomacy 21
2.2.2 Categories of Sport Diplomacy 24
a. Sport as a Tool for Diplomacy 25
b. Sport as Diplomacy 28
2.2.3 Mechanisms of Sport Diplomacy 33
a. Image-Building 34
b. Building a platform for dialogue 36
c. Creating a platform for new legislation and agreements 37
d. Providing legitimacy 38
e. Trust-building 39
f. Reconciliation, integration, and anti-racism 40
g. State-controlled propaganda 42
h. Sport ambassadors 43
CHAPTER 3. RESEARCH METHODS 46
3.1 Qualitative Research Approach 46
3.2 Participant Selection 47
3.3 In-Depth Interviews 48
3.4 Data Collection 50
3.5 Data Analysis 51
3.6 Strategies for Validating Findings 53
CHAPTER 4. FINDINGS 54
4.1 Theme Identification 55
4.2 Research Findings 56
4.2.1 Promoting Arab Unity 56
a. Developing a diplomatic discourse channel 57
b. Fostering peace 59
4.2.2 Individual State Concerns 64
a. Development of Sports 66
b. Creating new or changing perceptions 74
4.2.3 The credibility of the Games 84
4.2.4 Political Differences 87
a. A platform for protest and expressing disapproval 87
b. The political instability of the region 90
4.2.5 The next Games: a tool to improve Iraq's status 95
a. Reinventing Iraq's image 95
b. The national development of Iraq 97
4.2.6 The next Games: a platform for reconciliation and cohesion between Arab countries 98
CHAPTER 5. DISCUSSION AND CONCLUSION 105
5.1 Discussion 107
5.1.1 Sport Diplomacy Mechanisms Used by Arab Countries Through Sporting Events 107
5.1.2 Diplomatic Challenges for The Pan-Arab Games 113
5.1.3 The proposed Iraq Pan-Arab Games influencing future opportunities to better relations between Arab countries 118
5.2 Limitations and Future Implications 121
5.3 Conclusion 122
REFERENCES 124
APPENDIX 1 134
APPENDIX 2 137
๊ตญ ๋ฌธ ์ด ๋ก 140์
Qualitative Analysis of Concurrent Mean-payoff Games
We consider concurrent games played by two-players on a finite-state graph,
where in every round the players simultaneously choose a move, and the current
state along with the joint moves determine the successor state. We study a
fundamental objective, namely, mean-payoff objective, where a reward is
associated to each transition, and the goal of player 1 is to maximize the
long-run average of the rewards, and the objective of player 2 is strictly the
opposite. The path constraint for player 1 could be qualitative, i.e., the
mean-payoff is the maximal reward, or arbitrarily close to it; or quantitative,
i.e., a given threshold between the minimal and maximal reward. We consider the
computation of the almost-sure (resp. positive) winning sets, where player 1
can ensure that the path constraint is satisfied with probability 1 (resp.
positive probability). Our main results for qualitative path constraints are as
follows: (1) we establish qualitative determinacy results that show that for
every state either player 1 has a strategy to ensure almost-sure (resp.
positive) winning against all player-2 strategies, or player 2 has a spoiling
strategy to falsify almost-sure (resp. positive) winning against all player-1
strategies; (2) we present optimal strategy complexity results that precisely
characterize the classes of strategies required for almost-sure and positive
winning for both players; and (3) we present quadratic time algorithms to
compute the almost-sure and the positive winning sets, matching the best known
bound of algorithms for much simpler problems (such as reachability
objectives). For quantitative constraints we show that a polynomial time
solution for the almost-sure or the positive winning set would imply a solution
to a long-standing open problem (the value problem for turn-based deterministic
mean-payoff games) that is not known to be solvable in polynomial time
Randomness for Free
We consider two-player zero-sum games on graphs. These games can be
classified on the basis of the information of the players and on the mode of
interaction between them. On the basis of information the classification is as
follows: (a) partial-observation (both players have partial view of the game);
(b) one-sided complete-observation (one player has complete observation); and
(c) complete-observation (both players have complete view of the game). On the
basis of mode of interaction we have the following classification: (a)
concurrent (both players interact simultaneously); and (b) turn-based (both
players interact in turn). The two sources of randomness in these games are
randomness in transition function and randomness in strategies. In general,
randomized strategies are more powerful than deterministic strategies, and
randomness in transitions gives more general classes of games. In this work we
present a complete characterization for the classes of games where randomness
is not helpful in: (a) the transition function probabilistic transition can be
simulated by deterministic transition); and (b) strategies (pure strategies are
as powerful as randomized strategies). As consequence of our characterization
we obtain new undecidability results for these games
Discounting in Games across Time Scales
We introduce two-level discounted games played by two players on a
perfect-information stochastic game graph. The upper level game is a discounted
game and the lower level game is an undiscounted reachability game. Two-level
games model hierarchical and sequential decision making under uncertainty
across different time scales. We show the existence of pure memoryless optimal
strategies for both players and an ordered field property for such games. We
show that if there is only one player (Markov decision processes), then the
values can be computed in polynomial time. It follows that whether the value of
a player is equal to a given rational constant in two-level discounted games
can be decided in NP intersected coNP. We also give an alternate strategy
improvement algorithm to compute the value
Games with Delays. A Frankenstein Approach
We investigate infinite games on finite graphs where the information flow is
perturbed by nondeterministic signalling delays. It is known that such
perturbations make synthesis problems virtually unsolvable, in the general
case. On the classical model where signals are attached to states, tractable
cases are rare and difficult to identify.
Here, we propose a model where signals are detached from control states, and
we identify a subclass on which equilibrium outcomes can be preserved, even if
signals are delivered with a delay that is finitely bounded. To offset the
perturbation, our solution procedure combines responses from a collection of
virtual plays following an equilibrium strategy in the instant- signalling game
to synthesise, in a Frankenstein manner, an equivalent equilibrium strategy for
the delayed-signalling game
The Role of Monotonicity in the Epistemic Analysis of Strategic Games
It is well-known that in finite strategic games true common belief (or common
knowledge) of rationality implies that the players will choose only strategies
that survive the iterated elimination of strictly dominated strategies. We
establish a general theorem that deals with monotonic rationality notions and
arbitrary strategic games and allows to strengthen the above result to
arbitrary games, other rationality notions, and transfinite iterations of the
elimination process. We also clarify what conclusions one can draw for the
customary dominance notions that are not monotonic. The main tool is Tarski's
Fixpoint Theorem.Comment: 20 page
Optimal Strategies in Infinite-state Stochastic Reachability Games
We consider perfect-information reachability stochastic games for 2 players
on infinite graphs. We identify a subclass of such games, and prove two
interesting properties of it: first, Player Max always has optimal strategies
in games from this subclass, and second, these games are strongly determined.
The subclass is defined by the property that the set of all values can only
have one accumulation point -- 0. Our results nicely mirror recent results for
finitely-branching games, where, on the contrary, Player Min always has optimal
strategies. However, our proof methods are substantially different, because the
roles of the players are not symmetric. We also do not restrict the branching
of the games. Finally, we apply our results in the context of recently studied
One-Counter stochastic games
Termination Criteria for Solving Concurrent Safety and Reachability Games
We consider concurrent games played on graphs. At every round of a game, each
player simultaneously and independently selects a move; the moves jointly
determine the transition to a successor state. Two basic objectives are the
safety objective to stay forever in a given set of states, and its dual, the
reachability objective to reach a given set of states. We present in this paper
a strategy improvement algorithm for computing the value of a concurrent safety
game, that is, the maximal probability with which player~1 can enforce the
safety objective. The algorithm yields a sequence of player-1 strategies which
ensure probabilities of winning that converge monotonically to the value of the
safety game.
Our result is significant because the strategy improvement algorithm
provides, for the first time, a way to approximate the value of a concurrent
safety game from below. Since a value iteration algorithm, or a strategy
improvement algorithm for reachability games, can be used to approximate the
same value from above, the combination of both algorithms yields a method for
computing a converging sequence of upper and lower bounds for the values of
concurrent reachability and safety games. Previous methods could approximate
the values of these games only from one direction, and as no rates of
convergence are known, they did not provide a practical way to solve these
games
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