21 research outputs found

    Learning a Sport through Video Gaming: A Mixed-Methods Experimental Study

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    This study examined the impact of playing a sport video game on learning the sport as well as how the game may influence future intentions of watching or playing the sport. Utilizing American university students with little prior knowledge of cricket, this study employed a mixed-methods pre/post intervention design with randomized experimental (EG; n = 43) and control (CG; n = 46) groups. Results indicated that cricket knowledge significantly increased for the EG pre-test to post-test (p < .05, n^2 = 0.19; particularly regarding cricket rules, terminology, player positions, and field layout), while the CG did not significantly differ. A significant difference was also found between the EG and CG for interest in playing cricket (p < .05, n^2 = 0.9). Qualitative findings supported that video gaming motivated intentions to watch and play cricket. Sport video games can facilitate increased sport knowledge, sport appreciation, and intentions for future physical activity

    Quality of a mobile sport website: development and psychometric evaluation of a scale

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    With the prevalence of mobile Internet usage among sport fans, providing quality service in a mobile setting has become an essential part of sport management. Given some unique characteristics of the mobile-accessed Internet over traditional PC-accessed Internet, the current research aimed to develop a psychometrically sound measurement of the Quality for Mobile Sport Website Scale (QMSWS). In Study 1, the content validity of the scale was established through a comprehensive review of literature and expert review, initial psychometric properties of the scale with college students (n=257). In Study 2, the factor structure of the scale was cross-validated from a general population (n=242) and its predictive validity was established. Overall, the results indicated that the QMSWS would be a valid and reliable scale to assess mobile website quality as perceived by sport fans.Keywords: Mobile sport consumption; Mobile sport website quality; Sport fans; Psychometric Scale developmen
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