4 research outputs found
Paralympians competing in the Olympic Games and the potential implications for the Paralympic Games
Atletas paralÃmpicos que competem nos jogos olÃmpicos e as implicações potenciais para os jogos paralÃmpicos
The 2016 Olympic and Paralympic Games, held in Rio de Janeiro, reignited public interest and discussion around Paralympic athletes attempting to qualify for, and compete at, the Olympic Games. That Paralympians have sought to compete at the Olympic Games is, however, not new. This paper looks at the largely unrecognised and often underreported history of Paralympians competing at the Olympic Games and addresses why it is that Paralympians may wish to compete at the Olympic Games. To do this we use historical examples, but also look at the contemporary cases of 3 such athletes: Jason Smyth, Alan Fonteles Cardoso and Markus Rehm. The paper also explores whether or not with advances in medical and prosthetic technologies, as well as potentially increased income and funding, we can expect to see more Paralympians attempting to crossover and compete in the Olympic Games in the future. The methodology used is one of qualitative case studies. The research question was: "What can be learned from the media coverage of Smyth, Oliveira and Rehm’s attempts to qualify for the Olympic Games?†We identify the type of editorial (political, social, cultural, sportive, educational, economic or gossip column); whether or not pictures were used (type of approach - sportive, personal or disability) and the narrative interpretations. We argue that how newspapers choose to report on the aims of Paralympians wishing to compete in the Olympics and the level of coverage that they receive it important. This level of depth of coverage suggests both positive and negative implications for the Paralympic Games, should this trend of athletes wishing to crossover continue.Os Jogos OlÃmpicos e ParalÃmpicos de 2016 realizados no Rio de Janeiro, reencararam o interesse público e levaram a tona a discussão em torno dos atletas paralÃmpicos que buscam se qualificar e competir para os Jogos OlÃmpicos. O assunto não é novidade no que se trata do interesse de atletas paralÃmpicos em competir nos Jogos OlÃmpicos. Este artigo olha com profundidade na discussão e evidências históricas com base em reportagens jornalÃsticas dos atletas paralÃmpicos que queriam competir nos Jogos OlÃmpicos Rio 2016 e apresenta outros casos de paralÃmpicos ao longo da história que fizeram parte dos Jogos OlÃmpicos. Foram avaliados os casos dos atletas ParalÃmpicos: Jason Smyth, Alan Fonteles Cardoso e Markus Rehm. A metodologia utilizada neste artigo é uma análise qualitativa dos casos tratados pela mÃdia brasileira a respeito dos atletas. A questão da pesquisa foi: "o que pode ser aprendido com a cobertura da mÃdia nas tentativas de Smyth, Oliveira e Rehm para se qualificar para os Jogos OlÃmpicos?". Identificamos o tipo de coluna editorial (polÃtica, social, cultural, esportiva, educacional, econômica e fofoca). Foram observadas também as imagens usadas e o tipo de abordagem sobre a fotografia apresentada, qualificando-as como foco: esportivo, pessoal ou sobre a deficiência - e, realizou-se uma leitura das interpretações narrativas de acordo com a importância dada. Como conclusão, entedeu-se que esse nÃvel de profundidade de cobertura, sugere implicações tanto positivas quanto negativas para os Jogos paraolÃmpicos, quando tende-se a colocar os Jogos OlÃmpicos em evidência mediante aos atletas
The role of videogames in mega events: footprints connections
With advances in new technologies and new digital practices,video games have gained space and attentionwithin the context of mega events, like the OlympicGames and the World Cup. Examples of this phenomenonare the recognition of video games as a Sport (e-sport) and theutilisation of video games for educational values. The current chapterexplores the applications of video games for different purposesin the mega events’ settings. For that, we present several examplesand applications of the recent state of the video games adoption inthis case, analysing cases practices from different countries. Thischapter also summarises the next footsteps for the integration ofvideo games in mega events and the current challenges faced byplayers, businesses and governments