6 research outputs found

    Development and implementation of an evaluation tool for measuring Cultural Competency learning activities in Health and Sport Science undergraduate students

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    Due to the diversity within the healthcare system, it is important to promote cultural competency in healthcare providers. The integration of pedagogical approaches to cultural competency into health-related programs cannot be understated. Therefore, the purpose of this study was to develop an instrument to examine the student engagement in cultural competency-related activities within health-related degree programs and determine the relationship between engagement and cultural competency. Participants of the study included first- and fourth-year undergraduate students studying within a health-related program at a mid-sized, private university in the Midwestern US. Participants completed a cultural competency inventory questionnaire which included activities identified from prior studies that facilitated cultural competency learning. They also completed The Inventory for Assessing the Process of Cultural Competence For Healthcare Professionals -Student Version (IAPCC-SV, 2009); a measure of cultural competency. Using the exploratory factor analysis, the Cultural Learning Inventory (CLI) indicated a 4-factor construct with adequate construct detection. Overall, three of the four CLI constructs were positively associated with overall cultural competency. Further, first-year students had lower CLI and cultural competency scores compared to fourth year students. In conclusion, promoting learning activities and programs can positively impact future cultural competency in health-related professionals

    2023: Haozhou Pu, Milestone Book Selection

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    Promotion to the rank of Associate Professor, Department of Health and Sport Sciencehttps://ecommons.udayton.edu/svc_milestone/1124/thumbnail.jp

    Non-Fungible Tokens and the Digital Economy in Sports

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    This presentation discusses the emergence of digital economy in sports such as Non-Fungible Tokens and its implications to the future of professional and collegiate sports

    Virtual Games Meet Physical Playground: Exploring and Measuring Motivations for Live Esports Event Attendance

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    The spectacular rise of esports and its live events have drawn increasing interests from sport and leisure studies. Little information, however, is known on motives behind spectators’ attendance of esports events. Based on a mixed-method design consisting of data collected in cross-cultural settings, we developed and validated an eight-factor measurement scale related to the motives of attending live esports events. In this study, we contend that esports event creates a space where virtual and physical experience are mutually constituted. While motives found in traditional sports and event research are present in the current study, motives unique to esports events are also highlighted, particularly related to its embodied physicality. The study further reveals that male attendees are more likely to be driven by the opportunities of knowledge acquisition, game drama, and social interaction than their female counterparts. This study, therefore, makes novel contributions to empirical knowledge on consumers of competitive gaming events

    Esports and Sport Gamification during the COVID-19 Pandemic

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    The outbreak of the COVID-19 pandemic across the globe brought a sudden hiatus to the sporting world. In response, sport entities have utilized video gaming content or esports to fill the void left by the pandemic. This research examines the various ways that video games and esports have been leveraged for content creation and distribution in traditional sports, as well as sports fans’ reactions towards gamification in relation to their motives, points of attachment and other consumer behavior

    Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond

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    This research examines the various ways that video games, particularly esports, have been leveraged for content production and fan engagement (i.e., gamification) in traditional sports during the COVID-19 pandemic, as well as sports fans’ reactions in relation to their motives, points of attachment, and other consumer behavior. The study presents a sports–gaming convergence framework and identifies six popular gamification modes where video games and traditional sports converge during the pandemic. The survey results further reveal that gamification content is not consumed as simply a “substitute” for traditional sports, but instead a complementary yet unique product. In conclusion, we suggest that it is critical to recognize the differences between fans of video games and fans of traditional sports concerning market segmentation. Nevertheless, esports could effectively bridge these two industries and their consumers by enriching the content offering and extending distribution channels
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