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Zeitschriftenartikel zum Thema "Esport Organization"

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Szabella, Olivér. „Korunk virágzó biznisze? Az e-sport iparág bemutatása“. Információs Társadalom 18, Nr. 1 (06.04.2018): 66. http://dx.doi.org/10.22503/inftars.xviii.2018.1.5.

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A digitális világ fejlődésének köszönhetően a videojátékok és a professzionalizmus együttes megjelenését figyelhetjük meg. Ezt a jelenséget nevezhetjük e-sportnak. Az ezzel foglalkozó szubkultúra gyökerei visszavezethetőek a ’70-es és ’80-as évekre, azonban maga az e-sport csak a közelmúltban alakult ki. Ennek ellenére hatalmas fejlődésen ment át, manapság már diverzifikált, így a megértéséhez megfelelő tipológia is szükséges. Bonyolult versenyrendszerekkel rendelkezik, nemzetközi szövetség segíti a fejlődését, és komoly kapcsolódási pontokat fedezhetünk fel a hagyományos sportok és az e-sportok tulajdonságai között. Fontos leszögezni azonban, hogy nem minden videojáték e-sport! Ahhoz, hogy mélyebben megértsük ezen iparág működését, meg kell értenünk, honnan fakad a médiaképessége, és azt is, milyen csatornákon éri el a többmilliós érdeklődő réteget. Magyarországon most kezdik felismerni az üzleti jelentőségét és a mögötte álló tömegbázisban rejlő lehetőségeket. Ennek köszönhetően hazánkban is lehetőség nyílhat a digitális sportok gyors ütemű fejlődésére. --- Esport as business? The emergence of an industry Video games and professionalism are appearing together, thanks to the world’s technological advancement. This appearance is called esport. The subculture around it can be traced back to the ‘70s and ‘80s, although esport itself did not appear too long ago. Despite its novelty, the world of digital sports has gone through an enormous advancement since its appearance. Nowadays it is diversificated and needs a self-explanatory typology to be handled well. Connection points can be observed between the world of sports and esports. There are serious competition systems. Professional athletes and a fully functional international organization helps the development of esport. To fully understand the industry and its growth it is necessary to observe the media capability and its distribution channels. Hungary is starting to recognize esports’ business value and the opportunity within its mass support base. Thanks to this digital sports in this country may well also develop more rapidly. Keywords: esport, tipology, advancement
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Postigo Fuentes, Ana Yara, und Manuel Fernández Navas. „Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso“. Qualitative Research in Education 9, Nr. 2 (28.06.2020): 128. http://dx.doi.org/10.17583/qre.2020.4997.

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The overwhelming growth of the eSport industry in different countries and the possibility of playing online these videogames have allowed Spanish players to communicate with players from other countries that speak a different language, creating a new learning context. In this case study, we wanted to analyse how the process of language learning occurs in the eSport context through a qualitative research design. For that purpose, we used observations, analysis of the oral output during gaming, interviews with players and organization team in an amateur league and assessment of their communicative skills. The results show the importance of the communication in the interaction with the community and the team, the influence of the social context and inside the game and the intrinsic motivation due to the use value of learning in a pluricultural and competitive context.
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Kari, Tuomas, und Veli-Matti Karhulahti. „Do E-Athletes Move?“ International Journal of Gaming and Computer-Mediated Simulations 8, Nr. 4 (Oktober 2016): 53–66. http://dx.doi.org/10.4018/ijgcms.2016100104.

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This article offers possibly the first peer-reviewed study on the training routines of elite e-athletes with special focus on the subjects' physical exercise routines. The study is based on a sample of 115 elite e-athletes. According to the responses, e-athletes train approximately 5.28 hours every day around the year on the elite level. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the elite e-athletes believe that integrating physical exercise in their training programs has a positive effect on esport performance; however, no less than 47.0% of the elite e-athletes do their physical exercise chiefly to maintain overall health. Accordingly, the study indicates that elite e-athletes are active athletes as well, those of age 18 and older exercising physically more than three times the daily 21-minute activity recommendation given by World Health Organization.
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Harris, Becky, Alex A. Igelman und Michael Pollock. „PEER-TO-PEER ESPORTS SANCTIONING ORGANIZATION“. Gaming Law Review 24, Nr. 9 (01.11.2020): 614–17. http://dx.doi.org/10.1089/glr2.2020.0024.

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Rojas-Valverde, Daniel, Andrea Fallas Campos und Mildred Alpizar-Alpizar. „eSports in times of a global pandemic: opportunities and future challenges when transforming gaming into a sport in Costa Rica“. Pensar en Movimiento: Revista de Ciencias del Ejercicio y la Salud 18, Nr. 2 (08.10.2020): e43332. http://dx.doi.org/10.15517/pensarmov.v18i2.43332.

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In response to the COVID-19 global pandemic, the world has undergone a series of drastic changes. Due to this, postponement and cancellation of multiple annual big sports events have been announced, giving way to new digital alternatives that follow government isolation provisions. eSports has shown to be a rapidly evolving alternative to maintain the sportsmanship and passion that sports bring to the general population. In Costa Rica, like everywhere else, this sport has seen accelerated growth with a high rate of evolution. In this regard, the country faces significant challenges to promote future eSports events, professional development, and the creation of an organizational structure for its optimal practice. This paper aims to analyze how the global pandemic exposes the need to direct the attention to digital sports alternatives such as eSport and the future challenges that Costa Rica will face to develop it in an effective and efficient way.
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Solodnikov, Vladimir V., und Viktoriya I. Timofeeva. „ESports in Russia as a Marketing Object and Social Phenomenon“. Sociologicheskaja nauka i social naja praktika 8, Nr. 1 (2020): 167–87. http://dx.doi.org/10.19181/snsp.2020.8.1.7102.

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The article discusses the relatively new concept of computer sports. Computer sports (or eSports) have so far been studied mainly by representatives of business and marketing. The attention of researchers was mainly attracted by its target audience, both players and spectators, the main types and criteria of eSports disciplines, as well as indicators of commercial success. Based on the results of four author’s qualitative local studies and secondary data analysis, the article successively describes the key actors in the Russian eSports market: eSports organizations, advertisers/sponsors, media platforms covering tournaments, participating teams and spectators. The main interconnected structural components of the organization / units of the holding (eSports arenas, advertising agency and the teams themselves) are considered. Also presented are expert assessments from eSports competitors, allowing the evaluation of not only the peculiarities of the recruitment of eSports competitors, but also of the degree of their amateurism/professionalism, the attitude toward age restrictions on competitors and toward state control over the development of eSports, the potential of eSports as an advertising market and, generally, the current state of the eSports market in Russia, as well as its prospects for development.
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Canan, Felipe, Luciana Letícia Sperini Rufino dos Santos und Fernando Augusto Starepravo. „Panorama geral sobre políticas de esporte no Brasil“. Caderno de Educação Física e Esporte 15, Nr. 1 (01.06.2017): 15–27. http://dx.doi.org/10.36453/2318-5104.2017.v15.n1.p15.

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Propomo-nos neste artigo apresentar um panorama geral sobre as políticas de esporte no Brasil, abrangendo o histórico da relação entre Estado e esporte, a organização esportiva institucional e o financiamento esportivo. Adotamos uma pesquisa descritiva por meio de análise de documentos e literatura. A organização esportiva nacional perpassou por mudanças estruturantes que lhe permitiram passar de um caráter centralizador e prioritário ao alto rendimento para um perfil mais descentralizado e democrático. A compreensão hegemônica de esporte em seu sentido de competição internacionalmente regrada, contudo, ainda apresenta-se como um desafio para consecução de políticas esportivas ainda mais democráticas. ABSTRACT. Sports policies scenario in Brazil. We propose to present an overview of sport policies in Brazil, covering the history of the relationship between State and sport, institutional sports organization and sports funding. We adopted descriptive research through document and literature analysis. The national sports organization has undergone structural changes that have tended to move from a centralizing and priority character to high performance sport to a more decentralized and democratic profile. Despite the advances in this sense, the hegemonic understanding of sport in its sense of internationally-ruled competition still presents itself as a challenge to the achievement of more democratic sports policies.
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Petryk, Oleksandr, Alexander Meleshchenko und Anastasiia Volobuieva. „Esports Clubs’ Work in Media Spaces: Distinctive Features“. Current Issues of Mass Communication, Nr. 28 (2020): 28–42. http://dx.doi.org/10.17721/2312-5160.2020.28.28-42.

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On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially among professional gamers” (IGN, 2015). The history of esports began in the late 20th century with the game Quake, which allowed users to play together through a LAN or internet network. Since then, a tremendous number of new esports leagues have emerged. Every year, game publishers promote esports disciplines; create a media space around them, and make competitively oriented games, creating an active audience. The popularity of computer-based esports grows each year at an increasing speed. Therefore, it is not surprising that the traditional for typical sports (football, basketball, volleyball, etc.) model of interaction between professional players (esports athletes) and sports clubs (esports organizations) emerged quite rapidly. This interaction aims to optimize the training process to increase athletic achievements and develop the media component for players and clubs. This article analyzes how esports clubs function in media spaces: their goals, tools, strategies, results, and development prospects on the examples and experience of professional esports organizations in Germany, Finland, and China.
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Demchenko, M. V., und A. D. Shvedova. „LEGAL REGULATION OF CYBERSPORT IN RUSSIA AND ABROAD“. Innovatics and Expert Examination, Nr. 27 (2019): 88–93. http://dx.doi.org/10.35264/1996-2274-2019-2-88-93.

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The article deals with the legal status of eSports in the Russian legislation. The necessity of determining the status of eSports in Russian legislation is logically and economically justified, recommendations are given to Russian legislation. An analysis of the legal regulation of activities related to the organization and holding of competitions in e-sports at the world level is given. A comparison of the legislative regulation of the industry of eSports in Europe, Asia and America is presented.
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Khairullina, Elmira R., Mikhail A. Solonin, Oleg M. Ovchinnikov, Venera I. Bogdanova, Elena V. Slepneva und Valery G. Shubovich. „Cybersports sphere organization peculiarities in educational space of higher education institution in forming student sports competences“. LAPLAGE EM REVISTA 7, Nr. 3 (26.08.2021): 526–32. http://dx.doi.org/10.24115/s2446-62202021731338p.526-532.

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The article reveals the modern understanding of the discursive content of the cybersport sphere and identifies its priorities in the educational space of the university. It establishes the structure and content of eSports competences’ types determined by the students’ social roles in the cybersports sphere of higher education institution’s educational space. Based on the results of the study, the authors justified an interactive model of cybersports sphere organization as a priority condition for the formation of eSports competences of students' socialization in the educational space of the university. The effectiveness of the model has been proven by the results of the implementation of the cybersport sphere in the educational space of the university.
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Dissertationen zum Thema "Esport Organization"

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Johnson, Sebastian, und Filip Norman. „Godlike Views Of Human Capital : A Qualitative Case Study of Different Internal Stakeholder Views of Human Capital within an Esport Organization“. Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185243.

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The esport industry is growing, and it is growing fast. Research suggests that the phenomenon of esport poses a great opportunity to research the development and assessment of human expertise in our modern digitized society. Consequently, the research in this thesis is that of a case study of an esport organization through which we have sought to answer the research question: "How do stakeholders within an esport organization view human capital, that is the investment in, and the development, assessment, and treatment of players?" We answered this research question by gathering relevant empirical material through five semi-structured interviews, which we analyzed to gain a deeper understanding of the underlying reasons and different justifications as to how human capital in the organization is viewed by different stakeholders within the organization. We present four general conclusions. Firstly, there were similar views among the different stakeholders regarding investments in and development of players. Secondly, it was apparent that the stakeholders viewed the players as the core of the business. Thirdly, upper management seemed to carry more of a goal-oriented perspective on the players development as opposed to stakeholders more ‘hierarchically’ adjacent to the players. And lastly, the investments in the players' development were justified through various aspects. Through these conclusions, we i) contribute to managerial/organizational knowledge on how or how not to invest in, develop, assess, and treat human capital in an esport organization, ii) contribute theoretically by applying various different theories and concepts in an esport context; thus expanding the theoretical knowledge of the capabilities and usage of said theories and concepts, and iii) contribute to the empirical body of literature regarding the esport phenomenon by portraying different stakeholder views of human capital within an esport context.
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Näsström, Oliver, und Sebastian Arvérus. „Managing Performance in Virtual Teams : A Multiple Case Study of Esport Organizations“. Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44297.

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Abstract Background The growing phenomenon of esports during the last decade have sparked the rise of a billion dollar industry. Professional esport teams are now competing in arenas with an audience of millions watching at home. Virtual teams have been used actively since the 1990’s and are now the standard structure in esport organizations. Problem Most of the organizations in esports are based virtually which means that the team members act and communicate in a virtual environment. The explosive growth of esports have resulted in an industry with limited managerial experience. This have resulted in increasing difficulties managing and maintaining teams in esports organizations. Purpose The purpose of this study is to explore how an esport organization can manage processes to achieve effective performance. This study is conducted to expand the knowledge on the role of a manager in esports organizations. Method The empirical data in this study was gathered using a qualitative approach. Six semi-structured interviews were conducted with a managers and two players in two different esport organizations. The empirical data was complimented and compared with previous literature on virtual team performance. Results The empirical findings together with previous academic literature was analyzed to form several processes and implications that ultimately can lead an esport organization to better performance. The academic literature on virtual teams mostly match the empirical findings with a few important differences. The results offered an insight into the processes that an organization can utilize to achieve better performing teams.
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Job, Ivone. „Gestão editorial das revistas brasileiras do campo da educação física e ciências do esporte“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/79676.

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Neste estudo analisei o processo de gestão editorial empregado nas revistas científicas brasileiras de Educação Física e Ciências do Esporte a partir de dois instrumentos. O primeiro denomina-se Instrumento de Avaliação da Gestão Editorial das Revistas Científicas Brasileiras em Educação Física e Ciências do Esporte, aplicando em 12 revistas previamente selecionadas. O segundo instrumento a que recorri foi composto por entrevistas semiestruturadas com oito editores de periódicos científicos do campo. Os critérios utilizados para organizar esses instrumentos foram agrupados em cinco categorias de análise: qualidade editorial, difusão, normalização, processo de arbitragem e autoria, tendo cada uma das categorias determinados indicadores, especificados segundo sua definição, aplicação e pontuação. A metodologia adotada foi uma mescla de técnicas qualitativas e quantitativas com a utilização da bibliometria e de entrevistas como ferramentas de captação de informações, possibilitando um debate estreito entre a educação física e a ciência da informação. Da análise bibliométrica, identifiquei que no que respeita a gestão, oito das doze revistas analisadas atingiram 80% dos critérios elencados no instrumento utilizado. Os resultados dessa aplicação trazem os pontos fortes, pontos a melhorar e características de cada revista. A análise das entrevistas dos editores permitiu evidenciar alguns aspectos significativos sobre a gestão de revistas científicas tais como as vantagens do uso do acesso aberto à informação científica; a necessidade de verbas próprias, originárias da cobrança de taxa de submissão para viabilizar a remuneração do trabalho dos editores e dos avaliadores e a urgência de profissionalizar as equipes que atuam na editoração de revistas científicas do campo da Educação Física e Ciências do Esporte. Os resultados gerais da tese apontam no sentido de desvelar os aspectos da produção do conhecimento obtida na prática das equipes das revistas e principalmente naqueles mais obscuros aos leitores, que está na administração dos editores no comando de suas revistas.
In this study I analyzed the process of editorial management used in Brazilian scientific journals of Physical Education and Sports Science based on two instruments. The first one is named Editorial Management Evaluation Instrument of Brazilian Journals of Physical Education and Sports, applied in twelve journals previously selected. The second instrument that I have recurred consists of semistructured interviews with eight editors of scientific journals. The criteria used to organize these instruments were grouped into five categories of analysis: editorial quality, dissemination, standardization, arbitration procedure and authorship, having each category certain indicators, specified according to its definition, application and score. The methodology used was a mixture of qualitative and quantitative techniques with the use of bibliometrics and interviews as tools for capturing information. Bibliometric analysis identified that with regard to journals management of eight of the twelve journals analyzed reached 80% (eighty percent) of the criteria listed in the instrument used. The analysis of the interviews of editors allowed to evidence some significant aspects over the management of scientific journals such as the advantages of the use of open access to scientific information, the need own funds originating from the collection of submission fees to enable the work remuneration of publishers and evaluators and urgency of professionalizing the staff working in the publishing of scientific journals in the field of Physical Education and Sports Science. The overall results of the thesis point towards unveiling the knowledge production aspects obtained in the practice of journals teams and especially those more obscure to readers, which is the management of editors in charge of their journals.
En este estudio analicé el proceso de gestión editorial empleado en las revistas científicas brasileñas de Educación física y Ciencias del deporte por medio de dos instrumentos. El primero se llama Instrumento de Evaluación de la Gestión Editorial de las Revistas brasileñas en Educación Física y Ciencias del Deporte, y aplicada en 12 revistas seleccionadas previamente. El segundo instrumento que recurrí consiste en entrevistas semiestructuradas con ocho editores de periódicos del campo. Los criterios utilizados para organizar estos instrumentos se agruparán en cinco categorías de análisis: la calidad editorial, la difusión, la normalización, el arbitraje y la autoría. Cada categoría tiene ciertos indicadores, especificados de acuerdo con su definición, aplicación y puntuación. La metodología utilizada fue una mezcla de técnicas cualitativas y cuantitativas, como la bibliometría y las entrevistas como herramientas de captación de las informaciones, que han posibilitaron un amplio debate entre educación física e ciencia de la información. En la análisis bibliométrica identifiqué en relación a la evaluación de la gestión de las 12 revistas ocho títulos alcanzaron el 80% de los criterios exigidos por el instrumento utilizado. El análisis de las entrevistas de los editores ha puesto de relieve algunos aspectos importantes de la gestión de revistas científicas, como las ventajas de la utilización del acceso abierto a la información científica, la necesidad de fondos propios para la remuneración del trabajo de los editores y revisores, y la urgencia de profesionalizar los equipos de trabajo en la publicación de revistas científicas en el campo de la Educación Física y Ciencias del Deporte. Los resultados generales de la tesis apuntan hacia desvelar aspectos de la producción de los conocimientos obtenidos en la práctica de los equipos procedentes de revistas y en especial los más oscuros a los lectores, que es la administración por parte de los editores de revistas.
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Pizzo, Anthony Daniel. „THE DOVETAILING OF THE SPORT AND ESPORTS INDUSTRIES: THREE ESSAYS ON THE STRATEGIC MANAGEMENT OF SPORT ORGANIZATIONS“. Diss., Temple University Libraries, 2019. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/577604.

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Tourism and Sport
D.B.A.
Esports, or competitive video gaming competitions, have grown in popularity to have millions of global fans, spectators, and participants. Sport organizations, including leagues and teams, are increasingly affiliating, or dovetailing, with esports organizations. Although the meteoric rise of esports presents sport organizations with growth opportunities to connect with these markets, esports remain shrouded in uncertainty, stigma, and stereotypes that impede the convergence of industries. The growing affiliation between these two industries allows researchers to gain insight into the strategic actions of sport organizations despite the institutional constraints that influence their behavior. This dissertation includes three essays that address—with respect to esports—the (1) strategic resources and core competencies of sport organizations; (2) sensemaking of actors within sport organizations; and (3) institutional creation strategies within heavily regulated fields. Essay one consists of an explanatory, qualitative study of professional sport teams diversifying into the esports industry. As sport organizations mature, they will need to seek growth opportunities beyond their core industry and compete with formally tangentially related firms. The nascent esports industry has been embraced by sport organizations (e.g., leagues, teams), many of whom use existing resources and best practices from traditional sport to manage their esports property. This trend provides a salient context to identify how sport organizations are using their resources in a new marketspace and what they can provide to non-sport organizations. Guided by strategic management perspectives of the resource-based view (RBV), knowledge-based view (KBV), and resource orchestration (RO), the purpose of essay one is to examine how sport organizations leverage their core competencies to create a sustainable competitive advantage. The findings support the hypothesis that the existing resources of sport organizations such as physical venues and existing departments (e.g., legal, marketing, sales departments) are used to support sport organizations operations in the esports industry. Moreover, the findings identify that the tacit knowledge embedded in the human capital of sport organizations is a salient resource that helps them generate a competitive advantage against non-sport organizations. While tacit knowledge is a driver of competitive advantage, it is the supporting structures and departments that allows sport organizations to use this knowledge efficiently and effectively. Thus, by operating at the intersection of sport, entertainment, and media, sport organizations are increasingly competing with formally tangentially related firms, and can use their embedded resources and structure when competing with these firms. Essay two focuses on the integration of esports by a first-mover sport organization. Essay two employs an exploratory case study of the Philadelphia 76ers of the National Basketball League (NBA) and their integration of an esports team. The 76ers were the first North American professional sports organization to purchase and integrate an esports team. Novel technologies and practices, such as esports, are surrounded by uncertainty and are generally met with resistance (Huber, 1990) with their integration contingent upon internal and external constituent support. Actors, individuals within the 76ers, had to position and garner support for esports, which are representative of the novel practices and technologies influencing the way sport organizations are managed. In essay two an institutional creation work perspective is linked with sensemaking and related constructs to examine how actors within the 76ers helped create and give meaning—sensemaking—to esports. The findings of essay two support how actors within the 76ers were able to foster a progressive culture to create a shared understanding of esports and use this understanding to influence the sensemaking of others—sensegiving. In particular, the 76ers linked the managerial components of operating a sports team to operating an esports team. Yet the 76ers were deliberate in their approach, limiting cross-promotions between the fanbases of the 76ers and their esports team. By connecting institutional creation work with sensemaking, essay two contributes to how actors can proactively take actions to garner constituent support. Moreover, the findings of essay two support that sensemaking is a critical antecedent of sensegiving, as a shared understanding within an organization is a necessary prerequisite to influence the sensemaking of others (i.e., sensegiving). Essay two provides actors within the field of sport integrating novel practices and activities (e.g., augmented and virtual reality, in-game sports betting, wearable fitness devices, mediated sports consumption) strategies to proactively garner support for their integration. Essay two focuses on the integration of esports by professional sport organizations. Essay three utilizes an exploratory qualitative approach to identify the institutional creation strategies associated with integrating collegiate esports programs within the heavily regulated field of U.S. collegiate athletics. The findings of essay three support how actors need to go beyond creating a shared understanding to integrate novel activities. Actors must also influence the cognitive schema of other actors to facilitate the integration of novel practices and activities. Specifically, they can build on the concept of sportification (Heere, 2018) to both communicate and present esports in a manner consistent with traditional sports, using the concept of sport as a legitimizing agent. Collectively, the three essays support how sport organizations can seize growth opportunities with respect to their institutional environment. Sport organizations must recognize their institutional confines, but also can be strategic in their actions by focusing on their financial performance and sustainability in lieu of their constraints. This research contributes to a deeper understanding regarding how the institutional and strategic concerns of sport organizations influence their efficient and effective management. The research lays a foundation for a stream of future research on the strategic growth and long-term viability of sport organizations both within and beyond the esports industry.
Temple University--Theses
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Hirama, Leopoldo Katsuki 1969. „Algo alem de tirar as crianças da rua : a Pedagogia do Esporte em projetos socioeducativos“. [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275141.

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Orientador: Paulo Cesar Montagner
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação Fisica
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Resumo: O crescimento do número e intervenções das ONGs (organizações não-governamentais) no cenário nacional destaca uma outra área de desenvolvimento do esporte. Chamado esporte social ou educacional, ele é tratado como ferramenta que contribui para a formação do público foco, sejam crianças, adolescentes, adultos ou velhos em projetos sociais. Investigar qual o tratamento pedagógico indicado que este esporte pode sofrer e quais características a serem consideradas ao se planejar um programa social através do esporte foram os objetivos desta pesquisa. Orientando-se pela etnografia e utilizando-se da metodologia da história oral, foi foco do estudo o impacto sobre a vida de um grupo de jovens moradores da comunidade de Heliópolis que participaram de um projeto socioeducativo que utilizava o esporte como eixo norteador entre os anos de 2003 a 2005.
Abstract: The growth of NGOs (Non-Governmental Organizations) units and interventions, considering the Brazilian scenario, brings out another area of sports. Known as social or educational sport, it is regarded as an instrument that contributes to the development of its public - which can be children, teenagers, adults or old people - in social projects. Investigating which pedagogic treatment the sport should get and which characteristics should be considered in order to plan a social program through sport were the goals of this research. Oriented by ethnography and making use of oral history methodology, the focus of the study was the impact on the life of a young people group from Heliópolis community brought by their participation in a socialeducational project that used sports as main basis between years 2003 and 2005.
Mestrado
Ciencia do Desporto
Mestre em Educação Física
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Batista, Gilmário Ricarte. „Organização do trabalho dos treinadores de vôlei de praia de alto rendimento do circuito brasileiro de 2005“. Universidade Federal da Paraíba, 2006. http://tede.biblioteca.ufpb.br:8080/handle/tede/8632.

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Beach Volleyball (BV) has reached constant prominence in the last decade in Brazil by means of the national communication, its international conquests and for its spreading as a recreational sport. Therefore, it is noticed that the Beach Volleyball Coaches (BVC) are considered to be the class of the highest importance for the performance and the evolution of the sport. So, from the significant importance that this work organization has in the national sporting environment, there comes the need to analyze its features. Hence, this study aims at analyzing the features of the organization of the work of the BVC of high revenue of the Brazilian Circuit 2005. This is a transversal descriptive research. There has been used as a researching instrument a questionnaire with open, closed and evaluation questions. The informants of this study consisted of BVC of high revenue of the Brazilian Circuit 2005 (N=30). The results have revealed that 50% of the BVC are from the Northeastern area, 47% from the Southeast and 3% from the South. The average of time of experience in the activity is 9,43 ± 7,04 years. As for the education level, it was observed that 50% of the BVC have a bachelor degree in physical education teachings and 23% only have high school levels. The main difficulties presented by the BVC were the professional instability, with 74%, and the remuneration, with 70%. The staff characterization of the BVC came with two factors which explain 78,6% of the total variance of the obtained answers. The former was labeled as a preventive group, being composed of two variables, namely: psychologist, nutritionist and physiotherapist; and the latter was labeled as a technical support group consisting of two variables, namely: auxiliary technician and physical coach. The characterization of the development of the Brazilian BVC came with two factors, accounting for 62,2% of the total variance of the obtained answers. The first factor was labeled as a technical development group and it has obtained the largest load with 0,859 in the professional formation of BVC. The second factor was labeled as an administrative structure group and it has obtained the largest load, with 0,831 in the calendar of national competitions of BV. It is thus concluded, through this study, that the intersection of the prevention group with the technical support and with the technical development groups, when consolidated by the administrative structure of BV, can generate great results in the organization of the work.
O Vôlei de Praia (VP) no Brasil ganhou destaque constante na última década, através dos meios de comunicação nacional, de suas conquistas internacionais e pela massificação como esporte recreativo. Assim, percebe-se que a classe dos Treinadores de Vôlei de Praia (TVP) é considerada de suma importância para o desempenho e a evolução desse esporte; portanto, a partir da significativa importância que tem essa organização do trabalho no meio esportivo nacional vem a necessidade de analisar suas características. Dessa forma, este estudo tem como objetivo analisar as características da organização do trabalho dos TVP de alto rendimento do Circuito Brasileiro de 2005. Esta pesquisa caracteriza-se como descritiva transversal. Utilizouse como instrumento de pesquisa um questionário com questões abertas, fechadas e avaliativas. A população deste estudo foi constituída pelos TVP de alto rendimento do Circuito Brasileiro de 2005 (N=30). Os resultados encontrados mostraram que 50% dos TVP são da região Nordeste, 47% do Sudeste e 3% do Sul. A média de tempo de experiência na profissão é de 9,43 ± 7,04 anos, quanto ao nível de escolaridade observou-se que 50% dos TVP têm curso superior em Educação Física e 23% têm apenas o ensino médio. As principais dificuldades dos TVP apresentadas foram: instabilidade profissional, com 74%, e remuneração, com 70%. A caracterização do staff do VP apresentou-se com dois fatores, os quais explicam 78,6% da variância total das respostas obtidas. O primeiro fator foi rotulado de grupo preventivo, sendo composto pelas variáveis psicólogo, nutricionista e fisioterapeuta; e o segundo fator foi rotulado de grupo de suporte técnico, composto pelas variáveis auxiliar técnico e preparador físico. A caracterização do desenvolvimento do VP brasileiro apresentou-se com dois fatores, os quais explicaram 62,2% da variância total das respostas obtidas. O primeiro fator foi rotulado de grupo desenvolvimento técnico e obteve, na formação profissional dos TVP, a maior carga, com 0,859. O segundo fator foi rotulado de grupo de estrutura administrativa e obteve no calendário de competições nacionais de VP a maior carga, com 0,831. Concluiu-se, através deste estudo, que a intersecção do grupo de prevenção com o grupo de suporte técnico e com o grupo de desenvolvimento técnico, quando alicerçada pela estrutura administrativa do VP, pode gerar ótimos resultados na organização do trabalho.
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Silva, Welington Araujo. „As tecnologias da informação e da comunicação na organização do trabalho pedagógico na educação física: possibilidades emancipatórias no ensino do esporte“. reponame:Repositório Institucional da UFBA, 2009. http://www.repositorio.ufba.br/ri/handle/ri/10594.

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A presente tese é fruto do esforço coletivo, de um conjunto de pesquisadores, que por dentro da Linha de Estudos e Pesquisa em Educação Física, Esporte e Lazer (LEPEL/FACED/UFBA), do Programa de Pós-graduação em Educação da Universidade Federal da Bahia, busca, através dos seus estudos científicos, de cunho matricial, responder as problemáticas significativas do trabalho pedagógico, da produção do conhecimento, da formação de professores e da política pública no campo da educação, educação física, esporte e lazer. Nesse conjunto de elementos da pesquisa matricial, do grupo LEPEL/FACED/UFBA, investigamos a organização do trabalho pedagógico, problematizando a relação das tecnologias da informação e da comunicação, presente em sua dinâmica organizativa, como suporte potencializador do ensino do esporte na escola em uma perspectiva crítico-superadora. Investigamos as proposições teórico-metodológicas que orientam trabalhos pedagógicos que se utilizam das tecnologias da informação e da comunicação no âmbito da educação e educação física/comunicação e mídia. Partimos do questionamento sobre a base teórico-conceitual na qual estas proposições se baseiam, ao sugerirem a utilização dos artefatos tecnológicos no trabalho pedagógico no interior da educação física escolar. Nesses termos, o nosso trabalho assume como opção epistemológica a tradição do pensamento marxista, apoiando-se no materialismo histórico e dialético como teoria e método de análise da sociedade; o comunismo enquanto projeto histórico e a defesa da sociedade socialista como elemento de ultrapassagem da pré-história da humanidade. Esse trabalho, de natureza teórica, assume como objetivo central contribuir com os estudos críticos à didática e à organização do trabalho pedagógico, enfocando o uso das tecnologias da informação e da comunicação no trato com o conhecimento esporte na escola. A incorporação das tecnologias da informação e da comunicação se insere no interior da organização do trabalho pedagógico como um instrumento a mais de enriquecimento das possibilidades emancipatórias de formação humana no interior da abordagem crítico-superadora na educação física escolar. Coerente com sua base teórica-filosófica, o materialismo histórico-dialético, desenvolvido no calor da luta dos trabalhadores, objetivando servir para a emancipação da classe trabalhadora, na medida em que buscou e busca a compreensão mais geral das leis do capital, a abordagem crítico-superadora reafirma a necessidade de superar o metabolismo sócio-histórico do capital, reconhecendo que a educação deva ser entendida de forma ampla, como um processo da totalidade social, onde a escola se inseri como a instituição capaz de organizar, sistematizar, ampliar e aprofundar o conhecimento científico, sem o qual as possíveis práticas de caráter emancipatório ficam comprometidas. Nesse sentido, chamamos a atenção de que este conhecimento deve está vinculado, organicamente, com a luta concreta travada cotidianamente nos espaços de formação fora dos muros da escola. Com esta compreensão, “encerramos” o nosso trabalho, apontando a urgente necessidade de aproximar os professores da escola pública das tecnologias da informação e da comunicação não clássicas, para que os mesmos, inseridos também nas lutas mais gerais pela melhoria da educação e destruição do modo de produção capitalista, possa ter mais um instrumento que os auxiliem na materialização da organização do trabalho pedagógico, em especial, o trato com o conhecimento da Cultura Corporal, tomando como elemento mediador o trabalho socialmente útil na escola, com as tecnologias da informação e da comunicação pedagogizando as informações produzidas, armazenadas e distribuídas por essas mesmas tecnologias não clássicas, transformando-as em um conhecimento científico, crítico-superador do projeto histórico capitalista.
Salvador
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8

Majek, Dee. „Webtelevision, Webseries and Webcasting : Case studies in the organization and distribution of televisionstyle content produced online“. Thesis, Stockholms universitet, Institutionen för mediestudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-80172.

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This thesis outlines the structure and functionality of a selection of webseries, webshows, and eSports casting examples, in order to add to the discourse on online video. Webtelevision, or Web TV production, distribution, and financing systems will be detailed in the case studies made; and industry actors such as entrepreneurs, independents, corporations and conglomerates will be discussed and identified. Who are the producers, the advertisers, the distribution platforms, the sponsors, the rights holders, and how do they interact? In exploring the structure of some examples of Web TV, I wish to debunk the online-amateur association as an inaccurate or insufficient description which permeates much prior academic study on online video. Webshow content, business strategies, legal and copyright issues, as well as fan culture aspects will also be investigated; and in regards to eSports, the question of televised as opposed to streamcast tournaments will be examined.
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Bragagnollo, Renato Dupas. „Elementos institucionais e do campo organizacional do basquete brasileiro que influenciam a liga de basquete feminino“. Universidade Nove de Julho, 2016. http://bibliotecatede.uninove.br/handle/tede/1580.

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Institutional theory has returned to the scenario of management research in academia. The renaissance came with the trajectory of neoinstitutionalism, guided by the social bias that starts to approach the study of institutions with the outside look inside the organizations, considering its organizational field, its actors and the universe in which this institution is allotted. In the field of sports management studies, researchers at both the international and national levels use this theory to justify phenomena that occur with sports organizations. In this work, the study will be guided by the institutionalization of a sports entity of the universe of Brazilian basketball, the Women's Basketball League. Because this entity has undergone three distinct processes since its foundation, provoking successive organizational rearrangements, the research points out the influences of its organizational field, where interferences of the external and internal environments of the organization, provoke its incontinuity. The single case study used interviews with actors from the organizational field, analysis of documentary content and direct observation by the researcher. Among the results, it was observed that there was intention of the LBF to reproduce a pre-existing structure in the male basketball, which would characterize the phenomenon as mimetic isomorphism, but after analysis and discussion it was characterized as coercive isomorphism. In the transition from the first phase to the second phase of the process studied, the LBF suffered political and social pressures that resulted in the rearrangement of its structure, the second phase of transition characterized by interferences of political, social and functional pressures. On legitimacy, it is understood that the institution is recognized by its main leaders, the clubs, and needs to strengthen the relationship with society. The application of this study is reinforced by the social orientation of the neoinstitutionalism with the focus on the organizational field of Brazilian basketball. It is proposed as a managerial intervention the execution of sports projects aimed at the basketball community in partnership with clubs that participate in the LBF.
A teoria institucional retomou o cenário das pesquisas em administração no meio acadêmico. O renascimento veio com a trajetória do neoinstitucionalismo, orientada pelo viés social que passa a abordar o estudo das instituições com o olhar de fora para dentro das organizações, considerando seu campo organizacional, seus atores e o universo em que essa instituição está alocado. Na área de estudos da gestão do esporte, pesquisadores tanto em nível internacional como nacional utilizam essa teoria para justificar fenômenos que acontecem com organizações esportivas. Neste trabalho, o estudo será norteado pela institucionalização de uma entidade esportiva do universo do basquete brasileiro, a Liga de Basquete Feminino. Pelo fato dessa entidade ter passado por três processos distintos desde sua fundação, provocando rearranjos organizacionais sucessivos, a pesquisa aponta as influências do seu campo organizacional, onde interferências dos ambientes externo e interno da organização, provocam sua incontinuidade. O estudo de caso único utilizou entrevistas com atores do campo organizacional, análise de conteúdo documental e observação direta pelo pesquisador. Entre os resultados encontrados, percebeu-se que havia intenção da LBF reproduzir uma estrutura pré-existente no basquete masculino, o que caracterizaria o fenômeno como isomorfismo mimético, porém após análise e discussão caracterizou-se como isomorfismo coercitivo. Na transição da primeira fase para a segunda fase do processo estudado, a LBF sofreu pressões políticas e sociais que resultaram no rearranjo da sua estrutura. A segunda fase de transição caracteriza-se por interferências de pressões políticas, sociais e funcionais. Sobre a legitimidade, entende-se que a instituição é reconhecida pelos seus principais responsáveis, os clubes, e necessita estreitar a relação com a sociedade. A aplicação deste estudo é reforçada pela orientação social do neoinstitucionalismo com o foco no campo organizacional do basquete brasileiro. Propõe-se como intervenção gerencial a execução de projetos esportivos voltados para a comunidade do basquete em parceria com clubes que participam da LBF.
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Colagrai, Alexandre Conttato. „Redes de organizações esportivas: gênese e evolução“. Universidade Nove de Julho, 2015. http://bibliotecadigital.uninove.br/handle/tede/1289.

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Sport is a social event and as such is articulated in networks, because society is a network. This study intended to analyze how emerge and evolve the organization network of sports nonprofit organizations that develop the sport according to sporting events established by Pelé Law, which are: educational sports, sports participation and high performance sport, and check if this network is a strategic resource for sports organization face difficulties in its operating environment. For such a qualitative survey was conducted. Interviews were conducted with two managers of each organization, in order to identify whether they recognize the network of your organization as it emerged and evolved, and this network is an important resource for the development of the organization. It was also applied a questionnaire to these managers, to obtain data on the relationships networking of organizations, seeking to understand with whom they relate, where the level of dependency of these organizations with respect to network organizations, and the frequency of monthly contacts between them. They were also carried out interviews with people participating in the activities offered by the sports organizations, in order to check if they recognize any organization's network. Studies have been conducted on the websites of organizations, and visits to local activities, seeking to understand how the presence of network organizations in these spaces. Interview data were analyzed using the Atlas IT software for better understanding and categorization of information and questionnaire data were entered into the VOSVIEWER software for the description of the network, allowing viewing it. The results show the sports organizations relating to network and these networks have emerged spontaneously and have a level of evolution of a self-organized network. This network is configured as a strategic resource for sports organizations face challenges in its operating environment.
O esporte é uma manifestação social e como tal articula-se em redes, pois a sociedade constitui uma rede. Este estudo pretendeu analisar como emergem e evoluem as redes interorganizacionais das organizações esportivas sem fins lucrativos, que desenvolvem o esporte de acordo com as manifestações esportivas estabelecidas pela Lei Pelé, que são: esporte educacional, esporte de participação e esporte de alto rendimento, e verificar se essa rede é um recurso estratégico para a organização esportiva enfrentar as dificuldades em seu ambiente de atuação. Para tanto foi realizada uma pesquisa qualitativa. Foram realizadas entrevistas com dois gestores de cada organização, com o objetivo de identificar se estes reconhecem a rede de sua organização, como ela emergiu e evoluiu, e se essa rede é um recurso importante para o desenvolvimento da organização. Também foi aplicado um questionário a esses gestores, para a obtenção de dados relativos aos relacionamentos em rede das organizações, buscando compreender com quem elas se relacionam, qual o nível de dependência dessas organizações com relação às organizações da rede, e a frequência de contatos mensais entre elas. Também foram realizadas entrevistas com pessoas participantes das atividades oferecidas pelas organizações esportivas, com o objetivo de verificar se elas reconhecem alguma organização da rede. Foram realizados estudos nos sites das organizações, e visita aos locais das atividades, buscando compreender como é a presença das organizações da rede nesses espaços. Os dados das entrevistas foram analisados por meio do software Atlas T.I. para uma melhor compreensão e categorização das informações, e os dados do questionário foram inseridos no software VOSVIEWER, para a descrição da rede, permitindo visualiza-la. Os resultados apresentam as organizações esportivas se relacionando em rede, sendo que estas redes emergiram de forma espontânea e possuem um nível de evolução de uma rede auto- organizada. Essa rede se configura como um recurso estratégico para as organizações esportivas enfrentarem dificuldades em seu ambiente de atuação.
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Bücher zum Thema "Esport Organization"

1

Wilhelm-Labat, Marie. Changer l'école, c'est notre affaire!: Révolte et espoirs de deux professeurs ordinaires. Paris: Guibert, 2001.

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Ngongo, Mononi Asuka. L' Organisation de l'unité africaine vingt ans après: Des espoirs déçus? Kinshasa: Presses universitaires du Zaire, 1988.

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3

Ngongo, Mononi Asuka. L' Organisation de l'unité africaine, vingt ans après: Des espoirs déçus? Kinshasa: Presses universitaires du Zaïre, 1988.

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4

Management strategies in athletic training. Champaign, IL: Human Kinetics Publishers, 1994.

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5

Maties, Martin, Hrsg. eSport-Recht – Politik, Praxis und Wissenschaft im Dialog. Nomos Verlagsgesellschaft mbH & Co. KG, 2020. http://dx.doi.org/10.5771/9783748901907.

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In this book you will find an annual report of the Research Center for Esports Law (FeSR) and reports on the non-scientific presentations given at the conference as well as scientific contributions on fundamental problems of esports law and selected individual problems from the perspective of science, practice and politics: definition, integrity risks and applicable criminal law, implementing the organizational structures of competitive sports, legal issues from the publishers' perspective, fixed-term player contracts, specifics of drafting an esports sponsorship agreement, limits of contract drafting in esports based on the example of Tfue vs. FaZe Clan. With contributions by Prof. Dr. Martin Maties, Prof. Dr. Dr. h.c. Michael Kubiciel, Dr. Paul Fischer and David Menz, Felix Hilgert, Thomas Krumrey, Philipp Schlotthauer, Nepomuk Nothelfer and Max Wörner, summary of the presentation by Britta Dassler (member of the German Parliament), summary of the presentation by Benjamin Adjei (member of the Bavarian State Parliament), summary of the presentation by Jan-Hendrik Heuschkel (Freaks 4U Gaming)
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6

Colaboración entre el sector de WASH y el sector de la salud: Guía práctica para los programas de lucha contra las enfermedades tropicales desatendidas. Organización Panamericana de la Salud, 2020. http://dx.doi.org/10.37774/9789275322260.

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Este documento presenta un conjunto de herramientas para ayudar a los países y los programas de lucha contra la ETD, a colaborar con la comunidad relacionada con las acciones de agua, saneamiento e higiene, y guía en la creación de alianzas, en la movilización de recursos y en el diseño, la aplicación y la evaluación de las intervenciones. Más que una guía de “buenas prácticas”, se trata de un conjunto de herramientas basadas en la experiencia adquirida en la realidad de un programa. Se espera que los interesados en usar este documento puedan elegir las herramientas y adaptarlas a sus necesidades y al contexto local. Estas herramientas ayudarán a 1) crear alianzas multisectoriales con los interesados directos clave: ministerios, agencias de WASH nacionales y locales, empresas, grupos locales activos en cuestiones de salud, expertos en cambio de comportamientos y en comunicación, etc.; 2) a formar estructuras de programa inteligentes centradas en la rendición de cuentas y en los objetivos comunes; 3) a establecer un método de programación adaptativo y flexible; 4) a garantizar la sostenibilidad mediante la creación de capacidad local a todos los niveles; y 5) a brindar apoyo y complementar las intervenciones clínicas y de salud pública en la lucha contra las EID. Version oficial en Españo de la obra original en inglés: WASH and health working together: A 'how-to' guide for Neglected Tropical Disease programmes. © World Health Organization 2019. ISBN: 978-92-4-151500-9.
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Programas de inmunización a medida (PIM). Organización Panamericana de la Salud, 2020. http://dx.doi.org/10.37774/9789275322161.

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La vacunación o inmunización es una excelente intervención de salud, que salva millones de vidas y ahorra aún más dolor y sufrimiento. Permite reducir las desigualdades, aumentar el acceso a los servicios de salud en general e incluso reducir la pobreza. Entonces, ¿por qué muchas personas no están plenamente protegidas frente a las enfermedades prevenibles por vacunación? No hay respuesta sencilla. Algunas personas consideran que su profesional de salud no les presta el apoyo que precisan. Para otras, el horario o el período de espera resultan incómodos; otras pueden dudar de la inocuidad de la vacuna, o desconfían de las autoridades de salud. Algunas otras pueden no haber recibido información adecuada sobre cuándo y dónde acudir a vacunarse. Para alcanzar una cobertura vacunal elevada y equitativa, es necesario comprender las barreras a la vacunación en los grupos de población con insuficiente cobertura vacunal. Solo así pueden diseñarse soluciones que promuevan, motiven y hagan posible la vacunación; soluciones que garanticen la vacunación de todos los grupos de población, con independencia de sus ingresos, nivel educativo, edad, ubicación geográfica, grupo étnico, religión o creencias filosóficas. La Oficina Regional de la OMS para Europa ha desarrollado el enfoque “Programas de inmunización a medida” (PIM) para ayudar a los países a lograrlo. Se basa en los datos científicos y la experiencia a nivel de país, y busca integrar la investigación centrada en las personas y la perspectiva comportamental en las políticas y la planificación de programas de inmunización. El enfoque PIM se basa en tres pilares principales: 1) seis valores y principios; 2) un modelo teórico; y 3) un proceso gradual con ejercicios detallados. En el presente documento se describen con detalle las fases y etapas de un proceso de PIM, con ejercicios y ejemplos que puedan servir de inspiración para los talleres de planificación de PIM. Versión oficial en español de la obra original en inglés: Tailoring Immunization Programmes (TIP). © World Health Organization 2019. ISBN 978-92-89-05449-2.
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Buchteile zum Thema "Esport Organization"

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Harste, Gorm. „Business Legitimacy, Modernity, and Organizational Systems: Corporate Spirit, Esprit De Corps, and Corpus Spiritus Throughout History“. In Handbook of Business Legitimacy, 161–77. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-14622-1_35.

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Harste, Gorm. „Business Legitimacy, Modernity, and Organizational Systems: Corporate Spirit, Esprit De Corps and Corpus Spiritus Throughout History“. In Handbook of Business Legitimacy, 1–17. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-68845-9_35-1.

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Graeff, Peter, und Julia Kleinewiese. „Esprit de corps as a source of deviant behavior in organizations. Applying an old concept with a new livery“. In Bribery, Fraud, Cheating, 219–45. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-29062-7_14.

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Kari, Tuomas, Miia Siutila und Veli-Matti Karhulahti. „An Extended Study on Training and Physical Exercise in Esports“. In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations, 270–92. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7461-3.ch010.

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This chapter is an extended revision of the authors' earlier study (2016) on the training routines of professional and high-level esport players, with added focus on their physical exercise. The study is methodologically mixed with a quantitative survey sample (n=115) and a qualitative interview sample (n=7). Based on this data, high-level esport players train approximately 5.28 hours every day around the year, and professional esport players at least the same amount. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the professional and high-level esport players believe that integrating physical exercise into their training programs has a positive effect on esport performance; however, no less than 47.0% do the physical exercise chiefly to maintain their overall state of health. Accordingly, the study indicates that professional and high-level esport players are physically active as well: those of age 18 and older exercising more than three times the daily 21-minute physical activity recommendation given by the World Health Organization.
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Kari, Tuomas, Miia Siutila und Veli-Matti Karhulahti. „An Extended Study on Training and Physical Exercise in Esports“. In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, 716–33. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch040.

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This chapter is an extended revision of the authors' earlier study (2016) on the training routines of professional and high-level esport players, with added focus on their physical exercise. The study is methodologically mixed with a quantitative survey sample (n=115) and a qualitative interview sample (n=7). Based on this data, high-level esport players train approximately 5.28 hours every day around the year, and professional esport players at least the same amount. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the professional and high-level esport players believe that integrating physical exercise into their training programs has a positive effect on esport performance; however, no less than 47.0% do the physical exercise chiefly to maintain their overall state of health. Accordingly, the study indicates that professional and high-level esport players are physically active as well: those of age 18 and older exercising more than three times the daily 21-minute physical activity recommendation given by the World Health Organization.
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Polka, Walter S., Monica J. VanHusen und Jennifer Carlson. „Incorporating Key Human “High-Touch” Needs Into eSports“. In Advances in E-Business Research, 270–302. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7300-6.ch013.

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This chapter introduces a conceptual framework titled Effective Game Zone (EGZ) that consists of the following three broad human need categories: organizational needs, proficiency needs, and personal needs that individuals and teams possess as they become involved in eSports activities. Also, the 15 high-touch needs which comprise the three broad categories are comprehensively identified and specifically analyzed in terms of the significance of addressing them in developing and implementing eSports products, events, and activities in the high-tech industry of eSports. This information and related recommendations, based on positive socio-psychological research, is valuable to the eSports industry—entrepreneurs, product developers, marketers, event organizers, and gaming officials—and those involved in the growth of existing and creation of new collegiate and high school eSport activities, as they continue to meet the interests and needs of their consumers and expand their market.
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Kari, Tuomas, und Veli-Matti Karhulahti. „Do E-Athletes Move?“ In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, 915–29. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch049.

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This article offers possibly the first peer-reviewed study on the training routines of elite e-athletes with special focus on the subjects' physical exercise routines. The study is based on a sample of 115 elite e-athletes. According to the responses, e-athletes train approximately 5.28 hours every day around the year on the elite level. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the elite e-athletes believe that integrating physical exercise in their training programs has a positive effect on esport performance; however, no less than 47.0% of the elite e-athletes do their physical exercise chiefly to maintain overall health. Accordingly, the study indicates that elite e-athletes are active athletes as well, those of age 18 and older exercising physically more than three times the daily 21-minute activity recommendation given by World Health Organization.
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West, Christopher Adam, J. Vincent Nix und Krystal M. Hinerman. „Game Changers“. In Advances in E-Business Research, 200–221. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7300-6.ch010.

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This chapter examines the literature and business opportunities surrounding K-12 eSports, competitive events where athletes play video games against each other. Topics include an overview of existing scholastic eSports offerings and organizations that facilitate competition, the effects on student athletes' physical and mental health, the growth of eSports venues, and the identification of research gaps and business opportunities related to increasing eSports access for younger student athletes and their communities.
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Swensen, Stephen J., und Tait D. Shanafelt. „The Blueprint for Cultivating Esprit de Corps“. In Mayo Clinic Strategies To Reduce Burnout, herausgegeben von Stephen J. Swensen und Tait D. Shanafelt, 49–54. Oxford University Press, 2020. http://dx.doi.org/10.1093/med/9780190848965.003.0006.

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The Blueprint is an evidence-based framework for cultivating esprit de corps in an organization. It is grounded on a moral imperative and a business case, which is necessary to gain the support of senior leadership. The framework is aligned with the best interests of patients, health care professionals, and mission-driven organizations. From a systems perspective, the goal is to increase structural and functional sources of positivity and decrease structural and functional sources of negativity in the work environment. The imperative to improve clinician esprit de corps is a shared responsibility. Achieving it requires individuals and leaders across the organization working together to create the ideal work environment.
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Stuetz, Kelley, und Julia Crouse Waddell. „Esports Fandom and the Collegiate Student-Athlete Experience“. In Multidisciplinary Perspectives on Media Fandom, 240–52. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3323-9.ch013.

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eSports audiences have gratifications that must be met. Online gaming provides access to gamers to create community and gain virtual reality skills within the online world. Through information seeking and virtual gratifications, gamers have a need to establish relationships and learn new skills in their game of choice. The event of competitive gaming has become so popular that it is not uncommon for college students to create an organization on campus around eSports. eSports has been studied in the disciplines of audiences, college athletics, and online learning communities; however, few have examined the importance of eSports spectatorship and the student-athlete experience. Using the extension of Hall's Encoding and Decoding model of Active Audience Theory, this research will identify the effects of audiences and spectatorship within the collegiate eSports fandom experience.
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Konferenzberichte zum Thema "Esport Organization"

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„ESPRE'18 Organization“. In 2018 IEEE 5th International Workshop on Evolving Security & Privacy Requirements Engineering (ESPRE). IEEE, 2018. http://dx.doi.org/10.1109/espre.2018.00006.

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Affandi, Lutfi Adin, Ma’ruf Akbar, Dedi Purwana und Muhammad Fadli Hanafi. „Evolution of Leadership in Esprit De Corps: Evidence from military organization“. In Proceedings of the First International Conference on Administration Science (ICAS 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icas-19.2019.83.

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Ebert, James R. „PEER-DRIVEN PROFESSIONAL DEVELOPMENT FOR EARTH SCIENCE TEACHERS FROM ESPRIT: THE LARGEST GEOSCIENCE EDUCATION “ORGANIZATION” YOU’VE NEVER HEARD OF“. In 51st Annual Northeastern GSA Section Meeting. Geological Society of America, 2016. http://dx.doi.org/10.1130/abs/2016ne-272359.

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