Journal articles on the topic 'Spectator Game'

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1

Brissette-Gendron, Raphaëlle, Pierre-Majorique Léger, François Courtemanche, Shang Lin Chen, Marouane Ouhnana, and Sylvain Sénécal. "The Response to Impactful Interactivity on Spectators’ Engagement in a Digital Game." Multimodal Technologies and Interaction 4, no. 4 (December 4, 2020): 89. http://dx.doi.org/10.3390/mti4040089.

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As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators’ engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact on engagement via arousal measures were analyzed. Spectator influence on the game was accomplished via smartphone, where 78 participants put in different audience compositions (alongside friends or strangers) were tested. We found that when the spectators had an impact on the game, higher levels of emotional arousal were recorded, which generated an increase in engagement. These results provide a suggestion of design that could be used by game designers who wish to engage their spectatorship, a segment of their target market that is becoming impossible to ignore.
2

Crossman, Jane E. "Age of Spectators as a Factor Influencing Behavior at Minor League Hockey and Baseball Games." Perceptual and Motor Skills 62, no. 2 (April 1986): 639–48. http://dx.doi.org/10.2466/pms.1986.62.2.639.

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To assess the behavior of 10 age groups of spectators while viewing children's minor league hockey and baseball games the behavior of 272 (males = 142, females = 130) randomly selected hockey spectators and 90 (male = 46, female = 44) randomly selected baseball spectators was assessed on the Spectator Observation Code. The predominant behavior emitted during each 10-sec. observation interval was recorded. During each session, three subjects were observed in serial order for the duration of the hockey or baseball game. Data were analyzed by one-way analysis of variance and Newman-Keuls comparison tests. Significant differences existed for some spectator behaviors when the age of spectator varied.
3

Qian, Tyreal Yizhou, James Jianhui Zhang, Jerred Junqi Wang, and John Hulland. "Beyond the Game: Dimensions of Esports Online Spectator Demand." Communication & Sport 8, no. 6 (April 1, 2019): 825–51. http://dx.doi.org/10.1177/2167479519839436.

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This study explored and evaluated the dimensions and consequences of esports online spectator demand. In doing so, we identified preliminary dimensions of esports online spectator demand based on semistructured interviews and online open-ended surveys. Findings resulted from the qualitative study were adopted as the foundation to develop the Scale for Esports Spectator Demand (SESD). To validate the SESD and assess the impact of the SESD factors on consumers’ cognitive and behavioral outcomes, a sample of esports online spectators ( N = 1,309) responded to a survey containing the SESD, which was randomly split into two halves, with one half for an exploratory factor analysis and the other half for a confirmatory factor analysis and structural equation modeling analyses. A total of 32 items under eight SESD factors were confirmed. While demand factors including commentary features, player characteristics, event attractiveness, and schedule convenience have been found in traditional sport contexts, chat room, streamer traits, stream quality, and virtual rewards appeared to be unique in esports. All eight SESD factors, excluding schedule convenience, were significantly predictive of one or more of the outcomes associated with esports consumption.
4

Crossman, Jane E. "Spectators' Behavior at Minor League Hockey Games: An Exploratory Study." Perceptual and Motor Skills 63, no. 2 (October 1986): 803–12. http://dx.doi.org/10.2466/pms.1986.63.2.803.

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The purpose of this study was to assess the behavior of spectators viewing minor league hockey in Thunder Bay, Ontario, Canada. The behavior of 272 (142 men, 130 women) randomly selected spectators was assessed using a special code. Spectators were observed for 10-sec. time blocks and the predominant behavior they were emitting was recorded. During each observation session, three subjects were observed in serial order for the duration of the hockey game. Significant differences were found for some behaviors of the spectators when the level of the athletes in the competition, the importance of the contest, and the sex of the spectator were considered. Spectators viewing hockey played at older ages (Bantam, Midget) watched the game more and were more negative toward the athletes. Spectators seemed to be more attentive to the game during houseleague games than to tournament and play-off games. Males tended to watch the game more than females who interacted with other spectators. The findings did not support the popular notion that spectators viewing minor league hockey are a verbally abusive group.
5

Ma, Shang-Chun, Kevin K. Byon, Wooyoung (William) Jang, Shang-Min Ma, and Tsung-Nan Huang. "Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types." Sustainability 13, no. 8 (April 8, 2021): 4164. http://dx.doi.org/10.3390/su13084164.

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Previous studies have paid little attention to spectators’ consumption behaviors and motives for watching different types of esports live-streaming and game genres. This study, therefore, investigates spectator motives and consumption behaviors based on the interaction effects of live-streaming types and game genres. Convenience sampling was conducted to collect 312 responses from Taiwanese individuals via the Professional Technology Temple. The measurement tools include the motivation scale for sport consumption, esports streaming consumption behaviors, and two moderators (i.e., game genres and live-streaming types). The moderating effects were examined using the PROCESS macro. The results showed that esports spectating motives and consumption behaviors are determined by different types of live-streaming and game genres. A matrix of esports spectator segments was developed to illustrate the findings and managerial implications. The study’s findings broaden our understanding of esports consumption behaviors and can contribute to the fast-growing esports marketing literature. In addition, the results are expected to help practitioners better segment their consumer groups to develop more tailored marketing programs.
6

Duncan, Margaret Carlisle, and Barry Brummett. "Liberal and Radical Sources of Female Empowerment in Sport Media." Sociology of Sport Journal 10, no. 1 (March 1993): 57–72. http://dx.doi.org/10.1123/ssj.10.1.57.

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This study of spectator groups viewing televised professional football revealed that spectators, particularly women, acted upon sport texts to empower themselves. Radical empowerment for women occurred when female spectators subverted the premises of the televised football spectacle, using irony, sarcasm, and limited commitment to the game to refuse the preferred (patriarchal) readings of the text. Liberal empowerment occurred when women (and men) used mediation as a way of extending the self into the game. While men often availed themselves of mediation in this way, women did so less often, perhaps because liberal empowerment is ultimately disempowering to women.
7

Patibanda, Rakesh, Aryan Saini, Nathalie Overdevest, Maria F. Montoya, Xiang Li, Yuzheng Chen, Shreyas Nisal, et al. "Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (September 29, 2023): 769–802. http://dx.doi.org/10.1145/3611049.

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Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.
8

Stahlke, Samantha, James Robb, and Pejman Mirza-Babaei. "The Fall of the Fourth Wall." International Journal of Gaming and Computer-Mediated Simulations 10, no. 1 (January 2018): 42–62. http://dx.doi.org/10.4018/ijgcms.2018010103.

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Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.
9

Schreyer, Dominik, Sascha L. Schmidt, and Benno Torgler. "Game Outcome Uncertainty in the English Premier League." Journal of Sports Economics 19, no. 5 (November 15, 2016): 625–44. http://dx.doi.org/10.1177/1527002516673406.

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Despite the increasing internationalization of marketing activities by professional sporting clubs, previous research exploring the role of game outcome uncertainty (GOU) in spectator demand has been exclusively conducted within national contexts. As a consequence, very little is known about the preferences of international television (TV) spectators watching games from abroad. Hence, this study analyzes all 571 English Premier League (EPL) games broadcast in Germany between the seasons 2011-2012 and 2015-2016 in order to explore whether TV demand for transnational football games is affected by GOU. In line with the prominent uncertainty of outcome hypothesis, the results of this analysis reveal a significant and positive relation between German EPL demand and GOU. This result, however, is not consistent for male and female spectators.
10

이창현. "Liability to Spectator at ProfessionalBaseball Game." Korean Lawyers Association Journal 64, no. 2 (February 2015): 219–74. http://dx.doi.org/10.17007/klaj.2015.64.2.005.

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11

Hua, Yueh-Tung, Kun-Yu Liu, Hsien-Che Huang, Ian D. Rotherham, and Shang-Chun Ma. "Testing Variation in Esports Spectators’ Motivations in Relation to Consumption Behaviour." Sustainability 15, no. 3 (January 20, 2023): 2028. http://dx.doi.org/10.3390/su15032028.

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This study aims to examine firstly the motivations of esports spectators driving them to engage in consumption behaviour, and secondly, two spectator groups (League of Legends, LOL; Hearthstone) to compare the findings of the independence model and the competing model. In recent decades, the concept of esports has emerged as a major component of the sports industry and, therefore, of the global economy. However, the basic functioning of this new sector is relatively poorly understood. This study considers consumer motivations as they relate to esports and aims to assess how selected motivations interact. The motivations chosen in five categories were adopted from the Uses and Gratifications Theory. The independence model (based on Uses and Gratifications Theory (UGT)) and competing model (based on multiple theoretical perspectives) were applied to the LOL and Hearthstone spectator groups. Data (n = 574) were collected via online surveys with cross-validation measured and established between the two groups. The findings showed that social integrative motivations positively impacted consumption behaviour across game genres. Affective motivation partially mediated the relationship between social integrative motivation and consumption behaviour in LOL, and cognitive and personal integrative motivations positively influenced consumption behaviour in Hearthstone. The tension-release motivation had no significant association with consumption behaviour for spectators of either game. The findings can help the commercial interests of different esports game genres to predict why people consume particular esports and thus aid effective marketing strategies.
12

Wann, Daniel L., Thomas J. Dolan, Kimberly K. MeGeorge, and Julie A. Allison. "Relationships between Spectator Identification and Spectators' Perceptions of Influence, Spectators' Emotions, and Competition Outcome." Journal of Sport and Exercise Psychology 16, no. 4 (December 1994): 347–64. http://dx.doi.org/10.1123/jsep.16.4.347.

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Previous research has indicated that spectators can influence the outcomes of athletic competitions. In Study 1, spectators' perceptions of their ability to influence the contests were examined. Results indicated that high levels of identification with sports teams were related to greater perceptions of influence. It was further predicted that high-identification fans would exhibit the most intense affective reactions to competition outcome. In Study 2 this proposition was tested and supported. High-identification fans reported an increase in pre- to postgame positive emotions following a win and an increase in negative emotions following a loss. Emotional changes were minimal for fans low in team identification. Finally, a third study was used to examine possible changes in team identification as a result of competition outcome for historically successful and marginally successful teams. The results indicated that although past team success was an important predictor of identification level, levels were not affected by game outcome.
13

Graakjær, Nicolai Jørgensgaard. "‘Listen to the atmosphere!’: On spectator sounds and their potentially disruptive role in a football simulation video game." Soundtrack 11, no. 1 (August 1, 2020): 39–55. http://dx.doi.org/10.1386/ts_00004_1.

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This article aims to specify the role of spectator sounds in football simulation video games as exemplified by FIFA 19: what are the structures and functions of spectator sounds and how are these sounds related to the visuals of the video game and the player’s actions and potential experience of disruption? Although the examination generally adds to the understanding of a prevalent and purportedly significant yet hitherto rather underexplored type of video game sound, the examination also motivates a modification of certain positions within previous research that has routinely highlighted the non-obtrusive role of video game sounds. Specifically, the article shows how the disruptive potential of the spectator sounds is attributional both to what they sound like, why they occur and how and from what perspective the player is called upon to listen to them.
14

Pritchard, Mark P., and Daniel C. Funk. "Symbiosis and Substitution in Spectator Sport." Journal of Sport Management 20, no. 3 (July 2006): 299–321. http://dx.doi.org/10.1123/jsm.20.3.299.

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The relationship between the consumption of sport via media and its more active counterpart, attendance, remains ambiguous. Some researchers have observed a symbiotic relationship at work—each behavior fueling the other, whereas others see no connection or argue that media use competes with live attendance as a recreational substitute. The current study of baseball game spectators (n= 308) employed adual-route framework(DRF) to describe symbiotic and substitution behaviors. High/low mixes of media use and attendance were used to identify four distinct modes of intake (heavy, light, and media- and event-dominant). Follow-up comparisons distinguished each mode with discrete levels of involvement, satisfaction, and spectator attraction. The results expose the limits of previous models of spectator behavior and encourage us to broaden our understandings of consumption frequency beyond attendance alone. The DRF modes suggest that plotting media use in conjunction with attendance offers a more accurate account of spectator involvement. If models like the escalator dissected the data, they would consider the light and media-dominant and the heavy and event-dominant modes as equivalent. The importance of media-dominant consumption and the strategic implications of these segments are discussed.
15

Kim, Young Hoon, Jen L. Duncan, and Tun-Min (Catherine) Jai. "Segmenting the collegiate football game spectator: a cluster analysis approach." Sport, Business and Management: An International Journal 6, no. 1 (March 14, 2016): 76–96. http://dx.doi.org/10.1108/sbm-04-2014-0017.

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Purpose – The purposes of this paper is to segment spectators of collegiate football game using a cluster analysis and to determine differences between spectator clusters based on motivations, satisfaction, and demographic characteristics. Design/methodology/approach – A survey instrument was utilized, and a total of 407 usable data were gathered through a convenience sampling method at a main campus in the Southern USA. A discriminant analysis was employed to create cluster profiles including demographic variables not previously included in the clustering procedure. Cluster analysis is a procedure used to determine best group segmentation. Findings – Through a factor-cluster analysis, two distinct groups are identified as attendees of collegiate football games: far-away fans and seasoned sideliners. Knowing the different spectators in event attendance allows marketers of collegiate sport events to effectively target segments and attract larger numbers of visitors to each event. Although the results indicated lower satisfaction with the far-away fans cluster, they are nonetheless spending their money at these events. A concerted effort to better welcome tourists that are supporting the visiting team may help boost their image of the local community and thus increase their spending level. Originality/value – The current study adds to the literature on sport event research, while providing great insight for researchers and practitioners how to segment their target market. Therefore, it is believed that the results of the present study will help future researchers and industry practitioners make use of the implications and findings to broaden their knowledge about sport marketing.
16

Matthews, Clare. "Seeing Triple: Identification and Gamic Vision in Film and FPS Games." Film Matters 12, no. 2 (September 1, 2021): 61–80. http://dx.doi.org/10.1386/fm_00155_7.

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The subjective shot as used in film and FPS video games is analyzed. In film, the subjective shot involves an alignment of two conflicting POVs (protagonist and spectator) and so is generally problematic. By providing game-enabled agency, the subjective shot is employed successfully in FPS games. Being John Malkovich and Peeping Tom both use a special case of the subjective shot, with the merging of three looks. This provides the spectator with a vicarious sense of agency comparable to that of an FPS game, rendering the subjective shot non-problematic in these films.
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Cummins, R. Glenn, and Zijian Gong. "Mediated Intra-Audience Effects in the Appreciation of Broadcast Sports." Communication & Sport 5, no. 1 (July 24, 2016): 27–48. http://dx.doi.org/10.1177/2167479515593418.

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Despite its ubiquitous presence in mediated sports, the influence of in-stadium crowd response on media audiences has escaped inquiry. Considerable evidence from both within and beyond the context of sports suggests that a co-spectator’s behavior can generate “intra-audience effects” that enhance perceptions of and response to game events. To test this in the context of broadcast sports, an experiment was conducted whereby participants provided moment-to-moment evaluations of radio broadcasts of soccer where mediated spectator response was systematically altered. Results demonstrate mediated intra-audience effects that yielded both inflated perceptions of the exiting nature of play and increased sense of spatial immersion in the mediated environment. The effect was most pronounced when game events were not intrinsically exciting.
18

Stotlar, David K., and David A. Johnson. "Assessing the Impact and Effectiveness of Stadium Advertising on Sport Spectators at Division I Institutions." Journal of Sport Management 3, no. 2 (July 1989): 90–102. http://dx.doi.org/10.1123/jsm.3.2.90.

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This study investigated the effectiveness of stadium advertising on sports spectators in selected NCAA Division I football and basketball programs, utilizing intermediate measures and recognition testing techniques. Research questions included whether sport spectators would recognize the presence of stadium advertising and could identify all of it. The factors of age, income level, seat location, number of games attended, and location of stadium advertising were analyzed as to their effects on spectator recognition. Based on the findings of this research, sport facilities have been shown to be an ideal medium for products that appeal to sport spectators. A majority of spectators noticed advertising, and approximately 7 out of 10 correctly identified it. Advertising locations that were “part of the game” were shown to be more effective than those on the scoreboards. Results of this study demonstrated that stadium advertising effectiveness can be assessed and that it provides the sponsors with an effective means for reaching sport spectators.
19

Thormann, Tim F., Pamela Wicker, and Michael Braksiek. "Stadium Travel and Subjective Well-Being of Football Spectators." Sustainability 14, no. 12 (June 14, 2022): 7278. http://dx.doi.org/10.3390/su14127278.

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In the context of leisure travel in sport, the United Nations’ Sustainable Development Goals to promote public health and combat climate change may be addressed simultaneously. This study investigates football spectators’ carbon footprint that is generated from traveling to the stadium. It also examines the effects of stadium travel and everyday pro-environmental behavior on spectators’ subjective well-being. The study uses data that were gathered from an online survey in Germany in 2021 (n = 1605). For a detailed carbon footprint assessment, spectators were allowed to indicate multiple transportation means if they switched them during their stadium journey. Seemingly unrelated regression models were calculated to examine the effect of transportation behavior (i.e., stadium travel) and everyday recycling, consumption, and energy-saving behavior on life satisfaction and happiness. Traveling to a home game caused an average carbon footprint of 7.79 kg CO2-e per spectator, or 190.4 tons CO2-e for all home game spectators. Regression results showed that sustainable consumption increased both well-being measures while recycling behavior only positively contributed to happiness. Stadium travel and energy-saving behavior showed no significant effect. These findings implicate that achieving both sustainable development goals can go hand in hand in some contexts of pro-environmental behavior, but not in all dimensions.
20

Torgler, Benno, and Sascha L. Schmidt. "Game Outcome Uncertainty and Television Audience Demand: New Evidence from German Football." German Economic Review 19, no. 2 (May 1, 2018): 140–61. http://dx.doi.org/10.1111/geer.12120.

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Abstract Despite its prominence in the economic literature, our knowledge regarding the role of game outcome uncertainty (GOU) in spectator decision-making is fairly limited. Even worse, studies testing the uncertainty of outcome hypothesis (UOH) by exploring TV demand for European football have further intensified the original ambiguity. In this paper, we revisit the role of GOU in spectator decision-making by testing the UOH with regard to two different sporting products: (1) domestic league and (2) knockout tournament games. Analyzing TV demand for almost 1,500 German football games, we find support for the UOH in league, though not in knockout tournament games.
21

Bowker, Anne, Belinda Boekhoven, Amanda Nolan, Stephanie Bauhaus, Paul Glover, Tamara Powell, and Shannon Taylor. "Naturalistic Observations of Spectator Behavior at Youth Hockey Games." Sport Psychologist 23, no. 3 (September 2009): 301–16. http://dx.doi.org/10.1123/tsp.23.3.301.

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The purpose of the current study was to conduct an examination of spectator (i.e., parental) behavior at youth hockey games in a large Canadian city. Using naturalistic observation methods, an event sampling procedure was used to code spectators’ comments. Of specific interest were the type of remarks made, who made them (i.e., males versus females), the intensity of those remarks and whether they varied by child age, gender, and competitive level. We were also interested in whether the majority of onlookers’ comments were actually directed at the players, on-ice officials, or fellow spectators. Five observers attended 69 hockey games during the 2006–2007 hockey season. There was a significant variability in the number of comments made, with an average of 105 comments per game. The majority of the comments were generally positive ones, directed at the players. Negative comments, although quite infrequent, were directed largely at the referees. Females made more comments than did males, although males made more negative and corrective comments, and females made mostly positive comments. Comments varied significantly as a function of gender and competitive level. Proportionally more negative comments were made at competitive, as opposed to recreational games. An interaction was found for female spectators as their comments varied as a function of both the competitive level and the gender of the players. Results of this study are in direct contrast to media reports of extreme parental violence at youth hockey games, and provide unique information about the role of parental involvement at youth sporting events.
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TAKAHASHI, Hidesato, Wataru SUZUKI, and Makoto NAKAZAWA. "Products of Spectator-Sport and Spectator Satisfaction: A Case Report on an Osaka Evessa Home Game." Journal of Japan Society of Sports Industry 21, no. 2 (2011): 245–56. http://dx.doi.org/10.5997/sposun.21.245.

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Lindquist, Danille Christensen. ""Locating" the Nation: Football Game Day and American Dreams in Central Ohio." Journal of American Folklore 119, no. 474 (October 1, 2006): 444–88. http://dx.doi.org/10.2307/4137650.

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Abstract This article suggests how abstract ideas like "nation" are lived and situated by examining recurring features ofAmerican football as it is experienced by spectators in central Ohio. Football-an institutionalized drama formed by its inventors to address questions of national identity and social relations-is embedded within the generically complex event known as "game day" and is framed by ongoing social practices that stem from the sport’s competitive structure. As a multifaceted event grounded in both historical contexts and live performances, this spectator sport provides an ideal case for highlighting connections among form, ideology, and identity. This article argues that as a celebratory complex, Ohio State University football enacts aspects of national identity (including tropes of competitive opportunity, mechanized teamwork, and homeland defense) in terms of shared experiences and expressions grounded in local affiliations. In particular, the much-anticipated and ritually structured performances of the OSUMarching Band guide fans in endorsing "America" and its attendant ideologies while simultaneously emphasizing local difference.
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Harrison, C. Keith, Scott Bukstein, Ginny McPherson Botts, and Suzanne Malia Lawrence. "Female spectators as customers at National Football League games." International Journal of Sports Marketing and Sponsorship 17, no. 2 (April 29, 2016): 172–200. http://dx.doi.org/10.1108/ijsms-04-2016-012.

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Purpose – The purpose of this paper is to investigate female National Football League (NFL) spectators’ preferences and feedback in regard to various customer service components of the NFL game day experience. The primary components with respect to female spectators’ choices, preferences, and feedback are as follows: apparel and other merchandise; food and beverage; restrooms and facility cleanliness; tailgating and parking; participants’ decision to attend an NFL game; and participants’ perceptions of the NFL. A core objective was to learn more about the female decision-making process and overall experience at NFL games. Design/methodology/approach – All data were collected during the 2012-2013 NFL regular season. Four different data collections were conducted at two NFL stadiums to investigate the game day experiences of women at NFL games. Previous research was used as a basis for creating survey questions about the female game day experience. In this study, an open-ended questionnaire contained both quantitative and qualitative questions, both forms of data were collected and analyzed, and researchers made both quantitative and qualitative interpretations based on the data. Findings – Findings and results indicated women are diverse customers. Sport organizations need to focus on the minor details that reflect how individuals experience a brand and product, as these sport organizations have the opportunity to enhance the female customer experience and retain existing female customers if the organizations systemically listen to and communicate with the female customer at NFL games. The NFL and individual NFL teams should include female spectators in the brand strategy process. Female customers of the NFL can be powerful brand loyalists and outstanding brand ambassadors. Originality/value – This research study provides an investigation of the preferences and perceptions of women spectators at NFL games. One contribution of the current study is that researchers have accepted the challenge by some researchers calling for more complexity with researching gender and attempting to shift some of the ways in which women are viewed as fans and spectators. However, what is key with the approach in the current study is that researchers allowed the women to be heard with respect to their game day experiences, perceptions, and thoughts about their identity as a spectator.
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Singh, Ram Mohan, and Iryna Skrypchenko. "Use of technology in sports- a boon or bane?" Naukovyy Visnyk Dnipropetrovs'kogo Derzhavnogo Universytetu Vnutrishnikh Sprav 5, no. 5 (December 30, 2020): 366–74. http://dx.doi.org/10.31733/2078-3566-2020-5-366-374.

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Sports has grown into a big industry these days. The professional approach to sports, its commer-cial value and spectator interests has brought about substantial changes in how a sport is played and viewed. These changes has brought about eye catching performances from the players and with more and more spectators enjoying sports, the need to judge the application of laws, rules and regulations governing such sports has also changed drastically. The pressure on umpires, referees and judges to be error free is like never before. Given such circumstances how a game is being evolved, how the spectator’s interest is being cultivated and how the impact of any decision is felt by a player concerned is becoming more critical than ever before. With this background a survey was initiated to gather the opinion of various stakeholders to arrive at some logical conclusion on how technology in influencing Law, Rules and Regulations of Sports and Games and if it needs to be so. A specific questionnaire was designed and circulated among interested participants not only locally but across the world. The responses supported the use of technology in sports today though some of the participants felt that technology may not be an answer as a foolproof method to overcome human error.
26

Wenner, Lawrence A. "LOVING THE GAME TO DEATH: HEROES, GOATS, AND SPECTATOR EMOTION." Journal of Sport and Social Issues 18, no. 4 (November 1994): 299–302. http://dx.doi.org/10.1177/019372394018004001.

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Grava, Sigurd, and Fred Nangle. "Get Me to the Ball Game on Time: Access Time Patterns at Baseball Stadia." Transportation Research Record: Journal of the Transportation Research Board 1735, no. 1 (January 2000): 91–98. http://dx.doi.org/10.3141/1735-12.

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Arrival patterns at three baseball stadia under varying conditions are observed. These conditions include proximity to downtown, availability of transit facilities, and the vagaries of the playing season. Patterns are assessed at Shea Stadium in New York City, Jacobs Field in Cleveland, and Anaheim Stadium in Orange County, California. At Shea Stadium, a simulated sellout game, a typical game between the Mets and their divisional rivals, and a September game for die-hard fans are analyzed. The general conclusions that were reached are as follows: ( a) efficient and dependable highway access produces sharp arrival peaks that require efficient parking facilities at and nearby the stadium; ( b) good transit also will create sharp arrival peaks close to game time; ( c) with good access, efficient spectator processing within the stadium is highly necessary to seat last-minute arrivals before the first pitch; ( d) the intuitive notion that die-hard fans will have a better idea of how well the stadium access system works and tend to be better at planning their arrivals is borne out by the analysis; ( e) when superior rail-transit access is available, under typical or better U.S. conditions, it will carry up to 40 percent of all spectators; and ( f) good transit appears to reduce the predicted average vehicle occupancy (AVO) from 2.5 to between 2.2 and 2.3. Without good rail transit, the AVO is approximately 2.6.
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Perel'shteyn, Roman Maksovich, and Roman Maksovich Perelshtein. "Films about filmmaking. Reality and game." Journal of Flm Arts and Film Studies 2, no. 1 (January 15, 2010): 94–103. http://dx.doi.org/10.17816/vgik2194-103.

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«For acting trade talking of reality and game as living strategies is essential. While the former implies the idea of "face", the latter gives us the notion of "mask". In various films about filmmaking, such as F. Fellini's "8 1/2", "Everything For Sale" by A. Wajda, "American Night" by F. Truffaud, "The Voice" by I. Averbach, the collision between reality and game becomes crucial. When an actor put on his mask, he needs a mirror that isn't false, which means indifferent, but is true, revealing the face behind the mask affectionately. And a spectator becomes such a mirror».
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Graakjær, Nicolai Jørgensgaard. "Sounds of soccer on-screen: A critical re-evaluation of the role of spectator sounds." Journal of Popular Television 8, no. 2 (June 1, 2020): 143–58. http://dx.doi.org/10.1386/jptv_00015_1.

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This article is inspired by a mismatch between, on the one hand, the prevalence and purported significance of spectator sounds in televised soccer, and, on the other hand, the limited understanding of its actual structure and functions. Based on a prototypical example of current televised top tier soccer ‐ as well as on observations made of the same match at the venue ‐ the article aims to help remedy this situation. First, the article presents a typology of sounds of soccer on television, then it discusses the significance of spectator sounds for the experience of the match on television. In this regard, spectator sounds appear to carry out three functions as they produce an indication of atmosphere, establish an impression of continuity and liveness and offer information on how the game is going. In specifying these functions, the article re-evaluates the existing, rather fragmented views on the significance and distinctiveness of sounds in televised soccer. The article also contributes to the understanding of why television remains a powerful mediator of live soccer, and how spectator sounds contribute significantly to this compared with sounds in other types of live programming.
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Shlienkova, Elena V., and Khristina V. Kaygorodova. "From museum to postmuseum. Immersive environment as a metaspace of a polyloge." Urban construction and architecture 14, no. 1 (April 25, 2024): 157–64. http://dx.doi.org/10.17673/vestnik.2024.01.18.

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The article continues the research of the principles of museum design, which was devoted to such phenomenon as “protomuseum – immersion – spectator” and the visual nature of immersiveness and the spatial and sensory experience of its living. At this stage, attention is paid to the following typology of museumified environments: museum-at-the-crossroads (Modern times/ museum-theater, museum without walls, virtual museum, etc.) through the transition from “museum – techno-immersiveness – spectator” to “postmuseum – immersiveness – non-spectator”. The evolution of digital surfing and the construction of interactive strategies, the conflict of technological immersiveness and the cognitive properties of the viewer’s psyche are considered: what happens to him inside and outside the digital environment? Particular attention is paid to the narrative immersiveness and the role of the museum in the implementation of new “ritual” and “game” practices that can compete with the philosophy of downshifting in an attempt to get out of digital reality, return to the viewer the most important sense of “proprioception” and presence in the moment.
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Blumrodt, Jens. "Enhancing Football Brands Brand Equity." Journal of Applied Business Research (JABR) 30, no. 5 (August 27, 2014): 1551. http://dx.doi.org/10.19030/jabr.v30i5.8807.

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The sport entertainment industry has its most famous representative in Europe. Hundreds of professional football clubs are playing in their European football leagues. They attract supporters in front of the screen and in stadiums. The clubs in competitions are medium sized companies. They are competing and working together while they are delivering their core service, the game on the ground. The spectator can be considered as an important budget line for all clubs. Budgets are nevertheless often not balanced and stadium attendance is underdeveloped. We conducted research within two different football nations, France and Germany. Four clubs were in the sample and interviews with the management were carried out. The conceptual approach was based on brand image theories. Football clubs are specific sport brands. Brand image elements attract spectators into the stadium for those brands. These elements can explain the purchase intentions of season tickets and merchandising products. Our research revealed that common elements and differences exist between the clubs, each club having a brand identity. We identified which elements lead to purchase intentions and made best practices evident. The importance of the game is often overestimated by a clubs management. The game and the attractiveness of the stadium are important, but not the only factors explaining stadium attendance. The club has also to be a good club in the community, and corporate social responsibility (CSR) becomes a crucial issue.
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Jost, François. "The love of details: watching Breaking Bad." MATRIZes 11, no. 1 (April 30, 2017): 25. http://dx.doi.org/10.11606/issn.1982-8160.v11i1p25-37.

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The most innovative television series take advantage of new audience forms that make the fictional tend to the ludic and give to the act of watching the aspect of a game. With the functions of freezing or enlarging the details, the new visualization instruments allow the viewer to participate a little more of the creative acts, while at the same time can enjoy a recreational activity. The analysis of Breaking Bad in this article demonstrates these possibilities, highlighting how the “granularity” of the minimum unit of a television work has changed, in order to address a new kind of spectator. This spectator should be able to analyze the details of image and soundtrack to understand or taste the series.
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Baldauf-Quilliatre, Heike, and Isabel Colón de Carvajal. "Spectating: How non-players participate in videogaming." Journal für Medienlinguistik 4, no. 2 (October 27, 2021): 123–61. http://dx.doi.org/10.21248/jfml.2021.33.

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This paper investigates situations in French videogame interactions where non-players who share the same physical space as players, participate in the gaming activities as spectators. Through a detailed multimodal and sequential analysis, we show that being a spectator is a local achievement of all co-present participants - players and non-players. Our argument is twofold. Firstly, we focus on three gaming interactions and connect the different configurations to the non-players’ participation practices. We analyse the development of the game, watching, commenting, gaze and body movements of players and non-players, as well as the configuration of the spatial environment are intertwined. Three different “ways of spectating” are identified: doing being a couple, doing being friends and doing being a supporter. Additionally, we describe a selection of embodied practices used to locally achieve these “ways of spectating”, indicating that spectatorship is co-constructed.
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Gradinari, rina. "INTERSECTIONALITY AND THE UNCERTAIN POSITION OF THE SPECTATOR." Practices & Interpretations: A Journal of Philology, Teaching and Cultural Studies 7, no. 1 (March 1, 2022): 67–84. http://dx.doi.org/10.18522/2415-8852-2022-1-67-84.

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This paper analyzes intersectionality (constitutive relationship of socially significant categories), on the one hand, as a discursive organization of film structures through which viewers’ identification with the characters on the screen is produced, on the other hand, as an analytical focus in the structures of identification. Cinema works with intersectionality, but sociological models are not suitable for analyzing films in which, for example, genre logics is important, which theories of intersectionality fail to take into account. Cinema also has the capacity to reflect on intersectionality itself, producing an indeterminate viewer stance, which I propose to call queer pleasure. Using the example of Neil Jordan’s thriller “The Crying Game” (1992), the article describes how genre cinema, despite its traditional stereotypical structures, has the aesthetic capacity to destabilize the “male” gaze and thereby the heteronormative identity of the spectator. It focuses on the epistemological uncertainty produced by the inversion of intersectional relationships and the inconsistency of narrative and visual levels, which forces the viewer to question their looks and constantly revise what they see without, however, violating genre logic. Thus, this film connects a political conflict with structures of desire and identification of the spectators. This analysis is undertaken to reconsider L. Mulvey’s famous theses on the potentiality of genre cinema and to complement them with an analytical focus on the structures of intersectionality.
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DeSchriver, Timothy D., Daniel A. Rascher, and Stephen L. Shapiro. "If we build it, will they come? Examining the effect of expansion teams and soccer-specific stadiums on Major League Soccer attendance." Sport, Business and Management: An International Journal 6, no. 2 (May 9, 2016): 205–27. http://dx.doi.org/10.1108/sbm-05-2014-0025.

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Purpose – Two of the primary growth strategies for Major League Soccer (MLS) have been team expansion and the construction of soccer-specific stadiums. Therefore, the purpose of this paper is to determine the relationship between these factors and game-specific MLS spectator attendance. Design/methodology/approach – Two multiple regression models, one using multi-level mixed effects linear regression and another using interval regression, were developed to explain the variation in attendance utilizing the two factors of interest along with other control factors that have been identified as attendance determinants in previous literature. Game-specific data were collected for five MLS seasons, 2007-2011. Findings – The two regression models explained approximately 40 percent of the variation in spectator attendance and the results showed that expansion teams and soccer-specific stadiums were significantly related to attendance. However, the effect of soccer-specific stadiums was minimized due to the extreme success of the Seattle Sounders in drawing about twice as many fans as the next highest drawing franchise, yet playing in an American football stadium. Research limitations/implications – While many of the standard factors such as the presence of holidays and novelty players, competition from other professional teams, and day of week, competition from other professional teams; team quality failed to show significance. Expansion teams drew better than incumbent teams and the impact from soccer-specific stadia is weak given the success of the Seattle franchise (and possibly negative when excluding Seattle). Censoring of the dependent variable had a discernible impact on many of the attendance factors. Practical implications – These findings may be useful to managers of MLS and their teams along with other professional teams and/or leagues that are investigating the use of either team expansion or the construction of new facilities to increase spectator attendance. Originality/value – This is the first study to investigate the relationship between expansion and new stadium construction in MLS over multiple years. The results indicate that MLS’s decision to use team expansion and the construction of soccer-specific stadiums has been beneficial with respect to spectator attendance.
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CANNADY, CYNTHIA. "North–South trade in intellectual property: can it be fair?" World Trade Review 3, no. 2 (July 2004): 317–28. http://dx.doi.org/10.1017/s1474745604001843.

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For many developing countries trading in intellectual property has been a spectator sport. Active play in the high stakes game of ‘trading in knowledge’ has been for a few wealthy countries whose institutions and citizens own intellectual property (IP). These IP-owner countries have the equipment needed to play – the funding systems, patent lawyers, marketing support services, and thriving government subsidized research labs and universities – enabling them to turn their research and development into IP, intangible but highly valuable financial assets. In the game of ‘trading in knowledge’, capturing strategic IP portfolios is the goal, and lucrative licensing contracts are the touchdown.
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Chien, Chih-I. James. "Identifying Important Spectator Motives for Game Attendance in Taiwanese Professional Baseball Industry." Contemporary Management Research 9, no. 2 (June 30, 2013): 137–54. http://dx.doi.org/10.7903/cmr.8413.

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Jackson, Nicole, Asia Thompson, Minyong Lee, Jerono Rotich, and Tiffany Fuller. "Impact of spectator motivation on long-term sustainability for women’s basketball league." Journal of Human Sciences 14, no. 1 (February 23, 2017): 519. http://dx.doi.org/10.14687/jhs.v14i1.4202.

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As the league prepares for its 20th season, the Women's National Basketball Association (WNBA) has experienced some highs and some lows. The purpose of this study was to understand spectator motivation and to assess new strategies that the league could use to better improve the overall product of the game itself. How can the WNBA expand its fan base to help generate enough revenue that can ensure the league can support itself financially? In order to better understand people's attitudes towards the WNBA, we conducted an online survey that we then submitted on social media for people to express their thoughts on what they liked about the league and what they would like to see implemented in the future. The results from our surveys (N=93) showed that the majority of our participants were satisfied with the overall product the WNBA has to offer (affordability and family-oriented atmosphere), yet, it still lacked a certain "excitement" factor that would make the participant want to personally watch or attend a game. We concluded that in order for the league to truly flourish and gain the recognition and financial success it deserves, league executives should consider incorporating new, innovative ideas that can breathe new life into the league for the next 20 years.
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Wakefield, Kirk L., and Hugh J. Sloan. "The Effects of Team Loyalty and Selected Stadium Factors on Spectator Attendance." Journal of Sport Management 9, no. 2 (May 1995): 153–72. http://dx.doi.org/10.1123/jsm.9.2.153.

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Having loyal fans and a winning team generally results in higher attendance at games. However, university and professional team administrators are beginning to recognize the importance of marketing the stadium experience as more than just the game. Drawing from data collected from spectators at five Southeastern Conference football stadiums, the effects of team loyalty, stadium parking, stadium cleanliness, perceived crowding, food service, and fan behavior control on spectators' desire to stay and attend games at the stadium were investigated. Covariance structural modeling (e.g., LISREL) was employed to test the causal relationships among the hypothesized relationships. The results support the premise that although team loyalty strongly affects attendance, stadium design and stadium services also directly influence spectators' desire to stay, and hence, attend games at the stadium.
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Švelch, Jan. "Mediatization of a card game: Magic: The Gathering, esports, and streaming." Media, Culture & Society 42, no. 6 (October 16, 2019): 838–56. http://dx.doi.org/10.1177/0163443719876536.

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Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however, it was only in 2018–2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game toward a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition.
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Bushinsky, Shay. "Deus Ex Machina — A Higher Creative Species in the Game of Chess." AI Magazine 30, no. 3 (July 7, 2009): 63. http://dx.doi.org/10.1609/aimag.v30i3.2255.

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Computers and human beings play chess differently. The basic paradigm that computer programs employ is known as "search and evaluate." Their static evaluation is arguably more primitive than the perceptual one of humans. Yet the intelligence emerging from them is phenomenal. A human spectator would not be able to tell the difference between a brilliant computer game and one played by Kasparov. Chess played by today's machines looks extraordinary, full of imagination and creativity. Such elements may be the reason why computers are superior to humans in the sport of kings, at least for the moment. This paper article about how roles have changed: Humans play chess like machines and machines play chess the way humans used to play.
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Wu, Hung-Che, and Ching-Chan Cheng. "What drives spectators’ experiential loyalty? A case study of the Olympic Football Tournament Rio 2016." Asia Pacific Journal of Marketing and Logistics 30, no. 4 (September 10, 2018): 837–66. http://dx.doi.org/10.1108/apjml-08-2017-0174.

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Purpose The purpose of this paper is to examine the relationships among the experiential quality (EQ) dimensions, experiential satisfaction (ES), experiential involvement (EI), host city image (HCI), experiential equity (EE), spectator affection (SA) and experiential loyalty (EL) in the sport context. Design/methodology/approach The data used in this study were based on a sample of 674 spectators from the finals of the men’s and women’s football tournaments held at the Maracanã Stadium in Rio, indicating that the proposed model fitted the data. Findings Findings show that the six EQ dimensions physical environment quality, outcome quality, access quality (AQ), game quality, trip quality (TQ) and security quality (SQ), EI, EE, HCI and SA positively influence ES. Also, EI moderates the relationship between HCI and EL. Moreover, EL is influenced by EI, HCI, SA and ES. Practical implications Results will assist sport management in developing and implementing market-orientated service strategies to increase the EQ dimensions, ES, EI, EE, HCI and SA in order to increase EL. Originality/value This study provides data that result in a better understanding of the relationships among the EQ dimensions, ES, EI, HCI, EE, SA and EL in the sporting context.
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Ma, Shang Chun, and Kyriaki Kaplanidou. "Service quality, perceived value and behavioral intentions among highly and lowly identified baseball consumers across nations." International Journal of Sports Marketing and Sponsorship 21, no. 1 (September 9, 2019): 46–69. http://dx.doi.org/10.1108/ijsms-02-2019-0018.

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Purpose The purpose of this paper is to understand how team identification and country influence professional baseball team spectators’ evaluations of service quality factors, perceived value and future behavioral intentions. Design/methodology/approach Data were collected online from sports consumers of the Chinese Professional Baseball League (CPBL) in Taiwan (n = 600) and Major League Baseball in the USA (n = 460). A regression-based estimation method (PROCESS) and structural equation modeling approach were used to assess the relationships. Findings Both direct and indirect (via perceived value) effects of most service quality factors (schedule convenience, economic consideration, game amenities, ticket service and venue quality) on behavioral intentions are stronger for lowly than for highly identified CPBL fans. The indirect effect of home team on behavioral intentions is stronger for the lowly identified CPBL fans. The direct effect of game amenities and the indirect effect of venue quality (via perceived value) on behavioral intentions are stronger for the highly identified MLB fans. The indirect effect of opposing team and economic consideration is stronger for the lowly identified MLB fans. The positive relationship between venue quality and perceived value is stronger for the USA than for Taiwan fans. The relationships between game amenities and perceived value and between perceived value and behavioral intention are perceived to be invariant between fans from the two countries. Taiwan fans’ behavioral intentions tend to be directly and indirectly affected by service quality factors, whereas US fans’ behavioral intentions tend to be indirectly affected by service quality factors. Originality/value The study provides empirical evidence of the moderating role of team identification associated with the relationships between separate service quality factors, perceived value and behavioral intentions among consumers of a professional spectator sports in two different countries.
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Nakandala, Supun, Giovanni Ciampaglia, Norman Su, and Yong-Yeol Ahn. "Gendered Conversation in a Social Game-Streaming Platform." Proceedings of the International AAAI Conference on Web and Social Media 11, no. 1 (May 3, 2017): 162–71. http://dx.doi.org/10.1609/icwsm.v11i1.14885.

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Online social media and games are increasingly replacing offline social activities. Social media is now an indispensable mode of communication; online gaming is not only a genuine social activity but also a popular spectator sport. Although online interaction shrinks social and geographical barriers, it is argued that social disparities, such as gender inequality, persists. For instance, online gaming communities have been criticized for objectifying women, which is a pressing question as gaming evolves into a social platform. However, few large-scale, systematic studies of gender inequality and objectification in social gaming platforms exist. Here we analyze more than one billion chat messages from Twitch, a social game-streaming platform, to study how the gender of streamers is associated with the nature of conversation. We find that female streamers receive significantly more objectifying comments while male streamers receive more game- related comments. This difference is more pronounced for popular streamers. We also show that the viewers’ choice of channels is also strongly gendered. Our findings suggest that gendered conversation and objectification is prevalent, and most users produce strongly gendered messages.
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Gau, Li-Shiue. "Identifying Core, Exciting, and Hybrid Attributes in Fans' Assessments of Major (World Cup) Spectator Sports Events." Psychological Reports 113, no. 3 (December 2013): 786–803. http://dx.doi.org/10.2466/01.05.pr0.113x29z9.

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This paper adopts a methodology of asymmetrical analyses to investigate the relevant importance of spectator sport attributes in terms of their non-linear associations with the benefits that fans experience while watching sports. Questionnaires tapping 16 attributes (e.g., teamwork, sportsmanship, level of competition) and 16 benefits (e.g., good mood, exciting experience, support for my favorite team) were distributed to a sample of fans at the outdoor broadcast of the 2010 World Cup final game at the National Stadium in Kaohsiung, Taiwan. 427 participants rated the importance and benefit of each attribute experienced from watching the game. Attributes were categorized as core, exciting, or hybrid attributes. The star player was the core attribute; rivalry, popularity, and coach were the exciting attributes; and the other 12 attributes were hybrid. Two-dimensional space analyses showed that attributes “sportsmanship, teamwork, and supporting a team” were both explicitly and implicitly important attributes. The methodology of asymmetrical analyses can help managers prioritize the focus of attributes and allocate resources effectively.
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Ruvalcaba, Omar, Jeffrey Shulze, Angela Kim, Sara R. Berzenski, and Mark P. Otten. "Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play." Journal of Sport and Social Issues 42, no. 4 (May 15, 2018): 295–311. http://dx.doi.org/10.1177/0193723518773287.

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Despite the growing popularity of eSports, the poor representation of women players points to a need to understand the experiences of female players during competitive gaming online. The present study focuses on female gamers’ experiences with positive and negative feedback and sexual harassment in the male-dominated space of eSports. In Study 1, gender differences were analyzed in online gamers’ experience with feedback from other players and spectators during online play. In Study 2, gender differences were analyzed in observations of real gameplay that focused on the types of comments spectators directed toward female and male gamers on Twitch (a popular video game streaming website). The findings suggest a mixed experience for women that includes more sexual harassment in online gaming compared with men.
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Cho, Heetae, Hyun-Woo Lee, and Do Young Pyun. "The influence of stadium environment on attendance intentions in spectator sport." International Journal of Sports Marketing and Sponsorship 20, no. 2 (May 7, 2019): 276–90. http://dx.doi.org/10.1108/ijsms-04-2017-0025.

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Purpose The purpose of this paper is to examine the impact of perceived environmental quality of the stadium on fans’ future intentions to attend a game by highlighting the moderating effect of team loyalty. Design/methodology/approach Using latent moderated structural equations modeling, this study tested the direct impacts of stadium factors on consumers’ desire to stay and revisit intentions and the moderation effects of team loyalty based on Mehrabian and Russell’s environmental psychology behavioral model. Findings The results showed significant direct effects of team loyalty and desire to stay on revisit intentions. The stadium environment influenced desire to stay and revisit intentions only by the interactions with team loyalty. More specifically, higher loyalty led to higher desire to stay and revisit intentions, whereas fans’ positive experience of stadium environment intensified the effect. Originality/value The authors highlight the significant role of desire to stay on revisit intentions by incorporating the cognitive-affective system of human behavior. In addition, this study provides essential information for identifying the interaction effects of environmental factors and team loyalty on consumer behavior in sport settings.
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Matzke, Annemarie. "Enter the Game: The role of the spectator in the performances of She She Pop." Performance Research 16, no. 3 (September 2011): 117–20. http://dx.doi.org/10.1080/13528165.2011.606037.

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Yargic, MP, and GB Kurklu. "Are adolescent sports fans more physically active than the sports indifferent? A self-reported questionnaire study." Perspectives in Public Health 140, no. 2 (August 14, 2019): 117–23. http://dx.doi.org/10.1177/1757913919868247.

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Aims: Physical inactivity in adolescents is a global health problem. Eighty percent of adolescents worldwide do not meet the minimum recommended physical activity. Although many adolescents define themselves as a ‘sports fan’, the relationships between sports spectatorship and sport participation in adolescents have not yet been investigated. Here, we determine whether there is a relationship between the levels of sports spectatorship and physical activity among adolescents. Methods: The Physical Activity Questionnaire for Adolescents (PAQ-A), Sport Spectator Identification Scale (SSIS) and three questions regarding total screen time spent watching a sports game and other sports-related screen time on weekdays and weekends were given to high school students in two cities in Turkey (Konya and Ankara). Results: After excluding 21 invalid questionnaires, a total of 1100 full and valid questionnaires were returned from the participants (578 females, 522 males). Participants were aged between 13 and 19 (median = 15) years. Female students had lower PAQ-A (median = 2.38, interquartile range (IQR) = 0.99) and SSIS scores (median = 19, IQR = 24) and less total screen time on weekends compared to male students (median PAQ-A = 2.64, IQR = 1.05; median SSIS = 29, IQR = 30) ( p < .05). The physical activity level of the students was significantly lower among those at higher grades. A weak positive correlation was found between SSIS scores and PAQ-A scores ( r = .28, p < .01). Multiple linear regression analysis revealed that sex, age and SSIS scores were all significant predictors of PAQ-A scores ( p < .001). Conclusions: When comparing female and male adolescents, we found that females scored significantly less in mean physical activity levels, screen time on weekends and sports spectator identification. A positive correlation was observed between sports spectator identification and physical activity levels, both in males and in females. Higher sports spectator identification, being younger and being male were all significant predictors of higher levels of physical activity.
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Bolognesi, C., and D. Aiello. "LEARNING THROUGH SERIOUS GAMES: A DIGITAL DESIGN MUSEUM FOR EDUCATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B5-2020 (August 24, 2020): 83–90. http://dx.doi.org/10.5194/isprs-archives-xliii-b5-2020-83-2020.

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Abstract. This project aims to demonstrate the communicative and educational possibilities offered by ICT in the promotion and enhancement of museum heritage. To this end, the researchers have outlined a workflow that includes both a technical-engineering component and a psychological component for the development of a serious game, designed to educate users in a pleasant way and applied to a small museum institution located in an ancient building in the city of Milan: the Studio Museo Achille Castiglioni, which hosts a collection of design objects created by one of the most important designers of the 20th century. Virtual Reality was considered the most effective means to make it possible to remotely enjoy the 3D space, thanks to its ability to fully immerse the user in the game space and to physically and emotionally involve him or her through interactive elements, allowing to learn by acting, to live a first-person experience as the protagonist of the visit and not just as a spectator.

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