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1

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.
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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.
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Evaggelinou, Christina, and Dimitris Grekinis. "A Survey of Spectators at the International Stoke Mandeville Wheelchair Games." Adapted Physical Activity Quarterly 15, no. 1 (January 1998): 25–35. http://dx.doi.org/10.1123/apaq.15.1.25.

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Disability sport provides a setting in which attributes, practices, and beliefs of spectators can be examined. The Spectator Questionnaire (SQ) was used to collect data on 114 of the spectators attending the 1993 International Stoke Mandeville Wheelchair Games (ISMWG). Most spectators (96%) were not athletes in the games, and only 24% were relatives of athletes with disabilities. Spectators were attending the games primarily to encourage athletes in their efforts and to learn more about wheelchair sports. Spectators indicated they would prioritize their time to view wheelchair sports on television. Studying spectators at carefully organized wheelchair sport events may provide useful information that can be used in other settings, such as in the development and implementation of programs to facilitate the inclusion of people with disabilities in mainstreamed environments.
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4

Markwell, Logan T., Andrew J. Strick, and Jared M. Porter. "No Fans, No Problem: An Investigation of Audience Effects on Shooting Performance in Professional Basketball." Journal of Motor Learning and Development 10, no. 1 (April 1, 2022): 212–23. http://dx.doi.org/10.1123/jmld.2021-0014.

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Sports, along with nearly all facets of life, have been impacted by the COVID-19 pandemic. The National Basketball Association quickly adopted a unique method to finish the 2019–2020 regular season and playoffs. The entire league quarantined for months in what was known as the “NBA bubble” where games were played in spectator-less arenas. During this time, increases in shooting accuracy were reported, suggesting that free throws and field goals were made at record-breaking levels. This study examined differences in free throw shooting accuracy with and without spectators. Archival data were retrieved and analyzed to evaluate the potential differences. Free throw shooting accuracy with and without spectators were examined in multiple analyses. Our examination revealed free throw percentages were significantly greater in spectator-less arenas compared with the 2018 and 2019 seasons with spectators. Changes of the environmental characteristics, due to spectator-less arenas, were likely contributors to the improved free throw phenomenon reported in this study.
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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.
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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.
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7

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.
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8

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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Lee, Hyun-Woo, Heetae Cho, Emily M. Newell, and Woong Kwon. "How multiple identities shape behavioral intention: place and team identification on spectator attendance." International Journal of Sports Marketing and Sponsorship 21, no. 4 (May 25, 2020): 719–34. http://dx.doi.org/10.1108/ijsms-09-2019-0097.

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PurposeThe purpose of this study was to investigate the complexity of how spectators' multiple identities influence their behavioral intention. Specifically, the authors examined the effects of spectators' place identification, team identification and an interaction effect on attendance intention using social identity complexity framework.Design/methodology/approachData were collected from spectators attending professional baseball games in South Korea. While 550 questionnaires were returned, 475 (86.36%) were used in the analysis after excluding incomplete responses. The research model was tested using latent moderated structural equations modeling.FindingsResults indicated place identification only influenced attendance intentions through an interaction effect, while team identity directly affects attendance intention. Highly identified sport consumers intended to attend future games regardless of place identification, while the sense of love for the team's home region motivated low-identified sport consumers more to attend future games.Originality/valueThe findings of this research led to understanding the relationships between multiple identities and behavioral intention and provided the spectator sport industry with valuable strategies to manage their sport consumers.
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10

Bennett, Richard M., and Kurt Swensson. "Spectator Live Loads during Football Games." Journal of Structural Engineering 123, no. 11 (November 1997): 1545–47. http://dx.doi.org/10.1061/(asce)0733-9445(1997)123:11(1545).

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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.
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12

Cant, Michael, and Jan Wiid. "Service Quality And Spectator Satisfaction On University Sporting Grounds." International Business & Economics Research Journal (IBER) 11, no. 12 (November 29, 2012): 1311. http://dx.doi.org/10.19030/iber.v11i12.7411.

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The main aim of this study was to investigate the quality of service experienced by spectators at a sporting event, as well as to establish if there is a relationship between a core sport product and the product servicescape in conjunction with spectator satisfaction. The study also investigated the perceived value that spectators receive from the total sport product, which forms an integral part of the total market offering to spectators. It is important to establish this relationship as it will have an impact on future attendance of these types of events. In order to achieve the objectives of the study, a survey was distributed to spectators who watched soccer and basketball games on the grounds of a particular university. The respondents were exposed to the services, staff and activities in and around the stadium before, during, and after the matches to ascertain total satisfaction of the sporting event.
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13

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.
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14

Minowa, Yuko, and Terrence H. Witkowski. "Spectator consumption practices at the Roman games." Journal of Historical Research in Marketing 4, no. 4 (November 2, 2012): 510–31. http://dx.doi.org/10.1108/17557501211281851.

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15

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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Laine, Tarja. "Games of love and lust: Performance, masquerade and trauma in Lust, Caution and The Handmaiden." Asian Cinema 34, no. 1 (April 1, 2023): 81–101. http://dx.doi.org/10.1386/ac_00064_1.

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This article analyses Ang Lee’s Lust, Caution (2007) and Park Chan-Wook’s The Handmaiden (2016) as melodramas which foreground trauma as a deadlock of identity. In both films, trauma exposes cultural and social consequences of national betrayal and colonial hierarchies, drawing our attention to politically charged predicament of suspended agency. At the same time, in both Lust, Caution and The Handmaiden, trauma as the ‘affective bearing’ also becomes significant with regard to how the spectator understands the expressed, cinematic world. This affective bearing is not a quality ‘attached’ to the film externally, but it is immanent to its aesthetic-expressive specificity which evokes direct emotional engagement in the spectator. The trauma examined in this article in both Lust, Caution and The Handmaiden bears less resemblance to attempts of representing national traumas than to matters of affective intensities experienced and understood organically from within the cinematic experience. This focus on trauma makes both films universally accessible insofar as it demonstrates not only what cinema can represent, but also what cinema can do: by means of its affective bearing a film can directly engage the spectators’ emotion in a way that alters their cinematic experience.
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DeNeui, Daniel L., and Daniel A. Sachau. "SPECTATOR ENJOYMENT OF AGGRESSION IN INTERCOLLEGIATE HOCKEY GAMES." Journal of Sport and Social Issues 20, no. 1 (February 1996): 69–77. http://dx.doi.org/10.1177/019372396020001006.

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18

Heaven, Douglas. "Video games take off as a spectator sport." New Scientist 217, no. 2899 (January 2013): 20. http://dx.doi.org/10.1016/s0262-4079(13)60094-9.

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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.
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Cant, Michael, and Jan Wiid. "Sporting: Service quality and satisfaction amongst male spectators on university sporting grounds." Corporate Ownership and Control 10, no. 1 (2012): 205–14. http://dx.doi.org/10.22495/cocv10i1c2art1.

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The main aim of this study was to investigate the quality of service experienced by male spectators at a sporting event as well as well as to establish if there is a relationship between a core sport product and the product servicescape in conjunction to male spectator satisfaction. The study also investigated the perceived value that male spectators receive from the total sport product which forms an integral part of the total market offering to spectators. It is important to establish this relationship as it will have an impact on future attendance of these type of events. In order to achieve the objectives of the study a survey was distributed to male spectators who watched soccer and basketball games on the grounds of a particular university. The respondents were exposed to the services, staff and activities in and around the stadium before, during and after the matches to ascertain total male satisfaction of the sporting event.
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Schreyer, Dominik, Sascha L. Schmidt, and Benno Torgler. "Football Spectator No-Show Behavior." Journal of Sports Economics 20, no. 4 (July 1, 2018): 580–602. http://dx.doi.org/10.1177/1527002518784120.

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In this article, we aim to contribute to the ever-growing economic literature on the determinants of football stadium attendance by exploring the increasingly important yet underresearched phenomenon of spectator no-show behavior. More specifically, we analyze a panel data set containing unique information on no-show behavior observed in the stadiums of 25 Bundesliga and Bundesliga 2 clubs. Our results suggest that no-show behavior is primarily shaped by explanatory factors related to a football games’ quality aspects (e.g., an appearance by superstars, an away team rich in tradition, and geographical derbies). Interestingly, these effects seem to significantly differ across Bundesliga and Bundesliga 2.
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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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Kringstad, Morten, Tor-Eirik Olsen, Tor Georg Jakobsen, Rasmus K. Storm, and Nikolaj Schelde. "Match Experience at the Danish Women’s Soccer National A-Team Matches: An Explorative Study." Sustainability 13, no. 5 (March 2, 2021): 2642. http://dx.doi.org/10.3390/su13052642.

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Women’s soccer is more popular than ever, but match attendance is still relatively low. In order to develop sustainable revenue streams for women’s football, and help it grow further, it is necessary to understand what drives spectator’s overall demand. We explore factors that affect the overall match experience for spectators (i.e., spectator satisfaction) attending Danish women’s national soccer A-team games in the 2016 to 2019 period as a proxy for this. Using survey data gathered by the Danish Football Association (DBU) consisting of 4010 individuals and 13 matches, coupled with other match-specific data, we employ multilevel regression modelling. The results at the individual level suggest that female spectators are significantly more content with the overall match experience, while several additional factors are also important at the match-specific level, such as kick-off time and the result. Furthermore, there are indications that match significance and derby matches affect overall match experience. An important implication of these results is that they can aid national and international federations and other governing bodies in promoting women’s soccer in general, and women’s national A-team soccer specifically, in order to help the sport to become more financially viable. Although numerous initiatives have been designed to increase the attractiveness of women’s soccer, these are yet to materialize into long-term effects.
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Nielsen, Thomas Rosendal. "Theatrical Complicity as a Medium of Emancipation." Nordic Theatre Studies 27, no. 2 (August 30, 2015): 48. http://dx.doi.org/10.7146/nts.v27i2.24250.

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How do we find a solution when we ourselves are the problem? This is the question posed by two contemporary performances that frame the spectator as an accomplice in the exploitation and representation of suffering and violence in a globalized and mediatized world: Sálo (2010), based on Pier Paolo Passolini’s film by the same name (1975), by the Danish performance group SIGNA in cooperation with Teater Republique; and the Royal Court Theatre’s production of Tim Crouch’s The Author (2009), co-directed by Karl James and a smith. By applying the systems theory of Niklas Luhmann, the two performances are analysed and compared as elaborately structured games of observation, where the spectators are made to observe their own acts of spectating as complicity in the reproduction of violence caused by theatrical representation. Jaques Rancière’s paradox of the spectator and Josette Féral’s concept of theatricality are re-described in a systems theoretical perspective in order to show how the theatrical attribution of guilt to the spectator can work as a medium of emancipation. The explication of the different dramaturgies makes it possible to distinguish between how self-righteous, self-examining, progressive and ‘tragicist’ conceptions of emancipation are given form in different ways and measures in the two performances. In this way, the article aims to contribute to the qualification and expansion of a critical discourse on participatory theatre and performance beneath the loosely defined horizon of a modern theatre of emancipation.
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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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Rinehart, Robert. "Fear and Loathing in San Diego: The X Games Fan and a Look Back at Made-for-TV Sport." Cultural Studies ↔ Critical Methodologies 18, no. 4 (September 27, 2017): 297–302. http://dx.doi.org/10.1177/1532708617727754.

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Hunter S. Thompson’s “Gonzo Journalism” arguably brought a new style to popular and populist writing. In this piece, I emulate some of his style to show how it felt to attend a sports extravaganza, The X Games, in 1997. I mirror some of the sensory aspects of being a spectator at these games, and offer some insights on how alternative/extreme/lifestyle sports have collided with transnational corporate structures.
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Hennessy, Dwight A., and Stephen Schwartz. "Personal Predictors of Spectator Aggression at Little League Baseball Games." Violence and Victims 22, no. 2 (April 2007): 205–15. http://dx.doi.org/10.1891/088667007780477384.

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Parents from two baseball leagues completed questionnaires regarding their likelihood of engaging in various aggressive behaviors (yelling, swearing, shoving, fighting, humiliating) toward targets at youth baseball games (other spectators, umpires, coaches, other players, their child). Overall, the likelihood of all forms of aggression was very low, particularly physical aggression and swearing. Hierarchical entry stepwise regressions were calculated to determine predictors of yelling and humiliating using demographics, trait aggression, anger, hostility, and vengeance as predictors. Parents with greater hostility reported a greater likelihood of humiliating a child’s teammate, while those with elevated trait anger reported a greater likelihood of yelling at other spectators. Finally, parents with a more vengeful attitude reported a greater likelihood of humiliating umpires.
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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.
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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.
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Piccione, Caterina. "Fiction and the Real World: The Aesthetic Experience of Theatre." Croatian journal of philosophy 22, no. 65 (September 15, 2022): 217–28. http://dx.doi.org/10.52685/cjp.22.65.5.

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In what sense can aesthetic experience be considered an opportunity for the development of personal identity, cognitive abilities, and emotions? Theatre proves to be an important field of investigation to approach this question. During a theatrical experience, the connection between fiction and reality can take the form of active cooperation between author, actor, and spectator. A better understanding of this point can be drawn by pointing out three kinds of spectator: we can distinguish a critical spectator, an emotional spectator, and an instinctual spectator, who respectively represent: the imaginative and hermeneutic attitude; empathy and fictional emotions; the unconscious satisfaction of drives. So far, a parallel can be established between literature and theatre. However, these two aesthetic experiences are profoundly different: the type of immersion provided by the theatrical experience differs from reading, because the presence of the characters is physical and actual. The pragmatic theatrical framework is the same as that which underlies childhood games. This means that the public too is to some extent called to play, i.e. to act. To appreciate the implications of this thesis, a preliminary analysis of the performance Reality (Deflorian and Tagliarini 2012) is offered, examining how its experience contributes to the development of the spectating subject.
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Seifried, Chad, and Donna Pastore. "The Temporary Homes: Analyzing Baseball Facilities in the United States Pre-1903." Journal of Sport History 37, no. 2 (July 1, 2010): 257–82. http://dx.doi.org/10.5406/jsporthistory.37.2.257.

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Abstract The purpose of this study is to analyze the physical layout of professional baseball facilities in America from 1850 to 1903 and to identify those instances and conditions of modernization that changed those structures. The information provided demonstrates baseball facilities started out as simple open fields with little or no standardized territories hosting unsophisticated and spontaneous ball games. Next, standardized rules of play prompted baseball facilities to form into small, hastily constructed but temporarily open competition areas that separated participants from spectators. Baseball facilities further evolved into complex temporary enclosed structures to improve spectator experiences and maximize revenues for sport entrepreneurs. However, semi-permanent professional baseball superstructures emerging toward the end of the nineteenth century failed to match the ever-increasing maturity of baseball, its growing stakeholder groups and their concerns, or utilize the improvements offered by available technology.
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Smith, Alan D., and Amber A. Smith Ditizio. "eSports: a new era of spectator games from a consumer's viewpoint." International Journal of Business Information Systems 36, no. 3 (2021): 406. http://dx.doi.org/10.1504/ijbis.2021.113286.

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Duncan, Margaret Carlisle. "A Hermeneutic of Spectator Sport: The 1976 and 1984 Olympic Games." Quest 38, no. 1 (January 1986): 50–77. http://dx.doi.org/10.1080/00336297.1986.10483841.

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34

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.
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Farrell, Annemarie, Janet S. Fink, and Sarah Fields. "Women’s Sport Spectatorship: An Exploration of Men’s Influence." Journal of Sport Management 25, no. 3 (May 2011): 190–201. http://dx.doi.org/10.1123/jsm.25.3.190.

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While women are increasingly becoming vested fans of men’s football, baseball, hockey, and basketball, the perceived barriers—sociological, psychological and practical—to watching women’s sports still appear formidable for many female fans. The purpose of this study was to investigate the lack of female consumption of women’s sport through the voices and perspectives of female spectators of men’s sport. Based on interviews with female season ticket holders of men’s collegiate basketball who had not attended women’s basketball games for at least 5 years, the most robust theme to emerge was the profound male influence in the spectator lives of women. This influence was a lifelong phenomenon spanning generations, beginning with grandfathers and brothers and continuing through husbands and sons. Other factors combined with this strong influence to block participants’ consumption of women’s sport. These include a lack of awareness and access to women’s sport and the existence of socializing agents who empasized and prioritized male leisure interests.
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Mason, Fred. "Watching the Watchers: A Visual Sociology Essay on Control, Security and Surveillance at Olympic Women’s Soccer in Glasgow." Surveillance & Society 11, no. 4 (December 18, 2013): 405–23. http://dx.doi.org/10.24908/ss.v11i4.4752.

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This paper presents a photo essay, grounded in visual sociology, which documents and discusses the security arrangements in place for the first day of Women’s Olympic Soccer at Hampden Park in Glasgow. Drawing on images of security arrangements, it considers how control of spectator behaviour, security and surveillance was laminated onto typical practices associated with football matches, but augmented because of the association with the Olympic Games.
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Jeong, Kyeong-sue. "Analysis on the Priority Order of Spectator Motivations in Professional Golf Games." Korean Journal of Physical Education 59, no. 4 (July 30, 2020): 33–42. http://dx.doi.org/10.23949/kjpe.2020.7.59.4.3.

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Choi, Yun, Jeffrey Martin, Meungguk Park, and Taeho Yoh. "Motivational Factors Influencing Sport Spectator Involvement At NCAA Division II Basketball Games." Journal for the Study of Sports and Athletes in Education 3, no. 3 (September 2009): 265–84. http://dx.doi.org/10.1179/ssa.2009.3.3.265.

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39

Chang, Ted. "After International Tournaments: Spectator Attendance at Domestic Professional Baseball Games in Taiwan." Journal of Global Sport Management 4, no. 2 (December 22, 2018): 164–84. http://dx.doi.org/10.1080/24704067.2018.1537677.

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40

Smith, Alan D., and Amber A. Smith Ditizio. "ESPORTS: A NEW ERA OF SPECTATOR GAMES FROM A CONSUMER’S VIEWPOINT." International Journal of Business Information Systems 1, no. 1 (2020): 1. http://dx.doi.org/10.1504/ijbis.2020.10024543.

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41

Love, Lynn H. C. "Do We Need Permission to Play in Public? The Design of Participation for Social Play Video Games at Play Parties and ‘Alternative’ Games Festivals." Media and Communication 6, no. 2 (June 7, 2018): 69–79. http://dx.doi.org/10.17645/mac.v6i2.1382.

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Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and to relax. The advent of video games challenged traditional notions of play, introducing a single player experience to what had primarily been a communal social activity. As technology has developed, communal play has found both online and real-world spaces within video games. Online streaming, multiplayer games and built-in spectator modes within games underpin online communal play experiences, whilst ‘alternative’ games festivals, play parties and electronic sports, provide real world spaces for people to meet, play and exchange knowledge relating to both playing and making video games. This article reports the study of social play events which bring people together in the same space to explore video games making and playing. Expert interviews with curators, and event facilitators provides qualitative data from which design processes are formalised into a ‘model of participation’ of social play. Four key areas of balance are proposed as core considerations in supporting participation in event design. The study of these events also suggests that their design and fostering of participation has the potential to evoke cultural change in game making and playing practices.
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Palik, M., and K. Abdi. "The relationship between watching sport events and spectators’ engagement in physical activities." Pedagogics, psychology, medical-biological problems of physical training and sports 22, no. 6 (December 20, 2018): 320–27. http://dx.doi.org/10.15561/18189172.2018.0607.

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Background and Study Aim: The purpose of the present research was to investigate the relationship between watching sport events in stadiums and spectators’ physical activities. Materials and Methods: The population included spectators of basketball, volleyball, and handball in Tehran stadiums, which is estimated to be more than a hundred thousand people. The sample consisted of 384 spectators who were chosen using the Morgan Table in the simple random method, and they filled the questionnaire before the games started. The instrument was a researcher-developed questionnaire whose validity was confirmed by sports management and communication experts. The reliability was obtained to be 0.86 using Cronbach's alpha test. The collected data was analyzed using K-S test, chi-square test, Spearman correlation coefficient (using SPSS software), and confirmatory factor analysis (using LISREL 8.8 software). Results: The results indicated that there is a significant positive relationship between watching sport events in stadiums and spectators’ intention to do physical activities. Also, there was a significant positive relation between effective factors on spectator during watching sport events and doing physical activities. These factors are related to the stadiums, sport events and social interrelation. Conclusions : It seems that watching sport events and the encouraging factors in sporting environment and stadiums promotes physical activity and health. Since the present research focuses on an important social effect of sport events, it can be a start point for researchers to discover if encouraging people to watch sport events is a way to maintain social health.
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Lee, Min-Seok, Chul-Won Lee, and Kyung-Jung Lee. "The Relationship among Spectator Attitude, Self Resilience, Spectator Satisfaction and Revisit Intention in Korea Professional Baseball Games for Korean Active Seniors." Korean Journal of Leisure, Recreation & Park 41, no. 4 (December 31, 2017): 1–13. http://dx.doi.org/10.26446/kjlrp.2017.12.41.4.1.

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44

Dzhydzhora, Yevgen. "КАК СОЗДАЕТСЯ „КАЧЕСТВЕННОЕ ВРЕМЯ” В СОВРЕМЕННОЙ МАССОВОЙ КУЛЬТУРЕ." Studia Interkulturowe Europy Środkowo-Wschodniej, no. 15 (December 1, 2022): 161–73. http://dx.doi.org/10.31338/2544-3143.si.2021-15.8.

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The article deals with the phenomenon of “quality time” in the modern mass culture at the beginning of the 21st century. One of the most notable trends is the use of interactivity in creating cinematic works and computer games. Interactive storytelling allows the spectator/player to choose options for the development of the action and thus independently build the plot of the game film. Such involvement in creating a work of mass culture is an exciting new way to occupy the recipient’s time qualitatively. The variability and artistic potential of interactive cinema are discussed based on the example of one of the most popular computer games of recent years – “Detroit: Become Human” (2018) from the French studio “Quantic Dream”.
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Herring, Stanley A., W. Ben Kibler, Margot Putukian, Cheri Blauwet, Lori A. Boyajian-O'Neill, Joel Boyd, R. Rob Franks, et al. "Mass Participation and Tournament Event Management for the Team Physician: A Consensus Statement (2022 Update)." Current Sports Medicine Reports 23, no. 4 (April 2024): 143–58. http://dx.doi.org/10.1249/jsr.0000000000001160.

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Abstract Mass participation events include endurance events (e.g., marathon, triathlon) and/or competitive tournaments (e.g., baseball, tennis, football (soccer) tournaments). Event management requires medical administrative and participant care planning. Medical management provides safety advice and care at the event that accounts for large numbers of participants, anticipated injury and illness, variable environment, repeated games or matches, and mixed age groups of varying athletic ability. This document does not pertain to the care of the spectator.
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HERRING, STANLEY A., W. BEN KIBLER, MARGOT PUTUKIAN, CHERI BLAUWET, LORI A. BOYAJIAN-O'NEILL, JOEL BOYD, R. ROB FRANKS, et al. "Mass Participation and Tournament Event Management for the Team Physician: A Consensus Statement (2022 Update)." Medicine & Science in Sports & Exercise 56, no. 4 (November 6, 2023): 575–89. http://dx.doi.org/10.1249/mss.0000000000003325.

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ABSTRACT Mass participation events include endurance events (e.g., marathon, triathlon) and/or competitive tournaments (e.g., baseball, tennis, football (soccer) tournaments). Event management requires medical administrative and participant care planning. Medical management provides safety advice and care at the event that accounts for large numbers of participants, anticipated injury and illness, variable environment, repeated games or matches, and mixed age groups of varying athletic ability. This document does not pertain to the care of the spectator.
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47

Coëgnarts, Maarten, Jonathan Frome, Christopher Goetz, and Maureen Turim. "Book Reviews." Projections 16, no. 1 (March 1, 2022): 138–56. http://dx.doi.org/10.3167/proj.2022.160109.

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Roger F. Cook. Postcinematic Vision: The Coevolution of Moving-Image Media and the Spectator. Minneapolis: University of Minnesota Press, 2020, 240 pp., $27.00 (paperback) ISBN: 9781517907679.Federico Alvarez Igarzábal. Time and Space in Video Games: A Cognitive-Formalist Approach. Bielefeld: Transcript-Verlag, 2020, 220 pp., $45.00 (paperback), ISBN: 9783837647136.Daniel Reynolds. Media in Mind. Oxford: Oxford University Press, 2019, 224 pp., $38.95 (paperback), ISBN: 9780190872526.Walley, Jonathan. Cinema Expanded. Oxford: Oxford University Press, 2020, 576 pp., $39.95 (paperback), ISBN: 9780190938642.
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48

Kosiewicz, Jerzy. "Professional, Spectator, and Olympic Sports in the Context of the Terms Spiritualism and Spirituality, and in the Context of Normative Ethics." Physical Culture and Sport. Studies and Research 68, no. 1 (December 1, 2015): 43–62. http://dx.doi.org/10.1515/pcssr-2015-0024.

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AbstractThe author has used - in his paper - two different expressions related to spirituality in its entirety: that is, spirituality (the spiritual sphere in superficial sense and meaning) and spiritualism (the spiritual sphere in deep sense and meaning). The author presented selected different definitions and manifestations of spirituality and spiritualism.The considerations on so-called “spirituality” - related to different phenomena of culture - without notions of spirituality and spiritualism - are a testimony to ordinary, typical common sense thinking only.Author would like to underline, that contemporary professional, spectator sport and the Olympic Games are only a mass culture phenomenon. A phenomenon of mass culture can be only a mirror of superficial spirituality, but not a testimony to spiritualism (that is, deep spirituality).The ancient Olympic Games - in contrast to the concept of Coubertin’s idea of Olympism - were a manifestation of deep spirituality, that is spiritualism. The Greek Games were based on an internal unity between religiosity, art and sport.
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49

Elutina, Marina E., and Anton A. Nerush. "Attitude towards cosplay practices in the gaming community of young Russian gamers." Izvestiya of Saratov University. Sociology. Politology 23, no. 4 (November 22, 2023): 379–85. http://dx.doi.org/10.18500/1818-9601-2023-23-4-379-385.

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Video games are one of the most popular forms of digital leisure among Russians in general and young people in particular. Passion for video games can be accompanied not only by virtual practices, but also by participation in offline events of various levels: from regional “gatherings” to international festivals. Cosplay is one of the forms of activity of gamers in the offline space, the study of which can contribute to channeling the activity of young people into non-gaming projects. The purpose of the study is to analyze the attitude towards cosplay practices among young Russian gamers. The author's sociological research was carried out using qualitative methodology, the method of in-depth interviews. The sample consisted of 30 people, the main criteria for selecting respondents were: age (18–30 years), experience in participating in the practice of computer games (at least 3 years), the presence or absence of experience in participating in cosplay, residence in Russia. The number of respondents is due to the saturation of the coding categories (interviews with new respondents do not give researchers a new understanding to reveal the topic). The interview was conducted online using voice and video chats (TeamSpeak, Mumble, Discord). The results of an in-depth interview among the youth segment of the Russian audience of computer games are presented. The interviews were conducted among representatives of two segments of the Russian audience of online games: cosplay gamers and gamers who do not bother with cosplay. Based on the data of the study, the perception of cosplay among gamers and the experience of their participation in this offline practice were analyzed. The study showed that today in the community of young Russian gamers there are different positions in relation to cosplay and cosplayers. Some gamers have noted a positive attitude towards this practice, however, their assessment of the quality of cosplay varies depending on their role in cosplay (cosplayer or spectator), others pointed to a lack of interest in cosplay or a lack of understanding of its meaning. The main reasons for refusal to participate in cosplay as actors among gamers who are positive about it are established: the resource-intensiveness of creating an image, lack of confidence in one's skills and creative abilities, fear of the publicity of this activity and the possibility of replacing one's goals with someone else's, artificially created ones. The data obtained made it possible to identify the ambiguous attitude of gamers towards cosplay, which is important in the context of permanent monitoring of modern practices in the field in order to highlight the value orientations of young people.
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Lintumäki, Petri, Hannes Winner, Sabrina Scheiber, Anna Mederle, and Martin Schnitzer. "The Economic Impact of Participant Sports Events: A Case Study for the Winter World Masters Games 2020 in Tyrol, Austria." Economies 8, no. 4 (November 2, 2020): 94. http://dx.doi.org/10.3390/economies8040094.

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The Winter World Masters Games (WWMGs) are a large sports event for 30+-year-old athletes. As there are neither competitive qualification requirements for participants, nor entrance fees for spectators, the event can be considered as a participatory sports tourism event rather than a spectator event. In 2020, the WWMGs were staged in Innsbruck, Tyrol. In this study, we estimate the payoff of the event for the regional economy by assessing the impacts generated by participant spending and organizational expenditure. Furthermore, we discuss the peculiarities of the masters sports concept. Our empirical work is based on three distinct analyses: (1) economic impact analysis of participant spending, (2) cost-benefit analysis of organizational resource flows, and (3) discussion of impacts with experts in a focus group setting. Our results support the previous findings that masters sports events attract rather affluent and consumption-oriented participants. Indeed, the WWMGs were found to have a regional economic impact of €6.18 million and an estimated yield of €4.40 for each publicly subsidized euro. For an audience interested in the economic impact of events, this paper presents a novel method for handling non-normal expenditure distributions and adds to the understanding of how visitor segmentation can be utilized in an assessment of event impacts.
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