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Manliga fotbollstränares kunskap om menstruationscykeln, relationen till fotbollsspelande flickor och hur det påverkar samtalsklimatet. / Male soccer coaches knowledge about the menstrual cycle, their relationship with the players and how it affects the conversation climate.Saistam, Filippa, Von Varfalva Palffy, Amanda January 2023 (has links)
Most of the research in this field that has been done is on healthy young men, this means that the results from the majority of the studies cannot be applied to women and their bodies, especially in sport, health and exercise. In this study we are investigating the phenome of a woman's menstrual cycle relative to the male coaches knowledge. This study aims to examine male soccer coaches and their knowledge about the menstrual cycle, their relationship with the players and how it affects the conversation climate. To investigate this, semi-structured interviews were conducted with six male soccer coaches who coaches girls in the ages of 11-15. The collected data were analyzed with phenomenology analysis. The result: Male soccer coaches' knowledge about women's menstrual cycle is low and needs to be improved. The results also showed that a relaxed relationship with an open communication enables coaches and players to feel comfortable to talk about external and personal topics. Conclusion: The knowledge of the menstrual cycle needs to improve. Satisfaction of the concept, safety, knowledge, awareness and openness seems to be important to coaches and makes it easier for them to talk about more personal and private topics with the players.
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The psycho-social work environment of e-sport professionals : Applying the Job demands-resources theory to pro-playersJonsson, Josefine January 2018 (has links)
In recent years, the area of e-sports has been growing rapidly and has consequentially drawn attention from the general public as well as researchers. However, research in this area still remains sparse, especially concerning the psycho-social work environment of e-sports professionals. This is even more true when referring to research that includes the individual perspective of pro-players. To provide more knowledge in this area, this study aims to explore what psychosocial aspects are mentioned by pro-players in documentary interviews and investigate if the experiences portrayed could be understood using a theoretical perspective by applying the JD-R theory. This study is based on 12 docu-series episodes featuring two League of Legends teams where 10 different pro-players participated. The research sample could both be considered availability sampling, since the data was already available, and purposeful sampling, choosing a sample consisting of pro-players. The episodes were transcribed and then analyzed using qualitative content analysis. Many psycho-social aspects emerged from the analysis, resulting in two higher themes where the first theme “Working as a pro-player” portrays what the profession entails and the second, “The interdependent work”, depicts the experience of being a pro, a teammate and an individual at the same time. By applying the JD-R theory on the aspects mentioned, it was concluded that these experiences indeed could be understood using a theoretical approach, providing incentives to conduct future research in the area. Possible areas of research interest were also presented in relation to this. / E-sport är att område som snabbt har vuxit under senare år,vilket har attraherat uppmärksamhetfrån allmänhetenoch forskare. Forskning på området bedrivs dockfortfarande relativt infrekvent, speciellt när det gäller de professionella e-sportspelarnas psykosociala arbetsmiljö. Detta är speciellt framträdande närdet kommer till att inkludera individuella perspektiv från spelarna. För att bidra till mer kunskap inom området syftar denna studie till att undersöka vilka psykosociala aspekter som omnämns av spelare i dokumentära intervjuer samt undersöka om dessa upplevelser kan förstås utifrån ett teoretiskt perspektiv genom att tillämpa JD-R-teorin. Denna studie baseras på 12 avsnitt från två League och Legends-lagdär 10 olika spelare deltar.Urvalet kan både anses som bekvämlighetsurval, eftersom datan redan fannstillgänglig, och strategiskt urval, då urvalet inkluderade professionella spelare.Avsnitten transkriberades och analyserades med kvalitativ innehållsanalys.Många psykososociala aspekter framträddefrån analysen vilket resulterade i två högre teman där det första temat ”Att arbeta som en pro player” porträtterarvad professionen innebär och den andra, ”Det avhängiga arbetet”, beskriver upplevelsen av att vara en professionell spelare, en lagkamrat och en individ samtidigt. Genom att applicera JD-R-teorin på de omnämnda aspekterna fastslogs det att dessa upplevelser kan bli förstådda genom en teoretisk ansats, vilket ger incitamentatt bedriva framtid forskning inom området. Möjliga forskningsområden av intressepresenterades även i relation till detta.
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Spelkaraktärer i TV- och datorspel : En studie om spelkaraktärers betydelse för spelupplevelsenSöderlund, Alexandra January 2019 (has links)
Computer and video games have taken the world by storm, since their creation the interest for these games has increased and approximately 62% of the Swedish population now plays computer or video games. A game character is of tremendous importance in a game and plays a central part in the whole game, however, the portrayal of these characters are often unrealistic. The female characters, however few, are often portrayed as oversexualized or subjugated as sexual objects. In this paper, a research is made studying the game experience from women’s point of view, trying to clarify how women are affected by the game characters they are offered in these games and how they are affected by them. The method used to investigate the thesis in this study is a qualitative study where a focus group consisting of ten female gamers are interviewed. The data collected in this study is the responses from the interviews. The central parts of their answers will be the topics in the results and discussion. The results show that game characters and how they are portrayed as well as how the game is designed affects the gamers greatly.
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Fysiskt eller digitalt? : En studie om konsolanvändarnas inställning till det digitala och fysiska spelformatet / Physical or digital? : A study on console users attitude towards the dig- ital and physical game formatWoch, Tomasz, Agdelius, David January 2013 (has links)
Nedladdade spel har blivit mer förekommande än vad de var för ett årtionde sedan. Bredbandets framgång har gjort det möjligt att snabbt ladda ner spel och marknaden för digitala spel växer stadigt. I denna studie undersöker vi om konsolspelarnas attityd mot digitala konsolspel skiljer sig från fysiska konsolspel i och med den växande digitala marknaden. Vi presenterar och diskuterar konsolspelares attityd mot digitala och fysiska spel och deras uppfattade värde av dessa format. I de kvantitativa undersökningar som vi utförde visar vi att människor föredrar fysiska konsolspel framför digitala, även fast den digitala marknaden är på stadig uppgång. Baserat på de resultat i vår studie så fann vi att den mest förekommande anledningen till att fysiska konsolspel föredrogs var de möjligheter som fysiska kopior medför, såsom att kunna sälja, byta, visa upp eller återlämna sitt spel. / Downloadable games are more common these days than they were a decade ago. The prowess of broadband has made it possible to quickly download games and the market for digital games is growing steady. In this paper we study if the attitude towards digital console games differentiates from physical console games due to the growing digital market. We present and discuss console users’ attitude towards digital and physical games and their perceived value. From the quantitative studies performed we show that people prefer physical console games over digital, even though the digital market is on a steady climb. Based on the results we found the most common cause for the preference of physical copies was the possibilities the physical format entailed, such as trad- ing, exhibiting, refunding or borrowing.
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Dataspelsberoende och dess sociala problematik : En litteraturstudie om dataspelsberoende, dess sociala problematik samt utmaningar inom det sociala arbetet / Gaming disorder and its social problems : A literature review on gaming disorder, its social issues and challenges in social workRezai Yazdi, Shirin, Waseh, Maya January 2023 (has links)
The aim of this study was to address a knowledge gap by conducting a literature review on gaming disorder, specifically focusing on its social problems and challenges it presents in the field of social work. The specific objectives of this study were to identify risk factors associated with gaming disorder, explore the potential social problems arising from gaming disorder and their impact on individuals, examine the treatment approaches for gaming disorder and identify the challenges faced by social workers when working with individuals affected by gaming disorder. The theories used were social interactionism, Erving Goffman’s dramaturgical theory and social labeling theory. Results showed that mental health problems, social isolation, self-neglect as well as disruptions in social relationships, education and work were associated with gaming disorder. Several risk factors were identified, such as age, gender, poor parental attachment, lack of real-life friendships and loneliness. Additionally, challenges in the field of social work arise from limited research and knowledge, as well as the ease with which risk factors can be masked by individuals. The findings suggest that there is no singular treatment approach for gaming disorder, instead, it is important for social workers to understand problematic gaming within a broader context of life challenges. The emphasis should not be placed solely on eliminating gaming, but rather on addressing various aspects of the individual’s life to achieve a healthy balance and a purposeful existence.
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