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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

Brincar no hospital: um encontro possível

Oliveira, Márcia Campos de [UNESP] 07 April 2005 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:29:03Z (GMT). No. of bitstreams: 0 Previous issue date: 2005-04-07Bitstream added on 2014-06-13T19:37:51Z : No. of bitstreams: 1 oliveira_mc_me_assis.pdf: 1063862 bytes, checksum: dbcfdc26a2db39135a9e6dd3631443d9 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / A hospitalização da criança costuma ser vivenciada por ela com grande sofrimento psíquico potencializado pelo distanciamento da família, pela submissão aos procedimentos e rotinas hospitalares e por lidar com a fantasia ou o perigo real de morte. Durante a internação, a criança tem o seu corpo disponível para tratamento e para investigação e a sua privacidade fica subordinada à dinâmica hospitalar; tornando, portanto, a internação uma experiência demasiadamente intrusiva. O hospital quase sempre percebe a criança como ingênua e desconhecedora desse processo, tratando-a apenas semelhante a um corpo que sofre. Tais questões me levaram a eleger como objetivo principal dessa pesquisa, a discussão do brincar no contexto hospitalar. A pesquisa foi desenvolvida no ano de 2003, na pediatria do Hospital Estadual Dr. Odilo Antunes de Siqueira, localizado na cidade de Presidente Prudente/SP, com a participação de três crianças do sexo masculino, nas idades de três anos, quatro anos e dez meses e doze anos e cinco meses. Tomei por base o método psicanalítico para a compreensão do brincar, notadamente o pensamento de Freud, Klein e Winnicott. O brincar pode mostrar-se um instrumento valioso para um melhor enfrentamento da internação, por ser uma forma eficaz de expressar e de dominar a angústia bem como de administrar a agressividade e a destrutividade. De forma mais específica apoiei-me, para a realização desta pesquisa, na formulação teórica de espaço potencial elaborada por Donald Winnicott e assim, propor um trabalho junto à criança hospitalizada, o qual denomino encontro. O encontro baseia-se no brincar espontâneo e no oferecimento de acolhimento emocional à criança, descrito por Winnicott como holding. Durante os encontros, utilizei uma pasta contendo brinquedos, material escolar e acessórios... / The childþs hospitalization can be revivified with great psychic suffering, reinforced due to the detachment of the family, the submission to the hospitalizing procedures and routines and for working with the fantasy or the real danger of death. During the internment, the child has his body available for treatment and for an investigation and consequently his privacy is subordinate to the hospitalizing dynamics, making, therefore, the internment an exceedingly intrusive experience. The hospital almost always notices the child as a naïve and an ignorant of such a process, just treating him similarly to a body that suffers. Such subjects have made me choose as the main objective of this research, the discussion of the playing in a hospital context. The research was developed in 2003, in Dr. Odilo Antunes de Siqueiraþs pediatric wards State Hospital, located in Presidente Prudente -SP, with the participation of three male children of different ages, namely, one three-year-old child , a second one with four years and ten months old and a third one with twelve years and five months old. I took as a base the psychoanalytical method for the understanding of the playing notedly Freudþs, Kleinþs and Winnicottþs thoughts. The playing can show to be a valuable instrument for a better facing of the internment, for being an effective form of expressing and of dominating the torture, as well as, of administering the aggressiveness and the destructiveness. In a more specific way, I held up for the accomplishment of this research, in a theoretical formulation of potential space elaborated by Donald Winnicott and, like this, a work close to the hospitalized children, which I call, denominate encounter. The encounter is based on the spontaneous playing and in... (Complete abstract, click electronic access below)
42

Política educacional e o direito de brincar: a proposta de educação integral na zona oeste de São Paulo / Educacional politics and right to play: the proposed integral education in Western Zone of São Paulo

Fernando Silveira de Castro Pereira 28 September 2016 (has links)
Apresenta pesquisa centrada no seguinte problema: em que medida a política de educação integral em construção na Zona Oeste do município de São Paulo contribui para as oportunidades de exercício do direito de brincar das crianças atendidas? As condições ou requisitos estipulados para favorecimento das oportunidades de brincar foram: minimizar constrangimentos relativos ao atendimento escolar à infância e favorecer o acesso das crianças ao convívio em espaços informais e não controlados. A hipótese priorizada na investigação foi a de que esta política está contribuindo para com o aumento das oportunidades de brincar das crianças. Dentre as obras utilizadas para situar a abordagem, destacam-se as contribuições da sociologia da infância e os mais recentes aportes à análise de programas de educação integral no Brasil. A política educacional analisada conta com quatro diferentes instâncias: o programa Mais Educação do Ministério da Educação; os programas Mais Educação São Paulo e São Paulo Integral, ambos da Secretaria Municipal de Educação de São Paulo; e a proposta da Diretoria Regional de Educação Butantã intitulada Educação integral para uma São Paulo educadora. O foco do trabalho foi a verificação da proposta conceitual e operacional das políticas em questão, suas eventuais iniciativas que indicassem contribuir para a minimização daqueles constrangimentos e sua repercussão em quatro escolas selecionadas segundo critérios previamente estabelecidos. Os procedimentos de coleta de informações foram entrevistas semiestruturadas com ocupantes de funções técnicas e autoridades da Diretoria de Educação e de órgãos superiores da Secretaria e com equipes escolares, além de imersões no cotidiano daquelas escolas na perspectiva do pesquisador conversador proposta por Spink. Pretendeu-se a identificar os pontos de vista diferentes atores presentes, inclusive as crianças. A pesquisa conclui que aquela política de educação integral tem contribuído para aumentar as oportunidades de brincar das crianças atendidas, ainda que em poucos aspectos e de forma tímida. / The present article provides a research focused on the following issue: to what extent shall the drawn up integral education policy held in western zone of São Paulo contribute to the attending children exercise the right of playing opportunities? The laid down conditions or requirements to promote playing opportunities were: to reduce early childhood schooling constraints and to facilitate childrens access to non-controlled and informal interacting areas. The prioritized research hypothesis is that this policy contributes to increase the childrens opportunities with regards to exercising the right of playing. In order to place the approach, several pieces of work were used, among which stand out the contribution of childhood sociology and the latest inputs in Brazils integral education programs analysis. The analyzed educational policy takes place in four different instances: the More Education Program, by the Ministry of Education; More Education São Paulo and Integral São Paulo Programs, by the Municipal Secretariat of Education of São Paulo; and Butantãs Regional Board of Education, entitled Integral Education for an Educational São Paulo. The study aimed at verifying the conceptual and operational proposal of the policies in question, their potential measures that would indicate a contribution on those constraints decrease and its impact on four schools selected based on pre-defined criteria. The data collection procedures were semistructured interviews with technicians and Board of Education and Secretariat Governing Bodies authorities and with school groups, besides an everyday living experience within those schools on the conservative researcher perspective proposed by Spink. The study intended to identify different existing actors points of view, including the children. The research draws the conclusion that the mentioned integral education policy has been contributing to increase the attending childrens playing opportunities, even though in a few aspects and in a slightly way.
43

Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)

Gillani, Syed Muhammad Farhan January 2021 (has links)
Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.
44

Return to Play Decision Making with Concussed Athletes: Sports Medicine Practitioners’ Responses

Condiracci, Courtney N. 01 August 2018 (has links)
No description available.
45

A Multiple Case Study Analysis of Ohio Interscholastic Extracurricular Pay to Participate Policies

Grant, Scott S. 24 April 2017 (has links)
No description available.
46

Manipulativ speldesign : En jämförelse av dark patterns förekomst på olika spelplattformar / Manipulative game design : A comparison of the occurrence of dark patterns on different gaming platforms

Jonsson, Josefin January 2022 (has links)
Online gaming is today a popular everyday activity among both young people and adults. This has led to several new design methods such as dark game design patterns which aim to manipulate the user to act in a certain way that may not necessarily be in their best interest, with features that can be destructive to the user.  The purpose of this study is therefore to examine the presence of dark patterns on two popular gaming platforms – a free to play mobile game and a slot game at a popular online casino – to then investigate what the implementation of these patterns means for the given context. This was considered important to study to identify if the implementation of dark patterns is used differently depending on the gaming platform’s target group, especially as several studies show that it is mainly children and teenagers who play mobile games that are free to play, while slot games are aimed towards adults. The conclusion of this study has shown that the amount of identified dark patterns primarily depends on the game’s construction rather than it’s target group, but also that dark game design patterns are implemented to encourages the user to actively play online games, which in the long run should make the user want to support the gaming companies monetarily.
47

Brincar no hospital : um encontro possível /

Oliveira, Márcia Campos de. January 2005 (has links)
Orientador: Olga Ceciliato Mattioli / Banca: José Sterza Justo / Banca: Isabel Cristina Gomes / Resumo: A hospitalização da criança costuma ser vivenciada por ela com grande sofrimento psíquico potencializado pelo distanciamento da família, pela submissão aos procedimentos e rotinas hospitalares e por lidar com a fantasia ou o perigo real de morte. Durante a internação, a criança tem o seu corpo disponível para tratamento e para investigação e a sua privacidade fica subordinada à dinâmica hospitalar; tornando, portanto, a internação uma experiência demasiadamente intrusiva. O hospital quase sempre percebe a criança como ingênua e desconhecedora desse processo, tratando-a apenas semelhante a um corpo que sofre. Tais questões me levaram a eleger como objetivo principal dessa pesquisa, a discussão do brincar no contexto hospitalar. A pesquisa foi desenvolvida no ano de 2003, na pediatria do Hospital Estadual Dr. Odilo Antunes de Siqueira, localizado na cidade de Presidente Prudente/SP, com a participação de três crianças do sexo masculino, nas idades de três anos, quatro anos e dez meses e doze anos e cinco meses. Tomei por base o método psicanalítico para a compreensão do brincar, notadamente o pensamento de Freud, Klein e Winnicott. O brincar pode mostrar-se um instrumento valioso para um melhor enfrentamento da internação, por ser uma forma eficaz de expressar e de dominar a angústia bem como de administrar a agressividade e a destrutividade. De forma mais específica apoiei-me, para a realização desta pesquisa, na formulação teórica de espaço potencial elaborada por Donald Winnicott e assim, propor um trabalho junto à criança hospitalizada, o qual denomino encontro. O encontro baseia-se no brincar espontâneo e no oferecimento de acolhimento emocional à criança, descrito por Winnicott como holding. Durante os encontros, utilizei uma pasta contendo brinquedos, material escolar e acessórios ...(Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The childþs hospitalization can be revivified with great psychic suffering, reinforced due to the detachment of the family, the submission to the hospitalizing procedures and routines and for working with the fantasy or the real danger of death. During the internment, the child has his body available for treatment and for an investigation and consequently his privacy is subordinate to the hospitalizing dynamics, making, therefore, the internment an exceedingly intrusive experience. The hospital almost always notices the child as a naïve and an ignorant of such a process, just treating him similarly to a body that suffers. Such subjects have made me choose as the main objective of this research, the discussion of the playing in a hospital context. The research was developed in 2003, in Dr. Odilo Antunes de Siqueiraþs pediatric wards State Hospital, located in Presidente Prudente -SP, with the participation of three male children of different ages, namely, one three-year-old child , a second one with four years and ten months old and a third one with twelve years and five months old. I took as a base the psychoanalytical method for the understanding of the playing notedly Freudþs, Kleinþs and Winnicottþs thoughts. The playing can show to be a valuable instrument for a better facing of the internment, for being an effective form of expressing and of dominating the torture, as well as, of administering the aggressiveness and the destructiveness. In a more specific way, I held up for the accomplishment of this research, in a theoretical formulation of potential space elaborated by Donald Winnicott and, like this, a work close to the hospitalized children, which I call, denominate encounter. The encounter is based on the spontaneous playing and in... (Complete abstract, click electronic access below) / Mestre
48

Aplicação de Meta-modelos à Monetização de Jogos Free-to-Play / Application of Meta-models for monetizing Games Free-to-Play

OLIVEIRA, Ruy Guilherme Silva Gomes de 23 January 2017 (has links)
Submitted by Maria Aparecida (cidazen@gmail.com) on 2017-04-27T14:21:14Z No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5) / Made available in DSpace on 2017-04-27T14:21:14Z (GMT). No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5) Previous issue date: 2017-01-23 / The recent emergence of Free-to-Play games, also known as Freemium games, has considerably changed the way games are made. The definition of monetization strategies is now part of the process of making games. Choosing which strategy to adopt among the various ones and understanding how they work could be an arduous task. When analysing the market, to realize that popular games use similar strategies is not difficult, which demonstrates that the reuse of strategies is common among developers. Although there are catalogs of popular monetization strategies used by Free-to-Play games in the literature, little attention has been given to formalize the description of those strategies, leaving openings for misunderstandings and making the reuse harder. For that reason, a meta-model of Free-to-Play games monetization that allows the representation of Free-toPlay games monetization strategies based on a set of popular strategies is proposed. That meta-model, called Meta-F2P, was elaborated from the investigation of the most rentable Free-to-Play games for mobile devices. Besides that, case studies were used to validate and refine the accuracy, expressiveness and extensibility of that meta-model. Based on the results obtained, the applicability of the meta-model in the process of making games and the advantages and disadvantages of the use of case studies in the concept of meta-models are analyzed. / A recente ascensão dos jogos Free-to-Play, também conhecidos como Freemium, provocou mudanças consideráveis na forma como os jogos são produzidos. A elaboração de estratégias de monetização passou a fazer parte do processo de desenvolvimento. Escolher qual estratégias adotar dentre as diversas existentes e entender o seu funcionamento pode tornar esta uma tarefa árdua. Ao se analisar o mercado não é difícil perceber que os jogos mais rentáveis abordam estratégias de monetização similares, demonstrando que reuso de estratégias é uma abordagem adotada por diversos desenvolvedores. Embora existam na literatura catálogos de estratégias de monetização populares em jogos Free-to-Play, pouca atenção tem sido dada no intuito de formalizar a descrição das estratégias, dando margem para interpretações errôneas e dificultando o reuso. Assim propõe-se um meta-modelo que permite representar as estratégias de monetização de jogos Free-to-Play a partir de um conjunto de estratégias populares. O meta-modelo denominado Meta-F2P foi elaborado a partir da análise de jogos Free-to-Play para dispositivos móveis mais rentáveis. Além disso, utilizou-se estudos de caso para a validação e o refinamento da exatidão, expressividade e extensibilidade do meta-modelo. A partir dos resultados obtidos analisa-se a aplicabilidade do meta-modelo no processo de design de jogos e as vantagens e desvantagens da aplicação de estudos de caso na elaboração de meta-modelos.
49

O direito de aprendizagem e do brincar nos anos iniciais do ensino fundamental: formação lúdica docente / Right to learn and play during the initial years of elementary school: teacher’s ludic formation

Lopes, Mary Stela Sakamoto 25 January 2018 (has links)
Submitted by MARY STELA SAKAMOTO LOPES null (sakamotolopes@hotmail.com) on 2018-03-23T16:50:42Z No. of bitstreams: 1 Dissertação_Mary Stela Sakamoto Lopes.pdf: 2083421 bytes, checksum: 7809bf789a7ecd0f59e5d4cd2550f366 (MD5) / Rejected by Maria Marlene Zaniboni null (zaniboni@bauru.unesp.br), reason: Solicitamos que realize correções na submissão seguindo as orientações abaixo: 1) Falta a Ata da Defesa - Inserir a Ata da Defesa após ficha catalográfica. Obs. Não precisa colocar o atestado de aprovação. Agradecemos a compreensão on 2018-03-26T16:57:30Z (GMT) / Submitted by MARY STELA SAKAMOTO LOPES null (sakamotolopes@hotmail.com) on 2018-04-12T15:38:53Z No. of bitstreams: 1 Dissertação_Mary Stela Sakamoto Lopes.pdf: 2398905 bytes, checksum: afaea40e49f262613bfab2b48984c932 (MD5) / Approved for entry into archive by Lucilene Cordeiro da Silva Messias null (lubiblio@bauru.unesp.br) on 2018-04-12T16:16:20Z (GMT) No. of bitstreams: 1 lopes_mss_me_bauru.pdf: 2346622 bytes, checksum: adedde2561a964328236e90e7b14555c (MD5) / Made available in DSpace on 2018-04-12T16:16:20Z (GMT). No. of bitstreams: 1 lopes_mss_me_bauru.pdf: 2346622 bytes, checksum: adedde2561a964328236e90e7b14555c (MD5) Previous issue date: 2018-01-25 / Analisando as ações docentes, é evidente que a infância vem sendo retirada das crianças, em nível crescente e precoce. Nesse contexto, a priorização de conteúdos curriculares ganha espaço, enquanto que os momentos lúdicos passam a ser menos frequentes. Assim, os jogos, as brincadeiras e os brinquedos são interpretados como desnecessários, e, por isso, devem ser deixados de lado na escola – um ambiente sério, local de aprender. Contudo, tais práticas vão de encontro aos próprios direitos da criança, preconizados na Constituição Federal (BRASIL, 1988) e nas Diretrizes Curriculares Nacionais da Educação Básica (BRASIL, 2010b), que ressaltam o dever de toda a sociedade em zelar pela infância, oportunizando o brincar, de modo a assegurar às crianças os seus direitos, e de aprender sem a antecipação de conteúdos curriculares. É diante dessas contradições, que se tem discutido sobre a inserção de brincadeiras no processo de aprendizagem, inclusive em cursos de formação continuada, como, o Pacto Nacional pela Alfabetização na Idade Certa (BRASIL, 2012a). Objetiva-se, então, avaliar se o direito à infância e o direito de aprendizagem e do brincar estão assegurados nos anos iniciais do Ensino Fundamental – EF em escolas públicas de Bauru – SP, e se o desenvolvimento de práticas pedagógicas se relaciona à formação lúdica docente. Além disso, avaliar-se-á como a ludicidade em sala de aula é inserida nas práticas pedagógicas. Este trabalho caracteriza-se como uma pesquisa documental e bibliográfica sobre a legislação da Educação Básica brasileira, com enfoque para fundamentar a infância, o direito à infância e o brincar no ambiente escolar. A par com as ações anteriores, ocorreu uma pesquisa de campo quali-quantitativa, com a aplicação de questionários a vinte e seis docentes dos anos iniciais (1º ao 3º ano) do EF, em três escolas municipais de Bauru. Ademais, elaborou-se o Acervo da Caixa de jogos do PNAIC, disponibilizada pelo MEC. Os resultados indicam que as brincadeiras em sala de aula não são reconhecidas como um direito fundamental da criança; e que professores com e sem formação lúdica utilizam, frequentemente, a ludicidade apenas como recurso pedagógico para facilitar a aprendizagem dos alunos. / When analysing teaching actions, it becomes evident that childhood has been taken away from children, in a precocious and increasing level. In this context, the prioritisation of curricular content gets increasing attention while ludic moments become less frequent. Thus, games, plays and toys are interpreted as unnecessary, and, therefore, should be left aside in the school – a serious environment and a place of learning. However, such actions go against the Children’s Rights, which are present in the Federal Constitution (BRASIL, 1988) and in the National Curricular Guidelines for Basic Education (BRASIL, 2010b). Both emphasise the obligation of every society to watch over childhood, creating opportunities for play, in order to ensure their rights, learning without the anticipation of curricular content. In the light of those contradictions, the insertion of plays in the learning process has been discussed, including the courses of continued formation, like the National Pact for Literacy in the Right Age (BRASIL, 2012a). Therefore, it is objective of the present study to evaluate if the right to childhood and the right to learn and play are secured during the initial years of the Elementary School – ES of the public schools in Bauru – SP, and if the development of pedagogical practices is related to the teacher’s ludic formation. Besides that, it is evaluated how the ludic moments in the classroom are inserted in pedagogical practices. This study is characterised as a documented and bibliographical research on the Brazilian Basic Education legislation, focused on sustaining childhood and the right to both childhood and play in the school environment. Taking into account the previously presented actions, a quali-quantitative fieldwork research was conducted and consisted of the application of questionnaires on twenty-six first to third grade teachers from ES, in three municipal schools in Bauru. In addition, the Game Box Collection from PNAIC was elaborated, that being provided by MEC. The results indicate that children plays and games in the classroom are not really recognised as a fundamental children right; and that teachers with and without ludic formation frequently make use of ludic moments only as a pedagogical resource in order to facilitate the students’ learning.
50

FYSIOTERAPEUTERS UPPLEVELSER AV FAKTORER SOM PÅVERKAR REHABILITERINGEN AV HAMSTRINGSSKADOR HOS ELITFOTBOLLSSPELARE : Kvalitativ intervjustudie

Jönsson, Anton, Doverlind, Emil January 2018 (has links)
Bakgrund: Hamstringsskada är den vanligaste skadan inom elitfotboll och har hög återfallsrisk. I samband med hamstringsskador är arbetet intensivt då spelaren helst ska vara tillbaka snabbt för att bidra till lagets prestation. Rehabiliteringen behöver trots sin intensitet vara av långsiktig karaktär och förhindra att skadan återkommer i framtiden. Syfte: Att undersöka fysioterapeuters upplevelser av faktorer som påverkar rehabilitering av hamstringsskador hos herrfotbollsspelare i svenska elitfotbollsklubbar. Metod: Kvalitativ semistrukturerad intervjustudie med deskriptiv design. Ett ändamålsenligt urval gjordes och fem fysioterapeuter inom svensk elitfotboll intervjuades. Data analyserades med kvalitativ innehållsanalys med en induktiv ansats. Resultat: Analysen resulterade i fem kategorier och 19 underkategorier. Kategorierna var fysioterapeutens förutsättningar, spelarens förutsättningar, yttre press, bemötande av spelare och återgångens omständigheter. Med utgångspunkt i fysioterapeuters upplevelser framhålls spelaren, tränaren och den egna kunskapen som de mest betydande faktorerna av rehabiliteringen av hamstringsskador. Slutsats: Upplevelserna kunde kopplas till fysioterapeuten som individ, dess omgivning och beteende. Fysioterapeuterna upplevde att det krävdes anpassning av sitt beteende efter omständigheter i omgivningen för att åstadkomma en lyckosam rehabilitering. Studiens resultat är svårt att generalisera då antalet fysioterapeuter som medverkade i studien var få. / Bakground: Hamstring injury is the most common injury in elite football and has a high re- injury rate. The rehabilitation of hamstring injuries are intense since the player should preferably be back quickly to contribute to the team performance. Despite the intensity of the rehabilitation, it needs to be of a long-term perspective and prevent future re-injury. Aim: To explore physiotherapists’ experiences of factors that affect rehabilitation of hamstring injuries in male football players in Swedish elite football clubs. Method: Qualitative semistructured interview study with descriptive design. A purposive sample of five physiotherapists, working with Swedish elite football were interviewed. The data collection was analyzed with qualitative content analysis with an inductive approach. Result: The analysis resulted in five categories and 19 subcategories. The categories were the physiotherapist’s conditions, the player’s condition, external pressure, approach with the player and the circumstances of the return to play. The physiotherapists’ experienced that the player, the coach and the knowledge of the physiotherapist are the most important factors in rehabilitation of hamstring injuries. Conclusion: Physiotherapists experienced that adaptation of their behavior was required according to the circumstances of the surrounding environment to achieve successfull rehabilitation. The study’s result is difficult to generalize as the number of physiotherapists involved in the study was few.

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