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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.
141

Estudio de la relación existente entre las acciones ofensivas en la fase de creación y en la fase de finalización del juego del R.C.D. Espanyol

Vivés Usón, Marc 21 June 2012 (has links)
Institut Nacional d'Educació Física de Catalunya. Centre de Lleida / Hi ha molts estudis sobre la manera com els equips finalitzen i materialitzen les jugades, però en canvi no s’ha fet gaire recerca centrada a conèixer què succeeix abans que la pilota arribi a la zona de finalització. Aquest serà el repte del present estudi: conèixer quines de les accions que succeeixen a la zona de gestació del joc permeten a l’equip arribar a la zona de finalització. Un cop el baló ha arribat a la zona de finalització seguirem enregistrant el que esdevé fins que acabi la jugada, independentment de si acaba en èxit o no. D’aquesta manera, observarem la relació entre les dues zones del joc i esbrinarem d’on i com sorgeixen totes les situacions de joc que han estat eficaces per a l’equip (entenem per eficàcia aquelles jugades que han aconseguit arribar a la zona de finalització), informació que considerem molt útil per a l’entrenador i per millorar el rendiment dels jugadors. Per dur a terme aquest estudi hem tingut la col•laboració d’un equip de la Primera Divisió espanyola, el R. C. D. Espanyol, del qual hem enregistrat un total de trenta-dues jornades de les temporades 2009-2010 i 2010-2011. Tenint en compte el fet que avui la recollida, emmagatzematge i tractament de dades obtingudes a partir de l’observació és molt important per millorar el rendiment dels equips, hem creat un instrument d’observació a mida (ZASOF), que ens ha permès canalitzar tota la informació sobre el nostre objecte d’estudi. / Son muchos los estudios que se han realizado sobre cómo los equipos finalizan y materializan las jugadas, pero muy pocas investigaciones se han centrado en conocer lo que sucede antes de que el balón llegue a la zona de finalización. En el presente estudio este va a ser nuestro principal reto: conocer las acciones que suceden en la zona de gestación del juego que permiten al equipo llegar a la zona de finalización. Una vez el balón ha llegado a la zona de finalización seguiremos registrando lo que sucede hasta que acabe la jugada, independientemente de si acaba en éxito o no. De esta forma observaremos la relación entre las dos zonas del juego y averiguaremos de dónde y cómo surgen todas las situaciones de juego que han sido eficaces para el equipo (entendiendo por eficacia aquellas jugadas que han conseguido llegar a la zona de finalización), información que consideramos muy útil para el entrenador y para mejorar el rendimiento de los jugadores. Para llevar a cabo este estudio hemos tenido la oportunidad de contar con la colaboración de un equipo de la Primera División española como es el R. C. D. Espanyol, del que hemos registrado un total de treinta y dos jornadas de las temporadas 2009-2010 y 2010-2011. Teniendo en cuenta que es un hecho que actualmente la recogida, almacenamiento y tratamiento de datos obtenidos a partir de la observación es muy importante para la mejora del rendimiento de los equipos, hemos creado un instrumento de observación a medida (ZASOF) que nos ha permitido canalizar toda la información acerca de nuestro objeto de estudio. / Plenty of research has been done about how football teams finish and conduct their plays, but significantly less has been written about what happens before the ball reaches the completion area. This is the aim of this work: to analise the moves that occur within the area where the play is gestated, which then allow for the team to reach the completion area. We will also examine what happens after the ball has reached the completion area until the play is totally finalised (with or without success). By doing this, we will observe the relationship between the two areas of play and we will discover where and how the most efficient play situations have arisen (i.e efficient being the ones that reached the completion area). We consider this information to be very useful for the coach and to improve the performance of the team. For this research, we have benefited from the assistance of R.C.D Espanyol, a team in Spain's premier league, la Liga, of which we have examined 32 matches in the 2009-10 and 2010-11 seasons. Given that the analysis of data obtained through observation is key for the improvement of a team's performance, we have created a tool, ZASOF, which has allowed us to process and channel all the information obtained through the observation of the object of this study.
142

Detecció del consum d'agents anabolitzants en humans: estratègies alternatives de preparació de mostres i anàlisi instrumental

Marcos del Águila, Josep 28 June 2004 (has links)
Los agentes anabolizantes prohibidos por la Comisión Médica del Comité Olímpico Internacional (COI) deben estar ausentes en las muestras de orina objeto de análisis. El límite de detección está condicionado por la sensibilidad del instrumento y la relación señal/ruido debida al material biológico coextraído junto con los analitos de interés. Las nuevas exigencias de sensibilidad del COI como la detección de nuevas sustancias utilizadas en dosis sensiblemente inferiores, obliga al replanteamiento de la estrategia analítica utilizada. El objetivo general de esta tesis es: desarrollar nuevas técnicas analíticas de alta sensibilidad para la detección de esteroides y otros anabolizantes en orina humana mediante: 1.- Estudio de la cromatografía liquida capilar para la cuantificación de las concentraciones de testosterona y epitestosterona en orina humana. 2.- Estudio de la purificación de la muestra previa al análisis instrumental. - Estudio del uso de la cormatografía de inmunoafinidad (IAC) en la purificación selectiva dela muestra. - Desarrollo de procedimientos mediante cromatografía líquida de alta resolución para la purificación de fracciones en los análisis de confirmación. 3.- Incremento de la sensibilidad en el análisis instrumental. - Estudio de la formación de tert-butildimetilsilil derivados como alternativa a los trimestilsilil derivados habitualmente utilizados. - Estudio de la utilización de nueva instrumentación basada en la espectrometría de masas de trampa de iones y en tándem (MS/MS) para alcanzar la sensibilidad y selectividad requerida por los nuevos estánderes impuestos por las organizaciones internacionales del área de la salud, en particular en el deporte.
143

El sector de l'exhibició cinematogràfica a Catalunya en l'era de la digitalització (2000-2013). Evolució i anàlisi. Formes d'exhibició alternatives als cinemes independents. El cas del Cinema Truffaut de Girona

Vilallonga Montañá, Francesc Xavier 17 December 2015 (has links)
El procés de digitalització de la indústria cinematogràfica ha afectat de forma profunda les dinàmiques professionals dels àmbits de la producció, la distribució i l’exhibició. La investigació analitza els orígens del cinema digital i la implementació de la reconversió digital en el sector de l’exhibició. Es fa un recorregut per les diverses fases d’implementació de la tecnologia digital als cinemes: des de la definició d’uns protocols tècnics universals, fins a les vies de finançament que han fet possible portar a terme el procés. També s’analitza com s’han transformat els mecanismes de la distribució i l’exhibició cinematogràfica en aquest nou context de convergència digital. Es posa un èmfasi especial en les polítiques públiques de suport a la digitalització i en la implicació i responsabilitat de les administracions per fomentar i finançar aquests canvis en el sector cinematogràfic. A més s’analitza la rellevància que les projeccions en 3D i els continguts alternatius tenen en el futur de l’exhibició, i com aquests canvis afecten els cinemes independents, especialment en el context europeu. L’estudi fa una anàlisi de l’evolució de l’exhibició cinematogràfica a Catalunya entre els anys 2000 i 2013. A partir de dades oficials de l’Institut Català de les Empreses Culturals de la Generalitat de Catalunya (ICEC), s’analitzen tots els aspectes essencials que permeten fer una radiografia del sector de l’exhibició durant el segle XXI. Així, s’estudia l’evolució del número de cinemes i pantalles, el model de sala i la seva capacitat, les oscil·lacions en el volum d’espectadors de cinema o l’evolució dels preus i les recaptacions. A més, es fa una anàlisi del cinema en versió original, de la distribució territorial de les sales, de la presència de les diverses llengues al cinema així com de les projeccions en 3D i de la situació del procés de digitalització a Catalunya. L’última part de la investigació es centra en un estudi de cas, el Cinema Truffaut de Girona. Es fa una síntesi de la seva evolució històrica i la seva singularitat de ser l’única sala d’exhibició cinematogràfica en versió original que hi ha a Catalunya fora de Barcelona i la seva àrea metropolitana. S’analitza el model d’exhibició alternativa amb suport públic que suposa el Cinema Truffaut i es fa un anàlisi de dades per valorar els seus resultats, viabilitat i impacte en el panorama cinematogràfic de la ciutat de Girona. / El proceso de digitalización de la industria cinematográfica ha afectado de forma profunda las dinámicas profesionales de los ámbitos de la producción, la distribución y la exhibición. La investigación analiza los orígenes y evolución del cine digital así como la implantación de la reconversión digital en el sector de la exhibición. Se realiza un recorrido por las diversas fases de desarrollo de la tecnología digital en los cines: desde la definición de unos protocolos técnicos universales, hasta las vías de financiación que han hecho posible el proceso. También se analiza como se han transformado los mecanismos de la distribución y la exhibición cinematográfica en este nuevo contexto de convergencia digital. La investigación se focaliza especialmente en las políticas públicas de apoyo a la digitalización y en la implicación y responsabilidad de las administraciones en fomentar y financiar estos cambios en el sector cinematográfico. Además, se estudia la relevancia que las proyecciones en 3D y los llamados contenidos alternativos tienen en el futuro de la exhibición, y de qué forma estos cambios afectan a los cines independientes, sobretodo en el contexto europeo. El estudio analiza la evolución de la exhibición cinematográfica en Cataluña entre los años 2000 y 2013. A partir de datos oficiales del Institut Català de les Empreses Culturals de la Generalitat de Catalunya (ICEC), se recogen sistemáticamente todos los aspectos esenciales que permiten realizar una radiografía del sector de la exhibición durante el s.XXI. De esta forma, se estudia la evolución del número de cines y pantallas, el modelo de sala cinematográfica y su capacidad, las oscilaciones en el volumen de espectadores de cine o la evolución de los precios y las recaudaciones. Además, se analiza el cine en versión original, la distribución territorial de las salas, la presencia de las distintas lenguas oficiales en el cine así como las proyecciones tridimensionales y la situación del proceso de digitalización en Cataluña. La última parte de la investigación se centra en un estudio de caso, el Cine Truffaut de Girona. Se realiza una síntesis de su evolución histórica y su singularidad al ser la única sala de exhibición cinematográfica en versión original que hay en Cataluña fuera de Barcelona y su área metropolitana. Se estudia el modelo de exhibición alternativa con apoyo público que supone el Cine Truffaut y se realiza un análisis de datos para valorar sus resultados, viabilidad e impacto en el panorama cinematográfico de la ciudad de Girona. / The process of digitization of film industry has deeply affected professional dynamics in the areas of production, distribution and exhibition. The research analyzes the origins and evolution of the digital cinema as well as the implementation of the digital conversion in the exhibition sector. It explains the different phases of the development of digital technology in cinemas: from the definition of universal technical protocols, to avenues of funding that made possible the process. And it also analyzes how the mechanisms of distribution and the film exhibition are transformed in this new context of digital convergence. The research focuses especially on public policies to support digitization and the involvement and responsibility of the authorities to promote and finance these changes in the film industry. In addition, explores the relevance that projections in 3D and alternative content will have in the future of the exhibition, and in what form these changes affect the independent cinemas, especially in the European context. The study analyzes the evolution of the film exhibition in Catalonia between 2000 and 2013. Based on official data from the Institut Català de les Empreses Culturals of the Generalitat de Catalunya (ICEC), systematically collects all the essential aspects that allow to perform an accurate display of the sector during the 21st century. In this way, it explores the evolution of the number of cinemas and screens, movie theatre models and capacity fluctuations in the volume of viewers of film or the evolution of prices and revenues. In addition, discusses cinemas in original version, the territorial distribution of the screens, the presence of the different official languages as well as three-dimensional projections and the situation of the process of digitization in Catalonia. The last part of the investigation focuses on a case study, the Cinema Truffaut of Girona. It explains a synthesis of his historical evolution and its uniqueness as the only cinema with exhibition in original version that exists in Catalonia outside Barcelona and its metropolitan area. The research focuses in the model of alternative exhibition with public support that Cinema Truffaut means. A data analysis is carried out to assess their results, feasibility and impact on the cinematic panorama of the city of Girona.
144

Svenska fotbollsklubbar och dess satsning på e-sporten : En kvalitativ studie om hur svenska fotbollslag på elitnivå anser sig påverka sitt varumärke genom att starta e-sportlag. / E-sports as brand extension into Swedish professional football

Sazesh, Edwin, Ekermark, Douglas January 2018 (has links)
In recent years esports has evolved from strictly being a hobby of playing videos games for many to becoming a highly commercialized and professionalized sport. Nowadays, there are more unique viewers of the largest esport competitions than physical sport events like the NBA finals or the Super Bowl. With this growth, the field of esports has come under the radar for professional football clubs and several football clubs has made brand extensions into the field. The study has identified a gap of knowledge of why professional football clubs in Sweden extend their brand to the esport. Hence, the purpose of this study was to increase the understanding of how professional football clubs, on an elite level, can affect their brand through creating esports teams as brand extensions. Results show that professional football clubs can benefit from positive short - and long term effects by brand extensions to esports as well as enhance the brand equity of the sportclub. The football clubs suggest brand extensions to esports such as FIFA is logical to the clubs as the sports are much alike, which minimizes the risk, but also reduce the opportunities as FIFA is a relativity unpopular game, results show. However an brand extension to esports further away from the core of the football clubs was not an option at this point. The paper contributes with a introduction to the phenomenon that is esports and its effects on professional football clubs on an elite level, however we acknowledge that there is more research to be done in the field. / På senare år har e-sport utvecklats från att vara en fritidsaktivitet utövad genom tv-spel till att bli ett högt kommersialiserat och professionaliserat sätt att tävla. Nuförtiden har esportens största tävlingar fler unika tittare än de största fysiska idrottsevenemang som NBA-finalen eller Super Bowl i USA. Tack vare denna utveckling, har e-sporten fått uppmärksamhet av professionella fotbollsklubbar och ett flertal fotbollsklubbar har genomfört varumärkesutvidgningar till e-sporten. Studien har identifierat en kunskapslucka om varför professionella fotbollsklubbar i Sverige valt att utvidga sin verksamhet till att omfatta e-sporten. Med stöd av detta, är syftet med studien att öka förståelse för hur svenska fotbollsklubbar på elitnivå kan påverka sitt varumärket genom att starta e-sportlag. Resultatet visar att professionella fotbollsklubbar anser sig kunna uppnå kort- och långsiktiga fördelar genom att varumärkesutvidga till e-sporten samt bidra till att öka fotbollsklubbens totala varumärkeskapital. Resultatet visar även att varumärkeutvidgningar till e-sporten och FIFA har en logisk koppling till fotbollen tack vare dess likheter, vilket minskar risken för misslyckande men även reducerar möjligheterna med satsningen. Detta förklaras vara då FIFA inte anses vara ett så populärt spel i dagsläget. Däremot har det visats att varumärkesutvidgningar till e-sportspel mer distanserade från kärnverksamheten inte var ett alternativ. Uppsatsen bidrar med en introduktion till fenomenet e-sport och dess påverkan på professionella fotbollsklubbar på elitnivå samtidigt som vi erkänner att det finns ytterligare forskning att göra inom fältet.
145

E-Sport Turism

Ali, Mohamed, Satilmis, Alp January 2021 (has links)
Tourism is a sector that is constantly expanding and diversifying and plays a very importantrole in society, culture and the global economy. Today, the approach to travel has changed,people are no longer looking for traditional tourism but prefer other tourism activities. Sportstourism is one of the most sought-after offerings in the 21st century.As tourism and technology have evolved, the sports sector has developed with this changingtrend, and electronic sports (eSports) events have become an important part of modernsociety. gaining interest particularly among young people. Sports events are a touristattraction for eSports enthusiasts where spectators have the opportunity to watch the bestplayers in the world and meet their favourite players or share their enthusiasm with otherparticipants with similar interests. For this reason, various proposals have been made inrecent years to increase the visibility of these events, to increase competition venues and tohelp promote the brand of the city or region in which they are to be held for tourismpurposes.It is a new and an emerging market, where there are not many studies that address this issuefrom the tourism perspective. eSports uses digital technology to provide players with highlycompetitive platforms that can create audiences and tournaments that in turn lead to eventsthat attract people who have an interest to visit and participate in eSports activities. Thisreport draws parallels of the digital and traditional sports systems and delves into thedevelopment of eSports and eSports tourism.
146

Brand communities within esports : The interactions between esport organizations and consumers

Holmström, Markus, Sopaj, Larglind, Nord, Douglas January 2019 (has links)
Background:           In 2019, the esport industry is expected to become a billion-dollar                                  industry. This new industry has presented rapid growth in recent times                                  which has led to new organizations and companies being formed to                                  capitalize on this opportunity. However, the creation of this new industry                                  has presented a new area of consumption where transfer of pre-existing                                  knowledge is not viable. This leads us to the question; how does one                                  interact with this newly formed industry and its followers?   Purpose:                  The purpose of this thesis is to investigate how esport organizations                                  interact with their brand communities and explore what they achieve                                  through such interactions.   Method:                  Empirical data has been gathered from esport organizations that has one                                  or several teams competing in their highest national league. The                                  gathering of data was done through semi-structured interviews. The data                                  was later analyzed using literature and conclusions were drawn from this.   Conclusion:             The evidence suggests that esport organizations puts more emphasis on                                  online platforms and interactions than offline interactions when                                  interacting with their brand communities. It was also found that esport                                  organizations emphasize a feeling of inclusion and positivity which could                                  act as an asset both in terms of expanding the reach of their brand                                  community and attracting new sponsorships.
147

User Entrepreneurship in the esports Industry : An exploratory Case Study of the Game Series "Super Smash Bros."

Koch, Björn Niklas Tim, Pongratz, Sören Benedikt January 2020 (has links)
Background: Users are an important but underestimated driver of innovation and entrepreneurship. Therefore, they have a positive impact on the competitive position of companies, the development of industries and the wealth of societies as a whole. Our study focuses on the occurrence and development of user entrepreneurship in the esports industry, which is a modern and fast-growing industry that is also characterized by its over-energetic, over-enthusiastic and over-dynamic users. One compelling case of user entrepreneurship can be observed in the game series “Super Smash Bros.” where users have developed an esports scene out of the game without the active involvement of its publisher Nintendo. Research Purpose: The development of an in-depth understanding of how user entrepreneurship evolves and works in the esports industry. Research Problem: Both, user entrepreneurship and the esports industry, are relatively new research areas that have not yet been sufficiently investigated. As user entrepreneurship is assumed to be more likely in industries that are characterized by uncertainty, ambiguity and evolving demands, and in which the product or service provides enjoyment, we deem the esports industry to provide facilitating conditions for its emergence. Therefore, a deeper understanding of genesis and mechanics has the potential to apply those learnings within the industry and to other industries which may benefit from user entrepreneurship as well. Research Question: How do users and the environment in the esports industry enable the occurrence and flourishing of user entrepreneurship? Method: Ontology – Relativism; Epistemology – Social Constructionism; Methodology – Exploratory Single Embedded Case Study; Data Collection – 12 Semi-structured Interviews supported by Online Forum Narratives; Sampling – Purposeful selection of the first Interviewees followed by Snowball Sampling; Data Analysis – Content Analysis (creation of a tree-diagram based on quotes, sub-categories, generic categories and main categories) Conclusion: We developed a model that represents the most important factors for user entrepreneurship apparent in the esports industry and describes how they enable its occurrence and flourishing. Thereby we contribute to an understanding of the interdependence between user- and environmental-specific enabling factors for user entrepreneurship. Our results suggest that the presence of a supportive environment fosters the user entrepreneur’s motivation, knowledge and skills. Practical Implications: Emerging from our findings, implications for producer firms, individual user entrepreneurs and user entrepreneurship communities were developed on how to purposely foster user entrepreneurship and benefit from its occurrence.
148

Predicting the Amount of Professional Matches for Three Different Esports : A time series analysis

Englesson, Christopher, Karlin, Ludvig January 2021 (has links)
In this paper, we will look at the compatibility of different forecasting methods applied to  time series data in esports, specifically three esports, League of Legends, Counter Strike:Global Offensive and Defence of the Ancients 2. The purpose of the study is to assess whether forecasting the amount of professional esport matches for the first three months of 2021 is possible and if so, how accurately. The forecasting methods used in the report are seasonal ARIMA (SARIMA), autoregressive neural networks (NNAR) and a seasonal naïve model as a benchmark. The results show that, for the chosen methods, all the three datasets were able to fulfill the statistical requirements for producing forecasts as well as outperforming the benchmark model, although with various results. Considering the three games, the one that the study was able to predict with highest accuracy was the CS:GO dataset with a NNAR model where we achieved a mean absolute percentage error of 31%.
149

Cardiovascular Stress Response While Gaming and Behavioral and Psychometric Assessments of Gamers and Non-Gamers

Dowdell, Bryan T. 15 May 2020 (has links)
No description available.
150

Esports Fans as Players and Their Motivations to Spectate Esports : Case of League of Legends

Zyza, Julia January 2022 (has links)
Esports, also known as electronic sports, is constantly growing in popularity, with top competitions attracting audiences comparable to traditional sports events. Prior research has focused on comparing esports with traditional sports. However, a handful of recent studies acknowledged crucial differences between esports and traditional sports, including that the majority of esports fans are also players.  This thesis aims to identify the motivations to spectate League of Legends (LoL) esports by its players. League of Legends is currently the most popular video game on the rapidly growing esports scene, with a player base of 180 million. LoL’s biggest annual tournament, World Championship, was spectated by more than 73 million peak viewers, placing it on top of the World’s Most Watched Esports Matches in 2021. To understand the general motivations to spectate LoL esports, this study adapted and utilized the previously established MSES (Motivation Scale of Esports Spectatorship) scale. The motivations were measured through an online survey that was distributed to online League of Legends communities. The sample included 338 self-identifying esports fans, who actively play League of Legends. The data were described using descriptive statistics and analyzed with the aid of the uses and gratifications theory and fandom theory.  The findings suggest that players’ main motivations to spectate LoL esports revolve around diversion and surveillance, with factors such as competitive nature, skill appreciation, dramatic nature, entertaining nature, game knowledge, competition excitement, and skill improvement being the most significant.  The current thesis presents a study on gratification-related factors of why League of Legends players spectate esports online. Moreover, the study measures a hitherto unstudied effect of virtual rewards on players' motivation. Finally, this thesis provides a more precise approach to motivations to spectate esports and contributes to the understanding of the unique relationship between playing and spectating an esports game.

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