Substitution is an essential tool for a coach to influence the match. Factors like the injury of a player, required tactical changes, or underperformance of a player initiates substitutions. This study aims to predict the physical performance of individual players in an early phase of the match to provide additional information to the coach for his decision on substitutions. Tracking data of individual players, except for goalkeepers, from 302 elite soccer matches of the Dutch ‘Eredivisie’ 2018–2019 season were used to enable the prediction of the individual physical performance. The players’ physical performance is expressed in the variables distance covered, distance in speed category, and energy expenditure in power category. The individualized normalized variables were used to build machine learning models that predict whether players will achieve 100%, 95%, or 90% of their average physical performance in a match. The tree-based algorithms Random Forest and Decision Tree were applied to build the models. A simple Naïve Bayes algorithm was used as the baseline model to support the superiority of the tree-based algorithms. The machine learning technique Random Forest combined with the variable energy expenditure in the power category was the most precise. The combination of Random Forest and energy expenditure in the power category resulted in precision in predicting performance and underperformance after 15 min in a match, and the values were 0.91, 0.88, and 0.92 for the thresholds 100%, 95%, and 90%, respectively. To conclude, it is possible to predict the physical performance of individual players in an early phase of the match. These findings offer opportunities to support coaches in making more informed decisions on player substitutions in elite soccer.
The term ‘immersion’ is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players. However, this word can refer to a range of different modes of engagement for players and standardisation would improve discussion of the topic. This paper suggests and explains four categories: 1. 'Systems immersion' can be used to describe when players are deeply engaged with the mechanics, challenges, and rules of a game, and is similar to a state of ‘flow’. 2. 'Spatial immersion' is the sense of a player being present in, or transported to, the virtual world, and is linked to the concept of embodiment. 3. 'Empathic/social immersion' describes the connection that a player may develop towards the characters (AI or human) and the social context of a game.4. 'Narrative/sequential immersion' can be used to describe a player’s compulsion to see how a sequence of events continues, typically in a narrative, but this is related to any progression, such as exploring new spaces or evolving gameplay mechanics.
MULTIFILE
In adult football, small-sided games are associated with increased action variability and suggested to promote more creative actions compared to regular 11v11 formats. This aligns with predictions from an ecological approach to perception and action that creative actions emerge in environments that grant variability in action, instead of being an expression of the individual player's ability to generate ideas. To further evidence for this prediction, the current study aimed to expand this observation to elite youth football players. To this end, the number of different and creative actions in 4v4 small-sided game and a 11v11 regular-sided game among 10- to 12-year-old elite football players were examined. We analyzed a total of 7922 actions, which were categorized for type and creativity. Based on a subset of these actions, a panel of elite football coaches judged action types occurring below 0.5% as significantly more creative than more frequent action types. Hence, we used an occurrence of 0.5% as threshold to distinguish creative actions from non-creative actions. The results showed that the total number of actions, the number of different action types, the number creative actions and the number of different creative action types was significantly higher for the small-sided game format than the regular-sided game. In conclusion, this study confirms that in elite youth football, small-sided games induce a more variable and creative action repertoire. This shows that practitioners can design learning environments that promote the emergence of creative actions.
Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.
In het recent gepubliceerde Integraal Zorg Akkoord (IZA) 2023-2026 wordt toegewerkt naar goede, toegankelijke en betaalbare zorg. Thema’s die in het akkoord worden genoemd zijn passende zorg, samenwerking tussen zorg en welzijn, strakke samenwerkingsafspraken, elektronische gegevens uitwisseling, versterking eerstelijnszorg. Maar ook: uitkomstgerichte zorg. Dit sluit aan bij het visiedocument van de Nederlandse Vereniging van Diëtisten (NVD) ‘De diëtist en de diëtetiek in 2030’. Deze visie, voor en door diëtisten beschrijft het punt op de horizon en hoe we daar, vanuit een opgestelde veranderagenda hier naar toewerken. Hiervoor is het nodig dat (kosten)effectiviteit wordt aangetoond en is de integratie tussen praktijkvoering, onderwijs en onderzoek randvoorwaardelijk. Zowel de visie van de NVD en het IZA sturen er op aan dat diëtisten hun doelmatigheid moeten aantonen. Onder doelmatigheid verstaan we in dit project: - Onderzoek naar uitkomsten/effecten van hun eigen handelen in de praktijk - Dat diëtisten data kunnen inzetten voor reflectie op het eigen handelen en het bijsturen op kennis en kunde - Dat zij van hieruit effectieve en passende zorg kunnen aanbieden - Dat zij dit doen in samenwerking met overige zorgverleners, de patiënt zelf en vanuit doorverwijzing naar het sociaal domein - Dat zij onderdeel zijn van een (multidisciplinair) samenwerkingsverband om de samenwerking tot stand te laten komen Diëtisten zien de nut en noodzaak van deze ontwikkeling, echter missen zij handvatten om dit vorm te geven passend binnen hun huidige bedrijfsvoering en werkzaamheden. Het doel van dit project is dat het lectoraat Voeding, Diëtetiek en Leefstijl en de NVD (Academy), samen en in co-creatie (d.m.v. de methodiek Design Thinking) met diëtisten uit de eerstelijns- en tweedelijnszorg, een professionaliseringsaanbod ontwikkelen passend bij wensen en behoeften, zodat zij in staat zijn om in de toekomst doelmatigheid te kunnen aantonen en aan te sluiten bij de visie van de IZA en de NVD.
Verschillen in positie, status en communicatievaardigheden kunnen goede samenwerking in de ondersteuning van mensen met een verstandelijke beperking in de weg staan. Hoe kan een gelijkwaardige samenwerking tot stand komen in de driehoek van cliënten, begeleiders en belangrijke mensen uit het netwerk van de cliënt? Dat is wat centraal heeft gestaan tijdens dit project.