Fields neighboring the disciplines of kinesiology and sports science have called for more interdisciplinary work, including the adoption of critical approaches to research. This scoping review explored the degree to which critically-aligned research has developed within these disciplines. The goal was to identify who this research studied, what methods were used, and which theoretical and conceptual frameworks were adopted. Publications between 2010-2022 in six top kinesiology and sports science journals using four databases were searched using keywords to identify critically-aligned research. A multi-step screening process was used to identify and sort articles that adequately fit the criteria of critically-aligned research. The scoping review identified 5666 entries of which 3300 were unique publications. 76 articles were assessed to be critically-aligned. Four themes regarding demographics emerged: Geographic area, gender, race/ethnicity/indigeneity, and inequality/inequity. Regarding methodology, three major theoretical and conceptual frameworks emerged: ecological, socio-economic, and cultural. Overall, a relatively small number of studies fit our search criteria, suggesting that critically-aligned research remains at the margins of the disciplines. For the studies that were critically-aligned, they often centered the Global North and were inconsistent in their application of categories such as race, ethnicity, inequality and equity. These studies were diverse in their methodological approach while relying on ecological, socio-economic, and cultural frameworks. To heed the calls for a more interdisciplinary approach, and to advance the disciplines more generally, kinesiology and sports science should expand their adoption of critical approaches to research.
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BACKGROUND: In typically developing children, participation in sports has been proven to be positively correlated to both physical and psychosocial health outcomes. In children and adolescents with a physical disability or chronic disease participation in both recreational and competitive sports is often reduced, while for this population an active lifestyle may be even more important in reaching optimal levels of physical and psychosocial health. Therefore, the aim of the Health in Adapted Youth Sports (HAYS) Study is to determine both negative and positive effects of sports on children and adolescents with a chronic disease or physical disability. METHODS: In this cross-sectional study differences will be compared in regards to physical and psychosocial health, cognitive functioning, school performance, daily physical activity and injuries between children and adolescents with a chronic disease or physical disability who participate in sports and those who do not. Children and adolescents, both ambulatory and wheelchair dependent, in the age of 10-19 years with a physical disability or chronic disease will be included. "Sports" is defined as participation in an organized sport at least two times a week for a duration of 3 months or more prior to the assessment. Parametric and non-parametric statistics will be used to determine the differences between the two groups. DISCUSSION: This study provides insight in the effects of sports participation in relation to health, psychosocial functioning, physical activity and school performance in children and adolescents (10-19 years) with a chronic disease or physical disability. Results will guide healthcare professionals working with these children to better guide this population in reaching optimal levels of health and physical activity levels.
Virtual communities are online spaces with potential of integration of (member-generated) content and conversations [7,8]. In our research project we are interested in the adoption and building of virtual communities in organized sports, that is to say in the voluntary sports clubs (VSCs) in the Netherlands. Since these VSCs have massively transferred their communication with members from paper club magazines to online channels, these virtual communities arise from the use of a growing number of websites, e-mail and social network sites (SNSs). Although virtual communities are broadly investigated, such as social communities, brand communities, and public communities, there is little scholarly interest in virtual communities of member organizations that VSCs are an example of. The study that is to be presented at SECSI 2019 concerns the clubs’ use of SNSs (ClubSNSs), such as Facebook and Twitter, within the virtual communities. These SNSs are increasingly used by the VSCs to facilitate organizational communication and to obtain a good internal climate [9]. However, academic understanding of the impact of ClubSNSs’ content and conversations on the organizational performance of the VSC is in its infancy. In our study, we examined this impact of ClubSNSs use on the involvement among members and whether we can explain this by members’ identification with the club. Furthermore, we have tried to categorize ClubSNSs by content types, such as informative, conversational or sociable ClubSNSs, and their role in stimulating the use of ClubSNSs. In this way we attempted to gain insight into the effect of types of ClubSNSs’ content and conversations on membership involvement and the mediating role of identification with the club. This insight can help VSCs to develop effective ClubSNS channels that contribute to organizational goals such as supportive and loyal membership.
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Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
Goede ritplanning is cruciaal in de goederentransport vanwege smalle marges en CO2-reductie. Voor een toekomstbestendig mobiliteitssysteem dat in 2050 emissieloos is, is slimme software een uitkomst. Ook omdat het -in een sector die veelal operationeel gericht is- tijdwinst en rekencapaciteit oplevert voor meer tactische en strategische vraagstukken. Dit betekent een grotere verantwoordelijkheid van de ritplanner voor het eindresultaat. De transportsector kampt echter met twee personeelsplanningsvraagstukken: het beroep van transportplanner is moeilijk vervulbaar (kwantitatief vraagstuk) en het zal als gevolg van digitalisering veranderen en verdiepen (kwalitatieve uitdaging). Op verzoek van de landelijke brancheorganisatie TLN en pilot transportbedrijven wordt in dit project onderzocht in hoeverre een serious game het antwoord is op beide vraagstukken. Met deze serious game kunnen planners via assessment en training worden voorbereid op een emissieloze toekomst. Ook kan het uitdagende werk van de planner op deze manier aantrekkelijk en uitnodigend over het voetlicht kan worden gebracht. De centrale onderzoeksvraag naar de ontwerpcriteria van een dergelijke effectieve serious game wordt in een ontwerpgerichte onderzoekstraject door lectoraatsonderzoekers van HRM en Serious Games onderzocht. In de eerste fase van dit traject worden door middel van workshops met vertegenwoordigers van TLN, transportondernemingen, KennisDCLogistiek en de opleiding Logistiek ontwerpspecificaties bepaald en geanalyseerd. In de tweede fase wordt de bruikbaarheid in enkele pilotbedrijven getest, waardoor prototypes op iteratieve wijze naar een meer vaste vorm groeien. In de derde fase wordt met het resultaat van de testfase een gefundeerde prototype van een serious games interventie doorontwikkeld. Voor het feitelijk implementeren van deze doorontwikkelde prototype zal een vervolgproject nodig zijn.
Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.