Is eSport een echte sport of niet? Hoe je het fenomeen ook wil categoriseren, eSport is de nieuwste ster in de sportmediawereld. Voorlopig lijkt er nog lang geen einde te komen aan haar steile groeicurve. De vraag is volgens ons dan ook niet of eSport een plaats opeist bij de grote mediasporten, maar vooral op welke manier.
DOCUMENT
With a growing interest in immersive technologies to elevate digital spectating experiences, Virtual Reality (VR) is viewed by many academics and industry actors as the future of esport spectatorship. The majority of the esport fans are the same group that show interest in immersive technologies as VR. This group is, therefore, expected to accept the technology and adopt it in their spectating experience. However, given the fact that this target group is mostly used to utilize interactive VR for gaming purposes, it is not clear how they would experience a passive non-interactive VR experience, and to what extent the technology could contribute to enhancing their viewing experience. This study compared two versions of the same summary recording of the livestream of an esport competition: a 2D version and a VR version: 92 participants watched the esport competition either on a 2D screen or in VR, then they had to answer questions regarding their experience. Compared to 2D, the VR experience scored higher on immersion, presence, social presence, emotional contagion, and enjoyment. This paper confirms the potential of VR to efficiently enhance the digital spectating experiences of esports, while highlighting the need for more research in how to produce the content to best fit VR and increase VR adoption intention.
LINK
This article is based on five years of longitudinal participatory action research on how former pre‐bachelor programme students with a refugee background experience finding their way into Dutch higher education and society. The four‐member research team and authors (two of which were former refugees), found that refugee students face a significant barrier of “us‐versus‐them,” especially in an educational context. We explored how creative co‐creation contributed to rethinking difference and sameness in higher education by breaking through or transcending this divide. Creative co‐creation through play, storytelling, or constructing artefacts enables “alterity,” approaching the other from the other’s position. Movement and action help to shape the world around us: Connecting and shifting positions creates sameness while leaving space for difference. Creative co‐creation during our research process included making co‐creation artefacts and activities, thus involving outreach to broader audiences for engagement. In the research process, it became clear that successful participation matters to all students and provides more opportunities for all, not just refugee students. A new notion of “we” in Dutch higher education and society that does not perpetuate the divide between “us” and “them” requires a shared responsibility. Higher education needs the university authorities and the teachers to make room for student stories and should provide spaces for dialogue and community development.
LINK
Social media platforms such as Facebook, YouTube, and Twitter have millions of users logging in every day, using these platforms for commu nication, entertainment, and news consumption. These platforms adopt rules that determine how users communicate and thereby limit and shape public discourse.2 Platforms need to deal with large amounts of data generated every day. For example, as of October 2021, 4.55 billion social media users were ac tive on an average number of 6.7 platforms used each month per internet user.3 As a result, platforms were compelled to develop governance models and content moderation systems to deal with harmful and undesirable content, including disinformation. In this study: • ‘Content governance’ is defined as a set of processes, procedures, and systems that determine how a given platform plans, publishes, moder ates, and curates content. • ‘Content moderation’ is the organised practice of a social media plat form of pre-screening, removing, or labelling undesirable content to reduce the damage that inappropriate content can cause.
MULTIFILE
eSports en marketing, eSports en sponsoring.
LINK
The popularity of Electronic Sports (esports) have grown tremendously in the last few years, becoming one of the most popular forms of digital entertainment. Despite continued growth, definitions and classifications of esports remain elusive, and the industry is still considered by many to be in its infancy. Understanding of esports originate from diverse, sometimes conflicting fields, which has created fragmented interpretations of its definition, positioning and core components. This has hindered esports from embracing opportunities afforded by emerging digital technologies and progressing as a distinct field. The purpose of this conceptual paper is threefold, to redefine esports, propose a unified framework to capitalise on esports business potential, and inspire a more structured future esports research agenda. The proposed esports Matrix, presents four distinct realms that distinguish esports; esports as a representation of current physical sports (sports digitalisation), esports as traditional (multi-player) game experience (competitive multiplayer computer games), esports that modify existing sports, player rules and setups through digital augmentations (digitally enhanced sports), and new types of esports involving emerging technologies such as virtual and augmented reality (immersive reality sports). The esports Matrix was developed incorporating industry expertise thus verifying its suitability and relevance to advance conceptual and empirical understanding, and importantly, facilitating a more structured approach, to enable businesses to realise the potential of esports.
DOCUMENT
Hoewel het aantal sporters in Nederland ieder jaar toeneemt, zien sportverenigingen hun ledental dalen. Er is veel onderzoek gedaan om het tij te keren. Daarin werd vaak geconcludeerd dat het 'clubgevoel van leden' een belangrijke factor is. Wat dat is, het clubgevoel van leden, en hoe je dat kunt stimuleren, bleef echter onduidelijk. Nanny Kuijsters greep dit aan om het 'clubgevoel van leden' te bestuderen in het kader van haar promotieonderzoek voor de Universiteit van Tilburg en Fontys Economische Hogeschool in Tilburg.
LINK
DOCUMENT
In de zomer van 2024 was Den Haag het schouwtoneel voor drie aansprekende (top-)sportevenementen: de Tour de France Femmes, het EK beachvolleybal en de Team NL Sport Experience. Vanuit het lectoraat Impact of Sport zijn deze evenementen onderzocht. Dit gebeurde aan de hand van bezoekersenquêtes, observaties, interviews met betrokken organisaties en een enquête onder 2.400 inwoners van de stad (Stadspanel).
DOCUMENT
This pilot study explores the possibility of cognitive training software Neurotracker (NT), to have potential beneficial effects for Traumatic Brain Injury patients with Sensory Processing Disorder. Five subjects with TBI and SPD trained for 5 weeks/21 sessions with Neurotracker. Pre-post training cognitive tests (WAIS TMTA, TMTB, LNS) and surveys were conducted to measure possible cognitive differences with no statistical significant results. However, significant improvement in Neurotracker scores were found. =2.73, SD = 0.55) and positive changes associated with attention attention span, divided attention, (multiple) object tracking and motion sickness. LinkedIn: https://www.linkedin.com/in/bernard-de-roosz-28b96b125/
DOCUMENT