The present study assesses the impact of stereotype threat on how women experience digital gaming in an evaluative context. By means of a controlled lab experiment, this study tested the effects of reinforcing stereotypical information suggesting that women are less competent players versus the effects of countering this stereotype. In doing so, game leaderboard scores were manipulated distinguishing between Stereotype Neutral (high scores without gender cues), Stereotype Boost (female-dominated high scores) and Stereotype Threat (male-dominated high scores) conditions. Results indicated that gamer identity, trait competitiveness, and playing habits modulate the experience of social identity threat. Performance and affective responses elicited by the Stereotype Threat Condition were more negatively affected in case of strongly identified gamers, highly competitive women, and/or avid players when compared with the other conditions. However, virtually no differences were observed when comparing the Stereotype Neutral and Stereotype Boost conditions. Overall, the present study demonstrates the existence of the stereotype threat mechanism and how this undermines the game experience of female players within digital game culture.
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Objectives Adherence to injury prevention programmes in football remains low, which is thought to drastically reduce the effects of injury prevention programmes. Reasons why (medical) staff and players implement injury prevention programmes, have been investigated, but player’s characteristics and perceptions about these programmes might influence their adherence. Therefore, this study investigated the relationships between player’s characteristics and adherence and between player’s perceptions and adherence following an implemented injury prevention programme. Methods Data from 98 of 221 football players from the intervention group of a cluster randomised controlled trial concerning hamstring injury prevention were analysed. Results Adherence was better among older and more experienced football players, and players considered the programme more useful, less intense, more functional and less time-consuming. Previous hamstring injuries, educational level, the programme’s difficulty and intention to continue the exercises were not significantly associated with adherence. Conclusion These player’s characteristics and perceptions should be considered when implementing injury prevention programmes.
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Objectives: The strategy for dynamic postural stability might be different for male and female players. Additionally, dynamic and challenging tasks are recommended to measure differences in postural stability between injured and non-injured players. Therefore, the dynamic stability index (DSI) was developed which measures the ability of a player to maintain static balance after a dynamic task. The first aim of this study was to evaluate DSI differences between males and females for different jump directions. The second aim was to examine both preseason DSI differences between players with and without a history of ankle sprain, and between players with and without an ankle sprain during the subsequent season.Design: Prospective cohort design. Setting: Laboratory. Participants: 47 male (22.9 ± 3.9 y, 193.5 ± 7.9 cm, 87.1 ± 10.6) and 19 female (21.5 ± 2.9 y, 175.9 ± 7.3 cm, 69.0 ± 11.7 kg) sub-elite and elite basketball, volleyball and korfball players. Main outcome measures: Ankle sprain history was collected using a general injury history questionnaire. DSI on a single-leg hop-stabilization task measured preseason were calculated by using force plates and a Matlab program. Ankle sprains were reported during subsequent season. Results: Male players demonstrated larger DSI than female players on forward medial/lateral stability index (MLSI) (0.037± 0.007 vs 0.029 ± 0.005) and vertical stability index (VSI) (0.369 ± 0.056 vs 0.319 ± 0.034) (p < 0.001), diagonal VSI (0.363 ± 0.046 vs 0.311 ± 0.033) (p < 0.001), and lateral anterior/posterior stability index (APSI) (0.062 ± 0.015 vs 0.047 ± 0.011) and VSI (0.350 ± 0.054 vs 0.294 ± 0.037) (p < 0.001). Forward (0.384 ± 0.055 vs 0.335 ± 0.033), diagonal (0.379 ± 0.046 vs 0.328 ± 0.032) and lateral (0.368 ± 0.053 vs 0.313 ± 0.035) dynamic postural stability indices (DPSI) were larger for males (p < 0.001). No significant differences were found between players with and without a previous ankle sprain nor between players with and without an ankle sprain during subsequent season.
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Background: In team handball an anterior cruciate ligament (ACL) injury often occurs during landing after a jump shot. Many intervention programs try to reduce the injury rate by instructing the athletes to land safer. Video feedback is an effective way to provide feedback although little is known about its influence on landing technique in sport-specific situations. Objective: To test the effectiveness of a video overlay feedback method on landing technique in elite handball players. Method: Sixteen elite female handball players were assigned to a Control or Video Group. Both groups performed jump shots in a pre-test, two training sessions (TR1 & TR2) and a post-test. The Video Group received video feedback of an expert model with an overlay of their own jump shots in TR1 and TR2 whilst the Control Group did not. Main outcome measures were sagittal ankle, knee and hip angles during initial contact (IC), maximum (MAX) and range of motion (ROM), in addition to the Landing Error Scoring System (LESS) score. One 2x4 repeated measures ANOVA was conducted to analyze group, time and interaction effects of all kinematic outcome measures and the LESS score. Results: The Video Group displayed significant improvement in knee and hip flexion at IC, MAX and ROM. In addition, MAX ankle flexion and their LESS score improved an average of 8.1 in the pre-test to 4.0 in the post-test. When considering performance variables, no differences between Control Group and Video Group were found in shot accuracy or vertical jump height, whilst horizontal jump distance in the Video Group became greater over time. Conclusion: Overlay visual feedback is an effective method to improve landing kinematics during a sport-specific jump shot. Further research is now warranted to determine the long-term effects and transfer to training and game situations.
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This qualitative interview study explores the practices of adult female gamers who play the videogame The Sims, focusing on the motivations they have for playing and how playing a video game might influence their digital competence. We address the wider context of leisure and the household, investigating to what extent playing videogames has become domesticated in the daily life of the family. It is found that female gamers play The Sims because they enjoy the particular way it allows them to take control, fantasize, and be challenged. For some, it is clear that playing this video game has increased their digital skills. We notice that there is an interesting similarity between the pleasures of playing this videogame and more traditional ways of female media engagement such as reading women’s magazines or romance novels and watching soap operas. Our gamers similarly enjoy The Sims as leisurely moments for themselves, clearly and intentionally separated from domestic and family duties. We conclude that playing a videogame can be seen as a highly modern and liberating practice, as both playing in general and using ICT have traditionally not been a part of the female leisure domain.
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Blog post where the author speaks about his recently published article "Adherence to an injury prevention program in male amateur football players is affected by players’ age, experience and perceptions"
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The present study aimed to evaluate the effectiveness of a resilience development intervention, set up around regular exposure to increased pressure. This intervention adopted a quasi-experimental design, delivered within an elite female basketball academy. The mixed methods evaluation combined individual and team resilience measures with semi-structured interviews with athletes and coaches. Quantitative results demonstrated that the intervention was effective in reducing team level vulnerabilities. Qualitative evaluations indicated that the intervention led to increased awareness, emerging leadership, stronger communication channels, and the development and execution of collective plans. Furthermore, potential avenues for intervention improvement were also addressed.
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Background Wheelchair tennis, a globally popular sport, features a professional tour spanning 40 countries and over 160 tournaments. Despite its widespread appeal, information about the physical demands of wheelchair tennis is scattered across various studies, necessitating a comprehensive systematic review to synthesise available data. Objective The aim was to provide a detailed synthesis of the physical demands associated with wheelchair tennis, encompassing diverse factors such as court surfaces, performance levels, sport classes, and sexes. Methods We conducted comprehensive searches in the PubMed, Embase, CINAHL, and SPORTDiscus databases, covering articles from inception to March 1, 2023. Forward and backward citation tracking from the included articles was carried out using Scopus, and we established eligibility criteria following the Population, Exposure, Comparison, Outcome, and Study design (PECOS) framework. Our study focused on wheelchair tennis players participating at regional, national, or international levels, including both juniors and adults, and open and quad players. We analysed singles and doubles matches and considered sex (male, female), sport class (open, quad), and court surface type (hard, clay, grass) as key comparative points. The outcomes of interest encompassed play duration, on-court movement, stroke performance, and physiological match variables. The selected study designs included observational cross-sectional, longitudinal, and intervention studies (baseline data only). We calculated pooled means or mean differences with 95% confidence intervals (CIs) and employed a random-effects meta-analysis with robust variance estimation. We assessed heterogeneity using Cochrane Q and 95% prediction intervals. Results Our literature search retrieved 643 records, with 24 articles meeting our inclusion criteria. Most available information focused on international male wheelchair tennis players in the open division, primarily competing in singles on hard courts. Key findings (mean [95% CI]) for these players on hard courts were match duration 65.9 min [55.0–78.8], set duration 35.0 min [28.2–43.5], game duration 4.6 min [0.92–23.3], rally duration 6.1 s [3.7–10.2], effective playing time 19.8% [18.9–20.7], and work-to-rest ratio 1:4.1 [1:3.7–1:4.4]. Insufficient data were available to analyse play duration for female players. However, for the available data on hard court matches, the average set duration was 34.8 min [32.5–37.2]. International male players on hard court covered an average distance per match of 3859 m [1917–7768], with mean and peak average forward speeds of 1.06 m/s [0.85–1.32] and 3.55 m/s [2.92–4.31], respectively. These players executed an average of 365.9 [317.2–422.1] strokes per match, 200.6 [134.7–299.0] per set, 25.4 [16.7–38.7] per game, and 3.4 [2.6–4.6] per rally. Insufficient data were available for a meta-analysis of female players’ on-court movement and stroke performance. The average and peak heart rates of international male players on hard court were 134.3 [124.2–145.1] and 166.0 [132.7–207.6] beats per minute, and the average match heart rate expressed as a percentage of peak heart rate was 74.7% [46.4–100]. We found no studies concerning regional players or juniors, and only one study on doubles match play. Conclusions While we present a comprehensive overview of the physical demands of wheelchair tennis, our understanding predominantly centres around international male players competing on hard courts in the open division. To attain a more comprehensive insight into the sport’s physical requirements, future research should prioritise the inclusion of data on female and quad players, juniors, doubles, and matches played on clay and grass court surfaces. Such endeavours will facilitate the development of more tailored and effective training programmes for wheelchair tennis players and coaches.
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The aim of the present study was to investigate if the presence of anterior cruciate ligament (ACL) injury risk factors depicted in the laboratory would reflect at-risk patterns in football-specific field data. Twenty-four female footballers (14.9 ± 0.9 year) performed unanticipated cutting maneuvers in a laboratory setting and on the football pitch during football-specific exercises (F-EX) and games (F-GAME). Knee joint moments were collected in the laboratory and grouped using hierarchical agglomerative clustering. The clusters were used to investigate the kinematics collected on field through wearable sensors. Three clusters emerged: Cluster 1 presented the lowest knee moments; Cluster 2 presented high knee extension but low knee abduction and rotation moments; Cluster 3 presented the highest knee abduction, extension, and external rotation moments. In F-EX, greater knee abduction angles were found in Cluster 2 and 3 compared to Cluster 1 (p = 0.007). Cluster 2 showed the lowest knee and hip flexion angles (p < 0.013). Cluster 3 showed the greatest hip external rotation angles (p = 0.006). In F-GAME, Cluster 3 presented the greatest knee external rotation and lowest knee flexion angles (p = 0.003). Clinically relevant differences towards ACL injury identified in the laboratory reflected at-risk patterns only in part when cutting on the field: in the field, low-risk players exhibited similar kinematic patterns as the high-risk players. Therefore, in-lab injury risk screening may lack ecological validity.
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In order to determine whether small-sided game (SSG) locomotor performance can serve as a fitness indicator, we (1) compared 6-a-side (6v6) SSG-intensity of players varying in fitness and skill, (2) examined the relationship of the 6v6-SSG and Yo-Yo IR2 and (3) assessed the reliability of the 6v6-SSG. Thirty-three professional senior, 30 professional youth, 62 amateur and 16 professional woman football players performed 4 × 7 min 6v6-SSGs recorded by a Local Position Measurement system. A substantial subgroup (N = 113) also performed the Yo-Yo IR2. Forty-seven amateur players performed two or three 6v6-SSGs. No differences in 6v6-SSG time-motion variables were found between professional senior and professional youth players. Amateurs showed lower values than professional seniors on almost all time-motion variables (ES = 0.59-1.19). Women displayed lower high-intensity time-motion variables than all other subgroups. Total distance run during 6v6-SSG was only moderately related to Yo-Yo IR2 distance (r = 0.45), but estimated metabolic power, high speed (>14.4 km · h(-1)), high acceleration (>2 m · s(-2)), high power (>20 W · kg(-1)) and very high (35 W · kg(-1)) power showed higher correlations (r = 0.59-0.70) with Yo-Yo IR2 distance. Intraclass correlation coefficient values were higher for total distance (0.84) than other time-motion variables (0.74‒0.78). Although total distance and metabolic power during 6v6-SSG showed good reproducibility (coefficient of variation (CV) < 5%), CV was higher (8-14%) for all high-intensity time-motion variables. It was therefore concluded that standardised SSG locomotor performance cannot serve used as a valid and reliable fitness indicator for individual players.
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