This chapter will be part of a monograph on social inclusion, the interface between leisure and work in relation to people with intellectual disabilities.
This article dilates on the culturally insignificance of football in Europe in spite of the receptiveness of Europeans to American popular culture in general. It is argued that this anomaly can be explained by a sociohistorical perspective on the differential popularization of sports and the changing social structure in which sports are being diffused. In doing so, it is shown that football only entered the European sport space after 1980 and that the attempts by the National Football League to launch football as a spectator sport will fail without a basic foundation at grassroots level.
This study analyses how the social construction of integrity takes place within the context of football in the Netherlands. Combining a contextual approach to sports integrity with the analytic lens of sensemaking, this qualitative multi-method case study analyses – in one extreme case in Dutch youth amateur football – why and when the ‘incident’ was perceived as an ‘integrity issue’, and how the meaning of (the) integrity (issue) was socially constructed by (interactions between) stakeholders involved in the case. Our findings show why, when, and how moral norms and values are (not) debated and at stake, and that the social construction of sports integrity is intertwined with the institutional context and the role of secondary stakeholders. It provides insights that can help sports organizations to identify risks in their moral sports culure and to develop measures or policies to safeguard integrity in sport.
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.
In societies where physical activity levels are declining, stimulating sports participation in youth is vital. While sports offer numerous benefits, injuries in youth are at an all-time high with potential long-term consequences. Particularly, women football's popularity surge has led to a rise in knee injuries, notably anterior cruciate ligament (ACL) injuries, with severe long-term effects. Urgent societal attention is warranted, supported by media coverage and calls for action by professional players. This project aims to evaluate the potential of novel artificial intelligence-based technology to enhance player monitoring for injury risk, and to integrate these monitoring pathways into regular training practice. Its success may pave the way for broader applications across different sports and injuries. Implementation of results from lab-based research into practice is hindered by the lack of skills and technology needed to perform the required measurements. There is a critical need for non-invasive systems used during regular training practice and allowing longitudinal monitoring. Markerless motion capture technology has recently been developed and has created new potential for field-based data collection in sport settings. This technology eliminates the need for marker/sensor placement on the participant and can be employed on-site, capturing movement patterns during training. Since a common AI algorithm for data processing is used, minimal technical knowledge by the operator is required. The experienced PLAYSAFE consortium will exploit this technology to monitor 300 young female football players over the course of 1 season. The successful implementation of non-invasive monitoring of football players’ movement patterns during regular practice is the primary objective of this project. In addition, the study will generate key insights into risk factors associated with ACL injury. Through this approach, PLAYSAFE aims to reduce the burden of ACL injuries in female football players.
Het gezamenlijk beleven van (top)sportwedstrijden vormt voor kwetsbare volwassenen, met een gering sociaal kapitaal, een platform om de voor hen zo noodzakelijke sociale netwerken op te bouwen en in stand te houden. Wedstrijdbezoek is echter afhankelijk van factoren zoals vitaliteit, lichamelijke en geestelijke gezondheid, en financiële draagkracht. Wanneer deze wegvallen dreigt sociaal isolement en eenzaamheid, met alle persoonlijke en maatschappelijke gevolgen van dien. Digitale innovaties op het gebied van immersieve Augmented Reality (AR) kunnen een oplossing zijn om volwassenen die mentaal, fysiek of financieel niet in staat zijn om sportevenementen zoals ererdivisievoetbal bij te wonen, toch een stadion- en wedstrijdbeleving te bieden. Hiermee kunnen ze toch aansluiting blijven vinden bij hun sociale netwerken. In het beoogde project wordt AR content doorontwikkeld, en geprojecteerd over de glazen van een AR bril, met als doel de stadionbeleving van thuiswedstrijden van BVO PSV zoveel mogelijk op te roepen. AR-layers bestaan onder meer uit een persoonlijke welkomstboodschap van spelers van het eerste elftal van PSV, virtuele looproutes die toegang geven tot het stadion, en gedrag en geluid van virtuele mede-toeschouwers of spelers en artiesten. De mate waarin AR de beleving verrijkt wordt vervolgens getoetst in een experiment, waarbij de beleving van een voetbalwedstrijd met en zonder AR verrijking wordt gemeten in een stadion-setting en in een thuissetting. De beleving wordt gemeten met fysiologische signalen zoals hartslagvariabiliteit en huidgeleiding, die een objectieve maat vormen van emotionele engagement tijdens het stadion- en wedstrijdbezoek. Daarnaast wordt ook een subjectieve belevingsmaat ontwikkeld en gebenchmarkt (de belevingsimpact-score). Zo kan worden vastgesteld of de beleving van een wedstrijd in een thuissetting die verrijkt is met AR dichter in de buurt komt van een daadwerkelijke stadionbeleving.