Abstract The paper discusses the reasons for the decline in attendances at British premier football matches. The paper says that there are a variety of reasons; namely high ticket prices, the game is boring or teams are out of form, and too much violence on the grounds. The paper also tells us that there are economic reasons such as the law of supply and demand and the key variables are price and quantity. According to the paper, T.V.coverage plays a part in the decline of attendance as well. Several tables and graphs are included with the paper.
From the Paper "In view of falling attendance, the clubs will soon have to look at pricing strategy of tickets and bring them in line with the market demand. In this case factors other than market forces are also involved as alienating fans by keeping them out of the grounds due to unacceptably high prices will be harmful for their image. It is obvious that in order to restore the attendance, the clubs will have to look at their pricing policy among other factors for restoring attendance to previous levels. The fans are already switching to lower division clubs and at the present level of prices in the Premier League, the lower division clubs will be able to increase their ticket prices as well as attendance as their tickets would still be substantially cheaper than the Premier League rip off."
Abstract In this paper the author examines the market efficiencies that can be seen in the national football league. In particular, he looks at the wagering systems that are used. He examines a few case studies, and uses these to try and explain how the odds and efficiencies of the markets are determined. He especially relates all of his points to wagering on footballgames, looking at all of the elements which will add to efficiencies of betting. Further to this, the author looks at the stock market, taking certain examples to emphasize his discussions. In conclusion, the author summarizes the two main theories of market efficiencies, the random walk theory and select strategies.
Table of Contents
Efficiency and Football Wagering
Additional Evidence of Inefficiency
From Bachelier to Bookmakers
From the Paper "After noting that totals bets tend to attract more attention when two high-scoring teams are playing each other, Paul and Weinbach point out that "rooting for scoring tends to be easier than cheering for a lack of scoring." With these two factors in mind, the authors theorize that bettor psychology may push totals too high, making the "under" a consistently profitable wager. To test this hypothesis, Paul and Weinbach examine the entire sample of NFL totals from 1979 to 2000. And as the table below indicates, the under indeed won with a frequency that calls the efficiency of the totals market into question - particularly in games where the total was significantly higher than average."
Abstract The writer of this article discusses that in the book 'Friday Night Lights: A Town, a Team, and a Dream', H.G. Bissinger writes about the central role of high school football in the community life of Odessa, Texas. The writer notes that the author is attracted to the story when he learns that as many as 20,000 people attend the footballgames on Friday night, eager to root for a team called the Permian Panthers. The writer discusses that football holds a more important place in the lives of the people of this area than would be true for people elsewhere. The writer points out that the author analyzes not just the games and the crowds but the demographics and economics of the region, suggesting a link between the poor economic life of the region and the focus on a winning football team for community spirit and a relatively inexpensive and reliable source of entertainment.
From the Paper "The elevation of athletes to a favored position in schools is nothing new and is common in high school and college alike, though Odessa may have exceeded the norm in this regard. The community's dedication to football has much less to do with the athletes themselves than with the need on the part of the rest of the community to have something that raises them above the unsettled nature of the region in which they live. Bissinger notes from the first how the area suffers from economic problems and intermittent violence. Life is described as hard in Odessa, and people find that football can be an escape. The way the people of Odessa respond to football is not unlike what is seen in other communities, Midland included, but as a rule, a community reacts to the local football team to the degree that members of the community are associated with the school because they have children in the school or because they themselves are alumni of the school. In Odessa, on the other hand, the high school football team appeals to people with no direct association with the school at all. The high school has been made the central feature of the community, at least during football season."
Abstract This paper discusses the magnitude of importance football has in the American South. The paper uses many adjectives pertaining toward the subject.
From the Paper "It is third down and long. The quarterback is under center, and his receivers are split out wide. He takes the snap, fakes the hand-off, and drops back into the pocket. He surveys the defense, and fires a perfect strike into the back of the end zone for the game -winning touchdown. Victory! Daleville High School defeats Enterprise High School for the first time ever. His teammates hoist the quarterback onto their shoulders, and jubilantly carry him off the field. Abruptly, the dream changes. He drops back in the pocket, releases the ball, and it is intercepted. Suddenly, the young man awakens and gratefully realizes he is only dreaming. With sweat beading on his forehead, he props back on his pillows and contemplates the next night's big game. (Deep in Southeast Alabama the magnitude of the football rivalry between the Daleville Warhawks and the Enterprise Wildcats can be understood through the sights, sounds, and smells.)"
Abstract The paper handles the physical issues of drag and terminal speed within the context of throwing and kicking a football. The paper approaches the topic as if the world on the surface of the earth is a uniform fluid and anything moving through this fluid is subject to the force of drag. Accordingly, the paper explains that moving footballs must deal with these forces in specific ways in order to travel the greatest distance.
From the Paper "Any time an object moves through a fluid it is subject to a retarding force acting opposite to the direction in which it is traveling. This force is called drag and since our atmosphere is essentially a fluid, every object we observe to be moving relative to the atmosphere is experiencing drag. Generally, drag tends to reduce the speed of any moving object and in some situations is just considered to be friction. However, quite unlike friction, "The drag force increases as the speed of the object increases," (Tipler 133). In fact, "At low speeds, the drag force is approximately proportional to the speed of the object; at higher speeds, it is more nearly the square of the speed," (Tipler 133)."
Abstract This paper presents a project that attempts to verify the role of strategic level war games in war-planning and to determine, in particular, the potentials of the Doziet strategic war game invented by Dozie Nwanna. The author cites the long history of war games and their impact on actual military strategy and success. The first part of the paper is comprised of a theoretical study of the general role of war games; the second half consists of a comparison of the Doziet war game with other popular war game devices. The author concludes that the introduction of increasingly sophisticated war gaming technology such as Doziet and Grand-Doziet have provided policymakers and military planners with the opportunity to better understand the potential implications of a given set of variables on the outcome of a military conflict.
Outline:
Introduction
Research Objective
Methodology
Contribution to Existing Body of Knowledge
Review and Discussion
Background and Overview
Traditional and Emerging Purposes of War Games Doziet War Game Description
War Game Strategy of Doziet
Physical Aspects of Doziet
Modus Operani of Doziet
The Ultimate Game - Grand-Doziet
Physical Aspects of Grand-Doziet
Potential Applications of the Various Models
Impact of Doziet and Grand-Doziet Technology
Overview of WASP Technology
Current and Future Trends
Conclusion
From the Paper "With a war on terrorism being actively prosecuted on two fronts today, and with the potential for two (or three) more in the future, the U.S. military is stretched very thin indeed. Because resources are by definition scarce, it is important for the armed forces to make the maximum use of the tools and talent that they have available to accomplish their organizational goals. In this regard, the Chief of Staff of the United States Army announced recently the intent to develop a strategy that will transform the Army over the next two to three decades into a force that will remain dominant across the full spectrum of operations while becoming more strategically responsive (Gonzales, Iv, Howe, Johnson, Moore & Pimie, 2001). These objectives, though, are constrained by the increasingly high costs associated with combat training and the need to maintain constant vigilance while pursuing any directly noncombat-related training endeavors such as war games, which are discussed further below."
Tags: war, games, Dozie, Nwanna, Doziet, strategic, war, game, terrorism
Abstract This paper explains that video games represent a site for role-playing in ways that violate both the corporate-constructed gender roles of game worlds, as well as the norms of masculine and feminine in our society. The writer discusses how this analysis applies to a range of levels in video game culture: the design level with its sub-culture of game patch design where users patch existing video games to fundamentally re-design game worlds that reflect distinct constructions of masculinity and femininity and the game play level where both female and male users play games in ways that challenge normative gender roles. The writer's main focus is on female game designers and players, whose interactions with video game culture critically undermines common conceptions of female gender identity.
Outline:
Introduction
Gender Bias as a Methodological Problem
Women Coding Women: The New Gaming Female
Conclusion
From the Paper "In reviewing the scholarly literature upon gender roles and video game culture, it is important to recognize the operation of gender bias as a methodological problem. Before one can address the subject of video game and gender role transgression among females, one must note the profound degree to which traditional gender biases appear to impact scholarship on the subject of video game culture. Consider, for example, the question of the popularity of video games among males versus females, as well as the view that males prefer "violent" games while female players tend to reject these games for games that better reflect "feminine" qualities. There is a substantial body of research literature that has argued since the late 1980s that video games are a predominantly male cultural preoccupation. Surveys tended to reveal an extraordinary disproportion both in terms of numbers of players and the lengths of time devoted to gameplay. For example, adolescent boys have been shown to be as much as three times more likely to play video games as adolescent girls."
Abstract In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.
Outline:
Objective
Introduction
The History of Video Gaming The Advances in Video Gaming Concerns Related to Video Gaming The Future of Video Gaming Summary & Conclusion
From the Paper "Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."
Tags: recreation, instruction, educational, tool, computer, game
Abstract This paper provides a review of the relevant literature to determine the implications of computer-based gaming systems on children from a physical, psychosocial, and cultural perspective. More specifically, the paper attempts to determine if there is a link between the use of computer-, CD-, and DVD-based gaming systems, such as Playstation, and the incidence of juvenile crime, obesity, and poor academic achievement. A summary of the research is provided in the conclusion.
Introduction
Review and Discussion
Aims and Objectives of Dissertation
Review of Studies of Impact of Computer-Based Gaming Systems on Children.
Playstation/Video Games Versus Traditional Games Cultural Implications
Human-Computer Interaction (HCI)/Transference/Influence on Normal Behaviour/Influence
Outside Game Environment.
Moral Responsibility of Game Manufacturers/Correlation
with Crime
Future Trends and Potential Outcomes
Conclusion
From the Paper "The primary issue identified from the parental concerns expressed in the literature has been the perception that the use of gaming technology such as Playstation creates a raised level of anxiety and imitative violence in their children (Clayton 2003). This consideration is all-the-more compelling in view of the increased incidence of children with behavioral disorders; in fact, one of the most difficult child management issues facing parents and other caregivers today is the management of children with behavioral disorders, and, while all children can be defiant and challenge authority from time to time, the growing body of childhood behavioral disorders emerging is disturbing. The research to date consistently suggests that boys are overwhelmingly more likely to suffer from these disorders than are girls. Furthermore, boys are also more likely to engage in computer-based gaming activities (Clayton 2003)."
Abstract This paper takes an in-depth look at games as a way of engaging nursing students and maintaining their attention. This research study compares the effectiveness of two teaching strategies, lecture only and lecture with gaming, in baccalaureate nursing students' immediate knowledge and knowledge retention, using the concepts of arterial blood gases as the teaching exemplar. This study also explores students' attitudes towards gaming as an instructional strategy in nursing education.
Outline:
Chapter 1
Purposes of the Study
Statement of the Problems
Research Questions
Statement of Hypotheses
Theoretical Framework
Definition of Terms
Assumptions of the Study
Significance of the Study
Summary
Chapter 2
Review of the Literature
Theoretical Framework
Overview of Gaming Gaming in Nursing Education
From the Paper "Another game that demonstrated cognitive outcome gains was McDougal's (1992) 'Ionic Exchange Game.' According to McDougal, the game was developed to increase student involvement, understanding of electrolyte imbalances, and outcomes of interventions. To play the game, students are divided into groups representing intracellular and extracellular components, the cell membrane, mobile ions, and water molecules. Scenarios are presented and the students physically move across the cell membrane accordingly based on their knowledge of fluid and electrolyte exchange. A debriefing occurred after each scenario by the teacher which included a summary of key components. Advantages to the game included increased active student involvement, reinforcement of learning, and enhancement of group problem-solving skills."
Abstract Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. Playing violent video games also decreases prosocial behavior. Laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. Video game violence has a positive effect on aggressive behavior. By reducing exposure to violence, children can reduce their outward aggressive behavior.
Abstract Video games have become an increasing popular pastime. These new games are becoming increasingly realistic, making it more and more difficult for youth, especially the very young to depict the differences in reality. This paper looks at the correlation between highly violent and gory games and an increase of violent activity in the people who play them. It discusses how these games affect a person's memory and cognitive development.
From the Paper "In today's high tech, fast paced society with computer and video gaming evolving into and consuming our free time, the effects of its results are becoming increasingly evident. The mind as they say, is a terrible thing to waste, and with video gaming becoming so popular what will this trend do to the minds of those who play them. The mind is an awesomely complex, yet elegantly simple. It is the best organized three pounds, (bigger in some but not necessarily better) of matter in the universe. It applies an infinite number of cognitive models and systems to help it develop and establish what it can perceive as reality. There are billions of interconnected neurons that send out and receive messages. Each module in our brain serves a very specific function. While the human brain is highly developed and able to interpret its environment in a sophisticated way that no other animal can it is still an organ. The human brain while individually unique had the basic animalistic instincts that meet our needs for survival these instincts are very primitive and have remained virtually unchanged throughout evolution. These primitive emotional systems play a much more powerful role in shaping our thoughts and behaviors than once thought."
Abstract This paper consists of responses to three questions, all of which examine the subject of narrative in ludology--the study of games--as related to video games. The questions asked relate to video games as the mythology of the "digital age," the explicit or implicit didactic purpose of video games (if any), and whether the manner in which the narrative is told affects the way the story is "received.
From the Paper "In your view, are video games the new myth form of Digital Society? In my opinion video games are not the new myth form for the Digital Society. In discussing the hero's journey, Bob Bates states that "myths convey the values of society. Myths are how we teach each other who we are and how we should behave" (Into the Woods). Bates also indicates that myths actively guide the actions of people in the society that creates them (author emphasis added). Because video games, in general, do not drive the actions of society, they do not meet the criteria of 'mythology."
Abstract This paper relates that teens who play violent video games subsequently can become involved in violent behavior. The author points out the military's use of violent video games to train soldiers. The paper relates the effect on the brain of violent video games.
From the Paper "Violent video games promote teen violence. These games have come under attack in recent years because they have been associated with a corresponding increase in violence among the teens that play them. Following the Columbine shootings at ...."
Abstract The writer of this paper examines the impact of violence themed video games on certain individuals. This paper discusses the permissive messages within specific video games which promote and encourage violence. This paper focuses on various studies and research results which prove that there are significant and demonstrable connections between an individual's inclination to act violently and the type of video games the individual may have been exposed to.
From the Paper "Given the nature of children and given the nature of adults we can imagine although we have no direct evidence for it that parents worried over the effect of such violent tales as the Iliad and the Odyssey on their children. While a great deal has changed in the millennia that has passed since Homer composed those timeless tales one thing that has not changed is that parents still worry about the effects of being exposed to violence either real or fictitious."