The paper should make clear what is the AI you are referring to; whom does it affect the most; what type of changes it generates; and whether is there ethical considerations we should be aware of. - Management
This week is based on different readings, power points, and THE MOVIE SOCIAL DILEMMA. AI, using technology in and related to sport industry can take us into very different directions. I tried to make the information for you as diverse as possible this week. The readings are related to Esport - as a product innovation as well as a creative addition to existing sport related products as service. The presentations relate to utilization of AI in marketing (neuromarketing specifically) as well as in sport journalism and broadcasting. The movie - again please find it anyway you can - a thought provoking approach into the present and future of the relationship between humans and technology (I do not want to say robots). You I am sure can easily find also articles about how robots starting to report and create the news (The Guardian a couple of weeks ago) or even how anchors in some programs have been replaced by robots.....but also if you just refer to health/hospital conditions under the circumstances we live in we hear how robots can be extremely useful for helping out the nurses especially under pandemic or making people with disabilities or elderly taken care of better than humans could do. Our guest lecturer also mentioned how controversial is the use of technology if that mix up with our existing umpire development system....So how should we look at this new reality? How would and should robots and humans live together? And what type of technology can be useful for the sport industry's (healthy) future?
Please based on the readings, ppts, and /or the movie go ahead and pick one aspect you are more interested in - and write a 3-page APA cited paper on how AI affects, influences, changes one sport of your choice. (or one sport related industry, service).
The paper should make clear what is the AI you are referring to; whom does it affect the most; what type of changes it generates; and whether is there ethical considerations we should be aware of.
PLEASE KEEP IN MIND THIS IS A CREATIVITY AND INNOVATION IN *SPORTS* CLASS! I HAVE ATTACHED EVERYTHING NEEDED!
J Gambl Stud
https://doi.org/10.1007/s10899-018-9763-1
1 3
REVIEW PAPER
The Psychology of Esports: A Systematic Literature
Review
Fanni Bányai1,2 · Mark D. Griffiths3 · Orsolya Király1 · Zsolt Demetrovics1
© Springer Science+Business Media, LLC, part of Springer Nature 2018
Abstract Recently, the skill involved in playing and mastering video games has led to
the professionalization of the activity in the form of ‘esports’ (electronic sports). The aim
of the present paper was to review the main topics of psychological interest about esports
and then to examine the similarities of esports to professional and problem gambling. As
a result of a systematic literature search, eight studies were identified that had investigated
three topics: (1) the process of becoming an esport player, (2) the characteristics of esport
players such as mental skills and motivations, and (3) the motivations of esport spectators.
These findings draw attention to the new research field of professional video game playing
and provides some preliminary insight into the psychology of esports players. The paper
also examines the similarities between esport players and professional gamblers (and more
specifically poker players). It is suggested that future research should focus on esport play-
ers’ psychological vulnerability because some studies have begun to investigate the differ-
ence between problematic and professional gambling and this might provide insights into
whether the playing of esports could also be potentially problematic for some players.
Keywords Esport · Professional video gaming · Competitive video gaming · Gambling ·
Poker · Video games · Gaming motivations
* Zsolt Demetrovics
[email protected]
1 Institute of Psychology, ELTE Eötvös Loránd University, Izabella utca 46, Budapest 1064,
Hungary
2 Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
3 International Gaming Research Unit, Psychology Department, Nottingham Trent University,
Nottingham, UK
http://orcid.org/0000-0001-5604-7551
http://crossmark.crossref.org/dialog/?doi=10.1007/s10899-018-9763-1&domain=pdf
J Gambl Stud
1 3
Introduction
Playing video games has become one of the most popular recreational activities, not just
among children and adolescents, but also among adults too (Entertainment Software Asso-
ciation 2017). Video games have changed throughout the past five decades, and have devel-
oped from early standalone games such as Space Marines (1962) and Pong (1972) into col-
laborative and competitive games played via massively multiplayer online environments,
where millions of players can play simultaneously against the games’ non-player enemies
or against other players. More recently, video game playing has become professionalized
and for a small minority of players has become a career option in the world of competitive
gaming (Faust et al. 2013; Griffiths 2017). This new professional type of video gaming
activity has been termed esports (electronic sports). Esport is a new area in the gaming
culture, and is starting to become one of the most essential and popular part of video game
communities, especially among adolescents and emerging adults.
Competitive video game communities started out in South Korea, and the popularity of
First Person Shooter (FPS) games, Real Time Strategy (RTS) games and Massively Multi-
player Online Role-Playing Games (MMORPGs) provided a base for the emerging compe-
titions, not only in Asia, but also in Western countries and regions (Taylor 2012; Wagner
2006). Globally, there are now thousands of video game players who define themselves as
professional gamers (i.e., so-called esport players and pro-gamers). Although the FPS and
the RTS genres have retained their popularity, the new Multiplayer Online Battle Arena
(MOBA) games have become the most popular genre in esports. As a recent global esport
market report (Newzoo 2017) noted, the esport economy grew 41.3% (up to $696 million)
in 2017, and esport brand investment is expected to double by 2020. It is estimated that the
global esport audience has reached 385 million, and that 45% of them play esport games,
23% view esport streams, and 32% both play and view esport streams (Newzoo 2017).
There are different definitions of what esports comprise although there are some similar
characteristics. Ma et al. (2013) drew attention to the fact that esport players differ from
casual gamers. An esports player is a professional gamer who plays for competition, rather
than for fun and/or relaxation, and define gaming as their job. Casual gamers play for fun
and recreation, and to entertain themselves (Ma et al. 2013). Wagner (2006) provided a
detailed definition of esport as “an area of sport activities in which people develop and
train mental or physical abilities in the use of information and communication technolo-
gies” (Wagner 2006, p. 3). Hemphill (2005) adds that esports are “alternative sport reali-
ties, that is, to electronically extended athletes in digitally represented sporting worlds” (p.
199). More pragmatically, esports have been defined as “an umbrella term used to describe
organized, sanctioned video game competitions, most often in the context of video game
tournaments” (Whalen 2013). In summary, according to these definitions and descriptions,
esports are alternate sports, and a special way of using video games and engaging in game-
play (Adamus 2012).
A number of scholars have attempted to theoretically compare esport to other sports
confirming the assumption that esport is similar to other sporting activities (Adamus 2012;
Taylor 2012; Wagner 2006). According to Guttman’s (2004) and Suits’ (2007) characteris-
tics that define an activity as sport, esport can be classed as a sport because it includes play
(i.e., voluntary, intrinsically motivated activity), the events are organized and governed
by rules, includes competition with the outcome of a winner and a loser, and comprises
skill. Esports also have a large following via online streaming platforms such as Twitch
and YouTube. Furthermore, such activities can be played via a Local Area Network (LAN)
J Gambl Stud
1 3
connection between computer devices, the events are hosted by sponsors, and have esport
play-by-play commentaries, jumbotrons (i.e., large televised screens), sizeable live audi-
ences, and large cash prizes for the best gamers (Adamus 2012; Jenny et al. 2016; Jonasson
and Thiborg 2010; Lopez-Gonzalez and Griffiths 2016).
Taylor (2012) also highlighted in her work, that the rules of esport tournaments, sys-
tems, play, judging, and broadcasting can be similar to traditional sports, and professional
gamers can be compared to the requirements and practice of the athletes of professional
sports (i.e., training, practice, and physical and mental states of athletes). According to
Jenny et al. (2016), two of Guttmann’s (2004) criteria need further elaboration before
esport being classed as a professional sport. The first criterion concerns physical perfor-
mance and the extent to which there is a skillful and strategic use of the player’s body
(because not all of it is used when playing). However, there are many sports in which only
specific body parts are used when competing (e.g., darts, snooker, shooting) so this cri-
terion on its own would not rule out esports being classed as a true sport. The second
criterion concerns institutional stability, which means esport requires centralized rules for
regulation and stabilization to be recognized as a sport, and not just viewed as a juvenile
recreation activity (Jenny et al. 2016). The different types of esport games (e.g., first person
shooters, MOBA games) with specific rules make it more difficult to achieve institutional
stability. However, global esport organizations already exist, like the International e-Sports
Federation (IeSF), supporting esport games to be recognized as professional sports, and
providing institutional basis for regulation and stabilization (International e-Sports Federa-
tion 2017). Nevertheless, it remains a future task to come to a consensus about whether
esport is a genuine sport or not.
To understand the background of the new gaming phenomenon of esport, the explora-
tion of the motivational patterns of the video game use is arguably the most important
topic. This is particularly relevant because Griffiths (2017) noted that when video gam-
ing becomes an occupation and career where players make a financial living rather than
engaging in the activity as a hobby, it potentially changes the motivations of gaming. Many
researchers have examined the motivations of gamers, and even if the theoretical basis and
the examined video game genres are different, some general and common motivational pat-
terns have been found according to various empirical studies carried out. For instance, Vor-
derer and his colleagues (Vorderer 2000; Vorderer et al. 2003) found that the most essential
elements underlying gaming motivations are interactivity and competition. Interactivity is
the opportunity to communicate and cooperate with other gamers in the online environ-
ment, and competition is the mechanism by which gamers can compare themselves to each
other. Sherry and colleagues (Greenberg et al. 2010; Sherry et al. 2006) outlined similar
motivational patterns among graduate school and high school students who played video
games, including arousal, challenge, competition, distraction, fantasy, and social inter-
actions. According to their findings, motivations were different depending upon the age
of the gamer. The most important motivations for younger gamers were competition and
challenge (those in the 5th grade), while older gamers were more motivated by challenge,
social interactions, arousal and distraction (students in the 8th and 11th grades).
Yee (2006a, 2006b) explored the motivations of MMORPG players. Among the motiva-
tions for playing were achievement motivations (advancement, mechanics, competition),
social motivations (socializing, relationship, teamwork), and immersion factors (discov-
ery, role-playing, customization, escapism). The Motivation of Online Games Question-
naire developed by Demetrovics et al. (2011) examined gamer motivations in a more
general way. However, their results showed similar motivational patterns among gamers
to other empirical studies (i.e., escapism, coping, fantasy, skill development, recreation,
J Gambl Stud
1 3
competition, and social). One of the common findings of these different studies is that
competition is one of the most essential motivations in the playing of video games. Thus,
players who identify themselves as a professional esport player should have higher levels
of competitive motivation although other playing motivations are also likely to be different
from non-professional and casual players. Despite the popularity of esports, few empiri-
cal studies appear to have investigated the psychological profile of professional gamers.
Furthermore, there are no systematic reviews of the psychological literature to date. Con-
sequently, the present literature review aimed to review recent empirical research that has
focused specifically on esport (i.e., professional gaming) from a psychological perspective.
Methods
The present study aimed to collate and review all the empirical studies concerning esport
from a psychological perspective published between 2000 and 2017. Given that compet-
itive gaming only started to occur after videogames could be played online and against
other people, the year 2000 was chosen as a start date for the search because the playing
of videogames competitively did not exist prior to this date. The data collection included
all studies published between January 2000 to July 2017. The literature search comprised
the following databases: Google Scholar, Science Direct, PubMed, and Web of Knowledge.
The following keywords were used in the respective search engines: ‘esport video gam*’;
‘professional gam*’; ‘pro gam*’; ‘competitive video gam*’; ‘esport competitive video
gam*’; ‘sport video gam*’ and ‘professional video gam*’. Each search was performed not
only in titles of the papers, but also in the abstracts (where this option was available) for
the following reasons: (i) the title words in the paper can sometimes be limited and may not
specifically mention esport; and (ii) the authors could use various synonyms or different
terms that equated to the definitions of esport.
A total of 30 papers were found as a result of the systematic search. However, based on
the inclusion criteria (i.e., an empirical study containing new primary data and published
in a peer reviewed journal in the English language), a total of 22 papers were excluded
because they were either non-empirical (n = 11), were published in conference proceedings
or student theses (n = 8), or were not specifically focused on esport (n = 3). This left a total
of eight empirical studies that met the inclusion requirements (see Table 1).
Results
The eight studies comprised three main topics: (i) becoming an esport player (i.e., the iden-
tity and transformation of esport players), (ii) the characteristics of esport players (mental
skills, motivational patterns, etc.), and (iii) the motivations of esport spectators (i.e., why
individuals watch esport).
Becoming an Esport Player
In a study by Seo (2016), the author focused on different perspectives of esport definition,
and examined whether esport was fun or work (or neither) by attending esports tourna-
ments in a number of countries and via in-depth interviews with 10 professional eSports
players. Seo’s (2016) research goals were threefold, to explore: (i) the elements of esport
J Gambl Stud
1 3
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J Gambl Stud
1 3
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1 3
consumption that make the activity attractive to a career of a professional esport player,
(ii) the reasons why esport players want to pursue such a career opportunity, and (iii) how
players progress through the identity transformation to aquire a professional gamer identity.
Seo (2016) characterized professional esport playing as a serious leisure activity, follow-
ing Stebbins’ (1982) definition. Serious leisure can be defined as an intermediate activity
between casual leisure and work with beneficial implications, such as gaining self-concept
and identity development during the activity (e.g., amateur sport attendance). In Seo’s study
(2016), professional esport players claimed that the main elements that attracted players to
pursue a career in esports were the celebration of the mastery of skills, the pursuit of self-
improvement, and the importance of fairness, equity, and mutual respect (i.e., via online/
LAN tournaments, formal institutional rules, and the norms and codes of esport govern-
ment). However, esport players were determined to aquire a professional career, and that
the ‘journey’ gave them opportunity to experience high self-esteem, accomplishment, and
social recognition. Even though esport is a serious leisure activity, the professional players
still valued the activity as fun and self-motivating. Examining how esport players aquire a
professional gamer identity, Seo (2016) identified three stages mapping onto Campbell’s
(1965) hero’s journey monomyth. According to the narratives of esport players, in the first
stage (“the call to adventure”) players viewed games as casual leisure activity (playing for
fun, knowing the mainstream gamer community). However, they started to form initial per-
ceptions and gain interpersonal relationships in the social world of esport. In the second
phase (“the road of trials”), they begin the personal transformation to becoming an esport
player. For example, they specialize their skills and knowledge about game and mechanics,
and their attitudes also change towards gaming and they begin to engage more regularly in
esport practices. In the final stage (“the master of two worlds”), professional players aquire
a new esport gamer identity. They then find the opportunities to confirm this new identity
with other important aspects of their daily lives and their global self-concept of being an
esports player.
Similarly to Seo (2016), Kim and Thomas (2015) explored the process how a video
game player becomes an esport player utilizing activity theory (Engeström 1993, 1999;
Engeström et al. 1999). The authors developed a model explaining the gamers’ motiva-
tional patterns, changing goals, and learning styles while becoming professional esport
players from a more socio-cultural perspective. Kim and Thomas (2015) also highlighted
that when trying to define esport, it is important to investigate the complex phenomenon
more holistically, including not just the esport players, but also the sponsors, fans, and the
whole esport society. From this standpoint, Kim and Thomas (2015) developed their stage
theory model of professional video game players by interviewing South Korean profes-
sional esport players (n = 9), coaches (n = 2), team directors (n = 2) and a psychological
counselor of professional video game play. After all the interviews, five different stages
were developed, where the players’ performance and motivational patterns can differ. At
the beginning, professional gamers are unexperienced and have to solve tasks they have
never seen before (enjoying stage). Following this, they improve their skills, lose their
intrinsic motivations, and the enjoyment of gaming (struggling stage). When players gain
a more developed competency, they experience the enjoyment of the gaming itself again
(achieving stage). Unfortunately, most of the players do not maintain the achieving stage,
and no longer have the opportunity to play in an official (professional) capacity. They ‘lose’
the glory and satisfaction they experienced earlier (and enter the slumping stage) before
having to recover (recovering stage). The authors drew attention to the motivational pat-
terns that change during the development of an esport player, highlighting the fact that
esport players use these particular video games differently from a casual gamer. This
J Gambl Stud
1 3
means that playing video games in the higher stages of this model are considered as work
(extrinsic motivations) rather than leisure (intrinsic motivations).
The Characteristics of Esport Players
A recent study by (Himmelstein et al. 2017) interviewing five esport players identified the
mental skills and techniques used by esport players in achieving optimal performance in a
highly competitive gaming environment. The researchers not only aimed to pinpoint the
mental elements of success in esport, but identified the barriers in executing a good perfor-
mance. For successful performance, emphasized that esport players need to (i) have great
knowledge about the video game, (ii) think strategically and make fast and smart decisions,
(iii) be motivated to keep moving forward (i.e., not think about the past performances),
(iv) be able to separate daily life from performance, (v) avoid being distracted and stay
focused, (vi) cope adaptively with the harassment, (vii) maintain a growth mindset (i.e.,
positive attitude), and (viii) warm up before performance either physically and/or mentally.
To achieve optimal performance, it was claimed that players should be able to adapt their
opponents, communicate properly with their teammates, and trust their skills. Additionally,
they should be capable of developing themselves and their team (i.e., engage in individual
skill practice, analyze one’s own performance), and set various types of goals (short-term,
long-term, process). In addition to the mental elements of performing optimally, the pos-
sible barriers of performing were also identified. These barriers related to the elements of
optimal performance, such as confidence issues, inadequate coping strategies with anxi-
ety, past achievements and mistakes, harassment, lack of self- and team development (e.g.,
knowledge about the game, team dynamics, team communication, individual skills), and
difficulty in separating life and gaming (Himmelstein et al. 2017).
Three studies focused on exploring the motivations of esport players, examining why
such individuals play video games in a competitive way. However, these studies were based
on different motivational models. Lee and Schoenstedt (2011) surveyed over 500 college
students and athletic event attendees and compared esport to traditional sports by assess-
ing the players’ motivations and needs using the theoretical framework of uses and grati-
fications theory (Katz et al. 1973). Based on previous video game uses and gratifications
studies (Kim and Ross 2006; Lee et al. 2012; Sherry et al. 2006) the authors assessed the
following esport related motivations: social interaction, fantasy, identification with sport,
diversion, competition, entertainment, sport knowledge application, arousal, design/graph-
ics, passing time, control, skill building, permanence, and peer pressure. The findings dem-
onstrated that personal and social elements of playing video games influenced individuals’
interest in esport. The stronger motivations of spending time on esport playing were com-
petition, peer pressure, and skill building for actual playing of sport. Compared to tradi-
tional sport behavior involvement, the study explored similarities between esport and tra-
ditional sport consumption (i.e., game attendance, game participation, sports viewership,
sports readership, sports listenership, online usage specific to sports, and purchase of team
merchandise). The televised viewing and online usage showed the greatest involvement in
both esport and sport behavior. In addition, the other three sport consumption elements
showed similarity among esport and non-esport players. However in-game participation,
radio listenership, and team merchandise purchase were less common among esport play-
ers than traditional sport players.
From another theoretical perspective, Weiss and Schiele (2013) surveyed 360 esport
players and demonstrated which competitive and hedonic need gratifications drive
J Gambl Stud
1 3
continuous use of esports according to uses and gratifications theory (Katz et al. 1973).
The study found that esports can offer services that fulfill players’ needs, confirming pre-
vious studies focused on the global gaming motivations of online games and competitive
offline games (Mäyrä 2008; Phillips et al. 1995; Sherry et al. 2006; Yee 2006a, 2006b).
The competition, challenge, and escapism motivations were identified as the need gratifica-
tions obtained through esport. Escapism is a motivation of video game usage in general,
and means the player uses a video game to avoid thinking about real-life problems, slipping
into the character’s role, and …
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eSport vs Sport: A Comparison of Spectator Motives
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108 Volume 27 • Number 2 • 2018 • Sport Marketing Quarterly
Sport Marketing Quarterly, 2018, 27, 108-123, © 2018 West Virginia University
eSport vs. Sport: A Comparison of
Spectator Motives
Anthony D. Pizzo, Bradley J. Baker, Sangwon Na, Mi Ae Lee, Doohan Kim, and Daniel C. Funk
Anthony D. Pizzo is a research/teaching assistant in the School of Sport, Tourism, and Hospitality Management and a PhD
candidate in the Fox School of Business at Temple University. His research interests include strategic management, institution-
al theory, and the growing affi liation between the sport and eSport industries.
Bradley J. Baker, PhD, is a research/teaching assistant in the School of Sport, Tourism, and Hospitality Management at Temple
University. His research interests include sport marketing and consumer behavior, sport pricing, sport consumer loyalty, and
machine learning.
Sangwon Na is a PhD candidate in the Fox School of Business at Temple University. His interests include sport marketing and
consumer behavior, internationalization of sport, and sport branding.
Mi Ae Lee is a PhD candidate in the Fox School of Business at Temple University. Her research interests include sport con-
sumer behavior and psychology, and team merchandise sales and marketing.
Doohan Kim, PhD, is a lecturer at the Korea National Sport University. His research interests include sport organization man-
agement strategy, commercial sports facility management, sports branding, and sport industry management of Taekwondo.
Daniel C. Funk, PhD, is a professor in the School of Sport, Tourism, and Hospitality Management at Temple University. His
research interests include sport consumer behavior and marketing.
Abstract
eSports–organized video game competitions–are growing in popularity, with top tournaments drawing
crowds of spectators rivaling traditional sporting events. Understanding the extent to which eSport operates
similarly to traditional sport is vital to developing marketing strategies for the eSport industry and inform-
ing academic research on eSport. Prior research has examined eSports in isolation from traditional sports,
overlooking direct comparisons to understand the degree to which eSport spectators are motivated similarly
to traditional sport spectators. Th e current study measures widely-used sport consumption motives to ex-
amine their infl uence on eSport spectatorship and game attendance frequency. In South Korea, spectator
motives across one traditional sport (soccer) and two eSport contexts (FIFA Online 3 and StarCraft II) were
measured. MANOVA results identify similar patterns for 11 out of 15 motives across the three. Signifi cant
diff erences between contexts include vicarious achievement, excitement, physical attractiveness, and fam-
ily bonding. Multiple regression analysis results show that spectators across contexts have distinct sets of
motives infl uencing game attendance. Th e current study demonstrates that traditional sport and eSports
are similarly consumed, suggesting that sport industry professionals can manage and market eSport events
similarly to traditional sport events.
Keywords: eSport, consumer behavior, spectator sport, marketing, spectator motives
eSports, organized video game competitions, are
increasingly receiving mainstream media recognition
as sport (Funk, Pizzo, & Baker, 2018). Yet, consid-
ering eSport as a form of sport is still perceived by
many as subversive (Jonasson & Th iborg, 2010). Th e
establishment of national and international governing
bodies has added structure and regulation to a quickly
growing industry, institutionalizing the practices of
competitive gaming (Seo, 2013). eSport has many of
the components of traditional sport, including players,
teams, managers, leagues, competitions, marquee
events, endorsement deals, player transfer fees, col-
lege scholarships, and a dark side with match fi xing,
doping, and gender-related disputes (Jenny, Manning,
Keiper, & Olrich, 2017; Newzoo, 2016; Gies, 2016). Th e
increasing institutionalization and broadening con-
sumer and participant markets of eSport has attracted
major corporate sponsors, such as Microsoft , Sam-
sung, and Red Bull. Th e global eSport industry gen-
erated revenues of more than $325 million worldwide
Volume 27 • Number 2 • 2018 • Sport Marketing Quarterly 109
in 2015, with projected revenues of $465 million in
2017 (Newzoo, 2016). There is increasing recognition
of eSport as sport among industry stakeholders. eSport
teams are being managed by traditional sport organi-
zations (e.g., Philadelphia 76ers), covered on tradition-
al sport media outlets (e.g., ESPN and Turner Sports),
organized by traditional sport leagues (e.g., e-Ligue
1 and NBA 2K eLeague), and formally recognized by
major university athletics departments (e.g., University
of California–Irvine)—highlighting growing connec-
tions between traditional sport and eSports (Conditt,
2016; Rovell, 2016; Sarkar, 2017).
eSport represents a new area for study in sport con-
sumer behavior (Funk, 2017). Understanding whether
eSport operates similarly to traditional sport is key to
developing appropriate marketing strategies for the
eSport industry and can inform academic research. If
eSports and traditional sports are similarly consumed
in accordance with the same spectator motives,
existing theoretical and practical approaches to sport
consumer behavior are likely applicable to eSport, as
well. Existing eSport research has centered on eSport
consumption, focusing on playing and spectating (e.g.,
Lee & Schoenstedt, 2011; Weiss & Schiele, 2013). This
research examined eSports in isolation from tradi-
tional sports (e.g., soccer, baseball, and basketball),
without comparing the two, and thereby was unable to
understand the extent to which eSport spectators are
motivated similarly to traditional sport spectators (e.g.,
Hamari & Sjöblom, 2017). Other scholars have applied
traditional sport definitions to examine eSport as sport
(e.g., Jenny et al., 2017; Jonasson & Thiborg, 2010).
While these studies provide a starting point for future
research, they do not extend our knowledge of eSport
spectators from a consumer behavior perspective or
aid in eSport marketing efforts. If eSport and tradi-
tional sport spectators share similar motives, eSport
marketers can utilize established sport marketing
practices.
Understanding spectator motives (e.g., social op-
portunities, vicarious achievement) is essential, as
these motives are predictive of behavioral outcomes
such as game attendance frequency (Fink, Trail, &
Anderson, 2002; Funk, Beaton, & Alexandris, 2012).
Behavioral outcomes in sport marketing research can
encourage sport marketing professionals to identify
the most relevant motives needed to understand sport
spectators. There are similarities in the consumer
experience of attending eSport events and traditional
sport events. Similarly to traditional sport spectators,
eSport spectators may be seeking social opportunities
to come together, watch their favorite players and
teams compete live, and to be part of an exciting
experience where they can see the best players in
action (Eventbrite, 2015). As such, many of the motives
for attendance may be common across traditional
and eSports. However, eSport spectator motives have
not been assessed at eSport events or compared to
a traditional sport consumption context. Given the
growth of the eSport industry (Newzoo, 2016) and lack
of research, there is a growing need for academic study
in this area.
The current research adapts consumer behavior mo-
tives from established sport consumption motivation
scales. Specifically the Motivation Scale for Sport Con-
sumption (MSSC; Trail & James, 2001) and the Sport
Interest Inventory (SII; Funk, Mahony, & Nakazawa,
2001). Motives from the MSSC and SII were selected
given the scales’ established validity within the sport
marketing literature. Comparison of spectator motives
between eSport and traditional sporting event contexts
permits assessment of similarities and differences
between the two. The use of selected motives from the
MSSC and SII is not meant to be inclusive of all pos-
sible consumer motives, but motives from both scales
were selected to capture a broad range with the aim of
identifying similarities in consumption patterns.
Research Context
Existing definitions of modern sport emphasize its
physical, competitive, and institutionalized dimen-
sions (Guttmann, 2004). Whether eSport meets these
criteria and falls within the boundaries of sport is a
source of ongoing debate (e.g., Hallmann & Giel, 2018;
Heere, 2018; Hilvoorde & Pot 2016; Holt, 2016; Jenny et
al., 2017; Jonasson & Thiborg, 2010; Witkowski, 2012).
Specifically, a critical aspect of the debate centers on
the perceived lack of physical skill in eSport (Jonasson,
2016). An established feature distinguishing a game
from sport is the physical application of skill (Coakley,
2008; Suits, 2007). Some scholars state that eSport
lacks the physicality required to be considered sport
(Jenny et al., 2017). Yet, advocates for eSport as sport
suggest that eSport shares many of the central features
of traditional sport. Proponents argue that eSports
involve interpersonal competition, skill training and
development, adherence to rules, goal attainment,
coordination, and agility (Crawford & Gosling, 2009;
Holt, 2016; Wagner, 2006). The debate over eSport as
sport provides a starting point for additional research
and the need for a novel approach to advance the
conversation.
Considering how eSport meets many of the criteria
for sport (e.g., organized, competitive, institutional-
ized), the current study takes a consumer behavior
perspective as an approach to move the dialogue
110 Volume 27 • Number 2 • 2018 • Sport Marketing Quarterly
forward. Sport management is an applied discipline
and sport marketers could build on existing marketing
strategies if eSport consumers operate similarly to
traditional sport consumers. Sport industry profes-
sionals, beset with the many challenges of their jobs,
do not have the luxury of time to wait for academics to
resolve theoretical disputes and develop definitive an-
swers about the management of sport (Boucher, 1998).
Thus, the current study considers the possibility that
traditional sports and eSports are consumed similarly
to provide guidance to practitioners managing and
marketing the growing number of eSport events.
eSports and related events are rapidly growing in
global popularity. However, eSports in the West are in
their relative infancy when compared to their estab-
lished place in the culture of some East Asian coun-
tries (Li, 2016). For instance, in South Korea, eSports
are governed by a national association (Korean eSports
Asssocation; KeSPA), which certifies professional
players, provides ranking lists, and arranges compe-
titions (Jonasson & Thiborg, 2010). Thus, the current
study was conducted in South Korea, where traditional
sports and eSports both operate within stable and
mature environments.
Literature Review
Defining eSport
eSports are organized video game competitions, most
often in the context of organized tournaments (Jenny
et al., 2017). eSports encompass an array of platforms,
from personal computers to gaming consoles and
genres including sport-themed games such as FIFA
Online 3, and real-time strategy (RTS) games, such as
StarCraft II (Seo & Jung, 2014). Sport-themed and RTS
games are two of the most popular genres of eSports
(Jonasson & Thiborg, 2010). Sport-themed eSports
imitate physical sport, while RTS games are repre-
sentations of fighting or military battles (Burk, 2013).
Similarly to traditional sport, eSports contain compar-
ative measures to assess a player’s level of performance
within the game (Seo, 2013). In sport-themed eSports,
these measures could be consistent with the rules of a
physical sport, such as scoring goals in a soccer match
(Crawford & Gosling, 2009; Seo & Jung, 2014). In RTS
eSports, an individual player controls an entire virtual
army, which is viewed from an aerial perspective
with players focused on defeating or destroying their
opponents (Buchanan‐Oliver & Seo, 2012; Jonasson &
Thiborg, 2010) via an array of possible objectives, most
commonly destroying their opponents’ structures and
units.
Prevalent stereotypes depict gamers as young, single
men living in their parents’ basement (Casselman,
2015). However, Newzoo, a leader in eSport market
intelligence, found that most eSport fans are employed
full time, 44% are parents, with a large segment (38%)
of female consumers (Souza, 2015). The Entertainment
Software Association reports that women represent a
rapidly growing segment of gamers (Entertainment
Software Association, 2016). Industry reports further
suggest that eSports consumers are racially diverse,
resulting from eSport’s Asian roots moving into North
America and Europe (Price Waterhouse Cooper
[PWC], 2016). One aspect of the stereotype is accurate,
however, as eSport spectators tend to be young—a
potential selling point for marketers looking to appeal
to the next generation of consumers (Souza, 2015).
eSport events are live, competitive tournaments of
predominantly professional gamers (Eventbrite, 2015).
Premier eSport events draw huge crowds and quickly
sell out marquee venues, such as The Staples Center
and Madison Square Garden (PWC, 2016). With
eSport spectators’ desire for more events, in more
places, and more often (Eventbrite, 2015), understand-
ing eSport event spectator motives can facilitate the
marketing of eSport events and improve the spectator
experience. Industry reports suggest that eSport event
spectators represent a vast source of untapped poten-
tial (PWC, 2016), further highlighting the need for
research into eSport spectator motives.
Sport Motivation Research
Sport consumer behavior researchers have built on the
work of Hebb (1955) and Deci (1971) to understand
sport consumer behavior by identifying motives
salient to sport consumption. Hebb (1955) defines
motivation as the processes that energize and direct
purposeful behavior, with Deci (1971) adding that
motives encourage behaviors because of the enjoy-
ment generated by the activities. Motivation is one of
the most heavily studied constructs in sport-related
research (Snelgrove, Taks, Chalip, & Green, 2008),
with most spectator behaviors fulfilling social or
psychological needs (Robinson, Trail, Dick, & Gil-
lentine, 2005). Sport marketers have established the
importance of motives on game and event attendance,
with individuals attending for different reasons and
desiring different aspects of the experience (Robinson
et al., 2005; Trail, Robinson, Dick, & Gillentine, 2003).
Sport consumer motives are multifaceted and
have been examined through a number of different
frameworks (Funk et al., 2009; Wann, 1995). These
frameworks include, but are not limited to, Maslow’s
(1954) hierarchy of needs, push-pull factors (Cromp-
ton, 1979), psychological needs (Sloan, 1989), and
psychological involvement (Funk & James, 2001).
Funk and James (2001) introduced the Psychological
Volume 27 • Number 2 • 2018 • Sport Marketing Quarterly 111
Continuum Model (PCM), which provided a platform
for the systematic study of sport spectators. The PCM
has been used extensively in subsequent sport consum-
er behavior research.
The body of literature on sport consumer behavior
has emphasized the study of motives to help explain
sport spectatorship. Research on sport consumer mo-
tives has provided valuable insight in understanding
sport consumption behaviors (Trail & Kim, 2011) and
identified that these motives are also a central pre-
dictor of sport consumption decisions (Trail, Fink, &
Anderson, 2003). Common motives include vicarious
achievement, drama, excitement, entertainment value,
and social opportunities (Funk et al., 2001; Milne &
McDonald, 1999; Trail & James, 2001).
Recently, sport consumer motivation research has
focused on developing deeper theoretical understand-
ing of sport consumer motives. Funk et al. (2012),
guided by self-determination theory (SDT; Deci &
Ryan, 1985), suggest that sport consumer motivation
can be theoretically conceptualized as extrinsic or
intrinsic. Kim, James, and Kim (2013) categorized mo-
tives into hedonic, psychological connection, and so-
cial influence to understand the relationship between
motivation and commitment. Common across the
studies of sport spectators is the study of what drives
people to attend sport events (Won & Kitamura, 2007).
Various studies on sport consumer behavior share the
assumption that consumers’ behaviors are driven by
their motives (Snelgrove et al., 2008). Researchers have
identified salient motives in order to examine sport
consumption decisions (Kim, Greenwell, Andrew, Lee,
& Mahony, 2008), with the goal of better understand-
ing sport consumer behavior (Funk et al., 2012).
Various scales exist to measure sport consumer
motives. The Sport Fan Motivation Scale (SFMS;
Wann, 1995) and Motivations of the Sport Consumer
(MSC; Milne & McDonald, 1999) were among the first
categorize sport spectators’ motives. Trail and James
(2001) suggest that these scales offer limited validity
and reliability. Subsequent sport consumption scales
include the Motivation Scale for Sport Consumption
(MSSC; Trail & James, 2001) and the Sport Interest
Inventory (SII; Funk et al., 2001). The MSSC and SII
were developed to measure motivations for sport
spectator consumption to evaluate psychological mo-
tives of spectator consumption. Both scales measure
conceptually similar motives such as aesthetics, social
interaction, and vicarious achievement.
The current study compares traditional sport
spectator motives to eSport spectator motives to better
understand the behavior of eSport consumers. It
compares one traditional sport (soccer) to two eSports
(FIFA Online 3 and StarCraft II), thereby drawing a
direct parallel between a traditional sport and two
eSports. Spectator motives for one traditional sport
may not be entirely representative of motives to attend
all sports, but the emphasis of the current study is on
exploring whether eSport consumer behavior operates
similarly to traditional sport consumer behavior. Ad-
ditionally, there is a scarcity of academic research on
sport marketing in Asia (Yoshida & Heere, 2015). The
current study addresses this scarcity in the existing
literature by comparing spectator motives in South
Korea. Yet, as proposed by Yoshida and Heere (2015),
sport consumer behavior patterns in Asia are marked
by universal psychological constructs. The current
study focused on a psychological construct, moti-
vation, as the foundation for the following research
to assess the possibility that eSports and traditional
sports are consumed in order to fulfill the same
spectator motives.
eSport research is still in an early stage. Industry
reports suggest that eSport spectators share similar
motives with traditional sport spectators (PWC,
2016). Spectators of eSport are similar to spectators
of traditional sport in the respect that neither wants
to miss the big game, with eSport spectators going
to live events to be a part of a stimulating experience
where they can see the best eSport athletes in action
(Eventbrite, 2015). Furthermore, existing eSport
spectator research finds that athlete aggressiveness
positively predicts spectatorship (Hamari & Sjöblom,
2017), similar to the conclusions of Lee, Trail, and
Anderson (2009) who found an analogous relation-
ship in hockey and collegiate sport contexts. Thus,
considering the similarities between traditional sport
and eSport, the current study adapts items from the
MSSC and SII to assess the possibility that traditional
sport and eSport spectators share sport consumption
motives.
eSport Consumption Motives
Prior eSport research has focused on the motivation to
play eSports. Past research suggests that eSport partic-
ipation is driven by competition, challenge, escapism,
and skill development (Lee & Schoenstedt, 2011,
Weiss & Schiele, 2013). eSport spectating frequency
is predicted by escapism, acquiring knowledge about
the games being played, novelty of new players and
teams, and athlete aggressiveness (Hamari & Sjöblom,
2017). Hamari and Sjöblom (2017) did not distinguish
between different eSports, treating motives to spec-
tate eSport as universal across all games and genres.
Furthermore, their research viewed eSport in isolation
from traditional sport, missing opportunities to
identify shared motives between traditional sport and
112 Volume 27 • Number 2 • 2018 • Sport Marketing Quarterly
eSport. James and Ross (2004) compared motives that
influence consumption across sports to develop tar-
geted marketing strategies. The current study adopts a
similar approach by comparing eSports and tradition-
al sports to identify whether widely researched sport
motives also influence eSports consumption. Thus, the
following hypothesis is proposed:
H1: Traditional sport and eSport spectators
have the same sport consumption motive
patterns (i.e., statistically similar mean scores
across contexts).
Absent from prior research on eSport consumption
is the measurement of game attendance frequency—a
commonly assessed behavioral outcome in sport
consumption research (e.g., Funk et al., 2012)—its rela-
tionship with spectator motives. Behavioral outcomes
such as game attendance frequency are important for
sport marketers, as spectator behavior is a significant
component of revenue production (Fink et al., 2002).
In line with the first hypothesis that traditional sport
and eSport spectators share sport consumption motive
patterns, the relationships between motives and game
attendance frequency should follow similar relation-
ships established in sport marketing literature. Thus,
the following hypothesis is proposed:
H2: Spectator attendance motives impact game
attendance frequency similarly across tradi-
tional sport and eSport contexts.
Method
The purpose of this study was to compare spectator
motives for attending traditional sport and eSport con-
tests. Data were collected in three research contexts: a
traditional sport (soccer) event, a sport-themed eSport
event, and an RTS eSport event. South Korean profes-
sional sport and eSport contexts were selected as the
research setting, as both have a prominent presence in
Korean culture (KOCIS, 2016; Seo & Jung, 2014). For
eSports, FIFA Online 3 represents not only an eSport,
but also is a virtual representation of professional tra-
ditional sport. Furthermore, FIFA Online 3 represents
the same traditional sport (i.e., soccer) included in the
study. …
Automation’s Future in
Sports and Society
Assistant Professor Michael Rizzo
Director, Journalism Program
College of Professional Studies
March 19, 2019
SPG 315
Creativity and Innovation in Sport
Technology’s Future in
Sports and Society
3
Frank Rizzo
1985: For the first time in history, ABC mounts
a micro-miniature camera on the mask of the
home plate umpire.
4
5
6
7
8
Cars that drive
themselves,
machines that
read X-rays and
algorithms that
respond to customer-service inquiries are
all manifestations of powerful new forms of
automation [that] increase productivity
and improve our lives…
“What the future of work will mean for jobs, skills, and wages.” 2017, McKinsey Global Institute.
9
As the first wave of the industrial revolution
hit…Displaced farm-related workers
[learned] new skills [and] higher wages
created a new and expanding middle class.
[In] the fourth wave of industrial
revolution…Different skills will be needed to
fill new jobs, many of which are not even
known now. (About a third of the jobs in the
U.S. today didn’t exist three decades ago.)
“ The Effects of Automation” by Jim Smith, Quality Magazine, July, 2018.
10
11
Sports are dominated by data and data
analytics.
www.idtech.com/blog /how-technology-is-impacting-sports
During the 2011-12 season, SportVU [cameras
captured] data from 233 regular- and post-season
games…identifying and tracking key events
related to individual play..[and when] paired with
results (shot attempts, conversions, locations,
rebounds, etc) [it created] the first
comprehensive player tracking system..
www.sporttechie.com/sportvu-pulls-nba-analytics-forward/
12
Put this kind of information in the hands of
the GM…and you…change the business of
building the roster.
www.sporttechie.com/sportvu-pulls-nba-analytics-forward/
13
www.cnet.com
https ://theconversation.com/beyond-the-line-call-how-hawk-eye-can-improve-performance-35962
…it solves a real problem. It eliminates the human
element of line-calling…
14
Productivity is an obvious benefit of
automation. However, reliability is the real
gem that sparkles with automation…
Automated operations ensure that jobs are
not forgotten…completed successfully, that
the input data is correct, and that any
special processing is performed.
“Advantages of Automation.” www.helpsystems.com
15
With technology like the PITCHf/x® system that tracks pitch
trajectories to within one inch, SMT continues to influence the way
people view and analyze the game.
www.smt.com/baseball
16
www.svnsportsbroadcasting.com/index.php/29-feature-content/121-automated-sports-production
17
www.engineering.com
Following supervised learning based on [a
human camera] operator's actions, the
[robotic camera] was able to predict how to
pan the camera in a way that…did indeed
mimic a human operator.
18
Natural Language Generation (NLG) is
the term for creating human-sounding
narrative out of data using algorithms
and machine learning.
https://automatedinsights.com/blog /the-automated-future-of-journalism/
19
20
21
http://futureof.org /sports-2015/
www.poynter.org
22
…with AI platform IBM Watson, [Wimbledon
tennis tournament] is able to assemble full
highlight reels of live events within five minutes
of the end of a match, some two to 10 hours
more quickly than before.
“Wimbledon serves up AI-enabled highlights” by Adrian Pennington, July, 2018, www.ibc.org
23
Smart sensors and software can track body
movement in real-time, allowing AI and human
coaches to improve performance.
https://novatiosolutions.com/artificial-intelligence-future-sports
www.sporttechie.com
24
25
1. Empathy and communication
2. Critical thinking
3. Creativity
4. Strategy
5. Technological management, installation, and upkeep
6. Physical skills
7. Imagination and vision
Brendan Marr, Aug. 2018, www.forbes.com
26
"When you take away the home-plate
umpire's control over the strike zone,
you take away a principal piece of his
authority in terms of managing the
whole game...there is a serious
management-of-the-game issue you'd
have to think about with respect to that
change."
MLB commissioner Rob Manfred
27
www.engineering.com
…human camera operators are able to
anticipate action and can adjust the
camera's pan, tilt and zoom
controls…The result is video imagery
that is smooth and aesthetically
pleasing.
28
“How The Associated Press uses robotic cameras to shoot the Olympics” by Kristen Hare, Aug. 2016, www.poynter.org
29
“What the future of work will mean for jobs, skills, and wages.” 2017, McKinsey Global Institute.
30
AI will provide data and information…
But figure out your value, what makes
you unique and special and lean
into…your ability to relate, motivate,
lead and work as a team. These are hard
to find qualities in a software system.
“How Artificial Intelligence Will Affect the Sports Industry of the Future,” by Brian Clapp, Feb. 26, 2018, www.workinsports.com
31
Outlined against a blue-gray October sky, the Four
Horsemen rode again. In dramatic lore they are
known as Famine, Pestilence, Destruction and Death.
These are only aliases. Their real names are
Stuhldreher, Miller, Crowley and Layden. They formed
the crest of the South Bend cyclone before which
another fighting Army football team was swept over
the precipice at the Polo Grounds yesterday afternoon
as 55,000 spectators peered down on the bewildering
panorama spread on the green plain below.
Grantland Rice, New York Herald Tribune, Oct. 18, 1924
Assistant Professor Michael Rizzo
Director, Journalism Program
College of Professional Studies
What questions can I answer
for you?
Assistant Professor Michael Rizzo
Director, Journalism Program
College of Professional Studies
Thank you!
SPG 315
Creativity and Innovation in Sport
CATEGORIES
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e. Embedded Entrepreneurship
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a. Indigenous Australian Entrepreneurs Exami
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When considering both O
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Identify a specific consumer product that you or your family have used for quite some time. This might be a branded smartphone (if you have used several versions over the years)
or the court to consider in its deliberations. Locard’s exchange principle argues that during the commission of a crime
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aragraphs (meaning 25 sentences or more). Your assignment may be more than 5 paragraphs but not less.
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In order to
n that draws upon the theoretical reading to explain and contextualize the design choices. Be sure to directly quote or paraphrase the reading
ce to the vaccine. Your campaign must educate and inform the audience on the benefits but also create for safe and open dialogue. A key metric of your campaign will be the direct increase in numbers.
Key outcomes: The approach that you take must be clear
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Literature search
You will need to perform a literature search for your topic
Geophysics
you been involved with a company doing a redesign of business processes
Communication on Customer Relations. Discuss how two-way communication on social media channels impacts businesses both positively and negatively. Provide any personal examples from your experience
od pressure and hypertension via a community-wide intervention that targets the problem across the lifespan (i.e. includes all ages).
Develop a community-wide intervention to reduce elevated blood pressure and hypertension in the State of Alabama that in
in body of the report
Conclusions
References (8 References Minimum)
*** Words count = 2000 words.
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*** In Task section I’ve chose (Economic issues in overseas contracting)"
Electromagnetism
w or quality improvement; it was just all part of good nursing care. The goal for quality improvement is to monitor patient outcomes using statistics for comparison to standards of care for different diseases
e a 1 to 2 slide Microsoft PowerPoint presentation on the different models of case management. Include speaker notes... .....Describe three different models of case management.
visual representations of information. They can include numbers
SSAY
ame workbook for all 3 milestones. You do not need to download a new copy for Milestones 2 or 3. When you submit Milestone 3
pages):
Provide a description of an existing intervention in Canada
making the appropriate buying decisions in an ethical and professional manner.
Topic: Purchasing and Technology
You read about blockchain ledger technology. Now do some additional research out on the Internet and share your URL with the rest of the class
be aware of which features their competitors are opting to include so the product development teams can design similar or enhanced features to attract more of the market. The more unique
low (The Top Health Industry Trends to Watch in 2015) to assist you with this discussion.
https://youtu.be/fRym_jyuBc0
Next year the $2.8 trillion U.S. healthcare industry will finally begin to look and feel more like the rest of the business wo
evidence-based primary care curriculum. Throughout your nurse practitioner program
Vignette
Understanding Gender Fluidity
Providing Inclusive Quality Care
Affirming Clinical Encounters
Conclusion
References
Nurse Practitioner Knowledge
Mechanics
and word limit is unit as a guide only.
The assessment may be re-attempted on two further occasions (maximum three attempts in total). All assessments must be resubmitted 3 days within receiving your unsatisfactory grade. You must clearly indicate “Re-su
Trigonometry
Article writing
Other
5. June 29
After the components sending to the manufacturing house
1. In 1972 the Furman v. Georgia case resulted in a decision that would put action into motion. Furman was originally sentenced to death because of a murder he committed in Georgia but the court debated whether or not this was a violation of his 8th amend
One of the first conflicts that would need to be investigated would be whether the human service professional followed the responsibility to client ethical standard. While developing a relationship with client it is important to clarify that if danger or
Ethical behavior is a critical topic in the workplace because the impact of it can make or break a business
No matter which type of health care organization
With a direct sale
During the pandemic
Computers are being used to monitor the spread of outbreaks in different areas of the world and with this record
3. Furman v. Georgia is a U.S Supreme Court case that resolves around the Eighth Amendments ban on cruel and unsual punishment in death penalty cases. The Furman v. Georgia case was based on Furman being convicted of murder in Georgia. Furman was caught i
One major ethical conflict that may arise in my investigation is the Responsibility to Client in both Standard 3 and Standard 4 of the Ethical Standards for Human Service Professionals (2015). Making sure we do not disclose information without consent ev
4. Identify two examples of real world problems that you have observed in your personal
Summary & Evaluation: Reference & 188. Academic Search Ultimate
Ethics
We can mention at least one example of how the violation of ethical standards can be prevented. Many organizations promote ethical self-regulation by creating moral codes to help direct their business activities
*DDB is used for the first three years
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The inbound logistics for William Instrument refer to purchase components from various electronic firms. During the purchase process William need to consider the quality and price of the components. In this case
4. A U.S. Supreme Court case known as Furman v. Georgia (1972) is a landmark case that involved Eighth Amendment’s ban of unusual and cruel punishment in death penalty cases (Furman v. Georgia (1972)
With covid coming into place
In my opinion
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Not necessarily all home buyers are the same! When you choose to work with we buy ugly houses Baltimore & nationwide USA
The ability to view ourselves from an unbiased perspective allows us to critically assess our personal strengths and weaknesses. This is an important step in the process of finding the right resources for our personal learning style. Ego and pride can be
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While you must form your answers to the questions below from our assigned reading material
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5 The family dynamic is awkward at first since the most outgoing and straight forward person in the family in Linda
Urien
The most important benefit of my statistical analysis would be the accuracy with which I interpret the data. The greatest obstacle
From a similar but larger point of view
4 In order to get the entire family to come back for another session I would suggest coming in on a day the restaurant is not open
When seeking to identify a patient’s health condition
After viewing the you tube videos on prayer
Your paper must be at least two pages in length (not counting the title and reference pages)
The word assimilate is negative to me. I believe everyone should learn about a country that they are going to live in. It doesnt mean that they have to believe that everything in America is better than where they came from. It means that they care enough
Data collection
Single Subject Chris is a social worker in a geriatric case management program located in a midsize Northeastern town. She has an MSW and is part of a team of case managers that likes to continuously improve on its practice. The team is currently using an
I would start off with Linda on repeating her options for the child and going over what she is feeling with each option. I would want to find out what she is afraid of. I would avoid asking her any “why” questions because I want her to be in the here an
Summarize the advantages and disadvantages of using an Internet site as means of collecting data for psychological research (Comp 2.1) 25.0\% Summarization of the advantages and disadvantages of using an Internet site as means of collecting data for psych
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Compose a 1
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3 The first thing I would do in the family’s first session is develop a genogram of the family to get an idea of all the individuals who play a major role in Linda’s life. After establishing where each member is in relation to the family
A Health in All Policies approach
Note: The requirements outlined below correspond to the grading criteria in the scoring guide. At a minimum
Chen
Read Connecting Communities and Complexity: A Case Study in Creating the Conditions for Transformational Change
Read Reflections on Cultural Humility
Read A Basic Guide to ABCD Community Organizing
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Losinski forwarded the article on a priority basis to Mary Scott
Losinksi wanted details on use of the ED at CGH. He asked the administrative resident