In recent years, e-sports, as an emerging form of competition, has been rapidly integrated into the daily life of college students, and with its rich interactivity, instant feedback and teamwork, e-sports provides them with an effective channel for emotional catharsis and psychological regulation. This study takes students from four universities as the survey object and adopts quantitative research method to analyze the relationship between different types of e-sports activities and psychological stress resistance through questionnaire survey method combined with spss. The samples were randomly sampled, and a total of 500 valid questionnaires were collected. The results of the study show that: 1. In terms of participation, the ability of students to withstand academic stress and life stress is significantly improved, and e-sports is an effective way to regulate emotions and relieve stress; 2. the three types of games (First-person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy Game) have different impacts on stress tolerance, of which FPS has the greatest impact on stress tolerance; 3. the frequency of playing e-sports affects your stress tolerance; 4. teamwork and strategy play an important role in e-sports resilience.
The National Fitness Program Plan (2021–2025) (hereinafter referred to as the Plan) proposes to perfect the public service system for sports and fitness by 2025, make national sports and fitness more convenient, and advocate providing intelligent services for national fitness campaign. With the development of the Internet era, modern information technologies such as big data, the Internet of Things, and artificial intelligence have been introduced into sports affairs, providing technical support for the optimization of the public service system for sports and fitness. Therefore, in the context of a national fitness campaign, intelligent sports service is an important link for promoting national fitness in various regions. Relevant workers should attach importance to promoting “physical fitness” with “intelligence” in the process of advancing national fitness program, and actively creating intelligent public services for national fitness. Focusing on the integration of modern information technology and sports affairs, with the implementation of the Plan as the research background, the construction of intelligent sports parks as the starting point, this article outlines the construction plan of intelligent sports parks based on the connotation summary of national fitness program and intelligent sports. At the same time, it analyzes the issues that intelligent sports parks need to pay attention to in providing public services for national fitness, and proposes countermeasures for the high-quality development of national fitness services in intelligent sports parks.
Encouraging the social empowerment of persons with disabilities—also known as “people of determination” is a crucial step toward advancing equality and inclusion in our communities. Consequently, the current study aimed to identify the mechanisms for activating social empowerment for people of determination from the deaf category. Identify the most prominent mechanisms and proposals from the point of view of the deaf. The study used a social survey approach based on a questionnaire on a sample of (30) deaf males in the Kuwaiti Sports Club for the Deaf, and it is the full sample size. The study reached several results, the most important of which are: integrating deaf people with disabilities into jobs integrated into society, raising the level of cultural awareness of sign language, in addition to spreading awareness of how to deal with deaf people. The study presented some recommendations and proposals, including media focus on the deaf group, and working to hold conferences and workshops targeting the community to spread awareness about the deaf group.
This study aims to explore the factors influencing people’s intention to use home fitness mobile apps in the post-pandemic era. By incorporating the perspective of playfulness into the decomposed theory of planned behavior, it seeks to construct a behavioral model for the public's use of AR sports games for home exercise. The research focuses on Active Arcade users residing in Taiwan, employing the snowball sampling method to conduct an online questionnaire survey. A total of 340 valid questionnaires were collected and analyzed using linear structural equations. The study reveals three main findings: first, the behavioral model for Active Arcade users constructed based on the decomposed theory of planned behavior demonstrates a good fit; second, users’ attitudes, subjective norms, and perceived behavioral control have a positive and significant impact on behavioral intention; third, perceived usefulness, perceived ease of use, and perceived playfulness all positively and significantly influence attitudes, with perceived playfulness having the highest impact coefficient; fourth, perceived benefits of exercise are the most crucial factor affecting subjective norms; and fifth, convenience technologies are the key factor influencing perceived behavioral control. This study provides valuable insights for theory and management practice, offering guidance on the use of home fitness apps in the post-pandemic era while addressing research limitations and suggesting future directions.
Ticket revenues are crucial for the financial success of sports teams. To maximize these revenues, teams continuously explore effective ticket promotional strategies. One such strategy includes partial season plans, which mirror bundle offers common across various industries. Another widespread promotional strategy across industries is offering discounted credit (i.e., store credit purchased at a lower price than its face value). However, its application in sports (e.g., providing a $500 credit for tickets at $450) remains limited. Therefore, this study explores critical questions such as: “How effective is offering discounted credit compared to partial season plans?” and “What factors influence ticket promotion preferences?” Consequently, the study employed a 2 × 2 × 2 experimental designs, considering three independent variables: promotion type (discounted credit vs. partial season plans), promotion flexibility (predefined vs. customizable), and the consumer’s distance to the venue (near vs. distant). Results indicated that partial season plans generated significantly higher perceived value and purchase intentions while presenting lower perceived risks than discounted credit . Promotion flexibility did not significantly influence the three dependent variables , but the distance to the venue did . Both practical and theoretical implications of these findings are discussed.
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