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Traditionele sporten versus sport gerelateerde games

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Traditionele sporten versus sport gerelateerde games

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Samenvatting

Video games play an increasing role in our leisure time. Research conducted by TNS NIPO and the English market research firm Newzoo shows that 9.3 million Dutch play videogames every now and then. In the year 2007 this percentage only was 43% of the population. More than 95% of young people between eight and nineteen years play these games. This is by far the largest group. In addition, the games are also actively played by the over-50s in our country. Approximately 57% of this group regularly plays games (Marketingfacts, 2008). The comparison between sports and gaming is difficult to make. This is because there are sports that fall into a ‘grey’ area in terms of exercise and where no one makes a concrete statement about. Examples include curling, chess and darts. If we look at the characteristics of what makes a game a sport, according to the book Philosophy of Sport (J. Tamboer & J. Steenbergen, 2004), it shows that gaming and sports from the grey area have many similarities. Due to the lack of a physical character in videogames another perspective is used to investigate if practicing a game can be seen as a sport. This leads to the following question: "What are the similarities in the motives and the aggression experience of people who play sports and / or games?”. This question will be answered through two different methods: a literature review and a quantitative research. The literature review is used for the motives of sportsmen and the aggression experience for both sportsmen and gamers. The quantitative research shows an outcome in the motives of gamers and whether gaming has any influence on the sports frequency. The literature review has shown that there are a few similarities in aggression experience which sportsman and gamers have. Both parties make use of instrumental aggression to reach goals which are allowed by the rules of sport/game. If an aroused gamer or sportsman receives negative cues from its environment, he can become an aggressive player. The quantitative research has been conducted under 143 respondents, from which most are gamers who also do sports. Results show that both gamers and sportsmen considered pleasure and relaxation to be the most important motives. There are no significant results that gaming has any influence on the sports frequency and vice versa.

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OrganisatieHogeschool van Amsterdam
InstituutBewegen, Sport en Voeding
Gepubliceerd in
Jaar2012
TypeBachelorscriptie
TaalNederlands

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