Esteróides anabolizantes no esporte: uma revisão
In: Semina. Ciências biológicas e da saúde, Band 16, Heft 2, S. 340
ISSN: 1679-0367
763 Ergebnisse
Sortierung:
In: Semina. Ciências biológicas e da saúde, Band 16, Heft 2, S. 340
ISSN: 1679-0367
In: Phenomenology and the cognitive sciences, Band 21, Heft 2, S. 293-316
ISSN: 1572-8676
In: Universitas Humanas, Band 8, Heft 1
ISSN: 2175-7488
In: The Journal of Fandom Studies, Band 8, Heft 1, S. 65-81
ISSN: 2046-6692
Our discussion overviews eSports' connection to labour, work and the digital economy in an effort to situate and make contextual comment on those issues, finding that there is a particular concern in regard to the economic exploitation of fan-based digital labour, and specifically in relation to digital labour and streaming platforms. Our concern emerges from the powerless individuals of many of the aspirational eSports fan participants within the economic structure of the eSports industry and specifically in relation to online streaming platforms and their advertising sales economic activity. We find that significant further work is required by government and regulators to ensure that power-deficient individuals such as aspirational eSports players and juveniles are not economically exploited by eSports institutions and for-profit streaming services.
In: Problems & perspectives in management, Band 16, Heft 1, S. 207-213
ISSN: 1810-5467
The article deals with eSports as a perspective kind of commercial activity. The research urgency is determined by the fact that, given the active increase of eSports market with growth rates of more than 30% per year, the types of commercial activities in this field and in scientific papers are not studied in an adequate degree.
The purpose of the article is to evaluate the commercial activity development in eSports and to determine the perspectives for its further growth in Ukraine. In order to determine the key types of commercial activity in eSports, the main sources of revenue in this area compared to sports were investigated, which showed a large unrealized potential for increasing revenues from the sale of tickets to competitions, the realization of broadcasting rights and merchandising. The study also showed that the largest number of income sources in eSports is at the stage of cyber-tournaments, which can be explained by a large consumer audience at this stage. However, unlike the esports world practice, computer game producers and well-known manufacturers of consumer goods in Ukraine do not finance domestic competitions, and, therefore, this stage of commercial activity remains at a low level. In modern conditions, among the types of eSports activities in Ukraine, only the computer games production and the cyber-racers game are properly developed.
According to authors, to improve the eSports development in Ukraine, creating the national system of regular eSports competitions is needed, which will form the basis for the development of most types of commercial activities that are part of the cyber-tournaments. To do this, one needs to create appropriate platforms, as well as improve communications with fans in social networks and at amateur competitions. All this will make eSports a highly profitable business in Ukraine.
In: Scientific annals of economics and business, Band 67, Heft 4, S. 495-515
ISSN: 2501-3165
In: Working Papers kultur- und techniksoziologische Studien, Band 05/2010
"Das Ziel dieses Papers ist es, die Herausbildung von "female Teams" im eSport zu untersuchen. Das Hauptaugenmerk liegt hierbei auf Rekonstruktionsmechanismen der Kategorie Geschlecht, welche durch Sprache und Diskurse gebildet, erlernt und fortgeführt werden. Der Anteil der Spielerinnen, die das Computerspielen als Sport betreiben, wächst stetig an - deshalb soll in dieser Studie der Profibereich des eSport näher betrachtet werden. In einem Tätigkeitsfeld, in dem nicht der Körper im Mittelpunkt steht -im eSport ist kein Körperkontakt von SpielerInnen gefordert- wird nicht die körperliche Leistung im Sinne von "Körper gegen Körper" gemessen und verglichen. Es werden vor allem kognitive Fähigkeiten wie Reaktionsvermögen, strategisches und technisches Verständnis erfordert. Welche Mechanismen -ob bewusst oder unbewusst- haben in diesem Feld zur Rekonstruktion der Kategorie Geschlecht geführt?" (Autorenreferat)
In: Germinal: Marxismo e educação em debate, Band 10, Heft 2, S. 175
ISSN: 2175-5604
<p>Trata-se de pesquisa bibliográfica na qual analisamos o esporte, suas possibilidades a partir da prática pedagógica com fundamentação na cultura corporal, na pedagogia histórico-crítica e no referencial gramsciniano, bem como no método dialético, assim, o processo pedagógico deve situar o esporte como uma prática social, portanto, trata-se de uma ação em prol da transformação da realidade. Analisou-se que o esporte é um fenômeno próprio dos seres humanos e que se constitui como parte do conjunto do saber sobre a produção humana e que deve ser socializado à humanidade numa perspectiva emancipatória, atrelada a um projeto formador e revolucionário, o socialista.</p>
In: Gênero: revista do Núcleo Transdisciplinar de Estudos de Gênero, NUTEG, Band 21, Heft 1, S. 112-138
ISSN: 2316-1108
Objetivamos analisar a produção científica relacionada à participação de atletas transgênero em competições esportivas a partir da data de publicação do consenso de 2015 do COI sobre redesignação de sexo e hiperandrogenismo. Para tanto, valemo-nos da técnica de análise bibliométrica para coletar nossos dados nas bases científicas SciELO, PubMed, BVS, Web of Science and Scopus. Encontramos 10 trabalhos escritos por 27 autores/as filiados a 17 instituições de 5 países diferentes, concentrados na Europa e nos Estados Unidos, com destaque relevante para intervenções qualitativas que problematizam socialmente a transgeneridade no esporte.
In: Estudos de Sociologia, Band 22, Heft 43
ISSN: 1982-4718
In: Recorde: Revista de Historia do Esporte, Band 5, Heft 2, S. 1-33
In: Comunicação & sociedade, Band 29, Heft 49, S. 193-196
ISSN: 2175-7755
In: Palgrave Series in Asia and Pacific Studies
Chapter 1. Introduction (Filippo Gilardi and Paul Martin) -- Part I. Esports development: institutions, industries, and players -- Chapter 2. Top-Down versus Bottom-Up: Esports Tensions in Australia and Singapore (Dr Mark R Johnson, Dr James Patrick Williams) -- Chapter 3. Power Play – Regulatory Frameworks of Esports in Asia and Europe (Tanja Sihvonen, Peichi Chung, Veli-Matti Karhulahti) -- Chapter 4. The Neutrality of Esports Federations through the Comparative Analysis of the Japanese and Swiss Examples (Tsubasa Shinohara) -- Chapter 5. In the wake of digital games: A glance at the emergence of esports in Vietnam (Dr Phan Quang Anh) -- Chapter 6. The role of the government in the growth of esports industry in Vietnam. (Dr Florian Lefebvre, Dr Pham Vu Thang) -- Part II. Progamers and marketing agents: cultural and professional challenges -- Chapter 7. Regional Flows of Labour in Esports: Political, Cultural and Professional Challenges (Yelin Zhao, Hao Luo) -- Chapter 8. ESports Dreamings : Pro-gamers and game players in South Korea (Eunkyoung Choi) -- Chapter 9. Friend or Foe? Consumer stewards as marketing agents in e-sports (Yan Han Wang, Hélène de Burgh-Woodman, Dr Keri Spooner) -- Part III. Esports audiences: platforms, marginalisation, and homophobia -- Chapter 10. The Role of Mobile Devices in Malaysian esports (Dr Kyle Moore) -- Chapter 11. Constructing an authentic esports spectator through fans' performances of Australianness (Dr David Cumming) -- Chapter 12. Homophobia in Competitive Online Gaming (Angelo James F. Esperanzate) -- Chapter 13. Conclusion (Dr Filippo Gilardi and Dr Paul Martin).