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on Sports and Economics |
By: | LAHURA, ERICK; Cuadros, Rossmery |
Abstract: | The aim of this research is to determine whether socioeconomic factors can predict the chess performance of young Peruvian players, measured as the probability of winning a medal in a championship. To achieve this, we explore data from a survey conducted by the Peruvian Chess Sports Federation (FDPA) after the XXXI Pan American Youth Hybrid Festival 2021. A binary regression model is estimated assuming a logistic probability distribution. The results indicate that factors such as gender, previous performance, age, internet access quality, having siblings, and academic performance are significant in predicting a player's likelihood of winning a medal in a chess competition. The analysis suggests that the probability of a female player winning a medal is higher than that of a male player by at least 26 percentage points. Oaxaca-Blinder and Nopo decompositions confirm the significant impact of gender on chess performance. To the best of our knowledge, this is the first scientific research on the performance of young Peruvian chess players. Furthermore, its findings can be valuable for identifying players with a high probability of winning in championships and designing strategies to enhance the performance of chess players. |
Keywords: | Chess performance, socioeconomic factors, logit, youth players, gender differences |
JEL: | C25 J13 J16 |
Date: | 2025 |
URL: | https://d.repec.org/n?u=RePEc:pra:mprapa:124605 |
By: | Andrea Bernini; Corentin Dubreucq-Perus |
Abstract: | The host country effect — where nations typically perform better when hosting the Olympic Games — is a well-documented phenomenon. However, its magnitude may be shaped by institutional and societal factors. This paper investigates how corruption and gender inequality moderate the host country advantage using a panel dataset covering all Summer and Winter Olympic Games from 2000 to 2022. We analyze their effects on athlete participation, medal counts, and the conversion rate of athletes to medals, with a particular focus on gender disparities. Our findings show that higher levels of corruption and gender inequality significantly reduce Olympic performance, especially for female athletes and in the Summer Games, thereby weakening the benefits of hosting. These results highlight the critical role of transparent governance and gender equity in maximizing the returns of hosting international sporting events. |
Date: | 2025–05–05 |
URL: | https://d.repec.org/n?u=RePEc:oxf:wpaper:1081 |
By: | Gisèle Umbhauer |
Abstract: | This paper completes two previous papers on the hammer-nail game. The hammer-nail game goes as follows: two players are in front of a nail slightly driven into a wooden support. Both have a hammer and in turn hit the nail. The winner is the first player able to fully drive the nail into the support. A player is of strength f if he is able, with one swing of the hammer, to drive the nail at most f millimeters into the support. A player is of non dexterity e if he is unable to hammer smoothly, so that, with one swing of the hammer, he drives the nail at least e millimeters into the support, with e >= 1. The two players may be of different strength and dexterity. In the two previous papers we studied this Nim-game by assuming that if the remaining distance is lower than e, then lack of dexterity is not a problem because one swing of the hammer necessarily drives the nail into the support. It followed that strength was more useful than dexterity to win the game. In this paper we suppose that a player destroys the support and loses the game if the remaining distance is lower than e. This new assumption completely changes the results: we now observe that dexterity becomes more useful than strength to win this new hammer-nail game. |
Keywords: | Nim game, crossed cycles, Fort Boyard, subgame perfect Nash equilibrium, strength, dexterity. |
JEL: | C72 |
Date: | 2024 |
URL: | https://d.repec.org/n?u=RePEc:ulp:sbbeta:2024-39 |
By: | Görlitz, Katja (Hochschule der Bundesagentur für Arbeit (HdBA)); Sels, Tim (UC Berkeley) |
Abstract: | This study analyzes the gender gap in self- and peer evaluations based on a laboratory experiment. Five players performed a creativity task in a high-stakes winner-takes-all tournament. The treatment without validation informed all players that evaluations that they will conduct determine who will win. The treatment with public validation additionally informed them that they can see an objective performance measure of all players (including themselves) at the end of the experiment which is irrelevant for winning. The results show that men give themselves better selfevaluations compared to women when there is no validation. This gender difference vanishes completely when providing public validation. |
Keywords: | self-evaluation, peer evaluation, public validation, gender |
JEL: | J16 M50 |
Date: | 2025–05 |
URL: | https://d.repec.org/n?u=RePEc:iza:izadps:dp17877 |
By: | Vikoulov, Serguei; Hodeck, Alexander; Grund, Marco |
Abstract: | E-sports booms and elevates e-sports viewers to a central stakeholder of the value chain. This makes a sound understanding of the consumer behavior of e-sports spectators essential for corporate success. The aim of this paper is to identify possible consumption motives of esports viewers to derive promising implications for a consumer-oriented management of esports organizations. A popular method for researching consumption motives in spectator sports is the Motivation Scale for Sports Consumption (MSSC), which was instrumentalized in this work within a previously tested quantitative online survey (n = 248) and statistically analyzed with the help of group formations in order to answer the research question: "What are the central consumption motives of esports spectators worldwide who consume esports in early 2023, based on the MSSC model?" Based on the results, vicarious achievement, drama, escapism, knowledge acquisition, physical skills of players, enjoyment of aggression and novelty were identified as consumption motives of esports viewers worldwide who consumed esports in early 2023. This paper provides a deep insight into the esports industry, further data and insights about esports viewers. It also explains how esports organizations can gain economic advantages by aligning their business activities with consumption motives and addressing them in a targeted manner. However, the results indicate that consumption motives can differ greatly among esports viewers. Therefore, esports and esports viewers cannot be regarded as a homogenous group. Consequently, further research should be conducted in a more differentiated manner and with the help of specific esports models to increase the quality of results. |
Keywords: | Esports, management, consumer behavior, consumption motives, MSSC, survey data |
Date: | 2025 |
URL: | https://d.repec.org/n?u=RePEc:zbw:ismwps:316452 |
By: | Inderst, Rudolf Thomas; Heller, Lambert |
Abstract: | Dieses Discussion Paper untersucht das Konzept des Social Playing als Erweiterung der klassischen Digitalspielerfahrung, bei der der Austausch und die Interaktion zwischen Spieler:innen - ähnlich wie beim Social Reading - im Mittelpunkt stehen. Während Social Reading den individuellen Leseprozess durch Einblicke in die Gedanken, Markierungen und Notizen anderer Leser:innen bereichert, zielt Social Playing darauf ab, das Digitalspielerlebnis durch zusätzliche soziale Kontexte und Interaktionen zu transformieren. So wird die oft isolierte Erfahrung des klassischen Einzelspielermodus durch eine subtil vernetzte, gemeinschaftsorientierte Ebene ergänzt. Social Playing beschreibt ein System, das es Spieler:innen ermöglichen soll, Randnotizen, Audioaufzeichnungen oder visuelle Hinweise oder Marker anderer Nutzer:innen während des eigenen Spielverlaufs einzusehen. Diese Mechaniken schaffen nicht nur ein bereicherndes Spielerlebnis, sondern eröffnen auch eine neue Dimension des sozialen Austauschs, ohne die Eigenständigkeit und Immersion der einzelnen Spieler:innen zu beeinträchtigen. |
Abstract: | This discussion paper explores the concept of social playing as an extension of the classic digital gaming experience, focusing on the exchange and interaction between players - similar to social reading. While social reading enriches the individual reading process by providing insights into the thoughts, markings and notes of other readers, social playing aims to transform the digital gaming experience through additional social contexts and interactions. In this way, the often isolated experience of the classic singleplayer mode is supplemented by a subtly networked, community-oriented level. Social playing describes a system that enables players to view side notes, audio recordings or visual cues from other users during their own gameplay. These mechanics not only create an enriching gaming experience, but also open up a new dimension of social exchange without compromising the autonomy and immersion of individual players. |
Keywords: | Game Studies, Social Playing, Social Reading |
Date: | 2025 |
URL: | https://d.repec.org/n?u=RePEc:zbw:iudpda:317779 |
By: | Besner, Manfred |
Abstract: | We present a new axiomatization of the proportional Shapley value. Our study is based on three axioms: efficiency, which ensures that the total worth of the grand coalition is fully distributed among the players; the disjointly productive players property, which states that removing a player who has no cooperative interactions with another player does not affect that player's payoff; and a new axiom that makes the difference to the classical Shapley value. This axiom, the coalitional substitution of players property, involves a scenario in which a player's cooperative contribution to one coalition is replaced by that of a group of new players whose combined individual worths match that of the original player. The key point is that the payoffs to the remaining players remain unaffected. |
Keywords: | Cooperative game; Proportional Shapley value; Disjointly productive players; Coalitional substitution of players; Patronage refunds |
JEL: | C71 D60 |
Date: | 2025–02–19 |
URL: | https://d.repec.org/n?u=RePEc:pra:mprapa:124625 |
By: | Chris Santos-Lang; Christopher M. Homan |
Abstract: | This paper contributes a new way to evaluate AI. Much as one might evaluate a machine in terms of its performance at chess, this approach involves evaluating a machine in terms of its performance at a game called "MAD Chairs". At the time of writing, evaluation with this game exposed opportunities to improve Claude, Gemini, ChatGPT, Qwen and DeepSeek. Furthermore, this paper sets a stage for future innovation in game theory and AI safety by providing an example of success with non-standard approaches to each: studying a game beyond the scope of previous game theoretic tools and mitigating a serious AI safety risk in a way that requires neither determination of values nor their enforcement. |
Date: | 2025–03 |
URL: | https://d.repec.org/n?u=RePEc:arx:papers:2503.20986 |