nep-spo New Economics Papers
on Sports and Economics
Issue of 2025–03–24
three papers chosen by
Humberto Barreto, DePauw University


  1. The "Opportunity-Based Approach" for Sustainable Development of Non-Profit Organizations: A Case Study of Japan Korfball Association Japanese version By Shinohara, Hajime
  2. ServerFi : A New Symbiotic Relationship Between Games And Players By Shetty, Pavun
  3. Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta’s ad repository By Xiao, Leon Y.; Deery, Callum; Petrovskaya, Elena; Park, Solip; Newall, Philip

  1. By: Shinohara, Hajime (Keio University)
    Abstract: This study examines the effectiveness of an "opportunity-based approach" as a new solution to the challenges faced by non-profit organizations, particularly national governing bodies of minor sports, such as financial constraints and human resource shortages. Using the Japan Korfball Association (JKA), which governs korfball (a sport similar to mixed-gender basketball), as a case study, we analyzed the effects of implementing an organizational management model centered on "opportunities" such as "national team selection slots" and "tournament participation slots" rather than traditional monetary incentives. Through specific measures including a contribution map and evaluation system utilizing website integration, and a framework system that integrates competition and operations, organizational revitalization and development were achieved. As a result, improvements were seen in website content, increased number of tournaments, participation of diverse human resources, and enhanced external relationships. This study presents a sustainable development model for national governing bodies of minor sports while suggesting new possibilities for value creation in sports organization management. Furthermore, this approach has high potential for application to other fields facing similar challenges, such as non-profit organizations and startups, and is expected to have broad social impact as a new organizational management framework that does not overly rely on monetary value.
    Date: 2025–01–23
    URL: https://d.repec.org/n?u=RePEc:osf:osfxxx:7fdb4_v1
  2. By: Shetty, Pavun (Yale University)
    Abstract: Blockchain-based games have introduced novel economic models that blend traditional gaming with decentralized ownership and financial incentives, leading to the rapid emergence of the GameFi sector. However, despite their innovative appeal, these games face significant challenges, particularly in terms of market stability, player retention, and the sustainability of token value. This paper explores the evolution of blockchain games and identifies key shortcomings in current tokenomics models using entropy increase theory. We propose two new models—ServerFi, which emphasizes Privatization through Asset Synthesis, and a model focused on Continuous Rewards for High-Retention Players. These models are formalized into mathematical frameworks and validated through group behavior simulation experiments. Our findings indicate that the ServerFi is particularly effective in maintaining player engagement and ensuring the long-term viability of the gaming ecosystem, offering a promising direction for future blockchain game development.
    Date: 2024–08–14
    URL: https://d.repec.org/n?u=RePEc:osf:osfxxx:tsxj2_v1
  3. By: Xiao, Leon Y. (IT University of Copenhagen); Deery, Callum; Petrovskaya, Elena; Park, Solip; Newall, Philip (University of Warwick)
    Abstract: Background: Gambling advertising on social media negatively affects public health. Advertising repositories represent a novel data access method for studying the commercial and legal determinants of health. Loot boxes are gambling-like products in video games that players, including young children, buy to obtain random rewards. Their advertising is specifically regulated in the UK and South Korea: loot box presence must be disclosed in any advertising. This rule is enforced differently: the UK relies on industry self-regulation with little deterrence effect, whilst South Korea imposes strict penalties. We assessed and compared compliance to inform policymaking. Methods: Using Meta’s advertising repository, we searched whether 394 popular mobile, console, and PC games with loot boxes advertised in the UK and South Korea. The most recently published ads after the rules came into force (N = 2358) were analysed for compliance. Findings: Only 8.4% of UK ads disclosed loot box presence, whilst 58.2% of Korean language ads did in South Korea. Further, 71.4% of UK disclosures and 44.9% of Korean disclosures were not reasonably visually prominent as required, thus the true compliance rates were 2.4% and 32.1%. Interpretation: Most video games are not complying with international loot box advertising rules. More active enforcement, imposing stricter penalties against non-compliance, providing detailed guidance, and educating foreign companies may lead to better compliance. Governments should not rely on toothless industry self-regulation to address public health concerns when the evidence indicates widespread non-compliance. Policymakers should adopt laws requiring companies to provide data access to facilitate better independent research. Funding: The Academic Forum for the Study of Gambling with funds derived from ‘regulatory settlements applied for socially responsible purposes’ received by the UK Gambling Commission.
    Date: 2025–01–23
    URL: https://d.repec.org/n?u=RePEc:osf:osfxxx:jqng5_v1

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