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1.
Sanctioned fighting has played an integral role in the National Hockey League (NHL) since its early days. Proponents argue that this practice helps teams win games. More specifically, they contend that when a player triumphs decisively in a fight, the outcome creates momentum or a spark for his teammates and thus increases his team’s odds of victory. We used on-line fans’ voting (validated by objective fight data) to assess fight outcome and demonstrated that “winning” the fight did not lead to winning the game when the score was tied. Additionally, in contrast with the “change in momentum” hypothesis, prevailing in a fight did not sway game outcome when the home or away team was one goal behind early enough in the game. Lastly, prevailing in a fight was not associated with scoring the next goal. We discuss the results in light of the strong conviction held by NHL players that fighting boosts momentum and explain possible mechanisms working to preserve this false belief.  相似文献   

2.
One potential contributing factor to the commonly observed home advantage in competitive sport is that officials may be biased in favour of the home team as a result of pressure from spectators. The present study examined officiating behaviour and home advantage, defined as home teams winning over 50% of decided games in English Club Cricket, a sport virtually devoid of spectator influence. Records of game outcomes, as well as dismissals requiring a decision by the umpire, were analysed. The relative frequency of umpiring decisions did not favour either home or away teams. However, a home advantage was found, with the home teams winning 57.1% of decided games (n = 1.449). Considered together, the results suggest that in sports with little or no spectator influence teams may win more often at home for reasons other than biased umpiring decisions, such as familiarity with their home ground or a visiting team's fatigue following travel.  相似文献   

3.
This investigation examined whether or not sport fans are more likely to identify with successful teams than unsuccessful teams. College students (N= 78) were asked to list the sport teams with which they identified in order of personal preference. Using numerous criteria and the teams’ performances during their previous season, participant‐listed teams were deemed as being successful or unsuccessful. The results showed that fans were more likely to identify with successful teams than unsuccessful teams. A positive relationship also was found between fan preference (favorite team) and the success of the team. Fans’ tendencies to bask in reflected glory (BIRG) suggest that these sport fan identities may be premeditated for self‐presentational benefits. These results are discussed in the context of social identity theory.  相似文献   

4.
The present research tests the idea that playing a team‐player video game in which players work together as teammates and assist each other in achieving a common goal increases cooperative behavior toward a new partner. In fact, relative to a single‐player mode, cooperatively playing a video game increased cooperation in a mixed‐motive decision dilemma task. Because the players were exposed to the same video game content in both experimental conditions, the effect on cooperative behavior can only be accounted for by the different way the game was played. Mediation analyses revealed that cooperative team play promoted feelings of cohesion, which activated trust (i.e., the expectation of reciprocal cooperation), which in turn increased cooperative behavior. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

5.
The authors tested the hypothesis that fans of a sports team avoid private contact with their team when it is unsuccessful (cutting off reflected failure, or CORF), whereas fans actively seek private contact with their team when it is successful (basking in reflected glory, or BIRG). During the 2nd half of the 1999-2000 soccer season, the authors registered the number of visitors who had surfed the Web sites of 16 Belgian and 18 Dutch 1st-division teams on the 1st working day following a championship game. The authors obtained 586 valid measurements, which were transformed into z scores for each team separately. In line with the hypothesis, there were significantly more visitors after the teams won (BIRG) than after they lost (CORF). The effects of game outcome were not mediated by pregame expectations or by the size of the wins or losses.  相似文献   

6.
Shared awareness was studied in one novice and one expert basketball team during real games. Teams were considered dynamic social networks with team members as nodes and members’ awareness of other members during ongoing performance as relations. Networks, and changes to them across games, were analysed at different levels of organization using social network analysis to identify patterns of awareness within the teams. The results showed that one team member in each team often heeded, or was heeded by, his teammates, indicating his leadership role in coordinating the team. Also, expert team members had a low level of awareness of their teammates, which may be explained by implicit coordination processes. Finally, there was less variability in intra-team relations in the expert (vs. novice) team, which may be explained by the enhanced ability of the expert team to achieve and maintain an optimal level of awareness during the game. At a practical level, teams might be alerted during performance when their network of connections approaches connectedness thresholds that predict coordination breakdowns, affording online regulation of team processes. Future studies should explore the generalizability of these early findings using larger samples.  相似文献   

7.
The aims of the present study were to identify (i) home advantage in elite handball according to the quality of opponent, (ii) the game periods where the teams score more goals, and (iii) the game statistics associated with the teams' success according to the game's location. The sample comprised 480 regular season games (2007-2009) from the Spanish Professional Handball League. The goals scored and shot effectiveness (6 m, 7 m, 9 m and fast breaks) were analyzed for each 5-min. game period in games between players of balanced and unbalanced quality. The home advantage was 64%, with higher values (71%) in balanced and lower values (55%) in unbalanced games. The 5-min. game periods in which teams scored more goals were the last 5-min. period of each half, especially in the second half. The effectiveness was only different in shots closer to the goal (6 m), which supports the territoriality theory of home advantage.  相似文献   

8.
Intergroup competition makes social identity salient, which in turn affects how people respond to competitors' hardships. The failures of an in-group member are painful, whereas those of a rival out-group member may give pleasure-a feeling that may motivate harming rivals. The present study examined whether valuation-related neural responses to rival groups' failures correlate with likelihood of harming individuals associated with those rivals. Avid fans of the Red Sox and Yankees teams viewed baseball plays while undergoing functional magnetic resonance imaging. Subjectively negative outcomes (failure of the favored team or success of the rival team) activated anterior cingulate cortex and insula, whereas positive outcomes (success of the favored team or failure of the rival team, even against a third team) activated ventral striatum. The ventral striatum effect, associated with subjective pleasure, also correlated with self-reported likelihood of aggressing against a fan of the rival team (controlling for general aggression). Outcomes of social group competition can directly affect primary reward-processing neural systems, which has implications for intergroup harm.  相似文献   

9.
Abstract

The authors tested the hypothesis that fans of a sports team avoid private contact with their team when it is unsuccessful (cutting off reflected failure, or CORF), whereas fans actively seek private contact with their team when it is successful (basking in reflected glory, or BIRG). During the 2nd half of the 1999–2000 soccer season, the authors registered the number of visitors who had surfed the Web sites of 16 Belgian and 18 Dutch 1st-division teams on the 1st working day following a championship game. The authors obtained 586 valid measurements, which were transformed into z scores for each team separately. In line with the hypothesis, there were significantly more visitors after the teams won (BIRG) than after they lost (CORF). The effects of game outcome were not mediated by pregame expectations or by the size of the wins or losses.  相似文献   

10.
ObjectivesThe present research investigates how coaches' identity leadership predicts individual and team outcomes in soccer. Specifically, we tested hypotheses that coaches' identity leadership would be associated with players' perceptions of (a) higher team effort, (b) lower turnover intentions, (c) better individual performance, and (d) better team performance. In addition, we aimed to examine the relationship between coaches' identity leadership and increased team identification of players and the degree to which the associations of identity leadership with these various outcomes were mediated by players' strength of team identification.DesignWe conducted a cross-sectional study of male soccer players in Germany.MethodThe final sample consisted of 247 male soccer players nested in 24 teams that completed measures of their coaches' identity leadership, team identification, team effort, turnover intentions, and individual/team performance.ResultsAnalysis revealed a positive relationship between coaches' identity leadership and team effort, as well as individual and team performance. Moreover, coaches' identity leadership was associated with lower turnover intentions. There was also evidence that the relationships between identity leadership and the investigated outcomes were mediated by team identification.ConclusionsThese findings support claims that coaches' identity leadership is associated with better individual and team outcomes because it helps to build a sense of ‘we’ and ‘us’ in the team they lead.  相似文献   

11.
The leader–member exchange (LMX) literature argues that leaders develop different quality dyadic relationships with members in the same team (i.e., LMX differentiation). Research has generally not found support for a linear (i.e., main effect) relationship between LMX differentiation and team performance; rather, moderators typically determine whether the relationship is significantly positive or negative. Examining linear effect moderators alone, however, does not account for (a) potential curvilinear (i.e., inverted U‐shaped) effects, (b) explanatory mechanisms of how LMX differentiation influences team performance, or (c) moderators of curvilinear effects. Integrating social identity theory with LMX differentiation research, we propose inverted U‐shaped relationships between LMX differentiation and both team coordination (as a mediator) and team performance (as an outcome), and we examine both team size and team power distance orientation as moderators. Using data from 928 employees in 145 teams in 3 organizations, we found an inverted U‐shaped relationship between LMX differentiation and team coordination, which, in turn, partially mediated LMX differentiation's inverted U‐shaped relationship with team performance. Larger teams, or those with higher team power distance orientation, benefit more from LMX differentiation. By integrating social identity theory with LMX differentiation research, we enhance the understanding of the processes by, and conditions under, which LMX differentiation affects team performance both positively and negatively.  相似文献   

12.
Despite the wealth of empirical studies and recent meta-analyses demonstrating the positive performance effects of shared leadership, knowledge regarding antecedents is limited. We draw upon a collective approach to leadership identity construction theory and team diversity in order to understand the member attributes that impact leadership sharing. We suggest that both informational/functional and social categorization diversity types are important dimensions when considering shared leadership antecedents. First, we suggest functional diversity will result in higher levels of shared leadership but will only be realized when teams elicit a cooperative climate. Second, we suggest that gender diversity, a salient social category, will have a negative impact on shared leadership, particularly in a low cooperative climate. We further hypothesize these effects will change over time as the positive effects of functional diversity strengthen and the negative effects of gender differences weaken. We test our hypotheses, including the impact on team performance, in a time-lagged sample of 267 undergraduate students in 73 teams competing in a complex business simulation and a constructive replication with 142 MBA students in 41 teams. Theoretical and practical implications are discussed.  相似文献   

13.
The present research examined the hypothesis derived from terror management theory that identifications with sports teams shield against the potential consequences of awareness of death. Experiment 1 demonstrated that Dutch participants who were reminded of their death expressed greater optimism about the results of the national soccer team compared to a control condition. Experiment 2 conceptually replicated this finding with American participants and college sports teams. In addition, Experiment 2 tested the hypothesis that success of a team is a prerequisite for sports fan affiliation to function as a buffer against death concerns. Before the college football season began, participants who were reminded about death expressed greater relative preference for a more salient, but less successful college football team over a national college champion basketball team compared to control participants. However, after the football team lost its first game of the season, participants who were reminded about death indicated greater relative preference for the successful basketball team. Results are discussed with regard to the psychological function of social identifications. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

14.
This article develops an identity performance model of prejudice that highlights the creative influence of prejudice expressions on norms and situations. Definitions of prejudice can promote social change or stability when they are used to achieve social identification, explanation, and mobilization. Tacit or explicit agreement about the nature of prejudice is accomplished collaboratively by persuading others to accept (1) an abstract definition of “prejudice,” (2) concrete exemplars of “prejudice,” and (3) associated beliefs about how a target group should be treated. This article reviews three ways in which “prejudice” can be defined in the cut and thrust of social interaction, namely, by mobilizing hatred and violence, by accusation and denial, and by repression. The struggle for the nature of prejudice determines who can be badly treated and by whom. Studying such ordinary struggles to define what counts (and does not count) as “prejudice” will allow us to understand how identities are produced, norms are set into motion, and populations are mobilized as social relations are reformulated.  相似文献   

15.
Because group-based emotions are rooted in the social identity of the perceiver, we propose that group-based emotions should be sensitive to changes in this social identity. In three experiments, young women reported feeling more anger, fear, and disgust toward Muslims when their identity as women had been made salient, in comparison with various control conditions where their identity as young adults, as social sciences students, their personal identity, or no identity had been made salient. These effects were mediated by appraisals of intergroup threats. In Experiment 3, the salience of the woman social identity also increased intentions to avoid Muslims.  相似文献   

16.
This study tested predictions drawn from social identity development theory (SIDT) (Nesdale, 1999a) concerning the development of young children's ethnic attitudes. 5‐7‐ and 9‐year‐old children (N = 159) participated in a minimal group study in which they were assigned to a team which had higher drawing ability than a competitor team. The team members were revealed to be of the same (Anglo‐Australian) vs. different (Pacific Islander) ethnicity (in‐group ethnicity). The ethnicity of the competitor team was varied in the same way. The children subsequently rated their liking for, and similarity to, the in‐group and the out‐group, and the extent to which they wished to change groups. Children liked in‐group members more than out‐group members. Liking for in‐group members was unaffected by the ethnic composition of the groups, but liking for outgroup members was reduced when the ethnic composition of the out‐group differed from that of the in‐group. Children felt most similar to same‐group, same‐ethnicity members and least similar to different ethnicity out‐group members. The desire to change teams increased with age but there was no intention to align with same ethnicity individuals. The extent to which the findings provide support for SIDT is discussed.  相似文献   

17.
为细化现有团队研究,着眼于子团队并结合团队同质情感,挖掘了团队中的子团队平衡性、团队情感与团队创造力关系。通过对某高校333名学生的团队实验研究,得出主要结论认为:团队中子团队的平衡性与团队情感对影响团队创造存在交互作用,具有积极情感且子团队平衡的团队创造力更高。当子团队不平衡时,情感积极团队会比中性情感下的团队有更大的创造力波动性。  相似文献   

18.
Although both participative safety and team task conflict are widely thought to be related to team creative performance, the nature of this relationship is still not well understood, and prior studies have frequently yielded conflicting results. This study examines the ambiguity in the extant literature and proposes that both constructs must exist in tandem. Through a study of 55 design teams, we have identified a significant interaction between task conflict and participative safety. Results suggest that both participative safety and task conflict must exist in tandem to spur team creativity, and that team creative performance must be examined at the facet level, instead of simply as a single construct. In addition, supplemental analyses suggest that teams low on participative safety and task conflict are likely able to generate more original solutions for creative tasks due to the presence of an independent, disagreeable creative member. Implications for future research and practice are further discussed.  相似文献   

19.
This study aimed to measure how the change on targets information modifies teams’ tactical behavior during football small-sided games. 20 male senior professional players divided in 4 teams of 5 players participated in the study. Each team played two small-sided games, one with 2 official targets with goalkeeper and one with 6 small targets. Positional data of each player were recorded using a 15 Hz portable GPS. The distance between the centers of gravity (CG) of both team, the stretch index and the relative stretch index were measured and differences accessed via standardized differences, coefficient intervals and meta-analysis procedures. A moderate increase on the distance between the CG of each team and a small decrease on the stretch index and on the relative stretch index from 2 targets to the 6 targets games was observed. It was also identified that pitch location affected the interaction between teams. When the game was played in lateral corridors or defensive sectors, the differences between game conditions increased. Emphasizing the information for attacking team to shoot at goal, by manipulating the number of targets constrained tactical behavior of teams. The amplification of specific information on small-sided games can help coaches to promote players and teams’ emergent adapted behaviors.  相似文献   

20.
This multimethod study investigated how avatar appearance influences virtual team performance. This study is the first to integrate the framework of social identity model of de‐individuation effects (SIDE) and Self‐Identification theory, using “morphing” techniques. Results were obtained from a 2 (team visual similarity: dissimilar vs. similar team avatars) × 2 (member–avatar similarity: cartoon avatars vs. avatar similar to self) experiment (N = 240). The findings indicated that teams using “morphed team avatars,” which combined both a high degree of team visual similarity and member–avatar similarity in their appearances, performed best on the task, and showed greater social attraction than teams in the other conditions. Moreover, content analysis of the chat conversations revealed that these teams interacted more strategically and expressed a greater motivation to solve the task.  相似文献   

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