This study examines factors that lead to winning matches in men's singles Grand Slam tennis, and proposes guidelines for coaches and professional tennis players both in training and preparation for Grand Slam competitions. Using longitudinal data between 1991 and 2008 retrieved from the official website of the Association of Tennis Professionals, we analysed player performance over 9,144 matches in men's singles Grand Slam tournaments. To predict match outcome, 16 variables were classified into one of three categories: player skills and performance, player characteristics and match characteristics. The three categories were entered sequentially into a logistic regression model to predict the dependent variable: the chance of winning a men's singles Grand Slam match. The final altered model explains 79.4% of the variance (Nagelkerke's pseudo R (2)) in match outcomes and correctly predicted 90.6% of cases. The importance of serving, receiving, and break points is further confirmed. The positive effect of stature diminishes when players are taller than 186 cm. We recommend more training in returning skills; to avoid overestimation of the positive impact of stature, left hand and professional experience; and that a male player begins his professional tennis career by participating in the US Open or Wimbledon.
This paper proposes a monitoring framework to be used during the planning stage for a sports mega-event. The research identifies a lack of monitoring and evaluation studies during the development stage for sports mega-events. Importantly, it notes the absence of research which evaluates an event systematically from the outset of the process and from the perspectives of host residents and event planners. The framework was developed on the basis of the philosophical approach of pragmatism; it focused on a sustainable development perspective, and it was applied to a case study of the Kaohsiung 2009 World Games. A survey of the views of 606 host residents about the potential impacts of the event revealed that the respondents tended to show higher levels of agreement on the host benefits. The results of 38 interviews with various stakeholders indicated big gaps in both the city's long-term development aspirations and the Games themselves and also in the event strategies adopted. Using this information, key sustainability issues can be identified and monitored during the event planning stage so that the desirable outcomes of events can be enhanced and then sustained in the longer term.
Previous studies have paid little attention to spectators’ consumption behaviors and motives for watching different types of esports live-streaming and game genres. This study, therefore, investigates spectator motives and consumption behaviors based on the interaction effects of live-streaming types and game genres. Convenience sampling was conducted to collect 312 responses from Taiwanese individuals via the Professional Technology Temple. The measurement tools include the motivation scale for sport consumption, esports streaming consumption behaviors, and two moderators (i.e., game genres and live-streaming types). The moderating effects were examined using the PROCESS macro. The results showed that esports spectating motives and consumption behaviors are determined by different types of live-streaming and game genres. A matrix of esports spectator segments was developed to illustrate the findings and managerial implications. The study’s findings broaden our understanding of esports consumption behaviors and can contribute to the fast-growing esports marketing literature. In addition, the results are expected to help practitioners better segment their consumer groups to develop more tailored marketing programs.
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