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- ------------------------------------------------------------------------------------------------------ AbstractThe hosting of the London 2012 Olympic and Paralympic Games (LOPG) brought with it detailed legacy plans aiming to 'Inspire a Generation'. The idea that hosting a sports megaevent will encourage the host population to engage in more physical activity (PA), is commonly used by governments to justify the large investments they made (Frawley and Cush, 2011). The aim of this research paper was to investigate the impact that hosting the 2012 Games had on grass-root sports participation within the host nation. This paper focuses on two non-traditional English sports, Fencing and Judo and investigated the changes in mass sports participation. The membership rate analysis of our sample highlighted an overall increase in participation between 2007-2013, in both Judo and Fencing. The data gathered from the interviews with the head office staff at the National Governing Bodies (NGB's) and local club coaches suggested that the grass-root participation programmes were the most effective way of increasing participation, rather than the reliance, solely on the inspiration effect from hosting the LOPG itself. Finally, the study highlighted the importance of strengthening communication between local voluntary clubs and the NGB, to ensure sports could promote themselves and capitalise on this global sporting phenomenon, which provided unprecedented media coverage and opportunities for these non-traditional sports. This case study provides initial results relating to the effect that a major international multi-sport event can have in the development of non-popular sports in the host population, in terms of membership variations, participation programmes and organisational dynamics.
With an emphasis on virtual engagement, creativity, and diverse competitive platforms, eSport is being explored as a new activity to achieve development outcomes within the Sport for Development (SfD) movement (Kidd, 2008). Research has shown the potential of eSport to provide opportunities for social interaction, bonding, and building social capital (Trepte, Reinecke, & Juechems, 2012). This exploratory research, conducted in 2019, examines the current eSport landscape and utility of eSport as a space to enact social inclusion and more specifically, in-line with SfD agendas and goals, positive experiences for women and girls. Three interactive focus groups were conducted in the UK and USA (N = 65) involving key stakeholders, including game publishers, SfD organisations, eSport teams, tournament organisers, and gamers. Supplementary interviews (N = 16) were conducted to allow for richer accounts and perspectives to be examined. Findings exposed the contested notion of social inclusion within online gaming communities as evidenced by the dominant masculine dynamics of digital spaces. Consistently those engaged in eSport claimed social inclusion and inclusivity were the most significant features and offering to the SfD movement. Yet, simultaneously the same voices exposed toxicity in the form of gender inequality and discrimination as the challenge embedded within eSport among its rapidly growing participants and spectators. This article empirically examines gender dynamics within eSport spaces, using Bailey’s social inclusion theory and Lefebvre’s spatial theory, and critically presents new opportunities to the field of SfD.
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