Happy! is a Japanese sports manga series written and illustrated by Naoki Urasawa. It was serialized in Big Comic Spirits from 1993 until 1999, with its 254 chapters collected into 23 tankbon volumes by Shogakukan. The story follows a teenage heroine who embarks on a career as a professional tennis player to repay an enormous debt incurred by her brother to yakuza loan sharks, with the threat that if she fails, they will force her into a life of prostitution at a soapland.

Featuring miniature duckpin bowling, cutting-edge golf simulators, a sports viewing lounge, live music, good drinks and food, and a state-of-the-art audio/video system, the lounge aimed to combine the best aspects of all the different entertainment venues the duo had visited. However, it was that last element, the AV system, that was the most crucial.


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Therefore, it seems only logical that, as some studies point out, cultivating and improving emotional competencies helps resolve and prevent the emergence of conflict in various settings, including sports [20]. Additionally, a growing body of research suggests that proper conflict management fosters well-being, strengthens relationships, and enhances performance [21,22]. Consequently, studies on emotion regulation and emotion management have become increasingly important in various fields of research, with sports being among them [23].

Therefore, one can conclude that emotions play a very important role in sports. This gives rise to the need for proper training in emotion management. This will provide the possibility for exhibiting better performance and better cohesion within teams [27].

However, the development of strategies to regulate these and other emotions is considered essential, as it promotes concentration on the task at hand and reduces the anxiety felt toward the sport [31]. Such adaptive emotion regulation strategies should be implemented in a dispositional way during training and prior to competition, especially in youth sports [32]. Hence, the importance for athletes to develop psychological skills to positively channel competitive coping responses and make them a source of enjoyment [33].

For this reason, and based on all these suppositions and research, Happy Sport was thought of and created as an educational video game designed to cultivate emotional competencies for sports students. Players are presented with 25 conflicts that they must learn to resolve assertively with the help of training for emotional competencies. Thus, the overall objective of the video game is to improve the management of emotional competencies, reduce the number of conflicts, improve the game climate, and reduce anxiety, thereby resulting in enhanced well-being and performance for the team. Happy Sport is intended to be used with complementary material and (previously trained) trainers to guide the program and optimize its implementation.

In light of the above, and with the hope of offering a tool to improve coexistence, wellbeing, and positive emotions in sport, this paper aims to compare the levels of the variables satisfaction, emotion management, and bullying, in a group of sports students that have been trained with Happy Sport and another group that has not received any treatment.

Situational satisfaction test. Developed ad-hoc. It is a qualitative situational test, elaborated ad hoc from a conflictive situation and contextualized in the sports locker room. The subjects are asked what they feel, what they think, and how they act. The athletes had to resolve three conflict situations described in a situational test. The results, numbered on a scale of 0 to 30 (maximum satisfaction) were evaluated jointly with psychometric instruments. The results show scores for emotional awareness, emotion regulation, and social awareness with a satisfactory reliability, as shown in the article of [34].

Character development, leadership, sportsmanship, and achievement orientation do not magically occur simply through participation. These benefits generally follow from competent supervision by adults who understand children and know how to structure programs to provide them with positive learning experiences [38,40].

At present, social and emotional education programs are eliciting growing interest among schools and families and have emerged as a tool, which has already been assimilated, for individual development and wellbeing [41]. However, sports have traditionally been less attentive to these kinds of interventions, which can highly benefit sport students and teams (for example, [25]).

This study has sought to analyze the effectiveness of the gamified program Happy Sport, which was designed to develop and improve emotional competencies in sports as a tool for preventing bullying in this context. Specifically, a quasi-experimental design with a control group was used to analyze the effect of training with Happy Sport on a sample of soccer players. To this end, data were collected on emotional competencies, satisfaction, and bullying pre- and post-training.

First, the study sample was relatively small and had a significant gender bias. Gender differences can be explained by the cultural connotations of the type of sport (soccer) taught at the schools that participated in the study. The sample size may be due to the fact that the sample was accidental and from a region that is not that populated (Pyrenees). Future research should try to include more gender-equal sports.

Seen by many as a divisive move, it became an important cultural moment in fashion. NBA stars moved from tracksuits to custom tailored suits and the league eventually gained a rep as the most stylish sports league in America. The trend gained momentum making it the norm for players to not only be role models for their athletic talents but for their dapper wardrobe styling as well.

Happy Sports as the initiator of the Happy Sports China Plan is committed to creating a first-class level global leisure and sports industry platform. Happy Sports has three core brands including Happy Sports China Plan, Wepark Life, and Happy Sports Club which have also built a five-in-one ecological platform chain, including IP cooperation of global innovative sports park, industrial linkage of new culture,sports and tourism projects, development of dynamic urban areas, construction of happy sports lifestyle, and sports diplomacy of "Belt and Road" friendly cities. e24fc04721

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