1. Food Gathering Quite a lot of free time - filled mainly by -------------- ritualistic activities. Some require work 2. Agriculture of others - art ----------- 3. Simple Technology Hunting for rulers. Competitive games ----------------- associated with warfare. Board games arise, some with high standard of craftsmanship. Reduction in Leisure time for others 4. City State Regular competitive sports: mainly racing & ---------- throwing 5. Empire (Roman) Sport as spectator entertainment - -------------- amphitheatre - betting on outcomes. Bread & Circus at Rome. Baths as communal sports & social --------------------------------------------------------------------- 6. Medieval (Europe) The chase - for rulers & rich - rest had ----------------- little Leisure time 7. Industrial Revolution Ball & Board games develop ---------- 8. Consumer Society Spectator sports begin, grew with mass ---------------- markets. Materials technology aid a variety of ball games, requiring manufactured items. 9. Mass Production Mass participative sports. Betting on Society outcomes. --------------- Increased range of specialist interests. Almost anything can become a hobby - collecting old things, to dabbling in the latest technology. A "society" forms round each hobby Towards end, mass spectator sports declines Betting on outcome of sports grows, into gambling - where games are created to create outcomes for bets
There may be a Constant Trend of increasing activity of physical
and intellectual pursuits, although it has not been the only factor
operating. In most societies, children up to about 12 spend most of their
time playing. In societies whose people have a reasonable amount of Leisure
time (broadly the earliest and the latest, see
Leisure & Surplus Wealth)
it may be that this childhood activity gets carried on into adulthood.
In other societies where only the ruling group can be said to have much
free time what can be recognised as sport tends to have martial
connections where the rulers are warriors; in the fewer cases where rulers
are priests intellectual activities can be identified.
As societies approach the advanced state (say around Levels 5 & 7) two
things occur:
In addition, Maslov's needs will cause impacts
(see Leisure & Surplus Wealth).
Esteem needs can be met from competitive sports (and maybe some
Self-Actualisation) - so the rise in these sports in Level 8 & 9 is to
be expected.
Intellectual activities will clearly be motivated by Self-Actualisation -
and thus to be expected among the wealthy of late Level 4 & 6 Societies
- but to grow in importance as more people are affected by it in Level 9,
when the rise of the Hobby is seen. Sports and Hobbies also afford a
means of associating with others - satisfying lower level Maslov needs
especially among single people.
There is a Constant Trend of Betting, which grows into Gambling. This is
dealt with in the Betting & Gambling Sector of the Communications
Area.
[A manufacturing Scenario follows this Scenario]
Sport and Hobby activities can be expected to grow. But they are time
intensive activities, and since total leisure time is not expected to
grow by very much (see Leisure & Surplus Wealth), this growth can only be
achieved by a re-distribution of activities.
The increasing emphasis on Self-Actualisation is likely to reduce the
passive spectator sports, in favour of Hobbies with an intellectual
content (already observed in the History). But the change of emphasis
may be slow, and appear as a growth of
specialist hobbies, hobby education, with increasing emphasis on
association with others. This is likely to combine with the travel need
(from Personal Travel)
to develop such things as Study Tours and Hobby Conferences.
The need to associate with others is likely to be a factor encouraging
Sport & Hobby activities - especial among certain groups - the young,
and those undergoing divorce (which is likely to be an important group
- from Courtship & Marriage)
Another activity is seen as being important in the future - the protest
group (from Government). Increasingly issues will be resolved or action
obtained, not so much through the ballot box, but through formation of
local and national pressure groups. These will serve the same ends as
hobbies.
The content of hobbies will probably be on a similar pattern to the past,
but there will be more of them. Some of the extra hobbies will involve
the latest technology, especially where it impinges on home life, e.g.:
It is problematical if new sports will arise - there are probably
sufficient variations of running, hitting things and throwing things to
cater for most tastes. But new activities, crosses between Sports &
Hobbies, may well be made possible by new technology - such as
the miniature aircraft (powered versions of the hang-glider - itself
an example), perhaps "toy" submarines - especially those with venture
and travel related. Virtual Reality - a further computer activity -
is claimed by some of simulating many forms of human experience and
so may develop hobby followings. There is a greater commercialisation
of some sports - and some of these possibilities lend themselves to
being provided by businesses.
The general feature is a shift from spectator to more participative
activities. In Sports this should generate increased demand for
sporting equipment, but much of this will remain low technology, and
its manufacture has and will migrate out of the Post Industrials to
other part of the world. There is not a large MNC
(see Abbreviations) involvement,
though some MNCs are evolving. Thus quite a lot of this manufacturing
activity will be lost completely to the Post Industrials. But
opportunities exist to add higher technology to some sports - e.g
electronic fishing rods, better materials for balls and bats - which
may reverse the migration.
For the most part hobbies do not generate a large manufacturing demand.
But new hobbies forming round new technology are likely to have
manufacturing requirements which will be Post Industrially based. The
advent of the Computer-Media should give a boost to all sorts of working
models - borrowing from or quite possibly preceding intelligent home
machinery (from Household).
The decline in spectator sports will continue the pressure already
apparent on the quasi-businesses who operate them - football clubs etc.
Continued survival only seems likely if they make more
intensive use of their grounds. Probably many of them will turn these
into all purpose sporting facilities, providing such facilities to meet
the growing (if slow) consumer sporting demand. Such conversion
may not however be easy - for others especially local government
authorities often provide extensive sports centres. Although these are
extensively used, they tend to be subsidised, which may make competition
difficult for a new entrant.
Sport & Hobby activity will grow in other countries in much the same
way as outlined in the History as these societies pass through the
appropriate Levels. The existing Sports are likely to be those taken
up, and equipment manufacturers are likely to already be in many of
the countries concerned (from the
New World Trading Patterns ).
There is likely of course to be more technological hobbies than was
available in the original Level 8 & 9 Societies.
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SPORT & HOBBY - CONSTANT TRENDS
SPORT & HOBBY - IMPACTED SCENARIO
CONSUMER MANUFACTURE - SPORT & HOBBY - IMPACTED SCENARIO