CAVENDISH UNIVERSITY

BSC COM

FACULTY: BUSINESS INFORMATION TECHNOLOGY (BSC)

PROJECT TITLE: FOOTBALL MANAGEMENT SYSTEM (FMS)

STUDENT NAME: KAIRA STEPHEN (JR)

STUDENT NUMBER: 004-429

YEAR: FOURTH YEAR (2019)

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ACKNOWLEDGEMENT

I gratefully thank the almighty God for allowing me to finish my four-year program with no difficult and wish to acknowledge the people who helped in making this research a reality.

To my parents, Mr. Kaira Stephen and Mrs. Grace Kasonde (Kaira), I thank you for your support in life and mostly the four years of university. May the almighty grant you more life and wisdom.

To my siblings, friends and the extended Kaira’s family for all the support given spiritually and physically, I thank you.

To my research supervisor, Mrs. Ruth Mulabita for her contributions during the research period. the woman who made this research a moving progress, I wish to express my appreciation to you. Other appreciations are extended to Mr. Henry Sinkala, and members of staff at Cavendish University.

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DECLARATION

Declaration is hereby made to confirm that the results published in this research report are subjective and are first ever produced results at Cavendish University Zambia. This study is a true reflection of my own research, and that this work has not been submitted for a degree in any other institution of higher education to my knowledge. All sources used in this research have been quoted in chapter six reference.

Student Signature...... Date......

Kaira Stephen (JR) (Student number: 004-429)

Supervisor Signature...... Date......

Mrs. Ruth Mulabita [HOD]

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DEDICATION

This research report is dedicated to all my friends, my family, and other members of the extended family who supported me both spiritually and financially and made it possible for me to undertake a Bachelor of science in computing at Cavendish University Zambia

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TABLE OF CONTENTS pages

CHAPTER ONE: [1/14]

1.1 INTRODUCTION: ………………………………………………………………………...4

1.2 Background: ………………………………………………………………………...5

1.3 Problem analysis/statement: ……………………………………………………………….6

1.4 Purpose of the study/Objective (s): ………………………………………………………...8

1.4.1. Coach- team registration…………………………………………………………………8

1.4.2 Fan real time report ………………………………………………………………………8

1.4.3 objectives …………………………………………………………………………………9

1.5 Proposed system. …………………………………………………………………………11

1.5.1 Conclusion…….………………………………………………………………………….11

1.6 Definition of (unfamiliar) terms: …………………………………………………………..12

1.7 Scope of study: ………………………………………………………………………...... 13

1.9 Significance of the Research/Project: ……………………………………………………...14

CHAPTER TWO: [15/23]

LITERATURE REVIEW AND THEORETICAL FRAMEWORK

2.0 Overview …………………………………………………………………………………...15

2.1 Literature Review …………………………………………………………………………16

2.1.1 Introduction ………………………………………………………………………………16

2.1.2 Brooke hundley …………………………………………………………………………..17

2.1.3 The rise of social media in sport………………………………………………………….17

2.1.4 Technology in sport………………………………………………………………………18

2.1.5 Game and culture ……………………………………………………………………...... 20

2.1.6 E-sports within the disciplines …………………………………………………………...21

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2.1.7 Busness ………………………………………………………………………………….21

2.1.8 Sport science …………………………………………………………………………….21

2.1.9 Media studies ……………………………………………………………………………22

2.1.10 Conclusion ……………………………………………………………………………..23

CHAPTER THREE: Methodology and research design [24/37]

3.1.1 Principles of the methodology …………………………………………………………...24

3.1.2 Method of data collection…………………………………………………………...... 24

3.1.3 Design methodology ……………………………………………………………………..26

3.1.4 System design ……………………………………………………………………………27

3.1.5 The waterfall model ……………………………………………………………………...28

3.1.6 Incremental model ……………………………………………………………………….29

3.1.7 Screenshots of fms………………………………………………………………………..30

3.1.8 Decisis tree ……………………………………………………………………………….35

3.1.9 Software and hardware requirements …………………………………………………….36

CHAPTER FOUR: Testing [38/39]

4.1 Introduction ………………………………………………………………………………...38

4.2 Scope ……………………………………………………………………………………….38

4.3 Testing goals ...……………………………………………………………………………...38

4.4 Testing plan and report ……………………………………………………………………..38

CHAPTER FIVE: Implementation [40]

5.1 Phase one …………………………………………………………………………………..40

5.2 Phase two …………………………………………………………………………………..40

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5.3 Phase three ……………………………………………………………………………….40

5.4 Phase four ………………………………………………………………………………..40

CHAPTER SIX: [41/64]

CONCLUSION ……………………………………………………………………………....41

REFERENCES………………………………………………………………………………..42

APPENDICES

1. INSTALLATION AND USER MANUAL ……………………………………………...... 44

2. SYSTEM FUNCTIONALITIES ………………………………………………………...... 45

3. TECHNICAL REPORT (SELECTED SOURCE CODES) ………………………..…...... 47

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CHAPTER ONE:

1.1 INTRODUCTION

Zambians enjoys a good game of football since the 90s till date, football is one of the most popular and celebrated sport around Zambia and the world at large. Zambia established their national football team all the way back in 1929, and was governed by the Football Association of Zambia (FAZ), who still runs the team today. Inspiring local tournaments among the small local teams like Kabwe, Zesco and red arrows. With tournaments like the ABSA cup, the football fan base has increased at a fast rate even more when Zambia national team won the Africa cap in 2012.

Football management system is a system that will be used to manage football competition with news of played, next in line match/ matches of the tournament. Basically the system will be designed to suit with the current football tournament starting from registration process. The football management system will be able to show personal information, team information and news up date. While in the system, Admin manages various games, tournament schedule, news and terms.

Football is played all over Zambia, even in the remotest villages of the country. This system will attempt to explore and analyses the diffusion and development of , help fans keep up to date with the games been played in areas that were not possible to be present in due to location, time, money any personal reasons.

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1.2 . Background

Sports Club Management Services website (www.sportsclubservices.com). The front page of this website only loads the HTML document and the header image. There are no JavaScript or CSS. The name implies that it is a system directed at any sports club, all through the system is designed for volleyball club management system, this system dedicated to volleyball clubs. The system is designed to be a management service, not a content management service. The service enables the volleyball club manager to handle player registration, player billing, group emails, event scheduling and player attendance.

The website is pure HTML without any CSS or JavaScript, makes it look simple and outdated and old. All page changes create a HTTP request, but as the returned documents are small, the system is fast. The service provided also includes player information pages, but it cannot be considered a content management system. To use the service, the club needs a website: "All you need to use they service is your club's website. This system only works with your webmaster to establish the necessary links to get the system operational".

The Club Website has full permission and rights to advertise and generate revenue from advertising on your website. If necessary, you will allow Club Website to reposition the content on your website in order to accommodate any 3rd party advertising. Club Website reserves the right to append a hyperlink to their own website at the very end of each page designed for you. It also allows the governing football association to display messages and other communications on a designated area on the website.

Zambianfootball.co.zm: This is an online system that feeds news and post of games been played local and updates the results of the games.

Zambianeye.com: This is an online system that has the history of the Zambian football and is mainly focused on the business side of football, like lodging and food when fans are watching the games and places for them to rest in the case where matches end at a late hour.

Sports office performance management system: this post only results of the clubs playing, with highlights of the played games.

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1.3 . Problem analysis/statement

Local games are mostly set all across Zambia, and most of them having the same or different time and date making it hard for fans to watch and keep track of the favorite clubs and player information. According to (Zambia Daily Mail, June 24, 2019), football Fans have been faced with a challenge of choosing which games to watch and which ones not to watch, if the all show at the same day but different locations. While location affects fans, games might be set in different provinces depending on the stadiums picked. For example, games might be on the same date but one is at National Heroes stadium (Lusaka) well another game might be set at Levy Mwanawasa Stadium (Ndola). The transport cost of moving to and from Lusaka to Levy stadium needs not less than k1200 inclusive of toll gates bills and fuel, ZNBC not been able to show all matches been played, like the final ABSA cup game between Zesco United and Zanaco, which recorded a low turnout at the 49,800 capacity levy Mwanawasa Stadium did not please the president. Therefore, more reason for implementing this system to support the life of local games in Zambia.

Zambia football clubs and FAZ do less of advertising of the games, most of advertising is done by banners on round aborts, and most football Fans are working for companies that have a work schedule and with different work schedule fans have to balance careers and the love of the game. Fans avoid or pay less attention to banners on the round abort due to congestion or rush for work, hence posters on the roads play very low parts of advertising to the fans. They are several studies that try to achieve these rows like, (Zambiafootball.co.zam; Zambianeye.com). Have examined the role of adverting using internet and tried to understanding the theoretical importance of match update with fans. The system helps fans to view live updates of the match as it is played using the designed system at the comfort of their office, needless to say, killing two birds with one stone.

Take for as example managing the task of the Zambian under 20 team where you have a player, coach and now staff member, it can be seen from two perspectives, that’s inside (team) and outside (partners). From the outside perspective, management has the task of filling paper with amounts of personal data and delivers it to the team. Meanwhile, from the inside or team perspective, players have to give information to the partners and sign for their information on papers maybe even more things. These tasks are performed with no use of technology at all for a

6 long time, not until someone introduces them to a system that will allow correcting of data and display of it. That is where the football management system comes in with database to store players and partner’s data. The database is to be created using MYSQL and kept in the club’s office computer. Although the local database is a first step to solve some issues with the data on paper, it will generate a new problem, the requirement of a personal with knowledge to use it, which can be harder than expected in a football club. Problems identified with accessing the database are:

- Keeping information only on paper is no longer an option.

- Need for persons with the knowledge to use or access database.

- Task to entry new data and maintain the current data in the database.

- If the computer breaks, the data will get lost unless you have a regular backup system.

Nevertheless, there appears to be no clear research on the mediating role of football management system with the relationship between Fans and Clubs updates. The existing studies mainly investigate training and matches played. However, this gap in Fans, Clubs and management has not been investigated clearly in the existing literature. Thus, due to this gap, a study is required to develop a framework centered on the role of FMS as a mediating variable in the relationship between fans, club and management. This study can be essential for football, as the potential for online local football systems has yet to be fully realized and there are great opportunities for growth in football management systems.

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1.4 . Purpose of the study

As previously stated, the purpose of the study is to reduce the old ways of using paper to carry out and correct data for the team and members, while allowing the football Fans keep up to date with the news, results, match line up and team information of their chose at any time or place without them moving from province to province or waiting for a newspaper report. With the new system, players, coaches and management can interact with each other using their smart devices, which could be Phones, computer and tablets. This research is means of reducing work overload by breaking it down to individual work. A very good example of work breakdown is where the coach moves from person to person just for the correction of information. But with the system in place each individual is to update his/her team data. Users and fans will find it easy to check on the information needed like their best team, which team is topping the chart at that moment and information about their teams, players and which ground the match will take place.

1.4.1. Coach - team registration

Paper registration requires one to download the form and print it or pick up a copy from the event office, fill it out, then either pay postage to mail it back or move with a car to drop it off. With online entry, it is a fast and seamless experience for a participant linking to the form from your official event website. The online registration form can have the same look and feel as your site so that the registrant feels like he has never left the website. An online registrant can quickly fill out a simple online form that has been custom tailored to only collect the information required of a person entering their category and submit it to your database within minutes.

1.4.2. Fans Real-time reports

One of the complaints that most event organizers have is that they never know how many people will be showing up to the event until the very last days of the registration period. Accepting paper registration forms requires manual updates to attendee reports and especially in those last days leading up to the event, the workload can be hard to keep up with! An online registration system will offer you the ability to watch your registration data flow into the database in real- time. This means you can get a more accurate count of expected participants and the supplies needed to support them when they show up to the event.

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1.4.3 Objectives

The main reasons for online football is to make things simple that were faced as challenge to work breakdown and reduces the cost of moving from place to place and road toll gates payments. With information that is right for your wants at the moment, the systems specific objectives are out lined below.

 They Work 24/7

An online sports system works all the time. This gives freedom to potential visitors to check for information anytime they want. It also maximises game sales because you are not limited to your working hours.

 Cost effective

Football requires that fans to move from one place to another without putting to mind the expenses of the movements and time needed, with troll gates been installed almost every after two hours on a high the cost has even more shoot up. The online system gives options to those are busy with work or any other reasons to keep track of the games play and its lineup.

 Using less paper save the environment

This may seem a bit trivial, but with the growing trend of people altering their daily lives to reduce their personal impact on the environment, more and more event organizers are also doing their part in the world and in the process finding that "Going Green" and eliminating their paper entry forms is appealing to the athlete community, like what has been done to plastic. Developing an environmental impact statement and branding your event as a "Green Event" is not only good for the environment but may prove valuable to your marketing campaign and the world at large.

 Cut Your Workload

Online systems reduce workloads for your staff and optimize customer service. These platforms can make sure that work is simple and broken down in small parts for easy management of work.

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 Fast response and flow of communication via Email

An online sports registration system not only emails receipts and registration confirmations, it can also be used by your fans to email their admin with schedules, updates, notices, etc. You no longer have to worry about one parent not being in the loop. The email system also makes it easier for your administration team to keep in touch with all your coaches and send rosters, season schedules.

Others reasons are as follows;

 Interact with the club’s database online through a friendly user interface given through the system.  Manage the player’s background and information on the site at any time.  Create teams or update existing information in the system.  Schedule teams matches and game time.  Updating data the most easily way possible through the use of the internet.  The user will be able to view information of his/her best team or players.  The user will be able to track down their player’s movements.

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1.5 . Proposed system

In this project, the solution delivered will allow to:

 Interact with the club’s database online through a friendly user interface given through the system.  Allow Fans access the web via phones or computers in the comfort of the home or office anytime.  Manage the player’s background and information on the site.  Manage the users who will access the intranet.  Give access to team leaders to update their information on the site as to keep fans posted on their best team news.  Manage the season teams and categories.  Create teams or update existing information in the system.  Schedule teams matches and game time.  Updating data the most easily way possible through the use of the internet.  The user will be able to track down their player’s movements.  The user will be able to read highlights of the games played.  The user will be able to view information of his/her best team or players.  The coach will be able to post the players assistance and give immediate feedback to the families if needed.

1.5.1. Conclusion

In conclusion, with more and more people visiting the internet for information about games update, the football management system will gain more fans while reducing the cost of watching the game live. People are becoming increasingly comfortable with online feedback and event organizers have much to gain from new online technologies that can streamline their workload.

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1.6. Definition of (unfamiliar) terms

 FMS

Football management system

 Xampp

Xampp is a free and open source cross platform web server solution stack package, this is used to host a server o local host on personal computer by using Apache to allow public access to the website directory through both HTTP and HTTPS protocol.

 Notepad++

This is an application that was used for code development, notepad++ is a text editor that provide support to many programming languages, including the ones used in this project.

 HTML

The client side part of the project has been developed, as most websites, using HTML, CSS. HTML (Hypertext Markup Language) is the standard language used to build a webpage. It specifies the content of the website but not its functionality. In the browsers, HTML tags are not displayed but are used to render the content of the page.

 CSS

Cascading Style Sheets is the language used to describe how the elements defined in the HTML code are rendered on the screen, allowing modifying the properties that define their appearance such as positioning, height, weight, background, borders.

 Backend

The server side programming of the project has been fully developed using PHP. PHP (Hypertext Preprocessor) is a programming language very popular in the development of web pages that can be combined with HTML. The code it is executed on the server, it has a wide range of compatibilities with the different OS and web servers and can be used as a module or a CGI processor.

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 Database

In the lowest layer of the project, the technology that is found is MySQL. MySQL is a database server with a double license, one of them is under Oracle Corporation, and the other places MySQL as an open source product under the terms of the GNU GPL, which is the one used in this project. MySQL has different storage engines, but the one used and this project also has become the default storage engine in MySQL.

1.7 Scope of study

The scope for this system is to build a solution in form of an intranet that will fulfill the first set of objectives mentioned in order to, from the role of an administrator, perform effectively the club management tasks. Generally, this case will happen in Zambian local teams, where the staff is formed by volunteers, with that said the resources are very limited and are rather determined to improve the sportive service that they are offering rather than improving their management system backbone.

1.9. Significance of the Research/Project

A very well designed football management system with fully functioning website is an increasingly vital life style in the day to day running of any team or club. The system will act as the primary home of our club's through the use of internet, providing news, collecting membership fees, and acting as a platform for communicating with fellow club members while keeping the Fans up to date with the feeds.

The football management system website can bring a great number of benefits to your club, some of which you may not have considered before.

• Making a good first impression.

With the digital age, the website often acts as the first impression to people discovering online football or just your club/ team for the first time. If a person wishes to find out more about your

13 team, 99 percent chances are that one will head straight online and search for your website regarding the team or football news.

• Sign-up new teams or underground teams.

With a football management system that stands out from the crowd, the club membership increase faster. A very well-designed site shows professionalism, ultimately and organization with the feeling that your club is a great place to come and play some sport. Putting in mind that your website is likely to be the first place potential new members will go. You have to impress them with a bold design and they’ll soon want to be a part of your club.

• Increase traffic for online fans.

For all the existing members, followers and opponents, the football management system website is the place they go for the latest match reports, fixtures, news and statistics. A system with very exciting design filled with great content stands much more chance of increasing the visitors to the site, and keeps them coming back for more and more news and post.

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CHAPTER TWO: LITERATURE REVIEW AND THEORETICAL FRAMEWORK

2.0 Overview

Teamer (www.teamer.net) is a free to use sports team management service that gives you information on sports. Teamer is a service to manage player information of the team. The service enables easy and e-client communication to all members. Relevant documents can be uploaded and shared using teamer. Teamer allows teams to collect payments from the members. The only cost is 2.4% + 20 per transaction. After creating an account, the administrator can create multiple teams, but there are no links between the teams. The team page is not visible to public, only members can view the team page after login.

League Republic (www.leaguerepublic.com) provides league and club management services. The League Republic website can be used to host leagues and clubs. League Republic clubs can be signed up to the leagues. In this system only the club management is considered as there is no need for league management. There are no limits for teams and players that can be included in the club. Hosting and storage are provided for free and there are no storage limits. The services responsive design enables access with any device. After logging in the administrator can create teams, players, matches and match reports. For each match the score can be set, but the statistics cannot be assigned to individual players.

Zambian football league table result and statistics: (league321.com) is one of the Systems that are similar to the football management system. Zambian football and soccer sources including current and historic league tables, national cup results, club and player history. The main focus of this system is to manage the results of the league and the statistics display of the league. The menu of the system shows a good list of links, which include the historic league table, current league table, betting and stats, general summary and Zambian football.

 Zambian football: this display the board that govern football in Zambia (FAZ), when it was found, location. Basically it gives insight of Zambia and football.  Current league table: like the name itself, the current league table displays the league table which has names of teams with their points, goals and position in the league.

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 Historic league table: this shows the history of all local teams that have won a cups and which year that was, records on the site show that in 1962, Roan united won a cup then Mufulira Wanderers in 1964. Records show all the way to 2018 and teams that that got their league cups.

Zambian eye: (Zambianeye.com) this is an online system that has the history of the Zambian football and is mainly focused on the business side of football, like lodging and food when fans are watching the games and places for them to rest in the case where matches end at a late hour. The site has most of the updates on the local league with images of the winning teams of the league.

Knowledge management system in sport is a system that shows all matches after been played by the term and the results of the games, fans and members follow up if they by any chance missed the live game. The system allows fans to visit anytime for updates and useful information about football.

2.1 Literature Review

2.1.1. Introduction

According to (Lusakatimes, January 27, 2016), “Phone users jump from 2.6 million to 10.9 million in 8 years. Zambia’s mobile phone users jump from 2.6 million to 10.9 million in 8 years”. Zambia has recorded significant increase in the number of mobile phone subscribers from 2.6 million in 2007 to 10.9 million in 2015 due to increased investment in the sub-sector by mobile service providers. Similarly, the increase in subscriber base corresponds to an improvement in service penetration relative to the population from 22.5 percent in 2007 to 70.3 percent in 2015, in a country with over 14 million people. Zambia Information and Communication Technology Authority (ZICTA) director for market competition and licences Mulenga Chisanga said this in Lusaka recently when he appeared before the parliamentary committee on communications, transport, works and supply. The committee was discussing the role of information communication technologies (ICTs) in national development. “The effectiveness of the ICT policy in increasing access to ICTs in Zambia has been mixed. There has been significant market improvement in

16 access to mobile phone service,” Mr. Chisanga said. He said the global system for mobile communications (GSM) coverage, which is currently at over 80 percent of the country’s surface area, is expected to reach 100 percent in the next few years. Mr. Chisanga attributed the increase to the rise in investments into the network by all the mobile network operators and a regulatory program to extend GSM infrastructure to the underserved and unserved.

He also said the number of internet users increased from 2.3 million in 2012 to five million in 2015 with majority users being through mobile cellular networks, who account for 99 percent. This increase represents a 32.2 percent rise in 2015 compared to 17.3 percent in 2012.

2.1.2. BROOKEHUNDLEY

According to (brookehundley.com). When most people think of football they think of a multi- billion-dollar business with legions of fans worldwide, which is arguably the single most influential sport on the planet. According to studies from 1993, 1996 and 1999, as well as the Encyclopaedia Britannica, football is played by 250 million people in more than 200 nations across the world. And while football is indeed the most popular sport, but in relative terms the beautiful game has often struggled to monetise its fans. In a world pre-social media, clubs such as Manchester United, Manchester City could happily boast having 659 million fans worldwide, but when a huge proportion of them is based overseas, having never watched a live game, let alone visited the club’s home grounds of Old Trafford, these massive numbers used to mean very little. Not anymore.

2.1.3. THE RISE OF SOCIAL MEDIA IN SPORT

According to (Felix, R. Rauschnabel: strategic Social Media Marketing, p: 118 -126) Social media has changed this phenomenon dramatically. In 2014, Facebook executive Glenn Miller stated that “of the 1.3 billion-plus people on Facebook, 500 million are hardcore football fans,” so it’s no wonder clubs are now able to capitalize on the huge amount of engagement they receive from fans.

But internet plays a much bigger role than just a commercial one in the world of football at all levels. The internet has allowed clubs to break news such as the signing of new players with a simple click of a button, not to mention giving fans the ability to connect with clubs, players and

17 coaches on a personal level in real time. The football management system has made way for younger fans to engage with their favorite clubs and players in a much more meaningful way, and with over 82 per cent of 16-24 years olds engaging in some form of social media at least once a week, this gives clubs the ability to foster real loyalty amongst these young fans.

Steve jobs:

(New York Times, 12 June, 2005). In the interview, Jobs insists that one day, "computers will be essential in most homes". Jobs foresaw a nationwide communications network that would allow people to tap into an incredible wealth of information. Use of the burgeoning internet in 1985 was still limited largely to university researchers and military personnel. But notice that he says nationwide, rather than worldwide. Perhaps, because worldwide would've sounded too sci-fi, even as a worldwide network was emerging behind the scenes.

In the future, it won't be an act of faith. The hard part of what we're up against now is that people ask you about specifics and you can't tell them. A hundred years ago, if somebody had asked Alexander Graham Bell, "What are you going to be able to do with a telephone?" he wouldn't have been able to tell him the ways the telephone would affect the world. He didn't know that people would use the telephone to call up and find out what movies were playing that night or to order some groceries or call a relative on the other side of the globe. But remember that first the public telegraph was inaugurated, in 1844. It was an amazing breakthrough in communications. You could actually send messages from New York to San Francisco in an afternoon. People talked about putting a telegraph on every desk in America to improve productivity. But it wouldn't have worked. It required that people learn this whole sequence of strange incantations, Morse code, dots and dashes, to use the telegraph. It took about 40 hours to learn. The majority of people would never learn how to use it. So, fortunately, in the 1870s, Bell filed the patents for the telephone. It performed basically the same function as the telegraph, but people already knew how to use it. Also, the neatest thing about it was that besides allowing you to communicate with just words, it allowed you to sing.

2.1.4. TECHNOLOGY IN SPORT (WWW.BBC/SPORTS.COM)

According to BBC sport (www.bbc/sport, 12 May, 2017). Technology affects many aspects of sport from performance on and off the field to spectating and public profile. Increasingly,

18 advances in technology influence grass roots as well as elite sport. The following tables help to explain the facts in line with implementation the football management system and records form the BBC sport show benefits of such a system and disadvantage of the system.

 For athletes

Better performance – marginal gains make the Invades privacy difference Better medical care results in fewer injuries or Blurs lines between personal and professional faster recovery from injury time Feedback from coaches is more focused, Availability and cost – makes sport and success objective and helpful exclusive to wealthy people and countries

Improved kit is more comfortable, more efficient Tempts athletes and coaches into cheating or and safer unfair practices Part of a team, not isolated Puts the sole focus on winning not athletic endeavor

 For officials

Supports team approach so there is less Slows the game pressure on individuals Information can be shared easily and quickly Not available at all levels of competition and stored over time Decisions and scoring are more reliable and No longer trust people's decisions accurate There is increased confidence and trust in Undermines respect for officials' knowledge officials and expertise

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 For spectators

More engaged in the sport Detracts from actual play More informed about rules, players etc. Reduces the atmosphere at live events Have a direct link to athletes Reduces interest in grass roots events that aren't supported by technology Increases spectator/broadcaster costs Enables trolls to attack individual athletes

 For sport generally

Increases participation Detracts from intensity of physical activity Promotes new and alternative opportunities Reduces emotional wellbeing that comes from escaping digital pressures/routines Supports less-wealthy sports to promote Increases costs to sports and participants themselves Leads to more coverage and revenue Sponsors more interested in technology than sport or athletes

 Impact of technology on coaches

A coach will need to have access to high end technology in order to help their sports people to train and perform at their highest level possible. This means coaches will need to stay up to date with current technology and be able to afford the required equipment need for the system itself.

2.1.5. GAME AND CULTURE

According to Game and Culture (Jason G. Reitman, 16 April, 2019). As E-sports gain popularity, and in some cases surpass the viewership of traditional sports (Lynch, 2017), they create opportunities for studying people and systems on a massive scale.

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2.1.6. E-SPORTS WITHIN THE DISCIPLINES

The fields discussed in this section each approach E-sports as extensions of existing theory or phenomena of interest that offer new contexts to explore familiar themes. As academia has become more familiar with E-sports, continuing work has shifted focus away from translating and explaining E-sports to an unfamiliar academic audience and towards understanding behaviors, cognitive patterns, and social interactions during and around play.

2.1.7. BUSINESS

Business (Zang, Wu, & Li, 2007). The business literature dates the birth of E-sports back to the rise of the competitive scene of early 1980’s arcades (Borowy & Jin, 2013). Its growth is attributed to the value of the experience economy for consumers. The identification of these factors has helped in exploring motivations for E-sports consumption, understanding the networks and organizations surrounding the players, and designing effective marketing techniques (Hamari & Sjöblom, 2016; Lee & Schoenstedt, 2011; Weiss, 2011; Seo & Sang-Uk, 2014). This research is most often done in a naturalistic setting using surveys, interviews, and case studies. For example, Hamari and Sjöblom (2016) apply the Motivation Scale for Sports Consumption (MSSC) to measure motivation for E-sports consumption. MSSC has been used to measure motivation for traditional media and sports generally, so their results in a new context can be compared to previous work in more widely studied areas (Hamari & Sjöblom, 2016).

2.1.8. SPORTS SCIENCE

Sports science (Hemphill, 2005; Mora & Héas, 2005), A group of sports science researchers interested in the implications of competitive gaming are categorizing E-sports within the frame of traditional sports. Most publications from sports science are agenda setting by using the standard of traditional sports, they are evaluating the potential of E-sports to be considered sports. Early discussion around cybersport (Hemphill,2005). As work reconciling E-sports with traditional sports continued, Jonasson and Jesper (2010) inserted E-sports in Guttmann’s model of modern sports (Guttmann, 2004). This discussion continues in sports science, as illustrated by Hallman and Giel’s (2018) summary of previous work providing the following criteria for E- sports to be categorized as sports: physical activity, recreation, competitive elements,

21 organizational structure, and social acceptance of E-sports Empirical studies of E-sports in sports science are mostly case studies utilizing qualitative methods. Rambusch et al. (2007).

2.1.9. MEDIA STUDIES media studies (Hutchins, 2008; Wagner, 2006; Weiss, 2008), Research in media studies has focused on relationships between E-sports, sports, and media; the definition and delimitation of E-sports; the methodologies used to study E-sports; and the practice of live streaming gameplay. Themes such as the roles of physical exertion, spectatorship, historical precedence, and interaction are analyzed in an effort to classify E-sports. In these analyses. The existence of E- sports across digital and physical spaces is possible, according to Hutchins (2008), because of media, communication, and information flow. T.L. Taylor (2012) also points out that “E-sports have encoded in its very nature a deep rooting in both technology and media” (Taylor, T.L., 2012).

Media studies researchers examine the E-sports community through the phenomenon of live streaming in the interest of exploring how the community is formed and how it interacts with streamers (e.g. Kaytoue et al., 2012; Hamilton, Oliver, & Andruid, 2014; Burroughs & Rama, 2015; Devia-Allen, 2017). Based primarily on qualitative data such as interviews, observations, and content analysis, these descriptive papers examine the experience of being in various roles in the E-sports ecosystem. Before 2012, research took place around events celebrated in physical spaces, like the World Cyber Games (e.g. Hutchins, 2008). For example, Cheung & Huang (2011) created a taxonomy of spectators and described spectatorship not as simply watching the game, but as actively engaging with the community. The spectators described here are watching either from a physical venue or on dedicated video-sharing channels. Since then, technological advances, specifically live streaming and platforms like Twitch, generated a new media phenomenon which has been the primary focus of research for the last several years (Kaytoue et al., 2012; Burroughs & Rama, 2015). The merged space between the in-person and online worlds has become a focus of the field, as seen in T.L. Taylor’s (2012), Whalen’s (2013), and Burroughs and Rama’s (2015) works discussing the distinctions and lack thereof between what is virtual and what is real in the context of streaming.

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2.1.10. Conclusion

In conclusion there is no denying that online media for a long time has had a monumental impact on the way we live our lives today. Not only are we subjected to a continual stream of update, news and information from people around the world as it happens, but channels like Facebook, Twitter and Instagram provide us with an insight into the lives of some of the planet’s most famous and influential people, to which it seemed impossible less than a decade ago. The FMS will give us all this but based on football as the main objectives.

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CHAPTER THREE: METHODOLOGY AND RESEARCH DESIGN

There is a growing demand on football activities in Zambia. The football activities are increasingly reflected both in local and international games. As described in following text, the continuous concentration of the competitive environment in the area of Internet based services forces the organizations to innovate their approaches in order to increase their fan base. This paper describes a way of solving this issue, building on an earlier paper (Vojir, Smutny, 2014). In their previous work, the authors focused on the design and implementation of a web-based knowledge system. The system would be suitable for the saving and management of descriptions of users’ interactions in a service environment on Internet. This paper focuses on the very concept of utilizing users’ interactions to support the management of online football activities.

This development of the football management system project has followed a traditional sequential methodology because the following reasons.

 Limited capacity. This project is a one-man development. Therefore, time has only been nothing but a measure to finishing the project in time.  Timing irregularities. Although this project has been developed for about 6 months, during the development of the project I have been working a part time job and this has been determining in when I could get to work into the project.

3.1.1. PRINCIPLES OF THE METHODOLOGY

The fundamental innovation for the solution lies in the continuous evaluation of interactions and the subsequent optimization using evolutionary computation and reallocation of funds towards individual nodes (marketing channels). The planned methodology takes into account what was mentioned above and it stands on the following pillars:

 Using the properties of complex networks, which are reflected in the Internet both on the level of hardware and software and the consequences to the environment of services on the Internet.  The capture and use of interactions in this environment at the level of subjects (human, softbot) and their impact on marketing activities in this environment.

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 The use of online systems approaches for a continuous evaluation of the profitability of football marketing activities in this environment. In our case it is the use of evolutionary computing techniques for optimizing the use of each service.

3.1.2. METHOD OF DATA COLLECTION

There are a number of approaches to data collection depending on the nature of the research being conducted. In this project, the methods adopted in this project include World Wide Web, Interview and references to published and unpublished collection. The data collected for this research can be broadly classified into two types, namely: the primary and secondary data.

 PRIMARY DATA

Primary data is collected directly from respondent relevant to the subject under investigation. The primary data used in this case is interview method according to Enr. D. O Dimoji (2009), says that primary source data collection is source from first-hand information can be obtained. Primary data source is an original data source, that is, one in which the data are collected firsthand by the researcher for a specific research purpose or project. Primary data can be collected in a number of ways. However, the most common techniques are self-administered surveys, interviews, field observation, and experiments. Primary data collection is quite expensive and time consuming compared to secondary data collection. Notwithstanding, primary data collection may be the only suitable method for some types of research. The tools used in gathering the primary source of data collection include interview, observation and questionnaire, for example.

How do you think a football management system can help?

How can Fans, coach and management communicate to each other any time?

How can one update their information about football without having visited the stadium?

 SECONDARY SOURCES

These are sources of data collection in which primary data is already being obtained, information that is already in printed form is sources of secondary data which include textbooks, magazines, journals, newspapers, websites etc. The secondary data are readily available from the other

25 sources and as such, there are no specific collection methods. The researcher can obtain data from the sources both internal and external to the organization.

The secondary data can be both qualitative and quantitative. The qualitative data can be obtained through newspapers, diaries, interviews, transcripts, etc., while the quantitative data can be obtained through a survey, financial statements and statistics. This document is based on the qualitative data, most of the work is obtained through newspapers, websites, books and interviews.

One of the advantages of the secondary data is that it is easily available and hence less time is required to gather all the relevant information need for the project. Also, it is less expensive than the primary data. But however the data might not be specific to the researcher’s needs and at the same time is incomplete to reach a conclusion. Also, the authenticity of the research results might be skeptical most times.

3.1.3. DESIGN METHODOLOGY With the FMS project, I decided to use object–oriented methodology because of the following reasons:

 Unaffected to change.  Easier maintenance.  Its flexibility: OOPs are really flexible in terms of using implementations.  Ease of modification and extensibility of object-oriented models.  Ease of understanding object-oriented models due to a consistent underlying presentation throughout the development process.  Ease of reuse of object components from previously designed systems.

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3.1.4. SYSTEM DESIGN

USER CASE DIAGRAM

A use case diagram is a representation of a user's interaction with the system and it shows the relationship between the user and the different use cases in which the user is involved. This can be used to identify the different types of users of a system and the different use cases.

ADD TEAM

UPDATE FIX CHART UPDATE SCORES

Super admin Admin UPDATE PLAYER login login UPDATE MATCH UPDATE TEAM

UPDATE ADD TEAM LOGO PLAYER

TEAM NEWS

MATCH User

ABOUT CONTACT

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3.1.5. THE WATERFALL MODEL

The waterfall model is a sequential design process, often used in software development processes. It takes the fundamental process activities of specification, development, validation, and evolution and represents them as separate process phases such as requirements specification, software design, implementation, testing.

Requirements Definition

System and Software Desigin

Implementation and unit Testing

Integration and System Testing

Operation and Maintenance

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3.1.6. INCREMENTAL MODEL

This approach interleaves the activities of specification, development, and validation. The system is developed as a series of versions (increments), with each version adding functionality to the previous version

Design of Testing implementation Development

Design of Requirement Testing implementation Development

Design of Testing implementation Development

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3.1.7. SCREENSHOTS OF FMS

 Welcome page for all users on the website.

 WELCOME PAGE: the welcome page of the system is the first thing that comes to a user’s eyes once the visit the site. It has the following links to the site as to allow more interaction with the system. Home, about, team, news, match, contact, login, admin login

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and register team. Each link has its own context and information different from one another as shown below.  Screen shorts of TEAM in the system and what it shows.

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 Screen shorts of NEWS in the system and what it shows.

The news page on the website shows all the updates and information the fans are looking for. This deals with the updates of the league, news itself, catch-up, played games and more.

If you are to look at the right side of the page you will come across a table chart that shows teams in the league with their points, game won and lost.

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 Screen shorts of MATCH in the system and what it shows.

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 Screen shorts of CONTACT in the system and what it shows.

The contacts page on the site shows all the ways one can get in touch the admin or the people running the system. Address, phone number or land line and email

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2.1.8. DECISION TREE

This shows the breakdown of task in the FMS system, how home page links in to other pages in the system. super admin and thr role in FMS and admin roles in the system.

Home

About Team News Match Contact

Top stories Choose team News feeds Chart Collection Next matches Address Phone Email of the No league

SUPER ADMIN

Update scores Update match Match News Contact Update fix chart

ADMIN /COACH

Add team Update team Update team logo Update player

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3.1.9. SOFTWARE AND HARDWARE REQUIREMENTS

 Software Requirements

•PHP 5.0 and above

•APACHE HTTP Server

•Front End: HTML and JavaScript, CSS

•Web designing language: PHP

•MySQL: (Back end).

•Microsoft Windows.

•The client of PC may use one of the following browsers:

•Internet Explorer

•Mozilla Firefox

• Google Chrome.

• OperaMini

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 Hardware Requirements

According to a web server that is capable of serving more than 1000 users should have the following specifications.

•Intel Pentium IV processor or equivalent or higher

•512 MB Ram or Higher

•20 GB HDD or Higher

•Network Connectivity

•But for development purposes, any desktop or laptop computer can be used.

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CHAPTER FOUR: TESTING

4.1. INTRODUCTION

Testing is a process of executing a program or application with the intent of finding the software bugs. It can also be stated as the process of validating and verifying that a software program meets the business requirements. There are many types of testing that a system may be subjected to, however only the ones in the testing objectives will be carried out for this system.

4.2. SCOPE

The overall purpose of testing is to ensure the Football Management System meets all of its functional and business requirements. The purpose of this chapter is to describe the overall test plan and strategy for testing the system.

4.3. TESTING GOALS

The main goals of testing this system include the following:

 validating the quality  usability  reliability  performance of the application.

Testing will be performed from a black-box approach. Tests will be designed around requirements and functionality.

4.4. TEST PLANS AND REPORTS

The Test Plan is derived from the Requirements, Functional Specifications, and detailed Design Specifications. The Test Plan identifies the details of the tests, identifying the associated test case areas within the product.

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Test Focus Purpose Grant Dinar System Access Access results Super admin Check for super If details entered If details entered Show duties of admin login are wrong diner are correct allow super admin in [password and access. access to super the system. user name] admin admin Check for super If details entered If details entered Show duties of admin login are wrong diner are correct allow super admin in [password and access. access to super the system. user name] admin Add/Update Add and update If wrong If correct Show new or or new information is information is updated information to the given to the given to the information in the system. [team, system diner system, allow system. player, news] access. access. Delete Remove If wrong If correct Remove information from information is information is information in the the system given to the given to the system. system diner system, allow access. access.

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CHAPTER FIVE: IMPLEMENTATION

Ultimately, for this project the best way to improve the implementation success is to have a solid plan. Developing the implementation plan should break down the most important phases suitable for the project at hand. Which are as follows:

5.1. PHASE 1: CONFIRM SYSTEM REQUIREMENTS.

Confirm system requirements is the first part of this implementation process, which looks at the hardware and software, mostly with where the software can run and where the software is unable to run. It is important to check that the system built is satisfies all of its user.

5.2. PHASE 2: DEVELOPMENT OF ANY ENHANCEMENTS

Enhancement is the process where new or missing capabilities are added to the system for improvement.

5.3. PHASE 3: PILOT TESTING OF MAJOR FEATURES

This is the third phase of implementation that pulls out the major features of the product after enhancement and then test for errors, if any, comment and clear them. Any other issues with the product are to be find and fixed here.

5.4. PHASE 4: SOFTWARE ROLL OUT AND FOLLOW UP MONITORING.

The fourth is the final part in this project implementation, that deals with the improving operations, boost efficiency and enable the software to stand out.

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CHAPTER SIX:

6.1. CONCLUSIONS

As the structure of football changes with the growth of the Web, the roles of football, communication and sponsorship will change. It can be predicted that football will consistently provide the largest live audiences, whether through TV screens, PC screens or phones, and that it will therefore become even more attractive as more and more people will find it easy to access football through the use of their devices.

Other programmes may be downloaded later, or viewed on demand like advertising messages, but the enjoyment of football is inextricably linked with being there, seeing it happen and sharing in the unpredictability of live website. The drama that football continually provides, from moments of great skill to wonderful goals to great saves to nail-biting penalty shoot-outs, makes football distinct from all other large scale audience deliverers such as soaps or film premiers.

The Football Association therefore can provide sponsors not only with mass market delivery, but also emotional commitment. As sponsors' investment in the game becomes more widely recognised, so the value and effectiveness of their investment increases. The revenue from sponsors enables The Football Association to pursue its vision of using football as a power for good and hopefully, in time, developing excellence throughout the game and a national team that will be the envy of the world again.

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6.2. REFERENCES

 Comerford, S. (2012). International Intellectual Property Rights and the Future of Global "ESports". Brooklyn Journal of International Law, 37(2). Retrieved from:http://brooklynworks.brooklaw.edu/bjil/vol37/iss2/7  Conway, S. (2016). An earthless world: the contemporary Enframing of sport in digital games.Sport, Ethics and Philosophy, 10(1),8396.https://doi.org/10.1080/17511321.2016.117711  Creswell, J. W. & Creswell, J. D. (2018). Review of the Literature. In Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (5th ed., 23-47). Los Angeles  Cunningham, G., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., Wicker, P. (2018).  eSport: Construct specifications and implications for sport management. Sport  Lukes, M., Zouhar, J. (2013) "No experience? No problem – it's all about yourself: Factors influencing nascent entrepreneurship outcomes", Ekonomicky casopis, Vol. 61, no. 9, pp 934-950.  Moral, P., Gonzalez, P., Plaza, B. (2014) "Methodologies for monitoring website performance: Assessing the effectiveness of AdWords campaigns on a tourist SME website", Online Information Review, Vol. 38, no. 4, pp 575-588.  Myers, M.D. (1997) "Qualitative Research in Information Systems", MIS Quarterly, Vol. 21, no. 2, pp 241-242.  Management Review, 21(1), 1-6. https://doi.org/10.1016/j.smr.2017.11.002  Smutny, Z., Reznicek, V., Kalina, J., Galba, A. (2013) "Interaction of Social Media and Its Use in Marketing Management", 21st Interdisciplinary Information Management Talks, Prague, pp 167-174.  Trail, G.T., Anderson, D.F. and Fink, J.S. (2000), “A theoretical model of sport spectator consumption behavior”, International Journal of Sport Management, Vol. 1 No. 3, pp. 154-180.

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 Trepte, S., Reinecke, L. and Juechems, K. (2012), “The social side of gaming: how playing online computer games creates online and offline social support”, Computers in Human Behavior, Vol. 28 No. 3, pp. 832-839.  Van der Heijden, H. (2004), “User acceptance of hedonic information systems”, MIS Quarterly, Vol. 28 No. 4, pp. 695-704.  Wagner, M. (2006), “On the scientific relevance of eSport”, in Arreymbi, J., Clincy, V.A., Droegehorn, O.L., Joan, S., Ashu, M.G., Ware, J.A., Zabir, S. and Arabnia, H.R. (Eds), Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development, CSREA Press, Las Vegas, NV, pp. 437- 440.  Wang, Q., Fink, E.L. and Cai, D.A. (2008), “Loneliness, gender, and parasocial interaction: a uses and gratifications approach”, Communication Quarterly, Vol. 56 No. 1, pp. 87-109.  Wann, D.L. (1995), “Preliminary validation of the sport fan motivation scale”, Journal of Sport & Social Issues, Vol. 19 No. 4, pp. 377-396.  Wann, D.L. and Wilson, A.M. (1999), “Relationship between aesthetic motivation and preferences for aggressive and nonaggressive sports”, Perceptual and Motor Skills, Vol. 89 No. 3, pp. 931-934.  Wann, D.L., Schrader, M.P. and Wilson, A.M. (1999), “Sport fan motivation: questionnarie validation, comparisons by sport, and relationship to athletic motivation”, Journal of Sport Behavior, Vol. 22 No. 1, pp. 114-139.  Wann, D.L., Grieve, F.G., Zapalac, R.K. and Pease, D.G. (2008), “Motivational profiles of sport fans of different sports”, Sport Marketing Quarterly, Vol. 17 No. 1, pp. 6-19.

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6.3. APPENDICES

1. INSTALLATION AND USER MANUAL

For user manual

• Open Xampp 7.3.3 control panel

• Run apache http server and MySQL

• Make sure that the fms folder is placed in xamp, htdoc folder for it to be located.

For the web to run

• Go to your browser on searcher type localhost/phpmyadmin/ then press enter, the

php welcome pager will show up, go to import database and load the SQL file (from

the fms folder).

• Go to your browser on searcher type localhost/fms/ then press enter, the welcome

pager of the system will show up.

• Welcome page show, the project itself is user friendly so anyone can operate

it.

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2. SYSTEM FUNCTIONALITIES

User

CONTACT ABOUT MATCH

TEAM NEWS ADD TEAM

UPDATE FIX CHART UPDATE SCORES

Super admin Admin UPDATE PLAYER login login UPDATE MATCH UPDATE TEAM

UPDATE ADD TEAM LOGO PLAYER

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First of all, the users must have access to internet and understanding of the football system, once logged in, all information is laid out for any ones understanding at first site. Users will play different roles inside the intranet that are compatible among them. For every role, the user will have access granted to different functionalities.

Default user

 Can access to the system.  Able to check on their league.  Have support information available and/or a contact method for any queries.  Able to view about of the system.  See which match is lineup.

Super Admin

 League management. Can create, edit and delete the data and the configuration set for the different player.  Management fix chart. Can change fix chart as the games are been played.  Player management. Can update player’s information, edit and delete their data.  News management. Change, update news for the website, every season will have their own categories, teams and matches, and there will be a page available to display a summary of the season’s progress.  Team management. Can create, edit and delete teams.  Contact management. Will be able to respond to the email and questions asked by the user or to the system.  Match management. Update matches set for the league.

Admin-coach

 Manage team. Edit, add team information and the new updates of the team.  Management logo. Able to the team logo at any time.  Manage player. Change player information, add and delete.

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3. TECHNICAL REPORT (SELECTED SOURCE CODES) Admin Index





Our Team

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ADD PLAYER

choose team to add player to

48

49

50

$addsubmit=$_POST["add"];

$name=$_POST["name"];

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$teamname=$_POST["teamname"];

$extrainformation=$_POST["extrainformation"];

$role=$_POST["role"];

$contactnumber=$_POST["contactnumber"];

$number=$_POST["number"];

$email=$_POST["email"];

$history=$_POST["history"];

$dob=$_POST["dob"];

$image=$_FILES["image"]['name'];

$target="./images/".basename($_FILES['image']['name']);

if(empty($name) AND empty($number) AND empty($image)){ echo "please insert information and/ or image" ;}

else{

if(isset($addsubmit))

{

$sql="insert into player(player_name,team_name,DOB,extrainformation,history,image,role,number)

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values('".$name."','".$teamname."','".$dob."','".$extrainformation."','".$history."','".$imag e."','".$role."','".$number."')";

$exec=mysqli_query($connection,$sql);

if($exec)

{ echo "YOU HAVE ADDED ONE PLAYER";

if(move_uploaded_file($_FILES['image']['tmp_name'],$target)){echo "image uploaded";}else{echo "image not uploaded";}

}

else

{

echo "FAILED TO HANDLE THE PLAYER: ".mysqli_error($connection);;

}

}

}

?>

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include("./includes/footer.php");

?>

Superadmin Newsupdate.

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