Academic literature on the topic 'Bowling games'

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Journal articles on the topic "Bowling games"

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Fizel, John, and Chris R. McNeil. "Bowling for Dollars." Journal of Sports Economics 18, no. 2 (August 3, 2016): 162–81. http://dx.doi.org/10.1177/1527002514566282.

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Corporate title sponsorship of college football bowl games has proliferated over the past two decades, yet little analysis has been made concerning the returns to these investments. This article examines the impact that title sponsorships have had on the stock value of the corporate sponsors. Using event study analysis, we find that there was no significant change, on average, in the stock prices following the sponsorship announcements. However, a cross-sectional analysis of changes in firm stock prices relative to corporate and bowl characteristics reveals that markets view sponsorships by large and high-tech firms negatively and major bowls positively.
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Clevenger, Kimberly A., Aubrey J. Aubrey, Rebecca W. Moore, Karissa L. Peyer, Darijan Suton, Stewart G. Trost, and Karin A. Pfeiffer. "Energy Cost of Children’s Structured and Unstructured Games." Journal of Physical Activity and Health 13, s1 (June 2016): S44—S47. http://dx.doi.org/10.1123/jpah.2016-0005.

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Background:Limited data are available on energy cost of common children’s games using measured oxygen consumption.Methods:Children (10.6 ± 2.9 years; N = 37; 26 male, 9 female) performed a selection of structured (bowling, juggling, obstacle course, relays, active kickball) and unstructured (basketball, catch, tennis, clothespin tag, soccer) activities for 5 to 30 minutes. Resting metabolic rate (RMR) was calculated using Schofield’s age- and sex-specific equation. Children wore a portable metabolic unit, which measured expired gases to obtain oxygen consumption (VO2), youth METs (relative VO2/child’s calculated RMR), and activity energy expenditure (kcal/kg/min). Descriptive statistics were used to summarize data.Results:Relative VO2 ranged from 16.8 ± 4.6 ml/kg/min (bowling) to 32.2 ± 6.8 ml/kg/min (obstacle course). Obstacle course, relays, active kickball, soccer, and clothespin tag elicited vigorous intensity (>6 METs), the remainder elicited moderate intensity (3–6 METs).Conclusions:This article contributes energy expenditure data for the update and expansion of the youth compendium.
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Safarina, Eka Sri, and Hani Susanti. "PENANGANAN ANAK KESULITAN BELAJAR DISLEKSIA MELALUI PERMAINAN BOWLING KEBERANIAN." CERIA (Cerdas Energik Responsif Inovatif Adaptif) 1, no. 2 (July 4, 2018): 35. http://dx.doi.org/10.22460/ceria.v1i2.p35-40.

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Handling Children Difficulties Learning Dyslexia through Bowling Game Courage aims to find out what is the difficulty of learning dyslexia, its causal factors, its type and characteristics, even to the way to overcome them. The method used in this research using qualitative methods. Children with special needs that vary such as Autism, mental illness, paralyzed, until the children who have trouble learning difficulties are also included in learners who have privileges. A special child is a child who has a weakness in physical function and cognitive to develop well. The cause varies from the disturbance during pregnancy, interruption at the time of childbirth, to the violence in children, it can cause disruption to the learning of children. This weakness is a weakness that can’t be seen with the eyes like wrong at the time of counting, reading and writing. Therefore there is one way to make learners who get problems with learning, especially reading can be helped with the game of letters and numbers, so that children do not feel bored and quickly memorized with interesting games such as bowling games with courage in addition to children can know the letters and numbers, children can also move by following the motion attached to the bowling pin, the child can also count the number of bowling pins that fall, mention the color of the falling pin, then the results of research that has been done from 3 learners who have problems in reading show good results with already able to mention 3 letters. Keywords: Learning Difficulties, Dyslexia, Courage game of courage.
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Kobayashi, Makoto. "Automatic Pin Counting System for the Blind Bowling." Journal of Advanced Computational Intelligence and Intelligent Informatics 21, no. 1 (January 20, 2017): 119–24. http://dx.doi.org/10.20965/jaciii.2017.p0119.

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Tenpin bowling is an adaptive sport for persons with severe visual impairment, including blind persons with adequate support. It is known as “Blind bowling.” To play it, blind players are allowed to use a guide rail, and sighted assistants support the players by informing them of scores, ball trajectories, positions of remaining pins, etc. However, these blind players desire to play without the support of sighted assistants. Therefore, to solve this need, an automatic pin counting system was developed as an initial step. The system detects the number of remaining pins and positions using simple image processing, and communicates the information utilizing a speech synthesizer. Evaluation of the system showed that it was sufficient to assist the blind player’s practice. Moreover, an unexpected effect was found: all blind persons who take part in the game are able to enjoy whole games. This is because the system continuously announces to everyone present, the remaining pins of the targeted blind player, as well as every other player. As a consequence, the system helps the blind player, both when bowling alone, and when enjoying a game with other participants.
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Sit, Cindy H. P., Jessica W. K. Lam, and Thomas L. McKenzie. "Direct Observation of Children’s Preferences and Activity Levels During Interactive and Online Electronic Games." Journal of Physical Activity and Health 7, no. 4 (July 2010): 484–89. http://dx.doi.org/10.1123/jpah.7.4.484.

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Background:Interactive electronic games have recently been popularized and are believed to help promote children’s physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls.Methods:Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game.Results:Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively.Conclusions:New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.
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Boettcher, Bonna J., and William L. Schurk. "From Games to Grunge: Popular Culture Research Collections at Bowling Green State University." Notes 54, no. 4 (June 1998): 849. http://dx.doi.org/10.2307/900059.

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Perrier-Melo, Raphael José, Jorge Luis de Brito-Gomes, Matheus Santos de Sousa Fernandes, Sandro Vinicius Vidal de Negreiros Pereira, and Manoel Da Cunha Costa. "INCIDÊNCIA DE LESÕES COM A PRÁTICA DE VIDEOGAMES ATIVOS." Manual Therapy, Posturology & Rehabilitation Journal 13 (May 19, 2015): 211. http://dx.doi.org/10.17784/mtprehabjournal.2015.13.211.

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Introduction: The active video games (AVGs) emerge in order to enhance the participation of physical activity (PA) in sedentary people. However, it has been seen that the practice is associated with the development of many lesions. Objectives: To present a review of the major injuries reported during and/or after the session with active video games. Method: The procedure of search of the literature was composed by two researchers independently (RJ) and (JL), in databases: Bireme®, PubMed®, Scopus® and Web of Knowledge®, between the years 2006 (year of creation and sales of Nintendo Wii) to 2014, only in the english language. Results: Initially identified 664 articles. However, after the selection criteria thirteen papers were selected and analyzed, all were performed with the console Nintendo Wii. Moreover, it can be noted that the games presented a framework of injury with the degree of light to vigorous. Being the major injuries around the shoulder joint and knee. Conclusion: The sports games especially Wii tennis and Wii bowling are the ones generated under higher incidence of injuries with the practice of active video games.
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Cooper, Curtis N., and Robert E. Kennedy. "A Generating Function for the Distribution of the Scores of all Possible Bowling Games." Mathematics Magazine 63, no. 4 (October 1, 1990): 239. http://dx.doi.org/10.2307/2690945.

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Cooper, Curtis N., and Robert E. Kennedy. "A Generating Function for the Distribution of the Scores of all Possible Bowling Games." Mathematics Magazine 63, no. 4 (October 1990): 239–43. http://dx.doi.org/10.1080/0025570x.1990.11977528.

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Azura Ahmad Fauzy, Fatin, Zuraini Ali Shah, Rd Rohmat Saedudin, Shahreen Kasim, Ayu Alyani Azadin, Ansari Saleh Ahmar, and Rahmat Hidayat. "Registration System and UTM Games Decision Using the Website Application." International Journal of Engineering & Technology 7, no. 2.2 (March 5, 2018): 45. http://dx.doi.org/10.14419/ijet.v7i2.2.12320.

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UTM Games is an annual sports tournament organized by UTM Sports Excellence involving students, staff team, PELUAS (International Student Team) and International Campus Kuala Lumpur. There are 14 types of contested games such as volleyball, soccer, squash, netball, bowling, badminton, kayaking, futsal, sepak takraw, table tennis, tennis, basketball, cycling, and lawn bowls. Currently registration and review of result for UTM Games are still done manually and on papers for some of the residential colleges. While for some other residential colleges, registration and review of results are done by web applications such as in Tun Ghafar Baba College (KTGB). Therefore, the Registration and Review of Results for UTM Games using Smart Phone is developed because most users nowadays have a smartphone and internet access. In addition, the system allows the user to see the results of UTM Games without having to log into social sites such as Facebook. The system is developed using ASP.Net technology and Microsoft Visual Studio 2010. The methodology used in developing this system is a prototype evolving methodology. This methodology allows the user to provide feedback and insights to add dynamically. The prototype will be modified according to the views and feedback given. The system is a platform to make it easier for managers to register for the game. In addition, the system is developed to enable students to review results from UTM Games more quickly and accurately.
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Dissertations / Theses on the topic "Bowling games"

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Hutchins, Carly. "Balance and Gait Among a Community Dwelling Older Adult Population Using Nintendo Wii Bowling Game." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/68.

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Due to the increase in the aging population older adults are looking for ways to stay fit and active in their later years. Such activities need to be fun, easy to operate, and encourage socialization. The Nintendo Wii© Bowling provides these features for the aging population. Participants in this quantitative pilot study had the opportunity to play the Nintendo Wii© Bowling Game twice a week for six weeks to see if their balance and mobility would improve when compared with the pre and post scores from the Performance Oriented Mobility Assessment (POMA). The participant’s scores on the Performance Oriented Mobility Assessment showed an average increase in both gait and mobility from 24 to 27.5 on the post-test. These participants’s were also asked to provide qualitative feedback on their experience in the study. One participant stated that she “gained confidence.” As a whole, the participants really enjoyed playing the Nintendo Wii© Bowling. This study demonstrates that Nintendo Wii© Bowling game can be an enjoyable, easy activity to motivate elders to become more active and social while incorporating exercise into their routine. It also provides the chance for future research to be conducted on older adults to examine the benefits of exercising with the Nintendo Wii© Bowling game.
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Seo, Hogeun. "Bowling online : smartphones, mobile messengers, and mobile social games for Korean teen girls." Thesis, 2014. http://hdl.handle.net/2152/28510.

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Due to their arduous schedules, Korean high school students have little time to socialize with their peers face-to-face. Because of this, socializing in online environments is important to them. Using smartphone applications, Korean high school girls are creating their own cultural practices as they socialize. However, media repeatedly report concerns about adolescents’ excessive use of smartphones, and the public has begun to worry about children’s media dependence. In exploring these phenomena, I pose four research questions: 1) what do smartphones mean to South Korean high school girls? 2) How do South Korean high school girls socialize through mobile messengers, such as Kakao Talk, and how are these activities related to their social capital and social networks? 3) How do South Korean high school girls socialize through mobile social games connected to mobile messengers, and how are these activities related to their social capital and social networks? 4) How is Korean high school girls’ attachment to smartphones related to smartphone addiction? For this research, I conducted focus group interviews with 23 Korean high school girls about their smartphone use. The findings of this research revealed that 1) South Korean high school girls established an exceptional attachment to smartphones; 2) interviewees were complementing the deficiency of offline socializing by establishing alternative online communities through smartphone messengers, and these social behaviors were increasing their bonding social capital; 3) Korean high school girls were interacting with their strong ties through mobile social games, and the interactions with their weak ties were limited and superficial; and 4) Korean high school girls were at risk for smartphone addiction in accordance with the existing criteria for media addiction.
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Harding, Kelly. "Documentary games: an investigation into the amalgamation of the filmic mode of 'documentary' and the gaming medium through the case studies on the film Bowling for Columbine (2002) and videogame, Super Columbine Massacre RPG (2005)." Thesis, 2012. http://hdl.handle.net/10539/12092.

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M.A. University of the Witwatersrand, Faculty of Humanities, 2012
4 Abstract This research report investigates the concept of documentary games, an amalgamation of ‘reality’ (documentary) and ‘escapism’ (gaming), and the way in which these games have evolved into a new, emerging and widely used of storytelling and art. A comparison will be made between two case studies from different mediums: a film, Bowling For Columbine and a videogame, Super Columbine Massacre RPG. By exploring the differences and similarities of these two mediums and how they are defined, I intend to demonstrate how gaming has progressed and merged with documentary (film) to create a new art form. The aim of the research report is to determine whether videogames can in fact be viewed and categorised as ‘documentary’ games by specifically analysing the documentative aspects of one videogame, Super Columbine Massacre RPG! created by documentary filmmaker, Daniel Ledonne.
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Su, Shang-Cin, and 蘇上欽. "The Study of Indexing the Bowling Game Video Content." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/85129352060493264627.

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碩士
國立雲林科技大學
電機工程系碩士班
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Most of the existing sport game video retrieval systems adopt shot detection technology to cut the video sequence to several pieces then index them by analyzing the video shots. Users query the video content by the indices. For users what interest them are specific events, usually these events either across several shots or just occupy part of one shot. To meet user’s real necessity, we propose an event based approach to analyzing the bowling game video. The specific events include ball throwing, delivery time and results etc. Users can combine these events to query the desired event in the bowling game video.
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Books on the topic "Bowling games"

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Bolos asturianos: Modalidaes, téunica y estáu actual. Xixón [Spain]: Alborá Llibros, 1992.

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Bishop, Tom, Gina Bloom, and Erika T. Lin, eds. Games and Theatre in Shakespeare's England. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463723251.

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This collection of essays brings together theories of play and game with theatre and performance to produce new understandings of the history and design of early modern English drama. Through literary analysis and embodied practice, an international team of distinguished scholars examines a wide range of games—from dicing to bowling to roleplaying to videogames—to uncover their fascinating ramifications for the stage in Shakespeare’s era and our own. Foregrounding ludic elements challenges the traditional view of drama as principally mimesis, or imitation, revealing stageplays to be improvisational experiments and participatory explorations into the motive, means, and value of recreation. Delving into both canonical masterpieces and hidden gems, this innovative volume stakes a claim for play as the crucial link between games and early modern theatre, and for the early modern theatre as a critical site for unraveling the continued cultural significance and performative efficacy of gameplay today.
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1672-1769, Hoyle Edmond, ed. The new Hoyle: Standard games including all modern card games : new laws of contract bridge and new scoring rules : chess, checkers, backgammon, Camelot, ping pong, bowling, billiards, pool, etc. Place of publication not identified]: [Literary Licensing], 2013.

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Super NES Games Secrets, Volume 3. Rocklin, CA: Prima Publishing, 1992.

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Parent's Guide to Video Games. Rocklin, CA: Prima Publishing, 1994.

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Herbst, Dan. Bowling 300: Top pros share their secrets to rolling the perfect game. Chicago: Contemporary Books, 1993.

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Bryant, David. The game of bowls. London: Partridge, 1990.

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Baker, Mark. The game changer: A simple system for improving your bowling scores. Tucson, Ariz: Wheatmark, 2012.

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Pezzano, Chuck. Sports illustrated bowling: Styling your game for success. New York: Sports Illustrated, 1987.

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Simpson, James P. Scottish Bowling Association, founded 23rd November 1892: Centenary, 1892-1992. Aberdeen: Granite City Leisure, 1992.

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Book chapters on the topic "Bowling games"

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Seo, Hogeun, and Claire Shinhea Lee. "Bowling Online: Mobile Social Games for Korean Teen Girls." In Transnational Contexts of Development History, Sociality, and Society of Play, 123–49. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-43820-7_5.

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Hawkes, Rob. "Creating the Space Bowling Game." In Foundation HTML5 Canvas, 209–43. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3292-6_8.

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Conference papers on the topic "Bowling games"

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Zhang, Fan, Simone Hausknecht, Robyn Schell, and David Kaufman. "Can a Wii Bowling Tournament Improve Older Adults’ Attitudes towards Digital Games?" In 8th International Conference on Computer Supported Education. SCITEPRESS - Science and and Technology Publications, 2016. http://dx.doi.org/10.5220/0005734602110218.

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Lee, Jiann-Shu, Shang-Chin Su, and Hsuan-Ting Chang. "The Bowl-Throwing Result Analysis for Bowling Game." In Second International Conference on Innovative Computing, Informatio and Control (ICICIC 2007). IEEE, 2007. http://dx.doi.org/10.1109/icicic.2007.566.

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Peiró-Signes, Angel, Oscar Trull-Dominguez, Marival Segarra-Oña, and José Antonio Cabrero. "BOWLING GAME TO LEARN COMMUNICATIONS BETWEEN DIFFERENT DEVICES." In 14th International Technology, Education and Development Conference. IATED, 2020. http://dx.doi.org/10.21125/inted.2020.0493.

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Achmadi, Achmadi. "The Bowling Game Can Introduce the Symbol of Numbers for Early Childhood." In 3rd International Conference on Early Childhood Education (ICECE 2016). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/icece-16.2017.2.

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