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1

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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6

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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7

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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Wasielewski, Alice. "The huge hubbub: Freshman orientation fun at the library." College & Research Libraries News 70, no. 7 (July 1, 2009): 394–96. http://dx.doi.org/10.5860/crln.70.7.8216.

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On August 25, 2008, within the hallowed halls of Kentucky’s largest research library, the atmosphere was not as “academic” as one might think. From outside, gazing up at the imposing edifice of the University of Kentucky’s William T. Young library, which takes up nearly an entire city block in Lexington, Kentucky, you might have faintly heard the echoes of Guitar Hero, Wii bowling, or other video games. If you peeked inside, you would have found that students at the second annual “Hubbub” were enjoying a wide variety of free activities designed to welcome new freshmen during orientation week, by showing . . .
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Pikos, Anna Katharina, and Alexander Straub. "Mind the Absent Gap: Gender-Specific Competitive Behavior in Nonprofessional Sports." Journal of Sports Economics 21, no. 3 (November 22, 2019): 215–33. http://dx.doi.org/10.1177/1527002519887414.

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There is wide evidence for gender differences in competitive behavior and performance under pressure from experimental economics and single-sex professional sports. We analyze these differences in a sport with direct gender competition. Our unique data consist of over 500,000 observations from around 11,000 German ninepin bowling games of which around 15% are from mixed-gender leagues. Men perform better against women on average, but this is fully explained by differences in ability. Our results are robust to instrumenting for opposite gender using the sex composition of the opponent team. Gender differences in tight situations do not seem to play a role.
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Haddock, Bryan L., Shannon R. Siegel, and Linda D. Wilkin. "Children’s Choice of Wii Sports Games and Energy Expenditure." Californian Journal of Health Promotion 8, no. 1 (December 1, 2010): 32–39. http://dx.doi.org/10.32398/cjhp.v8i1.2028.

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According to a study from the Kaiser Family Foundation, total media use among all 8- to 18-year-olds was seven hours and thirty-eight minutes on a typical day (Rideout, Foehr, & Roberts, 2010). The large amount of time spent in media use has been implicated as one of the causes of the increased prevalence of obesity. The purposes of this study were to measure: 1) the total level of energy expenditure (EE) while middle school children played the Wii Sports games when given free access to all of the games, 2) the length of time they played each game, and 3) the differences in EE between games. Thirty-seven children (15 males and 22 females) with an average age of 12.4 ± 1.0 years participated in this study. Each had experience with Wii Sports. Participants were given 20 minutes to play any of the Wii Sports games they desired while their expired gases were captured by a calibrated portable metabolic cart. Heart rate was monitored with a Polar® heart rate monitor. Baseball and bowling were the most popular games. Energy expenditure was greater after playing the Wii for each game except golf. The average EE during the game playing time was 2.8 ± 0.9 kcal/min, compared to 1.4 ± 0.4 kcal/min while at rest prior to testing. Playing Wii Sports can moderately increase the EE of children over rest.
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Aleksandrović, Marko. "Characteristics of Physical Training of Persons with Visual Impairment - From Instruction and Workout to Training and Competition." Physical Education and Sport Through the Centuries 5, no. 1 (June 1, 2018): 67–83. http://dx.doi.org/10.2478/spes-2018-0006.

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SummaryVisual impairment as a congenital condition or acquired state is due to: eye diseases, physical injuries, falls, brain injuries, infections, etc. In relation to the degree of visual impairment, there are blind and low vision persons.Due to insufficient or non-existent visual information at an early stage of development, children with visual impairment are not aware of their own body and space, therefore they have problems with their own motion. The motor development of children with visual impairment is slow, which manifests through delayed walking, inaptitude, clumsiness, frequent fall and bad coordination. On the other hand, it is possible that the ultimate level of motor abilities of people with visual impairment can be approximate or the same as people without visual impairment.For an appropriate approach to physical exercise it is necessary to consider the following in a person with visual impairment: the amount and type of vision, physical, functional, health and mental state. The basic characteristics of implementing physical exercises with this population include: adaptation of teaching methods, adaptation of the exercise space and selection of appropriate requisites and equipment.The way of acquiring knowledge of the low vision children is visual information (regardless of the poor quality of their reception), and for blind children there are audible and tactile information. A constant, detailed verbal description of motions and movements is necessary in order to explain incomplete visual information and associate it with successive tactile information. An individual-led activity ensures understanding of the person with VI on the required movement. The analytical method is the dominant method during instructions and training.Sports in which people with visual impairment can participate are: athletics, chess, judo, ninepin bowling, tenpin bowling, shooting, swimming, torball, football 5, golf, showdown, golf, powerlifting, skiing, riding ... IBSA (International Blind Sport Federation) is an international sports organization that takes care of sports of persons with VI and is a member of the IPC (International Paralympic Committee). Competitions involving people with VI include: Paralympic Games, IBSA Games, world, continental, regional and national championships, as well as many international and national tournaments.
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Prayitno, Bambang, and Sukadiyanto Sukadiyanto. "PENGEMBANGAN MODEL PEMBELAJARAN GERAK DASAR UNTUK ANAK USIA 2-4 TAHUN." Jurnal Keolahragaan 2, no. 1 (April 1, 2014): 11–21. http://dx.doi.org/10.21831/jk.v2i1.2566.

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Penelitian ini bertujuan untuk menghasilkan model pembelajaran gerak dasar untuk anak usia 2-4 tahun. Model pembelajaran gerak dasar disesuaikan dengan aspek pertumbuhan dan perkembangan serta karakteristik anak pada usianya yang dikemas melalui aktivitas fisik yang difokuskan pada gerak dasar lokomotor, nonlokomotor dan manipulatif. Metode yang digunakan dalam penelitian ini adalah pengembangan dengan tujuh tahapan, yaitu: (1) pengumpulan hasil riset dan informasi, (2) analisis terhadap produk yang akan dikembangkan, (3) mengembangkan produk awal, (4) validasi ahli, (5) uji coba skala kecil dan revisi, (6) uji coba skala besar dan revisi, dan (7) pembuatan produk final. Subjek penelitian ini adalah anak dengan rentang usia 2-4 tahun. Hasil penelitian ini berupa model pembelajaran gerak dasar anak usia 2-4 tahun yang berisikan tujuh aktivitas gerak, yaitu: (1) Merayap dan Merangkak, (2) Berjalan di Atas Tali, (3) Melempar Bean Bag ke dalam Simpai, (4) Bowling Games, (5) Parachute Games, (6) Memanjat, dan (7) Melompat dan Meloncat. Kesimpulan bahwa model pembelajaran yang disusun sangat sesuai dengan karakteristik serta pertumbuhan dan perkembangan gerak anak usia 2-4 tahun serta layak digunakan untuk pembelajaran gerak dasar pada Kelompok Bermain.Kata kunci: Model pembelajaran, gerak, usia 2-4 tahun
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Braun, Mark. "Anne Cooper-Chen, Games in the Global Village: A 50-nation Study of Entertainment Television. Bowling Green, Ohio: Bowling Green State University Popular Press, 1994. 319 pp. Cloth, $36.95. Paper, $15.95." American Journalism 13, no. 3 (July 1996): 367–69. http://dx.doi.org/10.1080/08821127.1996.10731844.

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Webster, Z., and A. Travill. "A comparison of the physical demands of a one-day cricket game and the training sessions of provincial cricket players using Global Positioning System tracking software." South African Journal of Sports Medicine 30, no. 1 (November 30, 2018): 1–6. http://dx.doi.org/10.17159/2078-516x/2018/v30i1a5053.

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Background: Cricket is a highly technical skills-based game and coaches consequently focus on the improvement of skills during training sessions. However, a certain level of physical fitness is required to execute these skills optimally. Coaches tend to give little focused attention to the development of physical fitness during training, which could lead to players being physically unprepared for the demands of a game. Objective: The purpose of this study was to assess and compare the physical demands of a one-day cricket game and a training session of provincial cricket players, using Global Positioning System units. Methods: Nineteen male provincial cricketers participated in the research. The participants were classified into five sub-disciplines, namely, batting, fast bowling, spin bowling, fielding and wicketkeeping. The study employed a descriptive and comparative design as it essentially collected numerical data from Global Positioning System units to describe and compare the physical demands of a one-day game of cricket and a training session preceding these games. The variables used in the study included total distances travelled in the game which were divided into five movement categories, i.e. walking, jogging, running, striding and sprinting. Also included were average and maximum heart rates, number of sprints and average sprint distances. Results: There were significant differences across all sub-disciplines and movement categories during training and the one-day game for provincial cricket players. Batsmen showed the greatest discrepancies between training and the game for all high-intensity movements (p<0.05). Conclusion: The findings of this study highlight the different physical and physiological demands placed on players in the various sub-disciplines during training and the one-day game. The current study found the major disparity between training and the one-day game was amongst the batsmen.
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Mehmood, Fahad, Omair Haroon, and Zainab Riaz. "It’s Just Not Cricket!" Asian Journal of Management Cases 18, no. 1 (January 18, 2021): 80–97. http://dx.doi.org/10.1177/0972820120978708.

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The world of cricket was stunned by the ‘spot-fixing’ allegations against three Pakistani cricket team players during one of the most important games in the cricket calendar for the nation in the summer of 2010. News of the World, a British tabloid, conducted a sting operation against Pakistani players, trapping them into deliberately bowling no-balls during a match against England, an illegal practice known as spot-fixing. The ‘bookies’ take bets for such events happening during a game, and gamblers can make substantial sums of money if they have foreknowledge. The players were offered payments for these actions to be performed during the game, which may or may not impact the eventual outcome of the game but can entail serious monetary benefits for the bookies and their allies. The discovery of these events raised several questions regarding the governance and ethics of the sport. The ICC and British courts subsequently found the trio guilty of corruption and were banned and imprisoned. This case aims to analyse theories and concepts in ethics using this well-known incident in cricket as the context.
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Watari, Gabrina, Austin Bertilova Carmelita, and Lia Sasmithae. "Literature Review: Hubungan Terapi Sensori Integrasi terhadap Perubahan Perilaku dan Konsentrasi Anak ADHD (Attention Deficit Hyperactive Disorder)." Jurnal Surya Medika 6, no. 2 (February 15, 2021): 130–40. http://dx.doi.org/10.33084/jsm.v6i2.2130.

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Attention deficit hyperactivity disorder (ADHD), a neurobehavioral disorder that most often occurs in children, is a condition that affects school-age children as a mental disorder. One of the therapies that can be used is integrated sensory therapy with a form of therapy that encourages a child to develop their physical abilities. Search this article to see the relationship of integrated sensory therapy to changes in behavior and concentration of children with ADHD (Attention Deficit Hyperactive Disorder). Searching for articles through google scholar, found 18 journals to be reviewed. There were several games that had a relationship between sensory therapy, integration of behavior changes and concentration of children with ADHD, short-term play increased children's concentration, guessing the contents of the glass increased children's concentration and behavior, socialization games decreased impulsive behavior, bowling increased children's concentration, game education, increased concentration play children, PECS (Picture Exchange Communication System) increases children's concentration, mazes increase concentration, cranks increase children's concentration, flashcards increase concentration, music increases concentration and decreases impulsive behavior and writing increases concentration and decreases impulsive behavior. There is 1 journal which states that there is no difference between the integrated sensory therapy group and the untreated sensory integration group. There is a relationship between integrated sensory therapy to behavior change and control of children with ADHD. Integration sensory therapy involves activities that manage the sensory system by providing vestibular, proprioceptive, auditory, and touch input so that it can reduce hyperactive behavior and increase constructive behavior in children with ADHD.
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Ashry, Mohammed H. S. Al. "A Proposed Investment on a University Campus." International Journal of Financial Research 8, no. 4 (September 14, 2017): 213. http://dx.doi.org/10.5430/ijfr.v8n4p213.

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College days are probably the most memorable years of a man or woman’s life. The students’ unions’ associations and entertainment building usually houses rooms for meetings and seminars, a book store, a small grocery store, a novelty store, a number of brand name fast and regular food restaurants, an arcade for games machines, bowling, ping pong, billiards, and a large space with appropriate seating for students and guests, and large screen TV’s and a movies theater. This paper proposes a scheme to build a risk managed students association building dedicated to the satisfaction of campus’ students’ and visitors’ needs. The return on its operations is assumed to be very rewarding to entrepreneurs and small businesses alike. This paper presents a case in which a union building is budgeted, three legal businesses leasing spaces within this building. The building’s budgeted capital is financed. The space leased by the three businesses represents a small percentage of the overall structure, however, its revenue and specifically input into the building’s investment is relatively much larger, emphasizing that the union’s building’s investment is a successful venture. An element of humorous sarcasm is introduced in describing one of the union building’s leasing businesses; a provision of an entertaining flavor to escort readers’ attention.
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Krug, Moane Marchesan, and Aline Rodrigues Barbosa. "Metabolic responses during practice of exergames in adults according to sex." Revista Brasileira de Fisiologia do Exerc&iacute cio 20, no. 2 (May 21, 2021): 224–34. http://dx.doi.org/10.33233/rbfex.v20i2.4343.

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Objective: To analyze the metabolic responses occurring during the practice of exergames in terms of energy expenditure, oxygen consumption rate, metabolic equivalent and heart rate in adult men and women. Methods: The present study sample was comprised of 102 adults (52 males). Energy expenditure, oxygen consumption rate and metabolic equivalent were assessed with a portable gas analyzer (K4b2). Heart rate was measured with a frequencymeter. All dependent variables were assessed at rest and during the exergame session, which was comprised of four X-box 360 games (volleyball, boxing, athletics, and bowling). Results: Mean age was 34.8 ± 13.4 years. There was a significant increase in resting values during exergame sessions for energy expenditure (male: 467.52%; p < 0.001; female: 393.72%; p < 0.001), oxygen consumption rate (male: 453.97%; p < 0.01; female: 384.74%; p < 0.001), metabolic equivalent (male: 457.40%; p < 0.001; female: 384.74%; p < 0.001) and heart rate (male: 95.10%; p < 0.001; female: 92.26; p < 0.001). When compared to women, men showed significantly higher values for energy expenditure (95% confidence interval = -12.53; -6.67), oxygen consumption rate (95% confidence interval = -4.01; -0.80) and metabolic equivalent (95% confidence interval = -1.18; 0.27) during exergames. Conclusion: A session of exergames is capable of increasing energy expenditure, oxygen consumption rate, metabolic equivalent and heart rate in adults. Men showed higher values in metabolic parameters when compared to women.
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Scanlan, Aaron T., Daniel M. Berkelmans, William M. Vickery, and Crystal O. Kean. "A Review of the Internal and External Physiological Demands Associated With Batting in Cricket." International Journal of Sports Physiology and Performance 11, no. 8 (November 2016): 987–97. http://dx.doi.org/10.1123/ijspp.2016-0169.

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Cricket is a popular international team sport with various game formats ranging from long-duration multiday tests to short-duration Twenty20 game play. The role of batsmen is critical to all game formats, with differing physiological demands imposed during each format. Investigation of the physiological demands imposed during cricket batting has historically been neglected, with much of the research focusing on bowling responses and batting technique. A greater understanding of the physiological demands of the batting role in cricket is required to assist strength and conditioning professionals and coaches with the design of training plans, recovery protocols, and player-management strategies. This brief review provides an updated synthesis of the literature examining the internal (eg, metabolic demands and heart rate) and external (eg, activity work rates) physiological responses to batting in the various game formats, as well as simulated play and small-sided-games training. Although few studies have been done in this area, the summary of data provides important insight regarding physiological responses to batting and highlights that more research on this topic is required. Future research is recommended to combine internal and external measures during actual game play, as well as comparing different game formats and playing levels. In addition, understanding the relationship between batting technique and physiological responses is warranted to gain a more holistic understanding of batting in cricket, as well as to develop appropriate coaching and training strategies.
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Deutsch, Judith E., Megan Borbely, Jenny Filler, Karen Huhn, and Phyllis Guarrera-Bowlby. "Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy." Physical Therapy 88, no. 10 (October 1, 2008): 1196–207. http://dx.doi.org/10.2522/ptj.20080062.

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Background and Purpose The purpose of this retrospective and prospective case report is to describe the feasibility and outcomes of using a low-cost, commercially available gaming system (Wii) to augment the rehabilitation of an adolescent with cerebral palsy. Patient and Setting The patient was an adolescent with spastic diplegic cerebral palsy classified as GMFCS level III who was treated during a summer session in a school-based setting. Intervention The patient participated in 11 training sessions, 2 of which included other players. Sessions were between 60 and 90 minutes in duration. Training was performed using the Wii sports games software, including boxing, tennis, bowling, and golf. He trained in both standing and sitting positions. Outcomes Three main outcome measures were used: (1) visual-perceptual processing, using a motor-free perceptual test (Test of Visual Perceptual Skills, third edition); (2) postural control, using weight distribution and sway measures; and (3) functional mobility, using gait distance. Improvements in visual-perceptual processing, postural control, and functional mobility were measured after training. Discussion and Conclusions The feasibility of using the system in the school-based setting during the summer session was supported. For this patient whose rehabilitation was augmented with the Wii, there were positive outcomes at the impairment and functional levels. Multiple hypotheses were proposed for the findings that may be the springboard for additional research. To the authors’ knowledge, this is the first published report on using this particular low-cost, commercially available gaming technology for rehabilitation of a person with cerebral palsy.
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Dove, Erica, and Arlene Astell. "The Kinect Project: Group motion-based gaming for people living with dementia." Dementia 18, no. 6 (December 1, 2017): 2189–205. http://dx.doi.org/10.1177/1471301217743575.

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Engaging in enjoyable activities is an essential part of well-being, but people with dementia can find participation increasingly difficult. Motion-based technologies can provide meaningful engagement in a wide range of activities, but for people with dementia to take advantage of these devices requires a good understanding of how best to select and present these activities to this population. The objective of this study was to explore the use of motion-based technology (Xbox Kinect) as a group activity for people with dementia who attend adult day programmes. This qualitative study took place in an adult day programme for older adults with age-related challenges. Participants (n = 23) were observed while playing a digital bowling game presented on Xbox Kinect one hour per week for a period of 20 weeks, to capture naturalistic data. Field notes generated through observations were transcribed and analysed to identify emerging themes. The findings revealed three predominant themes which illustrate the potential of motion-based technology as a group activity for people with dementia who attend adult day programmes: (a) the importance of having a trained trainer, (b) learning versus mastery and (c) playing ‘independently together’. People with dementia can learn to play games presented on motion-based technology and enjoy doing so. Furthermore, using the technology in a group setting fostered an encouraging and supportive environment which further contributed to the leisure experience. However, to be used most effectively, staff must be trained to set-up and interact with the technology, as well as introduce, teach and support people with dementia to use it.
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STOLLE, DIETLIND, and MARC HOOGHE. "Inaccurate, Exceptional, One-Sided or Irrelevant? The Debate about the Alleged Decline of Social Capital and Civic Engagement in Western Societies." British Journal of Political Science 35, no. 1 (December 8, 2004): 149–67. http://dx.doi.org/10.1017/s0007123405000074.

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In his 1790 address to the Académie Française in Paris, Condorcet noted that every new generation has a tendency to accuse itself of being less civic-minded than previous cohorts. Two centuries later, this argument has once again regained front-page status. The debate is currently focused on the question of whether or not social capital and civic engagement are declining in Western societies. In his academic best-seller Bowling Alone, Robert Putnam argues that younger age cohorts, socialized in the prosperous economic conditions of the 1960s and onwards, are less inclined to engage in community life and in politics, and also less likely to trust their fellow citizens. By contrast, the ‘long civic generation’, born roughly between 1910 and 1940, is portrayed as much more motivated in these respects. They readily volunteer in community projects, read newspapers and take on more social responsibilities. In this view, a process of generational replacement is responsible for a steady decline of social capital and civic engagement in American society. As the long civic generation is replaced by younger age cohorts, the social capital stock of American communities slowly diminishes. The indicators used to substantiate this claim are numerous and diverse: measures for voter turnout, attendance of club meetings, generalized trust, the number of common family dinners, the number of card games played together, and even respect for traffic rules. All of these attitudes and behaviours, it is argued, depict a significant downward trend.Although Putnam is by far the most vocal of all scholars in the ‘decline of social capital’ choir, he certainly is not the only author describing an erosion of traditional societal relations.
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Drexler, MS, LRT/CTRS, Karen. "Case history: Use of the Nintendo Wii to increase fine motor dexterity post cerebral vascular accident." American Journal of Recreation Therapy 8, no. 3 (July 1, 2009): 41–46. http://dx.doi.org/10.5055/ajrt.2009.0020.

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Use of the low cost commercially available gaming console (Nintendo Wii) is a current trend in the rehabilitation environment. Released in 2006 by Nintendo, Veterans Affairs Medical Centers across the country are just setting one, Wii is being used as a physical, social, and cognitive tool. This case report seeks to provide evidence of its use as a rehabilitation tool for individuals who have experienced a recent stroke. By using whole body movements, the Wii sports games help in both gross motor and fine motor skills as well as in hand–eye coordination. This case study involves an older adult who is recovering from a cerebral vascular accident (CVA) and how using the Wii bowling game assisted to increase his fine motor strength and dexterity. CVA or stroke also called a “brain attack” can affect various parts of the brain. There are various signs and symptoms of CVA and these vary in each individual. Some of the signs that an individual having CVA shows are: sudden numbness or weakness of the face, arm or leg (especially on one side of the body), sudden confusion, trouble speaking, or understanding speech, sudden trouble seeing in one or both eyes, sudden trouble walking, dizziness, loss of balance or coordination, sudden severe headache with no known cause. This case study involved an older adult who experienced a CVA involving hemorrhage in the right cerebellum as revealed in a CT scan. This CVA affected the right hand of this individual. Hemorrhagic stroke occurs when a blood vessel in the brain ruptures. This lets blood to spill into nearby brain tissue, which damages the cells. Some brain cells die because their normal blood supply is cut off. Certified Therapeutic Recreation Specialist and Author of this case article utilized the Salisbury Veterans Affairs Medical Center Recreational Therapy initial intake assessment and discovered per patient’s report that he had decreased strength and fine motor dexterity in the fingers of his right hand status post CVA. This patient reported that after his stroke, he was not able to hold a utensil in his right hand. This case study speaks the use of the Nintendo Wii in assisting patient to regain use of the fingers of the hand that was affected by the CVA. This article can provide information for other Certified Therapeutic Recreation Specialists as to the use of the Nintendo Wii™ as a treatment modality. This device can demonstrate outcomes of improving fine motor dexterity for those who are recovering from a CVA.
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Darmawan, Bangkit, and Ratna Permata Sari. "THE POWER RELATION IN ONLINE GAME DOTA 2." Book Chapters of The 1st Jakarta International Conference on Social Sciences and Humanities (JICoSSH) 1 (January 25, 2019): 20–32. http://dx.doi.org/10.33822/jicossh.v1i1.3.

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The number of online gaming enthusiasts nowadays makes the emergence of competition between each game online, one of which is an online game DotA 2. DotA 2 game that requires strategy and teamwork to achieve victory makes it interesting to study, especially in the online game DotA 2 also has a point barometer of ability or player’s skill, namely, MMR (Matchmaking Ratio). In this study, researchers used ethnographic methods to virtualized data collection by observation participation. The results of this study are the communication process is happening in the virtual community online game DOTA 2 through several stages of a communicator encoding to create a message that will be delivered verbally and non-verbally. After the message is sent then, decoding is done by the communicant which will produce an effects and feedback of the communication process with each other every competent player to be dominant communicator who is ultimately determined and agreed upon by the members of the team. Furthermore, become communicators dominant, a player must have high MMR points that seemed to have a greater ability or skilful. However, it is not entirely a barometer of a communicant. There is a privilege to be a benchmark of trusted players or the communicant to the communicator dominant other than points outside the MMR itself, related to the personal attitude which affect other player, such as have a good communication skills and player’s ability in the match. This lead to a power against the dominant communicator and the power is exactly what is called as the charismatic authority. REFERENCES Boellstorff, Tom. 2008. Coming of Age in Second Life : An Anthropologist Explores the Virtual Human. New Jersey. Princenton University Press. Creswell, J. W. (2010). Research Design: Pendekatan Kualitatif, Kuantitatif, dan Mixed. Yogyakarta: PT Pustaka Pelajar Firat, Mehmet. 2011. Virtual Ethnography Research on Second Life Virtual Communities.Eskisehir Turkey: Anadolu University Departement of Distance Education. Helmut K. Anhier dan Stefan Toepler. 2010. International Encyclopedia of Civil Society. USA: George Mason Universty. Hine, C. 2000. Virtual Ethnography. London: SAGE Publications, Ltd Kadir, Abdul. Prinsip – prinsip Dasar Rasionalisasi Birokrasi Max Weber Pada OrganisasiPerangkat Daerah Kota Kendari Provinsi Sulawesi Tenggara. Staf Pengajar Universitas Haluoleo Kendari. 2015 Ranoh, Ayub. Kepemimpinan Karismatik. Jakarta: BPK Gunung Mulia 1999 Rangkuti Freddy. 2009. Strategi Promosi yang Kreatif dan Analisis Kasus IMC. Jakarta: PT Gramedia Pustaka Utama Warner, Dorothy E. Dan Mike Raiter. 2005. Social Context in Massively-Multiplayer Online Games (MMOGs): Ethical Question in Shared Space. International Review of Information Ehics Volume 4. Wu Song, Felicia. 2009. Virtual communities: Bowling alone, online together. New york: Peter Lang Publishing Williams, Dana. Max Weber: Traditional, Legal – Rational, and Charismatic Authority. Sociological Theory 3850:560. The University of Akron, Ohio. 2003
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Vichitvanichphong, Suchada, Amir Talaei-Khoei, Donald Kerr, Amir Hossein Ghapanchi, and Bridie Scott-Parker. "Good Old Gamers, Good Drivers: Results from a correlational experiment among older drivers." Australasian Journal of Information Systems 20 (March 9, 2016). http://dx.doi.org/10.3127/ajis.v20i0.1110.

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In many situations, driving is essential for senior citizens to maintain their independent lifestyle. A systematic literature review was conducted that summarized the age-related physical, visual and cognitive functional declines and their associated risk to driving. Based on these findings, we explored whether the skills required in playing Xbox Kinect video games were correlated with measures of driving performance among older drivers. Fifty-two participants, 65 years of age or older (Mean = 72; SD = 3.84; range 65 – 85 years; 29 males) who have access to a car and drive frequently were invited to play Just dance, Table Tennis (ping pong), Bowling, and Dr Kawashima’s Brain Training Exercises on an Xbox Kinect 360. Participants also completed a 25-minute on-road driving task along a predetermined route to assess and identify critical driving errors using a similar instrument as that used by a driving license tester. Bivariate correlation examined the relationship between game scores and these objective driving skills. There was a significant correlation between the Xbox Kinect video games and on-road driving scores (r = 0.861, p <0.001), indicating that ‘good gamers are good drivers’. This was correlation was significant for the males (r = 0.864, p <0.001) as well as for the females (r = 0.878, p <0.001). We suggest that performance on Xbox games may be a suitable, cost-effective and less-risky indicator of on-road driving skills for older drivers, particularly in jurisdictions in which mandatory testing of older citizens has been introduced or is being considered as a requirement in the driver licensing process.
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Sato, Wataru, Koichi Murata, Yasuyuki Uraoka, Kazuaki Shibata, Sakiko Yoshikawa, and Masafumi Furuta. "Emotional valence sensing using a wearable facial EMG device." Scientific Reports 11, no. 1 (March 11, 2021). http://dx.doi.org/10.1038/s41598-021-85163-z.

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AbstractEmotion sensing using physiological signals in real-life situations can be practically valuable. Previous studies have developed wearable devices that record autonomic nervous system activity, which reflects emotional arousal. However, no study determined whether emotional valence can be assessed using wearable devices. To this end, we developed a wearable device to record facial electromyography (EMG) from the corrugator supercilii (CS) and zygomatic major (ZM) muscles. To validate the device, in Experiment 1, we used a traditional wired device and our wearable device, to record participants’ facial EMG while they were viewing emotional films. Participants viewed the films again and continuously rated their recalled subjective valence during the first viewing. The facial EMG signals recorded using both wired and wearable devices showed that CS and ZM activities were, respectively, negatively and positively correlated with continuous valence ratings. In Experiment 2, we used the wearable device to record participants’ facial EMG while they were playing Wii Bowling games and assessed their cued-recall continuous valence ratings. CS and ZM activities were correlated negatively and positively, respectively, with continuous valence ratings. These data suggest the possibility that facial EMG signals recorded by a wearable device can be used to assess subjective emotional valence in future naturalistic studies.
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McNulty, Penelope A., Terry Trinh, Sarah E. Scheuer, Christine T. Shiner, Gaven G. Lin, and Angelica G. Thompson-Butel. "Abstract 3339: Cardiovascular Benefits of Wii-based Movement Therapy for Upper Limb Post-stroke Rehabilitation." Stroke 43, suppl_1 (February 2012). http://dx.doi.org/10.1161/str.43.suppl_1.a3339.

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Persistent motor disability limits the capacity of stroke patients to retain or regain physical fitness. Increased metabolic demands of hemiparetic gait, physical deconditioning, and secondary muscle changes including atrophy and a shift in muscle fibre phenotype, combine to reduce post-stroke aerobic capacity by ∼50%. Fitness may be overlooked in rehabilitation programs when primary goals are centred on speech and effective locomotion. In this study we investigated whether cardiovascular fitness could be improved using Wii-based movement therapy that specifically targets hand and upper limb function. We studied 15 male and 3 female patients with post-stroke hemiparesis, mean age 61.4 years (range 22-75 years), mean time post-stroke 21.7 months (range 5-91 months). All patients completed the 2 week program with one hour of formal therapy on 10 consecutive weekdays augmented by home practice using the standard Wii Sports games of baseball, bowling, boxing, golf and tennis. Heart rate was recorded continuously using wireless telemetry during formal therapy sessions at three time points: early, mid and late therapy. During the same sessions the number of steps during tennis and boxing was counted from video recordings. Functional ability was assessed before and after therapy using the Wolf Motor Function Test (WMFT) and the Motor Activity Log (MAL). Peak heart rate significantly increased from early to late therapy (p<0.001), becoming 38% higher on average than resting rates by late therapy. A sport-specific gradient was evident with increases in peak heart rate ranging from 20.9% in golf to 49.0% in boxing (p<0.001). A concomitant improvement in exercise endurance was also noted. These changes occurred despite most patients being treated with beta blockers and ace-inhibitors. Functional ability improved by 23% (WMFT, p=0.037) which transferred to everyday tasks with a 127% improvement (MAL) (both p<0.001). In conclusion these results suggest that Wii-based movement therapy not only improves upper limb function but also provides a cardiovascular challenge, mitigating the marked reduction in fitness commonly reported post-stroke. The differential effect on heart rate of the basic Wii Sports games provides a further avenue to tailor therapy for individual patients according for cardiac status and fitness levels.
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Vögele, Catharina, and Markus Schäfer. "(Olympic) Sports (Sports Coverage)." DOCA - Database of Variables for Content Analysis, April 30, 2021. http://dx.doi.org/10.34778/2zh.

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The variable '(Olympic) sports' identifies (Olympic) sports that are the subject of communication. Field of application/theoretical foundation: The variable can be used in all fields of sports communication, but is particularly interesting with regard to communication about the Olympic Games. It is based on the current list of Olympic sports (IOC, 2020a) and the list of sports recognized by the International Olympic Committee (IOC, 2020b). References/combination with other methods of data collection: The list on which the category is based can also be used in surveys. In this way, it is possible, for example, to investigate whether the perception of relevance of (certain) sports in the population correspond or differ from the relevance journalists attribute to (certain) sports by the extent of their reporting. Example study: In a study by Vögele and Schäfer (2020) on the use of content analyses in sports communication, the category was used in a slightly adapted form. They coded sports that were the subject of the respective content analyses. In this way, it was possible to determine which sports are in the focus of sports communication research (and which are not; RH=1.0). (Olympische) Sportarten In dieser Kategorie werden die Sportarten verschlüsselt, über die der Beitrag berichtet. Sind die Olympischen Spiele allgemein Gegenstand der Berichterstattung, sind die übergeordneten Ausprägungen „100“ (Sommerspiele) bzw. „200“ (Winterspiele) zu codieren. Werden im Beitrag keine Sportarten oder olympischen Sportereignisse thematisiert, wird „0“ codiert. Sonstige Sportarten werden mit „9999“ verschlüsselt. 000 keine (olympische) Sportart oder olympischen Sportereignisse thematisiert 1000 Olympische Sommerspiele 1010 American Football 1020 Automobilsport 1030 Badminton 1040 Bandy 1050 Baseball/Softball 1060 Basketball 1070 Beach Volleyball 1080 Bergsteigen 1090 Billard 1100 Bogenschießen 1110 Boules 1120 Bowling 1130 Boxen 1140 Bridge 1150 Cheerleading 1160 Cricket 1170 Fechten 1180 Floorball 1190 Flugsport 1200 Fußball 1210 Frisbee 1220 Gewichtheben 1230 Golf 1240 Handball 1250 Hockey 1260 Judo 1270 Kanusport 1271 Kanu Slalom 1272 Kanu Sprint 1280 Karate 1290 Kickboxen 1300 Korfball 1310 Lacrosse 1320 Leichtathletik 1330 Moderner Fünfkampf 1340 Motorbootsport 1350 Motorradsport 1360 Muaythai 1370 Netball 1380 Orientierungslauf 1390 Pelota 1400 Polo 1410 Radsport 1411 Bahnradsport 1412 BMX 1413 Mountain Bike 1414 Straßenradsport 1420 Racquetball 1430 Reitsport 1431 Dressurreiten 1432 Springreiten 1433 Vielseitigkeitsreiten 1440 Ringen 1441 Freistilringen 1442 Griechisch-römisches Ringen 1450 Rudern 1460 Rugby 1470 Rollsport 1471 Rollhockey 1472 Rollkunstlauf 1473 Inlineskaten 1474 Inlinehockey 1480 Sambo 1490 Schach 1500 Schießen 1510 Schwimmsport 1511 Freiwasserschwimmen 1512 Schwimmen (Bahn) 1513 Synchronschwimmen 1514 Rettungsschwimmen 1520 Segeln 1530 Skateboarding 1540 Sportklettern 1550 Surfen 1560 Taekwondo 1570 Tanzen 1580 Tauziehen 1590 Tennis 1600 Tischtennis 1610 Trampolinsport 1620 Turmspringen 1630 Turnsport 1631 Geräteturnen 1632 Rhythmische Sportgymnastik 1640 Triathlon 1650 Squash 1660 Sumoringen 1670 Unterwassersport 1680 Volleyball 1690 Wasserball 1700 Wasserski 1710 Wushu 2000 Olympische Winterspiele 2010 Biathlon 2020 Bobsport 2030 Curling 2040 Eishockey 2050 Eiskunstlauf 2060 Eisschnellauf 2070 Eisstock 2080 Nordische Kombination 2090 Rodeln 2100 Short Track 2110 Skeleton 2120 Ski Alpin 2130 Skibergsteigen 2140 Ski Freestyle 2150 Skilanglauf 2160 Skispringen 2170 Snowboard 9999 Sonstige Sportart References The International Olympic Committee (IOC) (2020a). Recognised federations. Abgerufen von https://www.olympic.org/recognised-federations The International Olympic Committee (IOC) (2020b). Sports. Abgerufen von https://www.olympic.org/sports Vögele, C. & Schäfer, M. (2020). Inhaltsanalysen in der Sportkommunikation. In F. Oehmer, S. H. Kessler, K. Sommer, E. Humprecht & L. Castro Herrero (Hrsg.), Handbook of Standardized Content Analysis: Applied Designs to Research Fields of Communication Science.
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Cesarini, Paul. "‘Opening’ the Xbox." M/C Journal 7, no. 3 (July 1, 2004). http://dx.doi.org/10.5204/mcj.2371.

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“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies What constitutes a computer, as we have come to expect it? Are they necessarily monolithic “beige boxes”, connected to computer monitors, sitting on computer desks, located in computer rooms or computer labs? In order for a device to be considered a true computer, does it need to have a keyboard and mouse? If this were 1991 or earlier, our collective perception of what computers are and are not would largely be framed by this “beige box” model: computers are stationary, slab-like, and heavy, and their natural habitats must be in rooms specifically designated for that purpose. In 1992, when Apple introduced the first PowerBook, our perception began to change. Certainly there had been other portable computers prior to that, such as the Osborne 1, but these were more luggable than portable, weighing just slightly less than a typical sewing machine. The PowerBook and subsequent waves of laptops, personal digital assistants (PDAs), and so-called smart phones from numerous other companies have steadily forced us to rethink and redefine what a computer is and is not, how we interact with them, and the manner in which these tools might be used in the classroom. However, this reconceptualization of computers is far from over, and is in fact steadily evolving as new devices are introduced, adopted, and subsequently adapted for uses beyond of their original purpose. Pat Crowe’s Book Reader project, for example, has morphed Nintendo’s GameBoy and GameBoy Advance into a viable electronic book platform, complete with images, sound, and multi-language support. (Crowe, 2003) His goal was to take this existing technology previously framed only within the context of proprietary adolescent entertainment, and repurpose it for open, flexible uses typically associated with learning and literacy. Similar efforts are underway to repurpose Microsoft’s Xbox, perhaps the ultimate symbol of “closed” technology given Microsoft’s propensity for proprietary code, in order to make it a viable platform for Open Source Software (OSS). However, these efforts are not forgone conclusions, and are in fact typical of the ongoing battle over who controls the technology we own in our homes, and how open source solutions are often at odds with a largely proprietary world. In late 2001, Microsoft launched the Xbox with a multimillion dollar publicity drive featuring events, commercials, live models, and statements claiming this new console gaming platform would “change video games the way MTV changed music”. (Chan, 2001) The Xbox launched with the following technical specifications: 733mhz Pentium III 64mb RAM, 8 or 10gb internal hard disk drive CD/DVD ROM drive (speed unknown) Nvidia graphics processor, with HDTV support 4 USB 1.1 ports (adapter required), AC3 audio 10/100 ethernet port, Optional 56k modem (TechTV, 2001) While current computers dwarf these specifications in virtually all areas now, for 2001 these were roughly on par with many desktop systems. The retail price at the time was $299, but steadily dropped to nearly half that with additional price cuts anticipated. Based on these features, the preponderance of “off the shelf” parts and components used, and the relatively reasonable price, numerous programmers quickly became interested in seeing it if was possible to run Linux and additional OSS on the Xbox. In each case, the goal has been similar: exceed the original purpose of the Xbox, to determine if and how well it might be used for basic computing tasks. If these attempts prove to be successful, the Xbox could allow institutions to dramatically increase the student-to-computer ratio in select environments, or allow individuals who could not otherwise afford a computer to instead buy and Xbox, download and install Linux, and use this new device to write, create, and innovate . This drive to literally and metaphorically “open” the Xbox comes from many directions. Such efforts include Andrew Huang’s self-published “Hacking the Xbox” book in which, under the auspices of reverse engineering, Huang analyzes the architecture of the Xbox, detailing step-by-step instructions for flashing the ROM, upgrading the hard drive and/or RAM, and generally prepping the device for use as an information appliance. Additional initiatives include Lindows CEO Michael Robertson’s $200,000 prize to encourage Linux development on the Xbox, and the Xbox Linux Project at SourceForge. What is Linux? Linux is an alternative operating system initially developed in 1991 by Linus Benedict Torvalds. Linux was based off a derivative of the MINIX operating system, which in turn was a derivative of UNIX. (Hasan 2003) Linux is currently available for Intel-based systems that would normally run versions of Windows, PowerPC-based systems that would normally run Apple’s Mac OS, and a host of other handheld, cell phone, or so-called “embedded” systems. Linux distributions are based almost exclusively on open source software, graphic user interfaces, and middleware components. While there are commercial Linux distributions available, these mainly just package the freely available operating system with bundled technical support, manuals, some exclusive or proprietary commercial applications, and related services. Anyone can still download and install numerous Linux distributions at no cost, provided they do not need technical support beyond the community / enthusiast level. Typical Linux distributions come with open source web browsers, word processors and related productivity applications (such as those found in OpenOffice.org), and related tools for accessing email, organizing schedules and contacts, etc. Certain Linux distributions are more or less designed for network administrators, system engineers, and similar “power users” somewhat distanced from that of our students. However, several distributions including Lycoris, Mandrake, LindowsOS, and other are specifically tailored as regular, desktop operating systems, with regular, everyday computer users in mind. As Linux has no draconian “product activation key” method of authentication, or digital rights management-laden features associated with installation and implementation on typical desktop and laptop systems, Linux is becoming an ideal choice both individually and institutionally. It still faces an uphill battle in terms of achieving widespread acceptance as a desktop operating system. As Finnie points out in Desktop Linux Edges Into The Mainstream: “to attract users, you need ease of installation, ease of device configuration, and intuitive, full-featured desktop user controls. It’s all coming, but slowly. With each new version, desktop Linux comes closer to entering the mainstream. It’s anyone’s guess as to when critical mass will be reached, but you can feel the inevitability: There’s pent-up demand for something different.” (Finnie 2003) Linux is already spreading rapidly in numerous capacities, in numerous countries. Linux has “taken hold wherever computer users desire freedom, and wherever there is demand for inexpensive software.” Reports from technology research company IDG indicate that roughly a third of computers in Central and South America run Linux. Several countries, including Mexico, Brazil, and Argentina, have all but mandated that state-owned institutions adopt open source software whenever possible to “give their people the tools and education to compete with the rest of the world.” (Hills 2001) The Goal Less than a year after Microsoft introduced the The Xbox, the Xbox Linux project formed. The Xbox Linux Project has a goal of developing and distributing Linux for the Xbox gaming console, “so that it can be used for many tasks that Microsoft don’t want you to be able to do. ...as a desktop computer, for email and browsing the web from your TV, as a (web) server” (Xbox Linux Project 2002). Since the Linux operating system is open source, meaning it can freely be tinkered with and distributed, those who opt to download and install Linux on their Xbox can do so with relatively little overhead in terms of cost or time. Additionally, Linux itself looks very “windows-like”, making for fairly low learning curve. To help increase overall awareness of this project and assist in diffusing it, the Xbox Linux Project offers step-by-step installation instructions, with the end result being a system capable of using common peripherals such as a keyboard and mouse, scanner, printer, a “webcam and a DVD burner, connected to a VGA monitor; 100% compatible with a standard Linux PC, all PC (USB) hardware and PC software that works with Linux.” (Xbox Linux Project 2002) Such a system could have tremendous potential for technology literacy. Pairing an Xbox with Linux and OpenOffice.org, for example, would provide our students essentially the same capability any of them would expect from a regular desktop computer. They could send and receive email, communicate using instant messaging IRC, or newsgroup clients, and browse Internet sites just as they normally would. In fact, the overall browsing experience for Linux users is substantially better than that for most Windows users. Internet Explorer, the default browser on all systems running Windows-base operating systems, lacks basic features standard in virtually all competing browsers. Native blocking of “pop-up” advertisements is still not yet possible in Internet Explorer without the aid of a third-party utility. Tabbed browsing, which involves the ability to easily open and sort through multiple Web pages in the same window, often with a single mouse click, is also missing from Internet Explorer. The same can be said for a robust download manager, “find as you type”, and a variety of additional features. Mozilla, Netscape, Firefox, Konqueror, and essentially all other OSS browsers for Linux have these features. Of course, most of these browsers are also available for Windows, but Internet Explorer is still considered the standard browser for the platform. If the Xbox Linux Project becomes widely diffused, our students could edit and save Microsoft Word files in OpenOffice.org’s Writer program, and do the same with PowerPoint and Excel files in similar OpenOffice.org components. They could access instructor comments originally created in Microsoft Word documents, and in turn could add their own comments and send the documents back to their instructors. They could even perform many functions not yet capable in Microsoft Office, including saving files in PDF or Flash format without needing Adobe’s Acrobat product or Macromedia’s Flash Studio MX. Additionally, by way of this project, the Xbox can also serve as “a Linux server for HTTP/FTP/SMB/NFS, serving data such as MP3/MPEG4/DivX, or a router, or both; without a monitor or keyboard or mouse connected.” (Xbox Linux Project 2003) In a very real sense, our students could use these inexpensive systems previously framed only within the context of entertainment, for educational purposes typically associated with computer-mediated learning. Problems: Control and Access The existing rhetoric of technological control surrounding current and emerging technologies appears to be stifling many of these efforts before they can even be brought to the public. This rhetoric of control is largely typified by overly-restrictive digital rights management (DRM) schemes antithetical to education, and the Digital Millennium Copyright Act (DMCA). Combined,both are currently being used as technical and legal clubs against these efforts. Microsoft, for example, has taken a dim view of any efforts to adapt the Xbox to Linux. Microsoft CEO Steve Ballmer, who has repeatedly referred to Linux as a cancer and has equated OSS as being un-American, stated, “Given the way the economic model works - and that is a subsidy followed, essentially, by fees for every piece of software sold - our license framework has to do that.” (Becker 2003) Since the Xbox is based on a subsidy model, meaning that Microsoft actually sells the hardware at a loss and instead generates revenue off software sales, Ballmer launched a series of concerted legal attacks against the Xbox Linux Project and similar efforts. In 2002, Nintendo, Sony, and Microsoft simultaneously sued Lik Sang, Inc., a Hong Kong-based company that produces programmable cartridges and “mod chips” for the PlayStation II, Xbox, and Game Cube. Nintendo states that its company alone loses over $650 million each year due to piracy of their console gaming titles, which typically originate in China, Paraguay, and Mexico. (GameIndustry.biz) Currently, many attempts to “mod” the Xbox required the use of such chips. As Lik Sang is one of the only suppliers, initial efforts to adapt the Xbox to Linux slowed considerably. Despite that fact that such chips can still be ordered and shipped here by less conventional means, it does not change that fact that the chips themselves would be illegal in the U.S. due to the anticircumvention clause in the DMCA itself, which is designed specifically to protect any DRM-wrapped content, regardless of context. The Xbox Linux Project then attempted to get Microsoft to officially sanction their efforts. They were not only rebuffed, but Microsoft then opted to hire programmers specifically to create technological countermeasures for the Xbox, to defeat additional attempts at installing OSS on it. Undeterred, the Xbox Linux Project eventually arrived at a method of installing and booting Linux without the use of mod chips, and have taken a more defiant tone now with Microsoft regarding their circumvention efforts. (Lettice 2002) They state that “Microsoft does not want you to use the Xbox as a Linux computer, therefore it has some anti-Linux-protection built in, but it can be circumvented easily, so that an Xbox can be used as what it is: an IBM PC.” (Xbox Linux Project 2003) Problems: Learning Curves and Usability In spite of the difficulties imposed by the combined technological and legal attacks on this project, it has succeeded at infiltrating this closed system with OSS. It has done so beyond the mere prototype level, too, as evidenced by the Xbox Linux Project now having both complete, step-by-step instructions available for users to modify their own Xbox systems, and an alternate plan catering to those who have the interest in modifying their systems, but not the time or technical inclinations. Specifically, this option involves users mailing their Xbox systems to community volunteers within the Xbox Linux Project, and basically having these volunteers perform the necessary software preparation or actually do the full Linux installation for them, free of charge (presumably not including shipping). This particular aspect of the project, dubbed “Users Help Users”, appears to be fairly new. Yet, it already lists over sixty volunteers capable and willing to perform this service, since “Many users don’t have the possibility, expertise or hardware” to perform these modifications. Amazingly enough, in some cases these volunteers are barely out of junior high school. One such volunteer stipulates that those seeking his assistance keep in mind that he is “just 14” and that when performing these modifications he “...will not always be finished by the next day”. (Steil 2003) In addition to this interesting if somewhat unusual level of community-driven support, there are currently several Linux-based options available for the Xbox. The two that are perhaps the most developed are GentooX, which is based of the popular Gentoo Linux distribution, and Ed’s Debian, based off the Debian GNU / Linux distribution. Both Gentoo and Debian are “seasoned” distributions that have been available for some time now, though Daniel Robbins, Chief Architect of Gentoo, refers to the product as actually being a “metadistribution” of Linux, due to its high degree of adaptability and configurability. (Gentoo 2004) Specifically, the Robbins asserts that Gentoo is capable of being “customized for just about any application or need. ...an ideal secure server, development workstation, professional desktop, gaming system, embedded solution or something else—whatever you need it to be.” (Robbins 2004) He further states that the whole point of Gentoo is to provide a better, more usable Linux experience than that found in many other distributions. Robbins states that: “The goal of Gentoo is to design tools and systems that allow a user to do their work pleasantly and efficiently as possible, as they see fit. Our tools should be a joy to use, and should help the user to appreciate the richness of the Linux and free software community, and the flexibility of free software. ...Put another way, the Gentoo philosophy is to create better tools. When a tool is doing its job perfectly, you might not even be very aware of its presence, because it does not interfere and make its presence known, nor does it force you to interact with it when you don’t want it to. The tool serves the user rather than the user serving the tool.” (Robbins 2004) There is also a so-called “live CD” Linux distribution suitable for the Xbox, called dyne:bolic, and an in-progress release of Slackware Linux, as well. According to the Xbox Linux Project, the only difference between the standard releases of these distributions and their Xbox counterparts is that “...the install process – and naturally the bootloader, the kernel and the kernel modules – are all customized for the Xbox.” (Xbox Linux Project, 2003) Of course, even if Gentoo is as user-friendly as Robbins purports, even if the Linux kernel itself has become significantly more robust and efficient, and even if Microsoft again drops the retail price of the Xbox, is this really a feasible solution in the classroom? Does the Xbox Linux Project have an army of 14 year olds willing to modify dozens, perhaps hundreds of these systems for use in secondary schools and higher education? Of course not. If such an institutional rollout were to be undertaken, it would require significant support from not only faculty, but Department Chairs, Deans, IT staff, and quite possible Chief Information Officers. Disk images would need to be customized for each institution to reflect their respective needs, ranging from setting specific home pages on web browsers, to bookmarks, to custom back-up and / or disk re-imaging scripts, to network authentication. This would be no small task. Yet, the steps mentioned above are essentially no different than what would be required of any IT staff when creating a new disk image for a computer lab, be it one for a Windows-based system or a Mac OS X-based one. The primary difference would be Linux itself—nothing more, nothing less. The institutional difficulties in undertaking such an effort would likely be encountered prior to even purchasing a single Xbox, in that they would involve the same difficulties associated with any new hardware or software initiative: staffing, budget, and support. If the institutional in question is either unwilling or unable to address these three factors, it would not matter if the Xbox itself was as free as Linux. An Open Future, or a Closed one? It is unclear how far the Xbox Linux Project will be allowed to go in their efforts to invade an essentially a proprietary system with OSS. Unlike Sony, which has made deliberate steps to commercialize similar efforts for their PlayStation 2 console, Microsoft appears resolute in fighting OSS on the Xbox by any means necessary. They will continue to crack down on any companies selling so-called mod chips, and will continue to employ technological protections to keep the Xbox “closed”. Despite clear evidence to the contrary, in all likelihood Microsoft continue to equate any OSS efforts directed at the Xbox with piracy-related motivations. Additionally, Microsoft’s successor to the Xbox would likely include additional anticircumvention technologies incorporated into it that could set the Xbox Linux Project back by months, years, or could stop it cold. Of course, it is difficult to say with any degree of certainty how this “Xbox 2” (perhaps a more appropriate name might be “Nextbox”) will impact this project. Regardless of how this device evolves, there can be little doubt of the value of Linux, OpenOffice.org, and other OSS to teaching and learning with technology. This value exists not only in terms of price, but in increased freedom from policies and technologies of control. New Linux distributions from Gentoo, Mandrake, Lycoris, Lindows, and other companies are just now starting to focus their efforts on Linux as user-friendly, easy to use desktop operating systems, rather than just server or “techno-geek” environments suitable for advanced programmers and computer operators. While metaphorically opening the Xbox may not be for everyone, and may not be a suitable computing solution for all, I believe we as educators must promote and encourage such efforts whenever possible. I suggest this because I believe we need to exercise our professional influence and ultimately shape the future of technology literacy, either individually as faculty and collectively as departments, colleges, or institutions. Moran and Fitzsimmons-Hunter argue this very point in Writing Teachers, Schools, Access, and Change. One of their fundamental provisions they use to define “access” asserts that there must be a willingness for teachers and students to “fight for the technologies that they need to pursue their goals for their own teaching and learning.” (Taylor / Ward 160) Regardless of whether or not this debate is grounded in the “beige boxes” of the past, or the Xboxes of the present, much is at stake. Private corporations should not be in a position to control the manner in which we use legally-purchased technologies, regardless of whether or not these technologies are then repurposed for literacy uses. I believe the exigency associated with this control, and the ongoing evolution of what is and is not a computer, dictates that we assert ourselves more actively into this discussion. We must take steps to provide our students with the best possible computer-mediated learning experience, however seemingly unorthodox the technological means might be, so that they may think critically, communicate effectively, and participate actively in society and in their future careers. About the Author Paul Cesarini is an Assistant Professor in the Department of Visual Communication & Technology Education, Bowling Green State University, Ohio Email: pcesari@bgnet.bgsu.edu Works Cited http://xbox-linux.sourceforge.net/docs/debian.php>.Baron, Denis. “From Pencils to Pixels: The Stages of Literacy Technologies.” Passions Pedagogies and 21st Century Technologies. Hawisher, Gail E., and Cynthia L. Selfe, Eds. Utah: Utah State University Press, 1999. 15 – 33. Becker, David. “Ballmer: Mod Chips Threaten Xbox”. News.com. 21 Oct 2002. http://news.com.com/2100-1040-962797.php>. http://news.com.com/2100-1040-978957.html?tag=nl>. http://archive.infoworld.com/articles/hn/xml/02/08/13/020813hnchina.xml>. http://www.neoseeker.com/news/story/1062/>. http://www.bookreader.co.uk>.Finni, Scott. “Desktop Linux Edges Into The Mainstream”. TechWeb. 8 Apr 2003. http://www.techweb.com/tech/software/20030408_software. http://www.theregister.co.uk/content/archive/29439.html http://gentoox.shallax.com/. http://ragib.hypermart.net/linux/. http://www.itworld.com/Comp/2362/LWD010424latinlinux/pfindex.html. http://www.xbox-linux.sourceforge.net. http://www.theregister.co.uk/content/archive/27487.html. http://www.theregister.co.uk/content/archive/26078.html. http://www.us.playstation.com/peripherals.aspx?id=SCPH-97047. http://www.techtv.com/extendedplay/reviews/story/0,24330,3356862,00.html. http://www.wired.com/news/business/0,1367,61984,00.html. http://www.gentoo.org/main/en/about.xml http://www.gentoo.org/main/en/philosophy.xml http://techupdate.zdnet.com/techupdate/stories/main/0,14179,2869075,00.html. http://xbox-linux.sourceforge.net/docs/usershelpusers.html http://www.cnn.com/2002/TECH/fun.games/12/16/gamers.liksang/. Citation reference for this article MLA Style Cesarini, Paul. "“Opening” the Xbox" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0406/08_Cesarini.php>. APA Style Cesarini, P. (2004, Jul1). “Opening” the Xbox. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0406/08_Cesarini.php>
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