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Journal articles on the topic 'Drama game'

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1

Neto, J. P., and J. N. Silva. "Measuring Drama in Goose-like Games." Board Game Studies Journal 10, no. 1 (2016): 101–19. http://dx.doi.org/10.1515/bgs-2016-0005.

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Abstract For games of complete information with no chance component, like Chess, Go, Hex, and Konane, some parameters have been identified that help us understand what makes a game pleasant to play. One of these goes by the name of drama. Briefly, drama is linked to the possibility of recovering from a seemingly weaker position, if the player is strong enough. This is an important requirement to prevent initial advantages to be amplified into unavoidable and thus uninteresting victories. Drama is a feature that arguably good board games should have, since it is relevant in the perception of th
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Howard, Nigel. "Negotiation as Drama: How "Games" Become Dramatic." International Negotiation 1, no. 1 (1996): 125–52. http://dx.doi.org/10.1163/157180696x00322.

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AbstractThe metaphor of drama has recently been proposed as a means of extending game-theoretic methods of analysis to include an understanding of irrationality, emotion and the way in which players "reframe" their situation so as to create for themselves a new, different game. This paper attempts to describe in terms accessible to non-mathematicians how to model and analyze a negotiation process as a drama. The central idea is that by analyzing a game (renamed a "frame") and certain objects within it, we can find its gradient, i.e., the tendency of its different parts to change under the pres
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Smith, Adam M., and Daniel Shapiro. "Teaching Game AI as an Undergraduate Course in Computational Media." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 09 (2020): 13404–11. http://dx.doi.org/10.1609/aaai.v34i09.7064.

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We need to teach AI to students in and outside of traditional computer science degree programs, including those designer-engineer hybrid students who will design and implement games or engage in technical games research later. The need to rethink AI curriculum is pressing in a design education context because AI powers many emerging practical techniques such as drama management, procedural content generation, player modeling, and machine playtesting. In this paper, we describe a 5-year experimental effort to teach a Game AI course structured around a broad and expanding set of roles AI can pla
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Murakami, Ineke, and Donovan Sherman. "Performance beyond Drama." Journal of Medieval and Early Modern Studies 51, no. 3 (2021): 387–95. http://dx.doi.org/10.1215/10829636-9295002.

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The field of performance studies has invigorated premodern scholarship by directing critical attention to live, ephemeral events that unsettle the textual archive. This special issue of JMEMS builds on this work by stepping away from the usual emphasis on theater and its texts to examine “performance” conceived more broadly. With case studies that range from a pig-clubbing “game” in medieval festivals to the gnomic utterances of secretive eighteenth-century philosophical rituals, these essays ask how we study a medium that has, by its nature, disappeared. How, in other words, do we engage text
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Horn, Axel. "Game of Thrones: Cultural Pessimism as a Winning Formula." Sotsiologicheskoe Obozrenie / Russian Sociological Review 19, no. 1 (2020): 183–92. http://dx.doi.org/10.17323/1728-192x-2020-1-183-192.

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In the narrative of Game of Thrones, a fantasy television drama, well-known elements of fantasy-media products successfully blend with their new forms. These elements connect to a specific emotional regime which refers directly to the emotional cultures of contemporary societies through its pessimistic coloring. Cultural pessimism stems from the complex, problematic situations in Europe and America which shape the context in which the television drama originated, and provides a glimpse into the social and political subconsciousness of these societies. The article attempts to reveal these situa
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Silverman, Barry G., Michael Johns, Ransom Weaver, and Josh Mosley. "Gameplay, Interactive Drama, and Training: Authoring Edutainment Stories for Online Players (AESOP)." Presence: Teleoperators and Virtual Environments 16, no. 1 (2007): 65–83. http://dx.doi.org/10.1162/pres.16.1.65.

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This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators. By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections 1 and 2 postulate three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 3 and 4 present progress on those tools and an in-depth case
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Wahyuningtyas, Sri, Widowati Widowati, and Herning Puspitarini. "Alih Wahana Game Touken Ranbu Menjadi Drama Musikal sebagai Representasi Identitas Latar dan Budaya Jepang." Nusa: Jurnal Ilmu Bahasa dan Sastra 13, no. 1 (2018): 99. http://dx.doi.org/10.14710/nusa.13.1.99-109.

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This paper adopts the phenomenon of electronic literature or hybrid literature in the form of online game namely Touken Ranbu which is converted to a musical drama entitled Touken Ranbu Bakumatsu Tenrouden. The object is examined by using transformation studies which is related to the technology utilization as a means to elevate culture and history to be recognized by society. The problem identification in this paper is analyzing the similarity and difference in the game and musical drama of Touken Ranbu as well as the setting and cultural elements contained in it.The result of this paper is t
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8

Fine, Gary Alan, and Harvey Young. "Still Thrills: The Drama of Chess." TDR/The Drama Review 58, no. 2 (2014): 87–98. http://dx.doi.org/10.1162/dram_a_00348.

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Although chess is a game that is played, it is also an event that is performed. An analysis of the Fischer-Spassky World Championship, the match between Garry Kasparov and IBM's Deep Blue, and the European tour of the 19th-century American champion Paul Morphy reveals the qualities that make competitive chess a theatrical event that relies both on bodies and on imaginations.
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Alardawi, Merfat. "The Impact of Exposure to the Game of Thrones on Saudi Male Identity." Asian Social Science 16, no. 11 (2020): 56. http://dx.doi.org/10.5539/ass.v16n11p56.

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The objective of this study is to examine the impact of Game of Thrones on the cultural identity of young Saudi males. The study also discovered the reasons why Saudi males watch American TV series (Game of Thrones) from a critical cultural perspective. This study has collected the data using an online survey conducted on 63 Saudi male adolescents with age ranging from 15 to 25 years who regularly watched Game of Thrones. The results show that the cultural identities of Saudi males are not negatively impacted because there are only limited viewers of this American drama series. The result reve
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Cooke, Lez. "Six and ‘Five More’: Experiments in Filmed Drama for BBC2." Journal of British Cinema and Television 14, no. 3 (2017): 298–323. http://dx.doi.org/10.3366/jbctv.2017.0375.

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In 1964–6 John McGrath produced two series of filmed dramas for BBC2, the first under the series title Six, while the second series, provisionally titled ‘Five More’, was transmitted without a series title. At a time when most drama was being produced from the television studio, some of it still being transmitted live, this was a new departure, with the first six films pre-dating Up the Junction (1965) and the second series predating Cathy Come Home (1966), the two Wednesday Plays which have been celebrated for making the breakthrough to filmed drama at the BBC. Unlike the Loach/Garnett films,
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Zdunik, Michał. "W kręgu Tadeusza Kudlińskiego: Wiesław Gorecki." Annales Universitatis Paedagogicae Cracoviensis | Studia Historicolitteraria 18 (December 12, 2018): 200–210. http://dx.doi.org/10.24917/20811853.18.16.

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Three one-act plays – The Elevator, The Rebellion and The Freud – written by Wiesław Gorecki are analysed in the paper. These plays were premiered in 1934 by a theatre group Mikroscena, founded by Tadeusz Kudliński. In my opinion, Wiesław Gorecki’s dramas are examples of modern aesthetics (as defined by Richard Sheppard). We can read these works as a poetic drama (The Elevator), the Ibsenesque psychological theatre (The Fraud) and a game with scenic illusion in the style of Pirandello (The Rebellion). Finally, I created a new term for Goreckis’ plays: “miniature, light and bourgeois modernism”
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Hay, Julie. "The TAMED Game, Bystanders and Professional Associations." International Journal of Transactional Analysis Research & Practice 12, no. 1 (2021): 42–60. http://dx.doi.org/10.29044/v12i1p42.

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The author introduces a psychological game named TAMED – the TA Myth of Explanatory Depth, which she suggests provides an explanation of unhealthy dynamics occurring within transactional analysis membership and professional associations. She illustrates this with four case examples based on personal experiences. She also provides an overview of TA theory about psychological games, the bystander role, the various roles within the drama triangle and extensions of it, and the potency pyramid. She provides a selection of materials by TA and non-TA authors to support the premise that such games are
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Rieser, Martin, Pia Tikka, Anna Dumitriu, and Nina Yankowitz. "The Third Woman." Leonardo 43, no. 5 (2010): 494–95. http://dx.doi.org/10.1162/leon_a_00049.

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14

SALNIKOVA, EKATERINA V. "TRANSFORMATION OF СLASSIC DRAMA MOTIFS IN GAME OF THRONES SERIES". Art and Science of Television 15.2 (2019): 109–66. http://dx.doi.org/10.30628/1994-9529-2019-15.2-109-166.

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15

Summerton, Oswald. "Three-Dimensional Transactional Analysis: The Drama Triangle and the Game Pentagon." Transactional Analysis Journal 23, no. 1 (1993): 30–35. http://dx.doi.org/10.1177/036215379302300103.

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16

Coles, Jane, and Theo Bryer. "Reading as enactment: transforming Beowulf through drama, film and computer game." English in Education 52, no. 1 (2018): 54–66. http://dx.doi.org/10.1080/04250494.2018.1414419.

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17

Powell, Andrew S. "The Musical Butterfly Effect in Until Dawn." Journal of Sound and Music in Games 1, no. 4 (2020): 22–44. http://dx.doi.org/10.1525/jsmg.2020.1.4.22.

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The interactive drama, a relatively unexplored area of multimedia music discourse, combines elements of film and video game to provide its audience and participants an evolving experience. Because contemporary works of the medium incorporate further innovations that expand the plethora of branching options, the viability of each narrative path and its potential ending necessitates a flexible analytical model for narrative discourse. Music, if it shares the ability to participate in the narrative, must likewise possess this sense of malleability for the work, as its presence or absence in the p
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18

Mee, Erin B. "The Audience Is the Message: Blast Theory’s App-Drama Karen." TDR/The Drama Review 60, no. 3 (2016): 165–71. http://dx.doi.org/10.1162/dram_a_00577.

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“App-drama” is a new theatrical genre that exists in the liminal space between live performance and electronic prerecording. Karen uses the data participants provide to tailor her conversations to the participant in a participatory smartphone theatre production/game/film about the virtual relationships we create by oversharing private information in virtual spaces.
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Csörsz, Ilona. "Social psychological determinants of the formation of medical students’ professional identity. Possibilities of development." Orvosi Hetilap 152, no. 12 (2011): 475–80. http://dx.doi.org/10.1556/oh.2011.29078.

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Systematic observations regarding techniques of medical career-socialization has hardly ever appeared in Hungarian technical literature yet. Focusing on the need for practical medical training the author elaborated a career-socialization program consisting of a three-level, three-branch training technique. This consisted of a Junior Bálint-group, an imaginative visualization technique, and an expressive, drama-pedagogical working method completed with a projective technique. This career-socialization program focuses on the physician’s personality, capability-expansion in relationship managemen
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20

Estéévez-Abe, Margarita. "Japan's Shift Toward a Westminster System: A Structural Analysis of the 2005 Lower House Election and Its Aftermath." Asian Survey 46, no. 4 (2006): 632–51. http://dx.doi.org/10.1525/as.2006.46.4.632.

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This article argues that the political drama surrounding Prime Minister Koizumi Junichiro is a direct result of the political reforms implemented in Japan during the last decade. The new rules of the game have produced a structural force pushing Japan to resemble a Westminster system.
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21

Poulter, Chrissie. "Playing with Pain: the Need for Guardianship in Group Work." New Theatre Quarterly 23, no. 4 (2007): 376–79. http://dx.doi.org/10.1017/s0266464x07000280.

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Chrissie Poulter read Drama and Theatre Arts at Birmingham University from 1973 to 1976, and was taught by Clive Barker during her first year there. Now a Lecturer at Trinity College Dublin, her specialism is theatre games, so their paths continued to cross over the years. As a theatre director, deviser, and trainer her work centres on the use of play within and without the theatre world, with a particular focus on inter- and intra-cultural exchange. Her book Playing the Game (Palgrave-Macmillan, 1987) is a widely used manual of theatre games. Her most recent creative projects have been as one
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22

Warner, Sara, and Mary Jo Watts. "Hide and Go Seek: Child’s Play as Archival Act in Valerie Solanas’s SCUM Manifesto." TDR/The Drama Review 58, no. 4 (2014): 80–93. http://dx.doi.org/10.1162/dram_a_00400.

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In contrast to celebratory chronicles that sanitize queer history, Valerie Solanas’s SCUM Manifesto casts bad girls as the central protagonists in the drama of social change. Archiving the adolescent urges and puerile political yearnings of degenerate dykes, it shows revolution to be a dirty girl’s game.
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23

Barnett, Nick. "Cold War Nostalgia in The Game." Journal of British Cinema and Television 15, no. 3 (2018): 436–52. http://dx.doi.org/10.3366/jbctv.2018.0431.

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This article explores how nostalgia for both the Cold War and the 1970s in general became a key feature of the BBC drama The Game (2014). It argues that the serial situated the Cold War as a more stable era in international relations in which the enemy played by a specific set of rules, thus leading to a danger that was manageable and more predictable than the terror threat of the twenty-first century. Furthermore, the article argues that the serial presents the 1970s as a golden age which was defined by the continuity of consensus politics and communities of class and family. Finally, the art
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24

Bulat, Snežana. "The play of Lola Montes: Dramatic vision by Todor Manojlović." Bastina, no. 51 (2020): 77–93. http://dx.doi.org/10.5937/bastina26999.

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Lola Montes (Marie Dolores Eliza Rosanna Gilbert) is a dominant heroin of Todor Manojlović's drama Fascinated king: historical movie in seven pictures with intermezzo. Manojlović is one of the many writers who have dedicated a piece to the fatal Lola Montes, whose dance adorned stages of the European cities. Having a great faith on authentic historical data, our playwright has created a drama portrait of the Spanish dancer who seduced Bavarian king Ludwig I and became his mistress and the very important political figure. It has been shown, on adequate examples, that the game and adventure are,
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Kannaovakun, Prathana, and Albert C. Gunther. "The Mixing of English and Thai in Thai Television Programs." MANUSYA 6, no. 2 (2003): 66–80. http://dx.doi.org/10.1163/26659077-00602003.

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This study set out to systematically observe and describe the mixing of English with Thai-based discourse, often termed code-mixing, in Thai television programs. Data came from 100 hours of programming randomly sampled from five genres of Thai television programs - Thai drama, talk or variety shows, academic or hard talk shows, game shows and sports programs.
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Gilfoyle, Timothy J. "Staging the Criminal: In the Tenderloin, Freak Drama, and the Criminal Celebrity." Prospects 30 (October 2005): 285–307. http://dx.doi.org/10.1017/s0361233300002052.

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Standing on Centre Street in Lower Manhattan in the fall of 1894, the pickpocket and confidence man George Appo felt at tap on his shoulder. “Hello! You are just the fellow I want to see,” announced the criminal attorney and former pugilist Edmund E. Price. “What are you doing now?” Unbeknownst to Appo, he was about to make history.The ex-convict admitted that he was looking for work. Price quickly made a proposal. In addition to representing some of New York's leading underworld figures — indeed Appo was a former client — Price envisioned himself as a playwright and songwriter. He had recentl
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Stanišić, Irena. "Activities in physical education through creative drama game with themes: 'Spring' and 'Easter'." Godisnjak Pedagoskog fakulteta u Vranju 9, no. 2 (2018): 57–68. http://dx.doi.org/10.5937/gufv1802057s.

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Zakharov, Kirill Mikhailovich. "Waiting for Game. To the Question of the XIXth Century Russian Drama Poetics." Izvestiya of Saratov University. New Series. Series: Philology. Journalism 12, no. 4 (2012): 58–61. http://dx.doi.org/10.18500/1817-7115-2012-12-4-58-61.

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29

Sikošek, Darinka. "HOW TO STILL RECOGNIZE THE PERIODIC TABLE OF ELEMENTS: THE PROPOSALS OF DIDACTIC AND METHODOLOGICAL PLANNING." GAMTAMOKSLINIS UGDYMAS / NATURAL SCIENCE EDUCATION 17, no. 2 (2020): 124–38. http://dx.doi.org/10.48127/gu-nse/20.17.124.

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The methodical approach presents the proposals of didactic-methodological planning of curriculum password "Fields in the periodic system" for the needs of the key components of teaching & learning process. The didactic-methodological proposal of each of the current macro-didactic components of the learning process includes the following didactic elements: chemical terms, method / method’s password, didactic tool, didactic material. For each macro-didactic component, it is planned to use one of the methods from the author's "methodic hexaplet", defined by the didactic formula ADDGPS: Analog
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30

Aasand, Hardin, and Lawrence M. Clopper. "Drama, Play, and Game: English Festive Culture in the Medieval and Early Modern Period." Sixteenth Century Journal 33, no. 3 (2002): 897. http://dx.doi.org/10.2307/4144086.

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31

Mills, D. "Drama, Play, and Game: English Festive Culture in the Medieval and Early Modern Period." English Historical Review 118, no. 477 (2003): 705–8. http://dx.doi.org/10.1093/ehr/118.477.705-a.

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32

Mozharivska, Iryna. "Intertextuality and intermediality of modern drama-parable (based on play “The academy of laugh” by Koki Mitany)." LITERARY PROCESS: methodology, names, trends, no. 15 (2020): 63–70. http://dx.doi.org/10.28925/2412-2475.2020.15.10.

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The article deals with the problem of finding the manifestations of intertextual reminisces in theEnglish drama of the Renaissance in the context of contemporary drama-parable consideration. In the process of analysing the play, the author draws attention to the context of intermedial connections of literature with theatrical art, considers the implementation of the principle of “game in play”, traces the manifistations of intercultural interaction between Eastern and Western culture. The events in the drama take place against a backdrop of complex historical events — The Japan-China War. The
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33

Kashif, Muhammad, P. M. P. Fernando, and S. I. Wijenayake. "Blinded by the sand of its burrowing? Examining fans’ intentions to follow one-day cricket on TV with a moderating effect of social influence." International Journal of Sports Marketing and Sponsorship 20, no. 1 (2019): 81–108. http://dx.doi.org/10.1108/ijsms-08-2017-0094.

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Purpose The purpose of this paper is to investigate the effect of patriotism, nostalgia, drama and excitement of the game, and interest in star players to predict fans’ intentions to follow one-day cricket in near future. Furthermore, social influence is positioned as a moderator to enrich the understanding of fans’ motives to follow one-day cricket. Design/methodology/approach The data are collected by means of a cross-sectional survey conducted among 609 university students enroled in Pakistani and Sri Lankan universities. The collected data are analysed by employing a structural equation mo
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Villar, Maria Elena. "Community engagement and co-creation of strategic health and environmental communication: collaborative storytelling and game-building." Journal of Science Communication 20, no. 01 (2021): C08. http://dx.doi.org/10.22323/2.20010308.

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From a strategic communication perspective, for any communication to be effective, it must be audience-centered, with content and delivery channels that are relevant to its intended target. When trying to reach culturally specific communities or other groups that are not otherwise connected with science research, it is crucial to partner with community members to co-create content through media that is appealing and culturally competent. This commentary considers some examples including storytelling through ‘fotonovelas’ and radio stories, community drama and serious games.
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Sponsler, Claire. "Drama, Play, and Game: English Festive Culture in the Medieval and Early Modern Period (review)." Shakespeare Quarterly 53, no. 4 (2002): 569–71. http://dx.doi.org/10.1353/shq.2003.0039.

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Gromov, Dmitry V. "Gopnik on the Internet: A Virtual Game from the Perspective of Erving Goffman’s Social Drama." New Past, no. 1 (March 31, 2020): 134–53. http://dx.doi.org/10.18522/2500-3224-2020-1-134-153.

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Howard, Nigel. "Drama theory and its relation to game theory. Part 1: Dramatic resolution vs. Rational solution." Group Decision and Negotiation 3, no. 2 (1994): 187–206. http://dx.doi.org/10.1007/bf01384354.

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Kıvanç Öztuğ, Emine, and Melek Çiner. "Okulöncesi Dönemi Çocukları İçin Yaratıcı Drama Yöntemi İle Kurgulanan Sosyal Beceri Eğitiminin Değerlendirilmesi / Evaluation of Social Skill Education of 4-6 Age Children Designed with Creative Drama Method." Journal of History Culture and Art Research 7, no. 1 (2018): 414. http://dx.doi.org/10.7596/taksad.v7i1.1296.

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<p><strong>Abstract</strong></p><p>Compared to a child who plays basic games, it is seen that children who play exploratory games develop further. Social development is a process with wide spectrum which extends from babyhood to old age. Creative drama activities provide opportunities for thinking critically, learning, social interaction skills, social development and social change and allows for the development of skills within group. For this reason, creative drama is believed to be the most important tool to be used in the supporting of social skill development
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Barker, Clive. "Games in Education and Theatre." New Theatre Quarterly 5, no. 19 (1989): 227–35. http://dx.doi.org/10.1017/s0266464x00003304.

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In his major work on Theatre Games (Methuen, 1987), Clive Barker provided both a practical textbook on the uses of game-playing for actors, and some theoretical background to its value. There, he largely stressed the function of games as a means to an end - the development of acting skills through the enrichment of the rehearsal process. In NTQ14 (1988). he described how he came to develop ‘games workshops’ for non-theatrical purposes, and considered the value of games-playing for adults by analogy with the function of the ‘kissing games’ of his own childhood and adolescence. In this article (
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40

Mathiesen, Kay. "Game Theory in Business Ethics: Bad Ideology or Bad Press?" Business Ethics Quarterly 9, no. 1 (1999): 37–45. http://dx.doi.org/10.2307/3857634.

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Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lists a number of problems with game theory and the game theorist responds by arguing that the critic’s objections are based on a misrepresentation of the theory. Binmore claims that the game theorist is in the position of the innocent man who, when asked why he beats his wife, must explain that he doesn’t beat his wife at all (Binmore, 2). However, even if we agree that the denial is true, we might still like to know w
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Лепишева, Елена, та Maciej Pieczyński. "Танец в художественной структуре пьес русских, белорусских и польских драматургов 1990-х – 2010-х годов". Studia Wschodniosłowiańskie 20 (2020): 43–62. http://dx.doi.org/10.15290/sw.2020.20.04.

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In this paper, dance is considered as an element of the artistic structure of dramatic works of Russian, Belarusian and Polish authors of the 1990s–2010s. It was revealed that this element represents the level of the chronotope: it becomes one of its expressive modes (creating an atmosphere due to emotional «charge»), manifests itself as a «non-everyday form of behavior» of a character (J. Faryno), as a «spatial motive» (O. Bagdasaryan) as a sense-forming centre of the artistic universe. A comparative analysis of the plays written by Russian, Belarusian and Polish playwrights of the indicated
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42

Kil'dyushov, Oleg. "Social Order and Political Theology in the Game of Thrones: What Makes the Cult Series Interesting for Theoretical Sociology." Sotsiologicheskoe Obozrenie / Russian Sociological Review 19, no. 1 (2020): 139–59. http://dx.doi.org/10.17323/1728-192x-2020-1-139-159.

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The paper is a review of a number of writings in the humanities and in social science devoted to George Martin’s series of epic fantasy novels A Song of Ice and Fire, and the television-serial drama Game of Thrones. At the beginning, we analyze the researchers’ most heuristically-fruitful intellectual reactions to Game of Thrones, that is, specific products such as texts that may be of interest to social theory. The main part of the article considers the institutional and discursive order of George Martin’s saga through the research lens of the classics of modern social theory, such as Niccolo
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Savage, Mimi, and Alina Skrzeszewska. "Common ground? Tensions between the needs of documentary filmmaking and drama therapy practice in Game Girls." Drama Therapy Review 6, no. 1 (2020): 85–94. http://dx.doi.org/10.1386/dtr_00017_7.

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Howard, Nigel. "Drama theory and its relation to game theory. Part 2: Formal model of the resolution process." Group Decision and Negotiation 3, no. 2 (1994): 207–35. http://dx.doi.org/10.1007/bf01384355.

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45

Baumbach, Sibylle. "The Fascination with Crisis and the Crisis of Perception in Contemporary British Drama." Journal of Contemporary Drama in English 8, no. 1 (2020): 47–64. http://dx.doi.org/10.1515/jcde-2020-0005.

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AbstractBased on considerations of the connection between fascination, crisis, and the “Medusa effect,” this paper argues that contemporary drama tends to challenge the audience’s sense of safe spectatorship by stimulating perceptual crises, returning the spectators’ gaze, and exposing their tendencies of (in)attentional blindness. Besides plays by Martin Crimp, Carol Ann Duffy, and Rufus Norris, the analysis focuses on James Graham’s Quiz (2017), which dramatizes one of the most popular scandals in the history of British game shows and challenges the audience’s capacity of moral attention. As
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Kuzmina, Lydia V. "“New Drama” in the Context of the Historical Film." Journal of Flm Arts and Film Studies 10, no. 2 (2018): 142–51. http://dx.doi.org/10.17816/vgik102142-151.

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The article is devoted to the cultural phenomenon of the "new drama", which since its the beginning of the 2000s up to present day has a significant impact on the Russian cinema. The authors of the trend, first of all, are close to the theme of contemporaneity. However, while seeking for a holistic, philosophical understanding of time, they turn to the past. One of the most important historical films that appeared in the circle of the "new drama" were the TV-series The Diary of the Murderer (2002) by Kirill Serebrennikov, staged according to the scenario of the famous playwrights of the post -
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Et al., Talaat Farouq Mohamed. "Hubristic Manipulation and Caleb(an) Resistance in Ex Machina." Psychology and Education Journal 58, no. 1 (2021): 5436–42. http://dx.doi.org/10.17762/pae.v58i1.1840.

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This paper investigates the literary/psychological manifestations in Ex Machina through analysing hubristic attitudes and morally driven resistance to unbridled hegemony. It traces the ways Garland externalized the conflict between human unethical superego and humane alter ego. The modern man’s aspiration to play god through developing a fully sentient AI droid is critically discussed in comparison with the Prospero-Caliban conflict in Shakespeare’s The Tempest as well as Ovid’s Pygmalion. The power game played throughout the drama is also probed in terms of Nathan’s manipulation of Caleb, Cal
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Johnstone, Richard. "Television Drama and the People's War: David Hare'sLicking Hitler, Ian McEwan'sThe Imitation Game, and Trevor Griffiths' sCountry." Modern Drama 28, no. 2 (1985): 189–97. http://dx.doi.org/10.3138/md.28.2.189.

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Lerud, Theodore K. "Drama, Play, and Game: English Festive Culture in the Medieval and Early Modern Period. Lawrence M. Clopper." Speculum 78, no. 2 (2003): 484–86. http://dx.doi.org/10.1017/s0038713400168836.

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Horton, Craig Allan. "Drama, Play and Game: English Festive Culture in the Medieval and Early Modern Period (review)." Parergon 20, no. 2 (2003): 173–75. http://dx.doi.org/10.1353/pgn.2003.0057.

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