Academic literature on the topic 'Game and sports'

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Journal articles on the topic "Game and sports"

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Yüce, Arif, Ümit Can Büyükakgül, and Hakan Katırcı. "Game in the Game: Examining In-App Advertising in Mobile Sports Games." PODIUM Sport, Leisure and Tourism Review 8, no. 1 (2019): 34–44. http://dx.doi.org/10.5585/podium.v8i1.319.

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Lamb, Reinhold, and Thomas J. O'Brien. "Valuation and Hedging of Sports Futures Wagers." Journal of Prediction Markets 11, no. 1 (2017): 66–81. http://dx.doi.org/10.5750/jpm.v11i1.1336.

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This study investigates, in a conceptual way, the intrinsic valuation of sports futures wagers and, given the absence of a viable secondary market, strategies for locking in pre-expiration value by hedging with the existing set of futures wagers, proposition wagers, and game wagers. An interesting finding is that effective hedging with game wagers generally involves games of teams other than the futures team, in addition to the futures-team’s games. The paper also shows how to use current game odds and futures odds to find the implicit projected odds on future games, conditional on the match-ups to be determined by the outcomes of current games.
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Zagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.

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AbstractSport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon of both online and land-based tournaments as well eSports leagues. The paper also illustrates how gamers are preparing themselves for tournaments and a crucial role of gamers’ motivation. Authors present the FIFA football games series and its eSports application. The adopted research method allowed to obtain answers from n=452 gamers. Results show that 60% of gamers have been spending more than 7 hours a week playing games. More than half of gamers have been playing for more than ten years. Most players play in games because it is considered as a hobby. Most of the gamers consider eSports as a sport. Most of the players are also spectators, who had watched in streaming at least one eSports tournament We find that FIFA game series has an extensive eSports platform and filled the gap by exploring it. Gamers usually play 40 games each weekend in FIFA eSports league but casual eSports gamers and spectators rarely take part in land-based tournaments.
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Jia, Wen Wei. "Technology and Function on Sports Games Management System." Applied Mechanics and Materials 687-691 (November 2014): 2312–15. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.2312.

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Games Management System based on .NET platform development tool, using SQL Server 2008 as the background database. In this paper, first, it is an introduction to sports games management system design. Then introduces the related technologies of games management system include: New Features of .NET4.0 and SQL Server2008, and the working principle of ASP.NET technology. Finally, according to the games management systems currently in development status and shortcomings summarized the function of games management system. Including: management before the game is the athlete's registration, referee staff and schedule arrangements, individual notifications. Game management mainly is grades entry, modification and processing. After the game management is achievement release, released the list of winners.
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Crisp, Philippe. "Leadership, Bridging, and Group-Game Engineering: Guidelines for Community Sport Coaches." International Sport Coaching Journal 7, no. 2 (2020): 229–38. http://dx.doi.org/10.1123/iscj.2020-0005.

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Purposeful engagement with community matters continues to underpin the U.K. government’s approach to sport and sports coaching. However, although there is an emerging body of work related to the domain of community sport coaching, the development of skills, knowledge, and competencies for sports coaches is often focused in the field of sports performance. This leaves questions regarding the nature, function, supportive coaching strategies, and contextual effectiveness for coaches working within community sport settings/initiatives. The purpose of this study is to share suggestions for how community sports programs can be best managed and facilitated by sports leaders and coaches. Results of an action research project with 13 community sport coaches in the United Kingdom are used to inform the discussion. Four approaches to community sports coaching are shown contribute to building coach–participant relationships, satisfaction, and project/practice success: (a) establish common ground, (b) develop relationships, (c) prioritize inclusivity (through establishing behavioral boundaries and through game/activity management), and (d) highlight meaningful activity and contribution to games for all participants.
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Afthinos, Ioannis, Vasileios Manasis, and Thodoros-Panagiotis Chrysanthopoulos. "Serious Game Top Eleven as an Educational Tool in Sports Economics." International Journal of Serious Games 8, no. 2 (2021): 3–19. http://dx.doi.org/10.17083/ijsg.v8i2.420.

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The aim of the present study is to explore the use of the serious game Top Eleven as an auxiliary educational tool in a sports economics undergraduate course. This attempt is warranted by the fact that serious games can provide real life/work experiences and set the ground for managerial – economics skills development. The selection of the specific serious game is based on the ample and varied sports economics data provided and its free of charge online accessibility. Following the case study methodology, a virtual football club was created and managed within Top Eleven. The stated research questions were based on the analysis and application of the generated data to a number of economic concepts identified in a specific sports economics textbook. Based on the analysis results, twelve out of 17 in total identified economic concepts were successfully analyzed using eleven economic data sources of items embedded in the game. The implementation phase showed that Top Eleven could be used as an educational supporting tool in the form of virtual internship for gaining of practical experience by applying sports economic concepts for the financial management of a professional football club. It is argued that the game offers a sensible working environment in sports economics and the associated sport management field.
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Pettigrew, Simone, Michael Rosenberg, Renee Ferguson, Stephen Houghton, and Lisa Wood. "Game on: do children absorb sports sponsorship messages?" Public Health Nutrition 16, no. 12 (2013): 2197–204. http://dx.doi.org/10.1017/s1368980012005435.

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AbstractObjectiveIt is likely that there are substantial subconscious effects of organizations’ efforts to associate their products with sport via sponsorships, but most research methods are unable to capture these effects. The present study employed a novel projective technique to explore children's implicit associations between popular sports and a range of sports sponsors.DesignChildren participated in an activity using magnets bearing the logos of numerous sports and sponsors. They were invited to arrange the magnets on a whiteboard without being advised that the activity related to sponsorship.SettingPerth, Western Australia.SubjectsChildren (n 164) aged 5–12 years.ResultsThree-quarters (76 %) of the children aligned at least one correct sponsor magnet with the relevant sport. Just over half the children (54 %) correctly matched the most popular sport (an Australian Football League team) with its relevant sponsor (a fast-food chain).ConclusionsGiven the unstructured nature of the projective task, the results provide some support for the argument that sports sponsorship can effectively reach child audiences. This is of concern given the current extent of sponsorship by alcohol and fast-food companies.
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Mozgovoy, Maxim, Mike Preuss, and Rafael Bidarra. "Team Sports for Game AI Benchmarking Revisited." International Journal of Computer Games Technology 2021 (May 30, 2021): 1–9. http://dx.doi.org/10.1155/2021/5521877.

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Sport games are among the oldest and best established genres of computer games. Sport-inspired environments, such as RoboCup, have been used for AI benchmarking for years. We argue that, in spite of the rise of increasingly more sophisticated game genres, team sport games will remain an important testbed for AI benchmarking due to two primary factors. First, there are several genre-specific challenges for AI systems that are neither present nor emphasized in other types of games, such as team AI and frequent replanning. Second, there are unmistakable nonskill-related goals of AI systems, contributing to player enjoyment, that are most easily observed and addressed within a context of a team sport, such as showing creative and emotional traits. We analyze these factors in detail and outline promising directions for future research for game AI benchmarking, within a team sport context.
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Chen, Wei-Jen, Mao-Jhen Jhou, Tian-Shyug Lee, and Chi-Jie Lu. "Hybrid Basketball Game Outcome Prediction Model by Integrating Data Mining Methods for the National Basketball Association." Entropy 23, no. 4 (2021): 477. http://dx.doi.org/10.3390/e23040477.

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The sports market has grown rapidly over the last several decades. Sports outcomes prediction is an attractive sports analytic challenge as it provides useful information for operations in the sports market. In this study, a hybrid basketball game outcomes prediction scheme is developed for predicting the final score of the National Basketball Association (NBA) games by integrating five data mining techniques, including extreme learning machine, multivariate adaptive regression splines, k-nearest neighbors, eXtreme gradient boosting (XGBoost), and stochastic gradient boosting. Designed features are generated by merging different game-lags information from fundamental basketball statistics and used in the proposed scheme. This study collected data from all the games of the NBA 2018–2019 seasons. There are 30 teams in the NBA and each team play 82 games per season. A total of 2460 NBA game data points were collected. Empirical results illustrated that the proposed hybrid basketball game prediction scheme achieves high prediction performance and identifies suitable game-lag information and relevant game features (statistics). Our findings suggested that a two-stage XGBoost model using four pieces of game-lags information achieves the best prediction performance among all competing models. The six designed features, including averaged defensive rebounds, averaged two-point field goal percentage, averaged free throw percentage, averaged offensive rebounds, averaged assists, and averaged three-point field goal attempts, from four game-lags have a greater effect on the prediction of final scores of NBA games than other game-lags. The findings of this study provide relevant insights and guidance for other team or individual sports outcomes prediction research.
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Murphy, Shane. "Video Games, Competition and Exercise: A New Opportunity for Sport Psychologists?" Sport Psychologist 23, no. 4 (2009): 487–503. http://dx.doi.org/10.1123/tsp.23.4.487.

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The increasing influence of technology on sports and games is examined and the widespread popularity of video and computer games is identified as an opportunity for sport and exercise psychologists. Modern video and computer games can involve considerable physical activity and social competition and are thus a suitable subject for the application of sport psychology theories and intervention methods. A brief overview of some of the existing research from other fields on video and serious interactive games is presented. The advantages of studying competition, cooperation and exercise in video game play include application of existing theories to new areas, methodological research advantages, and new applied opportunities for practitioners. Sport and exercise psychologists are encouraged to research the long-term viability of studying important sport and exercise psychology topics such as aggression, teamwork and psychological skills using video game and related technologies.
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Dissertations / Theses on the topic "Game and sports"

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Baerg, Andrew Paul. "The Role Of The Digital Sports Game In The Sports Media Complex." Diss., University of Iowa, 2006. https://ir.uiowa.edu/etd/46.

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This dissertation builds on Wenner's (Wenner, L.A. (1989). Media, Sports and Society: The Research Agenda. In L. A. Wenner (Ed.), Media, Sports and Society (pp. 13-48). Newbury Park, CA: SAGE Publications Inc.) claims about how the culture of sport is changed as it is mediated by examining the mediation of sport through four digital sports games produced by Electronic Arts--Fight Night Round 2, Tiger Woods PGA Tour 2004, MVP Baseball 2005, and John Madden Football 2005. Following the example of digital game scholars, I employ a multi-level method of textual analysis in engaging the representation and gameplay of these respective titles. The dissertation uses three case studies to tease out the ideological implications of these games as they position their users. The fourth case study examines how the digital sports game audience responds to the ideologies and positioning identified in the textual analysis sections. In responding to the broader optimism of new media theorists, I argue for a consideration of the specific context of the digital sports game as a way into measuring the validity of their positions. In looking at the mediation of the body in Fight Night Round 2, golf and its attendant culture in Tiger Woods PGA Tour 2004, the ubiquitous quantification of MVP Baseball 2005, and audience responses to John Madden Football 2005, I argue that the potential freedom certain strands of new media theory proclaim is constrained by the ideologies resident in the texts examined here and the ways in which these digital sports games position their users. As such, scrutinizing these specific new media contexts reveals we should ultimately be cautious about the degree to which they offer the kinds of progressive freedoms advocated by celebratory new media scholarship.
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Maurer, Jaclyn, and Linda Houtkooper. "Game Food." College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146466.

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Wang, An-ming David. "Redevelopment of Harbour Road Indoor Sports Game Hall & Harbour Road Sports Ground." Click to view the E-thesis via HKUTO, 2000. http://sunzi.lib.hku.hk/hkuto/record/B31985476.

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Thesis (M.Arch.)--University of Hong Kong, 2000.<br>Includes special report study entitled : Optimum lighting environment for human comfort. Includes bibliographical references. Also available in print.
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Wang, An-ming David, and 王安民. "Redevelopment of Harbour Road Indoor Sports Game Hall & Harbour Road Sports Ground." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31985476.

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Garrett, Richard. "Changing their game? : the institutional effects of Sport England's lottery fund on voluntary sports clubs." Thesis, University of Sheffield, 2003. http://etheses.whiterose.ac.uk/14755/.

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This thesis investigates the expectations placed on voluntary sports clubs (VSCs) in exchange for Lottery funding awarded by Sport England. the resulting effects of those pressures on VSCs' organisational structures and VSCs' responses to these pressures. Using institutional theory as a framework. it is argued that receipt of funding from Sport England's Lottery Fund exposes VSCs to the normative prescriptions of the sports policy sector to a greater extent than they ever were before applying to the Fund. These normative pressures are reinforced by Sport England through coercion and the provision of legitimate models for VSCs to mimic resulting in a more bureaucratic structure for VSCs in receipt of funding.· The research was conducted in three phases. Phase one constituted the identification of institutional pressures exerted by Sport England through its Lottery Fund on VSCs through semi-structured interviews with Sport England staff and analysis of Lottery Fund documents. A survey of VSCs in receipt of Lottery funding from Sport England was conducted in phase two to establish any change in the VSCs' structures since receiving funding. Finally. in phase three. six case studies of VSCs were selected from phase two. Pairs of VSCs from three sports were selected for qualitative investigation. One of the pair exhibited an increased level of structure while the other demonstrated no change or a reduction in its level of structure. The majority of VSCs surveyed in phase two experienced an increase in structure to some degree after receiving Lottery funding. However. the case studies in phase three demonstrate that the changes in VSCs' level of structure cannot be attributed only to receipt of Lottery funding from Sport England. Two of the six case studies also made resistant responses to the institutional pressures of Sport England's Lottery Fund.
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Gentles, Jeremy A. "Game Performance of NCAA Division I Teams With & Without Integrated Sport Science Support." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/3981.

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Bonney-James, Tim. "More than a game, the interaction of sport and community in Guelph." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq24447.pdf.

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Sheth, Hela Straughan Dulcie Murdock. "Beyond the game corporate social responsibility in the sports industry /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2006. http://dc.lib.unc.edu/u?/etd,161.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2006.<br>Title from electronic title page (viewed Oct. 10, 2007). "... in partial fulfillment of the requirements for the degree of Master of Arts in the School of Journalism and Mass Communication." Discipline: Journalism and Mass Communication; Department/School: Journalism and Mass Communication, School of.
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Wilcox, Drew. "The money game a statistical analysis of revenue and competitive imbalances in college athletics /." Diss., Connect to the thesis, 2008. http://hdl.handle.net/10066/1456.

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Cothran, Donetta J. "Six Volleyball Skill Tests as a Predictor of Game Performance." TopSCHOLAR®, 1992. http://digitalcommons.wku.edu/theses/1656.

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The purpose of this study was to investigate the relationship of six selected volleyball skill tests to actual volleyball game performance. The six skill test items were administered to 64 subjects, who were all members of a college level introductory volleyball course. Based on the ratings of a panel of experts, subjects were rated during game play as good, average, or poor performers. The stepwise discriminant analysis was used to analyze the relationship between skill tests and game performance. Four of the six skill tests were identified as significantly contributing to group membership. These tests, in order of the magnitude of their standardized discriminant function coefficients were: 1. Brumbach Serve Test, 2. AAHPER Wall Volley test, 3. AAHPERD Wall Spike Test, and 4. AAHPERD Serve Test. It was concluded that a volleyball skill test battery consisting of these four items would objectively measure volleyball playing ability and discriminate between players of various skill levels. The results of this test battery could be used for classification, diagnosis, motivational purposes, and grading.
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Books on the topic "Game and sports"

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Marriott, Lynn. The Game Before the Game. Penguin USA, Inc., 2009.

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Tullet, Hervé. The finger sports game. Phaidon Press Limited, 2015.

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Edward, Gorman. Blood game. M. Evans, 1989.

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Gorman, Edward. Blood game. Chivers Press, 1991.

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Blood game. Forge, 2001.

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Dan, Markowitz, ed. The game within the game. Hyperion, 2006.

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Littlefield, Bill. Only a game. University of Nebraska Press, 2007.

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Farrey, Tom. Game On. Random House Publishing Group, 2009.

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Frost, Mark. Game Six. Hyperion, 2009.

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Barney Polan's game. Seven Stories Press, 1998.

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Book chapters on the topic "Game and sports"

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Grundy, Pamela C., and Benjamin G. Rader. "The Rise of America’s National Game." In American Sports. Routledge, 2018. http://dx.doi.org/10.4324/9781315146515-4.

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Runstedtler, Theresa E. "In Sports the Best Man Wins." In In the Game. Palgrave Macmillan US, 2005. http://dx.doi.org/10.1057/9781403980458_3.

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Gollan, Stuart, Adam Hewitt, Grace Greenham, and Kevin I. Norton. "Game Style in Team Sports." In Kinanthropometry and Exercise Physiology. Routledge, 2018. http://dx.doi.org/10.4324/9781315385662-20.

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Gil-Lafuente, Jaime. "Game Systems in Team Sports." In Optimal Strategies in Sports Economics and Management. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13205-6_2.

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Honda, Masaaki, and Noriyuki Oosaka. "Automatic Tracking of Player Locations from Video Image of Football Game." In Sports Performance. Springer Japan, 2015. http://dx.doi.org/10.1007/978-4-431-55315-1_28.

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Andrianova, Raisa I., and Dmitry V. Fedoseev. "Digital Scouting Technologies in Game Sports." In Studies in Systems, Decision and Control. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-56433-9_68.

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Wendel, Viktor, Stefan Göbel, and Ralf Steinmetz. "Game Mastering in Collaborative Multiplayer Serious Games." In E-Learning and Games for Training, Education, Health and Sports. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33466-5_3.

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Hakeem, Farrukh B. "Sports-Related Crime: A Game Theory Approach." In Match-Fixing in International Sports. Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-02582-7_13.

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Kohler, David. "Optimal Strategies for the Game of Darts." In Operational Research Applied to Sports. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137534675_4.

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Lux, Mathias, Michael Riegler, Pal Halvorsen, Duc-Tien Dang-Nguyen, and Martin Potthast. "Challenges for Multimedia Research in E-Sports Using Counter-Strike." In Perspektiven der Game Studies. Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_13.

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Conference papers on the topic "Game and sports"

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Pivec, Maja, Benjamin Hable, and Darragh Coakley. "Serious sports: Game-based learning in sports." In 2012 15th International Conference on Interactive Collaborative Learning (ICL). IEEE, 2012. http://dx.doi.org/10.1109/icl.2012.6402172.

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Hagiwara, Goichi, Daisuke Akiyama, Ryousuke Furukado, and Shunichi Takeshita. "A study on psychological training of eSports using digital games: Focusing on rhythm game." In Journal of Human Sport and Exercise - 2020 - Spring Conferences of Sports Science. Universidad de Alicante, 2020. http://dx.doi.org/10.14198/jhse.2020.15.proc3.03.

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Sgrò, Francesco, Roberto Coppola, Patrizia Tortella, and Mario Lipoma. "Tactical Games Model as curriculum approach at elementary school: Effects on in-game volleyball technical improvements." In Journal of Human Sport and Exercise - 2020 - Summer Conferences of Sports Science. Universidad de Alicante, 2020. http://dx.doi.org/10.14198/jhse.2020.15.proc4.19.

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Yang, Yonggui, and Lei Li. "Research on Sports Game News Information Extraction." In 2007 International Conference on Natural Language Processing and Knowledge Engineering. IEEE, 2007. http://dx.doi.org/10.1109/nlpke.2007.4368017.

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Yang, Yaqin, Wanhua Qiu, and Li Wang. "Multi-Player Game of Sports Event Reputation." In 2009 International Conference on Management and Service Science (MASS). IEEE, 2009. http://dx.doi.org/10.1109/icmss.2009.5303945.

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Ding, Yi, and Guoliang Fan. "Finding the game flow from sports video." In the 2011 joint ACM workshop. ACM Press, 2011. http://dx.doi.org/10.1145/2072508.2072517.

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Muller-Lietzkow, Jorg. "How much sport is in sports games? A new taxonomy and discussion on game design issues." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329856.

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Silvestri, Roberto, Francesco Peluso Cassese, and Gaetano Altavilla. "The winning game in the major football leagues." In Journal of Human Sport and Exercise - 2019 - Spring Conferences of Sports Science. Universidad de Alicante, 2019. http://dx.doi.org/10.14198/jhse.2019.14.proc4.76.

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Wibowo, Ricky, Eka Nugraha, and Kuston Sultoni. "Fundamental Movement Skills and Game Performance in Invasion Game Activities." In 2nd International Conference on Sports Science, Health and Physical Education. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0007061703900395.

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Zhi, Qiyu, and Ronald Metoyer. "GameBot: A Visualization-augmented Chatbot for Sports Game." In CHI '20: CHI Conference on Human Factors in Computing Systems. ACM, 2020. http://dx.doi.org/10.1145/3334480.3382794.

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Reports on the topic "Game and sports"

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Zibani, Nadia. Ishraq: Safe spaces to learn, play and grow: Expansion of recreational sports program for adolescent rural girls in Egypt. Population Council, 2004. http://dx.doi.org/10.31899/pgy22.1003.

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Over the past three years, the Ishraq program in the villages of northern El-Minya, Egypt, grew from a novel idea into a vibrant reality. In the process, approximately 300 rural girls have participated in a life-transforming chance to learn, play, and grow into productive members of their local communities. Currently other villages—and soon other governorates—are joining the Ishraq network. Ishraq is a mixture of literacy, life-skills training, and—for girls who have been sheltered in domestic situations of poverty and isolation—a chance to play sports and games with other girls their age and develop a sense of self-worth and mastery; the program reinforces the lessons they receive in life-skills classes about hygiene, nutrition, and healthy living. This guide to the sports and games component of the program is geared to the needs of disadvantaged adolescent girls. It is intended for those in the development community interested in the potential of sports to enhance the overall impact of adolescent programs. Sports can be combined with other program components to give girls a more active experience, whether the primary focus is reproductive health, literacy, or livelihood skills.
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Bean, Corliss Bean, and Sara Kramers Kramers. Game On: Sport Participation As A Vehicle For Positive Development For Youth Facing Barriers. Youth Research & Evaluation eXchange (YouthREX), 2017. http://dx.doi.org/10.15868/socialsector.33745.

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Clemente, Filipe Manuel, Rodrigo Ramirez-Campillo, Hugo Sarmento, et al. Effects of small-sided games interventions on technical execution and tactical behavior of youth team sports players: A systematic review and meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.1.0108.

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Sport Legacy of the Olympic Games London– 2012. Kzm_diss@mail.ru, 2016. http://dx.doi.org/10.14526/01_1111_94.

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The most popular national sports and games of the Republic of Kazakhstan. Erkebulan Islyamov1, Zinaida M. Kuznetsova, 2019. http://dx.doi.org/10.14526/2070-4798-2019-14-1-132-140.

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UNESCO Collective Consultation on the Safeguarding and Promotion of Traditional Sports and Games. Zinaida M. Kuznetsova, Stanislav A. Kuznetsov, 2018. http://dx.doi.org/10.14526/2070-4798-2018-13-4-4-9.

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World Ethnosport Confederation Traditional Sports and Games Research Executives (TSGREs) 2nd Meeting Notes. M. Levent Akici, Zinaida M. Kuznetsova, Elena A. Kuznetsova, 2020. http://dx.doi.org/10.14526/2070-4798-2020-15-2-5-8.

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