Academic literature on the topic 'Game sports'

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Journal articles on the topic "Game 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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Maulana, Demi Ade, Sugiyanto, and Slamet Riyadi. "Traditional Games as Tourism Sports and Characteristics of Sports Culture in Sumbawa Indonesia." International Journal of Social Sciences and Humanities Invention 8, no. 10 (2021): 6640–48. http://dx.doi.org/10.18535/ijsshi/v8i10.05.

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This study aims to find out traditional games as tourism sports and characteristics of sport culture in sumbawa indonesia. This type of research is a qualitative research with a phenomenological approach. The informant retrieval technique uses the Snowball Sampling technique. Data collection techniques using observation, interviews, and document analysis. The data validity technique used triangulation technique. Data analysis was carried out in four stages, namely: the data collection stage, the data reduction stage, the data presentation stage, and the conclusion drawing stage. From the results of the study, it can be identified Sumbawa is an area rich in culture and tradition, there are many cultures and traditions. One example is in traditional games from the Sumbawa area such as: Barapan kebo, playing Jaran, Bakaraci, gentao, barempuk and so on. In each of these traditional games there is a culture and tradition in each game which is still maintained by the Sumbawa community itself until now. However, although there are many other traditional games, the popularity of the traditional game of Main Jaran is still very popular with the people of Sumbawa until now and is routinely carried out every year on the island of Sumbawa. It can be identified the sports values ​​contained in the traditional game of playing jaran, namely: cooperation, communication, respect for rules, problem solving, understanding, relationships with others, leadership, respect for others, business values, how to achieve victory, respect defeat, how to manage competence, fair play, sharing, self-respect, trust, honesty, confidence, tolerance, and resilience. Ethical values ​​such as fair play, honesty, and sportsmanship have special relevance in sports, where these values ​​can be applied in increasing commitment to implementing fairness in competition. Keywords: Traditional Games, Sport Tourism, Sport Culture
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Nugroho, Sigit, Sumarjo Sumarjo, Ahmad Nasrulloh, and Kukuh Wahyudin Pratama. "Impact of e-sport games on the character building and sports culture." Jurnal Keolahragaan 10, no. 1 (2022): 91–100. http://dx.doi.org/10.21831/jk.v10i1.48310.

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E-Sport games are examples of a game that is played without engaging in any physical activity. The objective of the research is to determine the impact of e-Sport games on character building and sports culture. This research utilized mixed methods. The researchers were using questionnaires to collect the quantitative data and they used qualitative data triangulation to collect the qualitative data. The students and lecturers of the Faculty of Sports Science, Yogyakarta State University comprised the research population. The convenience sampling technique was used to select the 35 students, while the lecturers and trainers used the purposive sampling with a total of 5 people. The quantitative research instrument consisted of a modified Likert scale questionnaire and the qualitative research instrument consisted of the researcher himself assisted by a list of themes. The researchers used Miles and Huberman’s quantitative data analysis techniques with descriptive percentage and qualitative analysis techniques for the data analysis. The findings of the research on e-Sport games have an impact on the formation of positive and negative characters. The impact of positive characters includes honesty, responsibility, cooperation, and courtesy and the impact of negative characters is depression, stress, and anxiety. While the influence of e-Sport games in sports culture includes hard work, discipline, respect, and competition. The positive impact of e-Sport games is in the very good category, with the highest factor being honesty (100%). The negative impact is in the moderate category, with the highest factor being depression (52.5%). While the e-Sport game on sports culture is in the very good category, with the highest influence is on hard work (95%). This research can be concluded that e-Sport games have a very good impact on character building and sports culture.
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Nugroho, Sigit, Sumarjo Sumarjo, Ahmad Nasrulloh, and Kukuh Wahyudin Pratama. "Impact of e-sport games on the character building and sports culture." Jurnal Keolahragaan 10, no. 1 (2022): 91–100. http://dx.doi.org/10.21831/jk.v10i1.48310.

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E-Sport games are examples of a game that is played without engaging in any physical activity. The objective of the research is to determine the impact of e-Sport games on character building and sports culture. This research utilized mixed methods. The researchers were using questionnaires to collect the quantitative data and they used qualitative data triangulation to collect the qualitative data. The students and lecturers of the Faculty of Sports Science, Yogyakarta State University comprised the research population. The convenience sampling technique was used to select the 35 students, while the lecturers and trainers used the purposive sampling with a total of 5 people. The quantitative research instrument consisted of a modified Likert scale questionnaire and the qualitative research instrument consisted of the researcher himself assisted by a list of themes. The researchers used Miles and Huberman’s quantitative data analysis techniques with descriptive percentage and qualitative analysis techniques for the data analysis. The findings of the research on e-Sport games have an impact on the formation of positive and negative characters. The impact of positive characters includes honesty, responsibility, cooperation, and courtesy and the impact of negative characters is depression, stress, and anxiety. While the influence of e-Sport games in sports culture includes hard work, discipline, respect, and competition. The positive impact of e-Sport games is in the very good category, with the highest factor being honesty (100%). The negative impact is in the moderate category, with the highest factor being depression (52.5%). While the e-Sport game on sports culture is in the very good category, with the highest influence is on hard work (95%). This research can be concluded that e-Sport games have a very good impact on character building and sports culture.
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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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Horička, Pavol. "The Influence of Age Factor and Sports Specialization on the Level of Agility in Sports Games." Studia Universitatis Babeş-Bolyai Educatio Artis Gymnasticae 66, no. 4 (2021): 5–15. http://dx.doi.org/10.24193/subbeag.66(4).29.

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"Objectives: The aim of the study was to determine the influence of age factors and the type of sports specialization on performances in planned and reactive agility. The object of the research was 129 players of football, volleyball, basketball and handball from sports clubs in Nitra and its surroundings in the categories of boys U15 (x ̅ = 14.95r) and boys U 17 (x ̅ = 16.88r). Metodology: The level of planned agility (PA) was diagnosed by the Illinois test and the level of reactive agility (RA) by the Fitro agility Check test. Results: The results showed the importance of both factors (Sport specialization and age) on performance in PA and RA, higher values (p) for the age factor (p <0.05). Conclusions: The biological mean (age) has affected performance in RA more strongly than a type of sports game. Post hoc tests between groups (sport specialization) confirmed the statistical significance of differences between sports games to the detriment of basketball (p <0.01). Keywords: planned agility, reactive agility, sport games "
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Dissertations / Theses on the topic "Game 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 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 sports"

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Deninger, Dennis. "The Power Game." In Live Sports Media, 2nd ed. Routledge, 2021. http://dx.doi.org/10.4324/9781003165590-11.

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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "AI around the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-11.

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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "AI in the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-10.

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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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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "A Future Around the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-14.

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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "A Future within the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-13.

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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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Frerichs, Thomas P. "Not the Same Game." In Sports and the Law. Routledge, 2021. http://dx.doi.org/10.4324/9781003249931-9.

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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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Conference papers on the topic "Game 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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Wang, Jiaan, Zhixu Li, Tingyi Zhang, et al. "Knowledge Enhanced Sports Game Summarization." In WSDM '22: The Fifteenth ACM International Conference on Web Search and Data Mining. ACM, 2022. http://dx.doi.org/10.1145/3488560.3498405.

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Maryuni, Maryuni, and Ahmad Nasrulloh. "Research Study on Traditional Game Sports." In Conference on Interdisciplinary Approach in Sports in conjunction with the 4th Yogyakarta International Seminar on Health, Physical Education, and Sport Science (COIS-YISHPESS 2021). Atlantis Press, 2022. http://dx.doi.org/10.2991/ahsr.k.220106.050.

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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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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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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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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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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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Reports on the topic "Game 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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Spiegel, Yitzhak, Michael McClure, Itzhak Kahane, and B. M. Zuckerman. Characterization of the Phytophagous Nematode Surface Coat to Provide New Strategies for Biocontrol. United States Department of Agriculture, 1995. http://dx.doi.org/10.32747/1995.7613015.bard.

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Chemical composition and biological role of the surface coat (SC) of the root-knot nematodes, Meloidogyne spp. are described. SC proteins of M. incognita race 3 infective juveniles (J2) were characterized by electrophoresis and western blotting of extracts from radioiodine and biotin-labelled nematodes. J2 labelled with radioiodine and biotin released 125I and biotin-labelled molecules into water after 20 hours incubation, indicating that SC proteins may be loosely attached to the nematode. Antiserum to the principal protein reacted with the surface of live J2 and with surface proteins previously separated by electrophoresis. Human red blood cells (HRBC) adhered to J2 of several tylenchid nematodes over the entire nematode body. HRBC adhered also to nylon fibers coated with SC extracted from M. javanica J2; binding was Ca++/Mg++ dependent, and decreased when the nylon fibers were coated with bovine serum albumin, or pre-incubated with fucose and mannose. These experiments support a working hypothesis that RBC adhesion involves carbohydrate moieties of HRBC and carbohydrate-recognition domain(s) (CRD) distributed on the nematode surface. To our knowledge, this is the first report of a surface CRD i the phylum Nematoda. Gold-conjugated lectins and neoglycoproteins combined with silver enhancement have been used for the detection of carbohydrates and CRD, respectively, on the SC of M. javanica J2. Biotin reagents were used to trace surface proteins, specifically, on live J2. The labile and transitory nature of the SC was demonstrated by the dynamics of HRBC adherence to detergent-treated J2, J2 at different ages or fresh-hatched J2 held at various temperatures. SC recovery was demonstrated also by a SDS-PAGE profile. Monoclonal antibodies developed to a cuticular protein of M. incognita J2 gave a slight, but significant reduction in attachment of Pasteuria penetrans spores. Spore attachment as affected by several enzymes was inconsistent: alcian blue, which specifically blocks sulfyl groups, had no afffect on spore attachment. Treatment with cationized ferritin alone or catonized ferritin following monoclonal antibody caused significant decreases in spore attachment. Those results suggest a role in attachment by negatively charged groups.
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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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