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1

Taherkhani, Farnaz. "Essays on transboundary pollution games." Thesis, McGill University, 2014. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=121189.

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Several important environmental problems such as global warming resulting from greenhouse gas emissions are transboundary by nature. We study the effects of mitigation and adaptation policies in the context of a transboundary pollution game. We approach transboundary pollution problems from two distinct game theoretic perspectives, namely, cooperative (Chapter 1) and non-cooperative game theory (Chapters 2 and 3). In the first chapter, we consider an abatement game where countries choose the amount by which they reduce their emissions from a benchmark (laisser-faire) level. We use a time-con
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2

Crandall, Jacob W. "Learning Successful Strategies in Repeated General-sum Games." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd1156.pdf.

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3

Savett, Susan Mallard. "Games as theater for soul| An archetypal psychology perspective of virtual games." Thesis, Pacifica Graduate Institute, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3686802.

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<p>Millions of people are spending billions of hours each week playing digital games. These astonishing numbers point to a vast reservoir of psychic material that has been relatively unexamined by the field of depth psychology. Yet, in a realm of virtual games where image is primary and fantasy is played out, soul (psyche) is clearly present in its various disguises. </p><p> Through play and fantasy, unconscious content of the psyche is able to express its deep longings. Hypnogogic landscapes of video games provide immersive realms in which players enact psychological dramas. However, to dat
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4

Gao, Yu. "Statistical modelling of games." Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/33298/.

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This thesis mainly focuses on the statistical modelling of a selection of games, namely, the minority game, the urn model and the Hawk-Dove game. Chapters 1 and 2 give a brief introduction and survey of the field. In Chapter 3, the key characteristics of the minority game are reproduced. In addition, the minority game is extended to include wealth distribution and leverage effect. By assuming that each player has initial wealth which rises and falls according to profit and loss, with the potential of borrowing and bankruptcy, we find that modelled wealth distribution may be power law distribut
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Kaiser, David Michael. "The Structure of Games." FIU Digital Commons, 2007. http://digitalcommons.fiu.edu/etd/2.

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Computer Game Playing has been an active area of research since Samuel’s first Checkers player (Samuel 1959). Recently interest beyond the classic games of Chess and Checkers has led to competitions such as the General Game Playing competition, in which players have no beforehand knowledge of the games they are to play, and the Computer Poker Competition which force players to reason about imperfect information under conditions of uncertainty. The purpose of this dissertation is to explore the area of General Game Playing both specifically and generally. On the specific side, we describe the d
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Casorran, Amilburu Carlos. "Formulations and Algorithms for General and Security Stackelberg Games." Doctoral thesis, Universite Libre de Bruxelles, 2017. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/259557.

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General Stackelberg games (GSG) confront two contenders, each wanting to optimize their rewards. One of the players, referred to as the leader, can commit to a given action or strategy first, and the other player, referred to as the follower, then responds by selecting an action or strategy of his own. The objective of the game is for the leader to commit to a reward-maximizing strategy, anticipating that the follower will best respond.Finding an optimal mixed strategy for the leader in a GSG is NP-hard when the leader faces one out of a group of several followers and polynomial when there exi
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7

Thomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.

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Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing mass medium, they are blamed for everything from obesity to falling literacy standards, and from murder t
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8

Rigdon, Mary L. "Cooperation and intentions in experimental bargaining games." Diss., The University of Arizona, 2001. http://hdl.handle.net/10150/279816.

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The Behavioral Bargaining Problem poses a trio of questions: (1) How do real economic agents behave in bargaining environments? (2) Why do they behave the way they do? and (3) What conditions/institutions sustain that behavior? This dissertation is about experimental results which suggest answers to each of these questions. Chapter 1 is a brief overview of early experiments which address how economic agents behave in bargaining environments. Under a wide variety of conditions a significant proportion of subjects' behavior deviates from that predicted by non-cooperative game theory. Chapter 2 t
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9

Pelletier-Gagnon, Jérémie. "Video games and Japaneseness: an analysis of localization and circulation of Japanese video games in North America." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=104849.

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Since the release of the Nintendo Entertainment System in the 1980s, the video game industry has transformed itself to become very dependent of the transnational circulation and localization of its products. In this thesis, I take a look at this current trend of video game's transnationalization, analyze its processes and components as well as uncover its impact on both games and gamers. Through the analysis of video game localized both by the industry and by amateur translation groups, this thesis investigates how transnational circulation of Japanese video games from Japan to North America i
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Kuziak, Natalya. "The environmental impact of the winter Olympic games." Thesis, University of Ottawa (Canada), 1995. http://hdl.handle.net/10393/10967.

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11

Ozsoy, Aysu Sultan. "Game Theoretic Approach To Newsboy Problem: Nash, Stackelberg, Cooperative Games." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606490/index.pdf.

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In this thesis, competitive and cooperative newsboy problems for two substitutable products are analyzed by using game theoretic concepts. The demands of the products are assumed to be dependent and normally distributed. Competition is handled for Nash and Stackelberg games. Nash and Stackelberg games are compared in terms of the order quantities and the expected profits. Cooperative newsboy problem is analyzed for the products having equal costs and revenues. The effect of demand correlation on the order quantities and the expected profits in all of the games is investigated through numerical
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12

Balthasar, Anne. "Geometry and equilibria in bimatrix games." Thesis, London School of Economics and Political Science (University of London), 2009. http://etheses.lse.ac.uk/59/.

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This thesis studies the application of geometric concepts and methods in the analysis of strategic-form games, in particular bimatrix games. Our focus is on three geometric concepts: the index, geometric algorithms for the computation of Nash equilibria, and polytopes. The contribution of this thesis consists of three parts. First, we present an algorithm for the computation of the index in degenerate bimatrix games. For this, we define a new concept, the “lex-index” of an extreme equilibrium, which is an extension of the standard index. The index of an equilibrium component is easily computab
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Jaffe, Sonia Patricia. "Essays on Heterogeneity in Markets and Games." Thesis, Harvard University, 2015. http://nrs.harvard.edu/urn-3:HUL.InstRepos:17467179.

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Many markets exhibit substantial heterogeneity -- e.g.~in ability, in preferences, in products, in strategies. Allowing for this (sometimes multi-dimensional) heterogeneity can change both the theoretical predictions of models and the results of empirical analyses. This dissertation consists of three essays on markets and games with different forms of heterogeneity. The first chapter introduces preference heterogeneity and multi-dimensional skill heterogeneity into the analysis of labor markets. In matching markets, agents have heterogeneous preferences over potential partners, so welfare
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14

Mitchell, Elizabeth Gay. "Different ways of seeing : the language games of mothering." Thesis, University of Warwick, 2005. http://wrap.warwick.ac.uk/1191/.

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My thesis is original in placing together Wittgenstein's ideas of how language works, and arguments for the philosophical significance of the embodied and relational figure of the mother. I both use and resist a Wittgensteinian therapy to overcome the problem of the forgetting of the mother in philosophy. I begin with the problem of essentialism, important to Wittgenstein and to feminist philosophy. My reading of Wittgenstein finds an ignored lacuna between language and (female) experience. I add in to the debate the type specimen approach from botany. Adopting this approach enables me to avoi
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Radzvilas, Mantas. "Strategic interdependence, hypothetical bargaining, and mutual advantage in non-cooperative games." Thesis, London School of Economics and Political Science (University of London), 2016. http://etheses.lse.ac.uk/3477/.

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One of the conceptual limitations of the orthodox game theory is its inability to offer definitive theoretical predictions concerning the outcomes of noncooperative games with multiple rationalizable outcomes. This prompted the emergence of goal-directed theories of reasoning – the team reasoning theory and the theory of hypothetical bargaining. Both theories suggest that people resolve non-cooperative games by using a reasoning algorithm which allows them to identify mutually advantageous solutions of non-cooperative games. The primary aim of this thesis is to enrich the current debate on goa
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Hollins, Sadie Francesca Susanne. "The interscetions between economy, environment and loacality : the London 2012 Olympic and Paralympic games." Thesis, University of Central Lancashire, 2013. http://clok.uclan.ac.uk/9656/.

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Despite a growing body of literature concerned with the sustainability of sports mega-events, there is relatively little analysis examining environmental sustainability commitments at the Olympic Games, and the environmental impact of the Olympics on the host communities. Research to date has lacked an explicit theoretical underpinning and in particular, the use of theoretical perspectives from the sociology of the environment literature to analyse the intersections between the economy, the environment and locality at the Olympic Games, and the environmental impact of the Games on the host com
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17

Jenkins, Dave A. "Teaching First-Semester General Chemistry Using 3D Video Games following an Atoms First Approach to Chemistry." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248376/.

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The unified learning model (ULM) focuses on students' engagement, motivation, prior knowledge, and working memory. This study employs the use of video games to assess students' learning through a 3D chemistry gaming environment. In this human-subjects research, students carried out missions and applied reasoning to solve problems appropriate for general chemistry content. For learning to occur, students must be engaged and motivated as stated in the ULM. Learning cannot necessarily be accomplished by experience alone, and critical thinking is required to turn the experience into learning. The
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18

Hufschmitt, Aline. "Décomposition des jeux dans le domaine du General Game Playing." Thesis, Paris 8, 2018. http://www.theses.fr/2018PA080037.

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Dans cette thèse nous présentons une approche générale et robuste pour la décomposition des jeux décrits en Game Description Language (GDL). Dans le domaine du General Game Playing (GGP), les joueurs peuvent significativement diminuer le coût de l'exploration d'un jeu s'ils disposent d'une version décomposée de celui-ci. Les travaux existants sur la décomposition des jeux s'appuient sur la structure syntaxique des règles, sur des habitudes d'écriture du GDL ou sur le coûteux calcul de la forme normale disjonctive des règles. Nous proposons une méthode plus générale pour décomposer les jeux sol
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Michulke, Daniel. "Evaluation Functions in General Game Playing." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-90566.

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While in traditional computer game playing agents were designed solely for the purpose of playing one single game, General Game Playing is concerned with agents capable of playing classes of games. Given the game's rules and a few minutes time, the agent is supposed to play any game of the class and eventually win it. Since the game is unknown beforehand, previously optimized data structures or human-provided features are not applicable. Instead, the agent must derive a strategy on its own. One approach to obtain such a strategy is to analyze the game rules and create a state evaluation funct
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Cunningham, Anna P. "Volunteering for the Commonwealth Games : what can realist synthesis contribute to health policy making?" Thesis, University of Glasgow, 2016. http://theses.gla.ac.uk/7305/.

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The aim of this thesis was to investigate, using the real-time test case of the 2014 Commonwealth Games, whether the realist synthesis methodology could contribute to the making of health policy in a meaningful way. This was done by looking at two distinct research questions: first, whether realist synthesis could contribute new insights to the health policymaking process, and second, whether the 2014 Commonwealth Games volunteer programme was likely to have any significant, measurable, impact on health inequalities experienced by large sections of the host population. The 2014 Commonwealth Ga
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21

Jansson, Robin. "Silence in Adventure Games and Space." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5033.

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As video games have evolved, the focus on impressive graphics and surround-sound has become increasingly prominent. Stepping away from their roots, video games have toned down the interaction and put the cinematic parts of the experience on the forefront. However, some games stand outside the norm, taking down the sound-level to a minimum, even going as far as removing text entirely. In my essay, I explore the functions of silence, specifically in two works: the computer game Machinarium, and 2001: A Space Odyssey, the film, along with the novel. By analyzing these works, I highlight how silen
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22

Alkan, Serkan. "Using Eye Tracking Data To Analyze A Computer Game Learning Experience." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12606935/index.pdf.

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This study aims to explore how novices learn computer games. In order to observe the characteristics of learning a novel computer game, an eye tracking method was integrated with usability studies&amp<br>#8217<br>methods. Data was collected from 16 undergraduate university students. Every student played the game for 10 minutes. Their eye movements were recorded with an eye tracker. Subjects&amp<br>#8217<br>behaviors were also videotaped while playing the game. Results showed that eye tracking can be used as measure to study learning experience of games. Theoretical implications and applicabili
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Poland, Kristofer P. "A NATION OF GAMERS." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180537228.

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Hufschmitt, Aline. "Décomposition des jeux dans le domaine du General Game Playing." Electronic Thesis or Diss., Paris 8, 2018. http://www.theses.fr/2018PA080037.

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Dans cette thèse nous présentons une approche générale et robuste pour la décomposition des jeux décrits en Game Description Language (GDL). Dans le domaine du General Game Playing (GGP), les joueurs peuvent significativement diminuer le coût de l'exploration d'un jeu s'ils disposent d'une version décomposée de celui-ci. Les travaux existants sur la décomposition des jeux s'appuient sur la structure syntaxique des règles, sur des habitudes d'écriture du GDL ou sur le coûteux calcul de la forme normale disjonctive des règles. Nous proposons une méthode plus générale pour décomposer les jeux sol
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Guang, August. "Switching Between Cooperation and Competition in Social Selection." Scholarship @ Claremont, 2012. https://scholarship.claremont.edu/hmc_theses/40.

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Roughgarden et al. (2006) proposed a theory called social selection as a behavioral game theoretic model for sexual reproduction that incorporates both competition and cooperation in 2006. Players oscillate between playing competitively to maximize their individual fitness, leading to a Nash Competitive Equilibrium, and playing cooperatively to maximize a team fitness function, leading to a Nash Bargaining Solution. Roughgarden et al. (2006) gives rates of change for both the competitive state and the cooperative state, but does not explain her rates or how to switch between the states in suff
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Sirin, Volkan. "Machine Learning Methods For Opponent Modeling In Games Of Imperfect Information." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614630/index.pdf.

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This thesis presents a machine learning approach to the problem of opponent modeling in games of imperfect information. The efficiency of various artificial intelligence techniques are investigated in this domain. A sequential game is called imperfect information game if players do not have all the information about the current state of the game. A very popular example is the Texas Holdem Poker, which is used for realization of the suggested methods in this thesis. Opponent modeling is the system that enables a player to predict the behaviour of its opponent. In this study, opponent modeling p
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Ucgul, Memet. "The Impact Of Computer Games On Students&#039." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12608022/index.pdf.

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This study investigates the impact of computer games on students&rsquo<br>motivation. A computer game was created for this study by using Tomb Raider 4 Level Editor. The game covers photosynthesis, vitamins, carbohydrates, proteins and fat subjects of 5th grade science and technology course. Data was collected from 71 5th grade students of three primary schools. Students have played the game until the end of lesson than they were asked to complete The Instructional Materials Motivation Survey (IMMS). The study reveals that gender, weekly computer use and weekly game playing do not affect the
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Wallman, Andrew. "The Economic Impact of the 2002 Olympic Winter Games in Salt Lake City." Thesis, Boston College, 2006. http://hdl.handle.net/2345/365.

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Thesis advisor: Christopher F. Baum<br>This paper seeks to estimate the impacts generated from the Salt Lake City 2002 Winter Olympic Games. Using a data set representing 76 metropolitan statistical areas in the western United States, and later 31 metropolitan statistical areas in Utah and its bordering neighbors, I construct an Arellano-Bond dynamic panel data regression that seeks to model metropolitan employment growth had the Olympics never taken place. With this logic I apply the Arellano- Bond regression to real personal income and real average wages, in a vector autoregression framework
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Jespersdotter, Högman Julia. "Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-42829.

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This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging and pleasurable. A discussion will also be made if video game fictions should be considered in the literary field or its own, and how it compares to written fiction in terms of interactivity, engagement, and immersion.
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Andrade, Paulo Jorge Marcelino Baptista de. "A federação portuguesa de ténis e o desenvolvimento do ténis em Portugal." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 2001. http://dited.bn.pt:80/29333.

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Nedvetskaya, Olesya. "Social legacy of mega sport events : individual, organisational and societal implications of the London 2012 Games Maker Programme." Thesis, University of Glasgow, 2015. http://theses.gla.ac.uk/6612/.

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This thesis was focussed on volunteering as a social legacy of the London 2012 Olympic and Paralympic Games (London 2012). The study identified a research gap with regard to the details on the processes through which the volunteering legacy can be achieved, for whom, in what circumstances and over which duration. Therefore, the overall purpose of this research was to explore the processes by which the London 2012 Volunteer Programme (the Games Maker Programme) was used to deliver a desired social legacy in the historical context of sport event volunteering in the UK, such as the XVII Commonwea
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Sullivan, Elisha R. "The influence of conference championship games on competitive balance in college football." Kansas State University, 2010. http://hdl.handle.net/2097/7051.

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Master of Arts<br>Department of Economics<br>Yang M. Chang<br>College football thrives on the ideas that each school has what it takes to be the best, rivalries are of major importance, and either team can win the game. Competitive balance is what keeps these thoughts alive, offering the last team in the conference the chance to beat their top-ranked opponent, or the mediocre middle-rank team the chance to win a post-season bowl game. Competitive balance provides the level of uncertainty of game outcome that keeps fans coming back every season. Previous research has examined many variables tha
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Meehan, Brendan. "Using digitally versatile disk (DVD) video technology for teaching disability sport, games, and activities to general physical educators." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1277065.

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The purpose of this project was to design, create, and implement a pilot for an adapted physical education (APE), DVD-Video teaching aid. This creative project has resulted in a DVD-Video that can be used as an instructional tool and resource for physical educators. It follows the teaching methods and skills from the wheelchair basketball chapter in Davis (2002), featuring strategies and ideas that can aid in the successful teaching of physical education (basketball) to individuals of all abilities.The use of interactive DVD-Video in a learning environment is seen as an innovative and exciting
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Hiers, Nathaniel Christopher. "Equivalence of the Rothberger and k-Rothberger Games for Hausdorff Spaces." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505207/.

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First, we show that the Rothberger and 2-Rothberger games are equivalent. Then we adjust the former proof and introduce another game, the restricted Menger game, in order to obtain a broader result. This provides an answer in the context of Hausdorff spaces for an open question posed by Aurichi, Bella, and Dias.
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Marzo, Dania. "Events and temporary uses in the historic urban landscape: Lucca Comics & Games between localized interactions and a worlding project ecology." Thesis, IMT Alti Studi Lucca, 2018. http://e-theses.imtlucca.it/263/1/Marzo_phdthesis.pdf.

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In the context of the current proliferation of temporary events as multifaceted phenomena, the research addresses the spatial interactions between a festival and its location. The analysed case, Lucca Comics and Games, is currently the largest European event dedicated to fantasy culture in terms of the attendance. It takes place since 1966 in the Tuscan town of Lucca, a historically preserved and ‘atmospherically’ qualified urban landscape. The investigation of the relations between the event and this particular setting moves from an analysis of multiple temporalities; short-term, long
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Gampa, Anup. "Comparing the Social Preferences of Therapeutic Community Participants to General Population Controls." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1316551143.

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McCartney, Gerry. "How will the 2014 Commonwealth Games impact on Glasgow's health, and how will we know?" Thesis, University of Glasgow, 2010. http://theses.gla.ac.uk/2136/.

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The project effects arise from specific projects or programmes that are undertaken in the context of the Games, but which could be implemented in the absence of such an event. The evaluation of these could be improved if either a prospective cohort study (where the participants in the projects can be predicted in advance) or retrospective cohort study (where the participants will only be known after they have taken part) is arranged. This will require to be undertaken in combination with qualitative studies and the creation of a theory of change to understand why any such project effects are (
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Hartvik, Heidi. "Idealized Gendered Behaviors in The Hunger Games Trilogy by Suzanne Collins." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-60246.

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Suzanne Collin’s trilogy The Hunger Games has become an international bestseller, and tells the story about Katniss Everdeen, a young citizen of District 12 in Panem. The object of this essay is to demonstrate that nurturing, being a warrior and pursuing beauty are the most idealized behaviors in The Hunger Games trilogy. By analyzing these behaviors from a gender perspective, based on the standpoint of Western society, I demonstrate how nurturing and pursuing beauty are feminine behaviors, and being a warrior is a masculine behavior. Furthermore, I outline how the characters’ behavior reflect
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Carreiro, João Paulo de Sousa. "A formação em polo aquático-coeficientes de eficácia e táctica do jogo." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 2002. http://dited.bn.pt:80/29579.

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Freeman, Heidi Vollstadt. "A Qualitative Exploration of the Experiences of Mother-Athletes Training for and Competing in the Olympic Games." Diss., Temple University Libraries, 2008. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/3107.

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Kinesiology<br>Ph.D.<br>The purpose of this qualitative study was to provide a rich description of the experiences of mothering athletes training for and competing in the Olympic Games. Specifically, the study explored the post-partum return to training and competition, the integration of mothering and training responsibilities, the emotional and social experience of being a mother-athlete, and the Olympic experience. A purposive sample of eight athletes was utilized. All participants had competed in either the 2004 Summer or 2006 Winter Olympic Games and was mother to at least one child under
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Sheridan, Heather P. "Normative authority in elite male tennis : a philosophical analysis." Thesis, University of Gloucestershire, 2002. http://eprints.glos.ac.uk/5935/.

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Tennis, like any other practice, undergoes challenges and revisions to its nature. A number of technical and technological innovations have recently been implemented and/or suggested by a variety of interested parties including the introduction of shorter sets and tie-breaker sets, and a revised tennis seeding structure. These innovations, if adopted, will represent a new instantiation of the game. Thus, determining how decisions concerning the future development of the game ought to be made and who ought to make those decisions is of great importance in terms of how fair the decision-making p
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Powell, Cecil Lamonte. "College men's psychological and physiological responses associated with violent video game play." unrestricted, 2008. http://etd.gsu.edu/theses/available/etd-04212008-155443/.

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Thesis (Ph. D.)--Georgia State University, 2008.<br>Title from file title page. Dominic Parrott, committee chair; Tracie Stewart, Cynthia Hoffner, Heather Kleider, Eric Vanman, committee members. Electronic text (94 p. : ill.) : digital, PDF file. Description based on contents viewed July 2, 2008. Includes bibliographical references (p. 81-88).
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Vidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.

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The aim of this essay is to distinguish whether the activity of playing video and online computer games as a leisure activity could be considered to be a learning situation. With the focus on vocabulary, this study investigates the possibility that gamers could improve their language proficiency while playing video and online computer games. The methodology is based on qualitative observations (Patel &amp; Davidson 2011) and on interviews with seven players of five different games. The observations mainly considered the vocabulary used in the games and how the players used the English language
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Cabraja, Andreas. "The effects of video games on the receptive vocabulary proficiency of Swedish ESL students." Thesis, Stockholms universitet, Engelska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-131136.

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Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research questions, two quantitative data elicitation methods are used: a questionnaire which aims to gather attitu
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Abeyratne, Sumana. "QUANTUM STRATEGIES AND QUANTUM GAMBLING." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1150470447.

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Hellström, Eugen. "A lack of flæ:r : A comparative study of English accent stereotypes in fantasy role-playing games." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-45860.

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This study analyzes the use of linguistic stereotypes in two fantasy role-playing games, Witcher 3: The Wild Hunt and Dragon Age: Origins with a focus on phonology. It investigates how accent stereotypes are used and why they are important for characters in video games, for example regarding prestige and attractiveness. It analyzes each character from a character type perspective: hero, villain, comic-relief, mentor and lover. The results show that there are accent stereotypes in fantasy role-playing games and that they are, most likely, deliberately placed as such. It also shows that standard
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Kam, Keung-kei Kenneth. "An adventure-based counseling program on the physical self-efficacy, general self-efficacy, self-esteem, body image and physical activity level of adolescents /." View the Table of Contents & Abstract, 2005. http://sunzi.lib.hku.hk/hkuto/record/B31941631.

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Selzer, Dominik. "Critical Thinkers through The Hunger Games : Working with Dystopian Fiction in the EFL Classroom." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65374.

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This essay gives examples of possible ways to inspire young adults to become politically more aware and active using dystopian fiction in the EFL classroom. First, an overview of the dystopian genre and different ways of using it in the EFL classroom to improve critical thinking skills will be given. Subsequently, different scenes from The Hunger Games will be analyzed to show how young adults can be inspired to be more aware of social and environmental justice and to act. Finally, it is discussed why literary material in a classroom must relate to a student’s personal life and why the relevan
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Wallén, Karin. "Systrar, spel och surrogater : En motiv- och karaktärsstudie av Katniss och Prims systerrelation i Suzanne Collins The Hunger Games-trilogi." Thesis, Stockholms universitet, Institutionen för kultur och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-152830.

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I denna uppsats undersöks hur systerrelationen mellan protagonisten Katniss Everdeen och hennes lillasyster Prim porträtteras i Suzanne Collins The Hunger Games-trilogi, bestående av The Hunger Games (2008), Catching Fire (2009) och Mockingjay (2010). Syftet med uppsatsen är att utforska vilken funktion denna porträttering får för intrigen i sin helhet samt att se vilka föreställningar om manligt och kvinnligt som blir synliga i relationen systrarna emellan. Som teoretisk grund används Sarah Annes Browns och Roberta Seelinger Trites skrifter om litterära systerskap. Undersökningen visar att Ka
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Hadin, Joacim. "Learning by Gaming : Investigating the Influence of Playing Video Games on Vocabulary Level among Swedish ESL Learners." Thesis, Högskolan i Gävle, Engelska, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29142.

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The video game industry is one of the fastest growing markets in the world today. The fact that playing video games has become such a popular recreational activity among youths and adolescents has created a need for research investigating the effects of video game playing. Because of the role of the English language as a global lingua franca, most video games are released in English. Since most video games are released in English, many believe that the utilization of video games can help learners of English to improve their knowledge of how to utilize the English language. The aim of this stud
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