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1

Fantham, Elaine, and Edgar M. Glenn. "The Metamorphoses: Ovid's Roman Games." Classical World 82, no. 5 (1989): 387. http://dx.doi.org/10.2307/4350422.

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Vitorino, Mônica Costa. "A figura do gladiador: entre a literatura latina e o Kolossal histórico romano." Aletria: Revista de Estudos de Literatura 8 (March 2, 2018): 144–49. http://dx.doi.org/10.17851/2317-2096.8..144-149.

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Resumo: A tradição dos filmes históricos que focalizam a figura do gladiador e dos jogos gladiatórios demonstra que para esse tipo de produção, preocupada especialmente com o entretenimento, é difícil a abordagem de certas questões concernentes à problemática dos jogos e ao seu papel na sociedade romana.Palavras-chave: literatura latina; filme histórico; jogos gladiatórios; sociedade romana antiga.Abstract: The tradition of epic films that focus on the gladiator’s figure as well as gladiatorial games has shown that this kind of production, which mainly emphasizes entertainment, turns out to be
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Pace, Alessandro. "Playing with Batavians. Games as an educational tool for a Romano more vivere." Archimède. Archéologie et histoire ancienne 7 (June 9, 2020): 317–26. http://dx.doi.org/10.47245/archimede.0007.var.03.

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Recent research has underlined how games can serve as powerful tools for the creation of new social spaces, bridging different ethnic and cultural groups, both in the present and in the past. The scope of this paper is to explore whether games can offer new insights into that process of cultural co-optation that brought in contact the Roman world and the various ethnic groups that were progressively absorbed into Rome's orbit following its political and military expansion. In Roman Britannia, the presence of typically Roman game devices at sites that were occupied by the auxilia is key to unde
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4

Schädler, Ulrich. "Some Misconceptions About Ancient Roman Games." Board Game Studies Journal 15, no. 1 (2021): 79–97. http://dx.doi.org/10.2478/bgs-2021-0004.

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Natanauan, Ana Clariza, Jenmart Bonifacio, Mikael Manuel, Rex Bringula, and John Benedic Enriquez. "Profile, Gaming Usage and Purposes of Gaming of Internet Café Users in Manila." International Journal of Virtual Communities and Social Networking 5, no. 4 (2013): 43–58. http://dx.doi.org/10.4018/ijvcsn.2013100103.

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This descriptive-exploratory study attempted to give the readers a portrait of cyber café gamers in Manila. It determined the profile of gamers, their gaming usage, and their purposes of cyber café gaming. Descriptive statistics revealed that most of the respondents were Manila settlers, students, pursuing or had obtained college degrees, male, young, Roman Catholic, single, belonged to middle-income class, and played games in cyber cafés in the afternoon once to twice a week. One-way chi-square showed that frequency of gaming was not equally distributed in a week and gamers showed tendency to
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Lowe, N. J. "IV From Greece to Rome." New Surveys in the Classics 37 (2007): 81–96. http://dx.doi.org/10.1017/s0017383508000466.

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The origins of Roman comedy are, in one sense, clear-cut: at the Ludi Romani or Roman Games of September 240, a Romanized Tarentine Greek known as Lucius Livius Andronicus, who at some point also translated the Odyssey into Latin, produced the first Latin translations of Greek plays on a Roman stage. This firm date, for which we have Cicero's friend Atticus to thank, marks the beginning of the establishment of a practice of translating classic Greek plays that would continue in both comedy and tragedy for at least a further century.
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THUILLIER, JEAN-PAUL. "Athletic exercises in ancient Rome. When Julius Caesar went swimming." European Review 12, no. 3 (2004): 415–26. http://dx.doi.org/10.1017/s1062798704000353.

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Roman ludi circenses are well known, especially chariot-racing, which was extremely popular during the Roman Empire. In many aspects, this competition even foreshadows modern sport seen as show business (the Circus Maximus could accommodate about 150,000 spectators). One could not say the same thing about the athletic exercises of Roman citizens: the common view is that Romans had a negative attitude towards athletics, which were not regarded as useful and were sometimes considered as scandalous. But Roman citizens did, in fact, practise much sport, for instance in the Campus Martius in Rome,
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8

Minowa, Yuko, and Terrence H. Witkowski. "Spectator consumption practices at the Roman games." Journal of Historical Research in Marketing 4, no. 4 (2012): 510–31. http://dx.doi.org/10.1108/17557501211281851.

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9

Duggan, Eddie. "Stranger Games: The life and times of the spintriae." Board Game Studies Journal 11, no. 1 (2017): 101–21. http://dx.doi.org/10.1515/bgs-2017-0005.

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Abstract In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman “brothel token”, the press reported on the story in the expected manner, for example: “A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames” (Daily Telegraph, 4 Jan 2012) and “Bronze discs depicting sex acts, like the one discovered in London, were used
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10

Hall, Mark A., and Katherine Forsyth. "Roman rules? The introduction of board games to Britain and Ireland." Antiquity 85, no. 330 (2011): 1325–38. http://dx.doi.org/10.1017/s0003598x00062086.

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Competitive board games, played on the ground, on the floor or on wooden boards, provide entertainment, distraction and exercise for the mind — it is hard to believe that north-west Europe was ever without them. But the authors here make a strong case that the introduction of such games was among the fruits of Roman contact, along with literacy and wine. In Britain and Ireland games were soon renamed, but belonged like children's jokes to a broad underworld of fast-moving cultural transmission, largely unseen till now.
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Mulvin, Lynda, and Steven E. Sidebotham. "Roman Game Boards from Abu Sha’ar (Red Sea Coast, Egypt)." Antiquity 78, no. 301 (2004): 602–17. http://dx.doi.org/10.1017/s0003598x00113250.

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The discovery of twenty game boards – including some in a dedicated den or gaming room – in the late Roman fort at Abu Sha’ar, on the Red Sea coast of Egypt, conjures up images of daily life at a well established, but remote Roman military station. Here, during the long hot days and cool nights, soldiers no doubt played board games and gambled incessantly. This paper describes the boards, the likely games played on them and the areas of the fort where they were played.
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Mitchell, Stephen. "Festivals, Games, and Civic Life in Roman Asia Minor." Journal of Roman Studies 80 (November 1990): 183–93. http://dx.doi.org/10.2307/300289.

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13

Thompson, Leonard L. "The Martyrdom of Polycarp: Death in the Roman Games." Journal of Religion 82, no. 1 (2002): 27–52. http://dx.doi.org/10.1086/490993.

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Fadel, Doaa. "Social Entertainment in Greco- Roman Egypt (Games and Sports)." Journal of Association of Arab Universities for Tourism and Hospitality 19, no. 3 (2020): 1–34. http://dx.doi.org/10.21608/jaauth.2021.54216.1103.

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15

Petitjean, Maxime. "The Pantomime of War: Thoughts About the Horse Games of the Roman Army and the Origins of Imperial Mask Helmets." International Journal of Military History and Historiography 40, no. 1 (2020): 50–73. http://dx.doi.org/10.1163/24683302-20190004.

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This paper explores the origins of the horse games (hippika gymnasia) of the Roman imperial army. It argues that the equestrian displays lengthily described by Arrian in his tactical treatise were borrowed from the Gallic and Iberian Celts, who formed the most important part of the Roman auxiliary cavalry at the end of the Republic and at the beginning of the Principate. Mask helmets were worn by the most renowned horsemen during these games. The first examples of such masks in Roman context can be found on triumphal representations celebrating victories over Celtiberian or Gallic foes. The ev
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Włodarczyk, Arkadiusz, and Mateusz Rozmiarek. "Games in the Accademia Arcadia as a Legacy of the Olympic Idea between the Seventeenth and the Eighteenth Centuries." European Review 28, no. 4 (2020): 587–98. http://dx.doi.org/10.1017/s1062798720000186.

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In the seventeenth and eighteenth centuries a specific type of games took place in the Roman Academy of Arcadia. These games were a major cultural event in the academy and were a type of poetry competition which, in many aspects, was similar to the ancient Olympic Games. Therefore, they are a perfect example of the heritage of the Olympic spirit of the given era.
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van Nijf, Onno. "Olympia en de Olympische Spelen in de Romeinse tijd." Lampas 54, no. 2 (2021): 249–69. http://dx.doi.org/10.5117/lam2021.2.005.nijf.

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Abstract Most studies of the ancient Olympic Games focus on the Classical period. This is a bit surprising, as it has been established that the Hellenistic and Roman periods constituted the hey-days of Greek sport. In the Hellenistic period, a shared sports and festival culture was one of the main ingredients of an imagined community of Greek cities stretching from southern Italy as far as the Tigris, and beyond. In the Roman Imperial period, sport flourished even more. With Roman support an integrated festival network arose with an empire-wide pull but gravitating in the Eastern provinces. Ol
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Muñoz, Verónica, Pere Lavega, Jorge Serna, Unai Sáez de Ocáriz, and Jaume March. "Estados de ánimo al jugar en solitario o en cooperación: dos vivencias motrices y afectivas desiguales." Anales de Psicología 33, no. 1 (2016): 196. http://dx.doi.org/10.6018/analesps.33.1.233301.

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<span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="EN-US">This study analyzed the effect of the variables: </span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang
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19

De Voogt, Alex. "Traces of Appropriation: Roman Board Games in Egypt and Sudan." Archimède. Archéologie et histoire ancienne 6 (2019): 89–99. http://dx.doi.org/10.47245/archimede.0006.ds2.03.

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20

Purcell, Nicholas. "LITERATE GAMES: ROMAN URBAN SOCIETY AND THE GAME OF ALEA." Past and Present 147, no. 1 (1995): 3–37. http://dx.doi.org/10.1093/past/147.1.3.

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21

Khorkova, I. V. "Fragment on the renewal of Roman games: details and sources." Indo-European Linguistics and Classical Philology, no. 25 (2021): 1165–77. http://dx.doi.org/10.30842/ielc230690152570.

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22

Sánchez, Juan Antonio Jiménez. "Los espectáculos de la tradición romano-pagana en la obra de Paulino de Nola." Augustinianum 50, no. 2 (2010): 453–90. http://dx.doi.org/10.5840/agstm201050217.

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In this paper we study the presence of elements related to Roman games in the work of the bishop Paulinus of Nola (355-431 AD). References to shows inhis work are not as abundant as they occurs among his contemporaries. Nevertheless, many of these references possess a great importance for us. Certainly, they are similar to other allusions made by his contemporaries; however they express the opinion of one of the most famous and prestigious bishops of the Late Antiquity about these popular exhibitions. In his writings we can see his criticism of the waste of wealth in the organization of the Ro
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23

Dobbs, Christopher S. "Getting Lucky With Ovid and Propertius: Board Games, Games of Chance, and Amatory Strategies in Roman Elegy." Syllecta Classica 30, no. 1 (2020): 1–24. http://dx.doi.org/10.1353/syl.2020.0000.

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24

Alex de Voogt, Vincent Francigny, and Pieter Baas. "Meroitic Graves with Roman Games: Elites Moving the Borders of Play." Zeitschrift der Deutschen Morgenländischen Gesellschaft 167, no. 1 (2017): 23. http://dx.doi.org/10.13173/zeitdeutmorggese.167.1.0023.

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25

Mairs, Rachel. "Acrostich Inscriptions at Kalabsha (Roman Talmis): Cultural Identities and Literary Games." Chronique d'Egypte 86, no. 171-172 (2011): 281–97. http://dx.doi.org/10.1484/j.cde.1.102493.

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26

Crist, Walter. "Debunking the Diffusion of Senet." Board Game Studies Journal 15, no. 1 (2021): 13–27. http://dx.doi.org/10.2478/bgs-2021-0002.

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Abstract Senet—perhaps the most famous of all the games of antiquity—has captured the imagination of scholars and lay people alike. Recognized as a game played by the Egyptians since the beginnings of archaeological research, and one of the first ancient games to be recognized outside of Greek and Roman texts, it has been one of the most discussed games of antiquity both in academia and in popular media. Nevertheless, understanding of this game remains incomplete. New evidence and more nuanced interpretations of old evidence continues to expand on our knowledge of senet. This paper seeks to co
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WEILER, INGOMAR. "GAMES, CONTESTS, AND THE IDEA OF COMPETITIVE RIVALRY IN EARLY GREEK AND ROMAN CHILDHOOD." Bulletin of the Institute of Classical Studies 61, no. 1 (2018): 104–18. http://dx.doi.org/10.1111/2041-5370.12073.

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Abstract This contribution discusses some topics concerning the physical activities of young children in ancient Greek society, especially games and contests. In Greek terminology and in general language use, these children are denoted as bréphos, paidíon or paidískē and paidískos. Paidíon is a term for a young child generally less than seven years and paīs for the age of seven up to fourteen years. Several Greek and Roman authors inform us about the games, contests, and the educational program for this age-category (i.e., before boys go to the gymnasium). The following texts discuss some exam
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28

Cameron, Alan. "The Origin, Context and Function of Consular Diptychs." Journal of Roman Studies 103 (May 30, 2013): 174–207. http://dx.doi.org/10.1017/s0075435813000099.

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AbstractMembers of the late Roman élite commemorated the holding of certain offices by the distribution of ivory diptychs. This paper attempts to show how diptychs came to play this rôle; that they were not originally distributed by consuls but by any official who provided games; that they had nothing to do with the ecclesiastical diptychs that are first heard of at about the same time; that the custom spread from east to west, not from west to east; and that the earliest western consular diptychs are not illustrated with scenes from games because there were no multi-day consular games at Rome
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Woolf, Greg. "Becoming Roman, staying Greek: Culture, identity and the civilizing process in the Roman East." Proceedings of the Cambridge Philological Society 40 (1994): 116–43. http://dx.doi.org/10.1017/s0068673500001875.

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The nature, and indeed the reality, of Romanization in the east is controversial. One of the most influential accounts of Romanization in the western provinces notes that ‘by contrast, where Greek was already the language of culture, of government and of inter-regional trade, the Romans carried further the process of Hellenization … in general what was specifically Latin in the common civilization of the empire made little impact in the east’, the exceptions being the influence of Roman law and the popularity of gladiatorial games. That verdict endorsed the view that ‘the emperors made no atte
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Burliga, Bogdan. "Tertullian on the paradox of the Roman amphitheatre games: "De spectaculis" 22." Vox Patrum 65 (July 15, 2016): 119–27. http://dx.doi.org/10.31743/vp.3495.

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Tematem artykułu jest ciekawy paradoks, o jakim mówi Tertulian w rozdzia­le 22. swego traktatu O widowiskach. Jest rzeczą wiadomą, że stanowisko tego żarliwego obrońcy wiary chrześcijańskiej było jak najbardziej nieprzychylne dawnej rzymskiej instytucji walk na arenie, wyścigów konnych i przedstawień scenicznych – Tertulian widział w nich niebezpieczeństwo i zagrożenie dla mo­ralności chrześcijan. Przy okazji zwrócił on również uwagę na samo podejście Rzymian do walczących i skazańców, wskazując na sprzeczność w postawie tak organizatorów, jak i tłumów oglądających spektakle. Z jednej strony,
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Doğan, İlkay, Özkan Işık, and Mehmet Cüneyt Birkök. "Seeding and gold medal probability in wrestling: a 2016 Rio Olympic Games analysis." Journal of Human Sciences 16, no. 4 (2019): 931–37. http://dx.doi.org/10.14687/jhs.v16i4.5819.

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The United World Wrestling carried out the implementation of seeding athletes for the first time at the 2016 Rio Olympic Games. For this reason, the aim of the current study was to calculate the probability of winning a medal and becoming an Olympic Champion at the 2016 Rio Olympic Games of seeded wrestlers using the Bayesian theorem. The data were obtained from the results book of the Rio Olympic Games. The obtained data were analyzed Bayesian theorem. According to the results, the probabilities of being an Olympic Champion of first seeded wrestlers were 67.0%, 81.0% and 62.0% for males Greco
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Kubiak, Przemysław. "‘DAMNATIO AD BESTIAS’ – RODZAJ KARY ŚMIERCI CZY SPOSÓB JEJ WYKONANIA?" Zeszyty Prawnicze 11, no. 1 (2016): 181. http://dx.doi.org/10.21697/zp.2011.11.1.10.

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‘DAMNATIO AD BESTIAS’ – KIND OF DEATH PENALTY OR MODE OF EXECUTION? Summary Damnatio ad bestias was one of the most amazing institutions of Roman criminal law. It was closely connected to gladiatorial games and this relation caused and influenced its dynamic and complex nature. The goal of this paper is to answer the question about the legal characteristic of damnatio ad bestias, whether it was a kind of death penalty or only a mode of its execution. On the basis of legal sources one can affirm that, at least in the roman jurists’ opinion, damnatio ad bestias was a poena, although sometimes it
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Deretić, Nataša, and Milan Milutin. "An attempt at legal regulation of ambitus (canvassing before Roman elections) in the period of the Roman Republic." Zbornik radova Pravnog fakulteta, Novi Sad 54, no. 1 (2020): 309–28. http://dx.doi.org/10.5937/zrpfns54-24413.

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The emergence of pre-election canvassing, for which the Roman state had a special term - ambitus - has outlived centuries, so that we find this phenomenon even today. We shall here try to answer the question as to whether the campaigning before elections is a type of corruption after analyzing laws dating from the period of the Roman Republic. Defining ambitus is no easy task. A very broad definition would define it as the use of illegal methods to persuade a voter to vote for a particular candidate. This definition applies to the entire period of the Republic, and even later, to the end of th
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Kidd, Stephen E. "Greek Dicing, Astragaloi and the ‘Euripides’ Throw." Journal of Hellenic Studies 137 (2017): 112–18. http://dx.doi.org/10.1017/s0075426917000088.

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AbstractGreeks, unlike Romans, gambled with five not four knucklebones (astragaloi) in their dice games. As Pollux explains, the high number of an individual knucklebone was sometimes eight rather than six, and so when a dicer rolled ‘all eights’ they attained a sum of 40. This roll was called the ‘Euripides’. The confusion about this throw is due to a report found in Byzantine sources and attributed to Suetonius, where it is claimed that dicers of Greek antiquity used four knucklebones. Suetonius may have confused the Roman custom with the Greek one, but there are good grounds for questioning
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Demirhan, Bilal, Dciparkul Abdırahmanova, Kanat Canuzakov, and Serdar Geri. "Evaluation of some respiratory functions of Kyrgyz National Team Athletes before 2016 Summer Olympic Games." Journal of Human Sciences 15, no. 3 (2018): 1711. http://dx.doi.org/10.14687/jhs.v15i3.5431.

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In this study, some respiratory functions of athletes from four different sport branches who constitute Kyrgyzstan National Team have been examined. To research, 9 Greco-Roman style wrestlers (24±4,5years), 10 freestyle wrestlers (22,10±3,21 years), 8 judoists (23,6±1,89 years), 8 male athletes (22,29±2.87 years) and 3 female athletes (21.67±2.08 years) totally 35 male and 3 female national athletes have been included. Forced vital capacities (FVC), forced ventilation volumes (FEV1) and peak expiratory flow (PEF) which connected the respiratory levels of the athletes have been measured in prep
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Berns, Christof, and H. Ali Ekinci. "Gladiatorial games in the Greek East: a complex of reliefs from Cibyra." Anatolian Studies 65 (2015): 143–79. http://dx.doi.org/10.1017/s0066154615000095.

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AbstractThis article presents a body of architectural reliefs and two stelae from the ancient town of Cibyra in the Roman province of Asia and, in most cases, now kept in the provincial Burdur Museum. The pieces show different aspects of gladiatorial games, such as duels between gladiators and the hunting of animals. It is argued that the architectural reliefs once belonged to three different monumental tombs of munerarii, commemorating specific games sponsored by them, while the stelae were set up for single gladiators after their deaths. An analysis of the style of their execution indicates
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Manas, Alfonso. "The Lure of the Arena: Social Psychology and the Crowd at the Roman Games." International Journal of the History of Sport 33, no. 6-7 (2016): 761–63. http://dx.doi.org/10.1080/09523367.2015.1132039.

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Masuda, Rei, and Jonathan DeHaan. "Language in Game Rules and Game Play: A Study of Emergence in Pandemic." International Journal of English Linguistics 5, no. 6 (2015): 1. http://dx.doi.org/10.5539/ijel.v5n6p1.

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<p class="western"> </p><p>Language and games are both creative activities that can exhibit unexpected behaviors and meanings. Previous studies in the connections between games and language have focused on digital games. The current study investigated the emergence of language in a modern cooperative board game (Pandemic) and used discourse analysis tools to compare and contrast the textual rule book and oral discussions in observed gameplay in terms of speech acts and vocabulary. Unexpected language did emerge in the gameplay, and in general, the longer text and sentences of
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Gavrilovic, Nadezda. "Ceramic crustulum with the representation of Nemesis-Diana from Viminatium: A contribution to the cult of goddess nemesis in roman provinces of Central Balkans." Starinar, no. 61 (2011): 191–203. http://dx.doi.org/10.2298/sta1161191g.

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The analysis of iconographic representation from ceramic medallion/cast for cakes (crustulum) from Viminatium showed that we are dealing with a very rare type of iconographic representation of goddess Nemesis-Diana. The monuments with syncretistic presentation of goddess Nemesis-Diana are not only very rare, but they imply a very close connection of the goddess with imperial cult and with games and gladiator fights in amphitheatre. Overview and analysis of all so far known cult monuments of goddess Nemesis, opened a question about the correlation of goddess and presumed amphitheatre in Viminat
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Liu, I.-Fan. "The Study of Intention to Learn in Game-Based Learning With a Smartphone." International Journal of Distance Education Technologies 18, no. 3 (2020): 25–41. http://dx.doi.org/10.4018/ijdet.2020070102.

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Fun games can generate a flow experience for players, and further increase their willingness to continue gameplay. However, an important issue that has long concerned educators and game developers is how to incorporate learning subjects into games and achieve the goal of learning through play. This study designed an English blockade-running game based on Greek and Roman mythology, and proposed a research model to predict future willingness of learners to use game-based learning with smartphones after flow experience. A total of 376 college students participated in this study. Data analysis rev
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Longenberger, Bryce. "The Desensitization to Violence and the Perpetuation of Oppression and Slavery in Suzanne Collins’s The Hunger Games Trilog." Digital Literature Review 2 (January 6, 2015): 75–83. http://dx.doi.org/10.33043/dlr.2.0.75-83.

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This paper analyzes slavery in Suzanne Collins’s The Hunger Games trilogy by contextualizing her works within the history of Roman gladiator fighting and by examining the social structures of oppression within the society that Collins creates. The essay explores how the trilogy highlights the ways that people can perpetuate systems of slavery within a society when they become desensitized to violence and both benefit from and are entertained by the exploitation of others. 75
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Flores Militello, Vicente. "Venationes en la poesía latina tardoimperial. El poder de la arena y su final." Nova Tellus 39, no. 2 (2021): 113–44. http://dx.doi.org/10.19130/iifl.nt.2021.39.2.79286.

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This article analyzes various passages from Claudian’s and Gorippus’s political poems (Claud., Ruf., 2; Theod.; Stil., 3; VI Hon.; Goripp., Laud. Iust. Min., 3) which describe hunting games in the Roman arena (venationes) and have communicative aims: they either praise officeholders (consuls, generals, and emperors), or they criticize their opponents. This theme plays a fundamental role in early imperial poetry. But while early imperial poets (Calpurnius, Statius, Martial, and Juvenal) convey their message of praise or invective with briefer passages, Claudian and Gorippus present concatenated
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Newby, Zahra. "Greek Athletics as Roman Spectacle: the mosaics from Ostia and Rome." Papers of the British School at Rome 70 (November 2002): 177–203. http://dx.doi.org/10.1017/s0068246200002142.

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With the release in the year 2000 of the filmGladiator, and the exhibition ‘Gladiators and Caesars’ in Hamburg and London, Roman spectacular entertainments, never out of the public eye for long, have returned once again to the limelight. Chief among these entertainments are gladiatorial games and chariot races, exerting a pull on the modern imagination through the famous re-enactments of them in popular films — such asSpartacusor the famous chariot race inBen-Hur— as much as through our knowledge of their popularity in antiquity, often summed up in Juvenal's comment that the Romanplebswanted o
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Reid, Heather L. "Olympic Sacrifice: A Modern Look at an Ancient Tradition." Royal Institute of Philosophy Supplement 73 (August 21, 2013): 197–210. http://dx.doi.org/10.1017/s135824611300026x.

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The inspiration for this paper came rather unexpectedly. In February 2006, I made the long trip from my home in Sioux City, Iowa, to Torino, Italy in order to witness the Olympic Winter Games. Barely a month later, I found myself in California at the newly-renovated Getty Villa, home to one of the world's great collections of Greco-Roman antiquities. At the Villa I attended a talk about a Roman mosaic depicting a boxing scene from Virgil's Aeneid. The tiny tiles showed not only two boxers, but a wobbly looking ox. ‘What is wrong with this ox?’ asked the docent. ‘Why is he there at the match?’
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Patrich, Joseph. "The carceres of the Herodian hippodrome/stadium at Caesarea Maritima and connections with the Circus Maximus." Journal of Roman Archaeology 14 (2001): 269–83. http://dx.doi.org/10.1017/s1047759400019929.

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The Herodian hippodrome/stadium at Caesarea was exposed between 1992 and 1998. It runs parallel to the shore between the Herodian harbour and the theatre, at the location specified by Josephus. Josephus refers to the structure as an amphitheatre but it is clear from him and from the archaeological evidence to be described below that equestrian events were an integral part of the games held in it. In the very late Republic and early Empire, the term amphitheatre was used indifferently to designate a stadium or a hippodrome rather than the traditional Roman oval amphitheatrum. Josephus also call
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O'Connor, Eugene M., Peter Bing, and Rip Cohen. "Games of Venus: An Anthology of Greek and Roman Erotic Verse from Sappho to Ovid." Classical World 86, no. 6 (1993): 510. http://dx.doi.org/10.2307/4351408.

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Apoyko, Roman, Boris Tarakanov, and Alexey Levitsky. "Analysis of achievements of the participating countries in the Olympic Games on Greco-Roman wrestling." Uchenye zapiski universiteta imeni P.F. Lesgafta, no. 98 (May 2013): 7–10. http://dx.doi.org/10.5930/issn.1994-4683.2013.05.99.p7-10.

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Davis, P. J. "The Fabrication of Tradition: Horace, Augustus and the Secular Games." Ramus 30, no. 2 (2001): 111–27. http://dx.doi.org/10.1017/s0048671x0000148x.

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Now, at this season when selected girlsAnd the boys who are about to venture upon them,Though still in bud, sing what will please London…(C.H. Sisson, 1974)Rome's first emperor proved remarkably successful in shaping a positive image for himself in his own and subsequent eras. Here was a man who came to power through that most criminal of means, through victory in civil war, and yet managed to persuade his own and succeeding generations of his right to rule. How did the enthusiastic proscriber of the innocent and the brutal destroyer of Perusia transform himself into the sublime Augustus? Here
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Martins, Carla Maria Braz. "The Mining Complex of Braçal and Malhada, Portugal: Lead Mining in Roman Times and Linking Historical Social Trends – Amphitheatre Games." European Journal of Archaeology 13, no. 2 (2010): 195–216. http://dx.doi.org/10.1177/1461957109359975.

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The mining complex of Braçal and Malhada was the chief lead exploration site in Portugal in Roman times. This article outlines the type of mining conducted on site and discusses the associated findings, which point to a date in the mid-first century AD. Some aspects of the findings offer a new perspective on the relationship between mining sites and places of entertainment, in other words, the likelihood of temporary amphitheatres for gladiator games. This relationship may also apply to other locations in northern Portugal where gold was mined.
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Stocks, Claire. "Stories from the Frontier: Bridging Past and Present at Hadrian’s Wall." Trends in Classics 11, no. 1 (2019): 139–60. http://dx.doi.org/10.1515/tc-2019-0008.

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Abstract A corn modius, excavated in 1915 at Carvoran Roman fort, survives as an enduring testament to the memory sanctions applied to the emperor Domitian after his death. Domitian’s name has been hammered out, even though the rest of the engraved text – which reveals the capacity of this measuring vessel – has been preserved. Taking this case study as its springboard, this article reflects on how artefacts act as battlegrounds for the parallel processes of commemoration and censorship. It exemplifies, moreover, how a modern video-game for school-aged children which Stocks co-designed about V
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