Dissertations / Theses on the topic 'Psychological aspects of Squash (Game)'
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Robertson, Kevin. "Health-related psychological aspects of playing squash." Thesis, Liverpool John Moores University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.282785.
Full textMills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.
Full textPavlas, Davin. "A model of flow and play in game-based learning the impact of game characteristics, player traits, and player states." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4513.
Full textID: 029051055; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2010.; Includes bibliographical references (p. 163-184).
Ph.D.
Doctorate
Department of Psychology
Sciences
Applied Experimental and Human Factors
Kingma, Graham. "Minding your own game : self-regulation and psychological momentum among golfers." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1017883.
Full textMounicot, Marc. "Superstition and pre-game anxiety among male and female soccer players at various levels of play." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0004/MQ43920.pdf.
Full textLangley, Alex. "Correlates of Video Game Addiction." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc33181/.
Full textPon, Kwai-ling, and 潘桂玲. "My wonderful life: developing a game based intervention for patients with advanced cancer." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B44751461.
Full textSutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Full textDepartment of Telecommunications
Cheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective." HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.
Full textMeiring, Liezl. "Selfkonsep en veerkragtigheid van 50- tot 60 jarige muurbalspelers." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2598.
Full textAFRIKAANSE OPSOMMING: Hierdie verkennende studie is onderneem om die rol van fisiese welstand rakende algehele geestesgesondheid te ondersoek. Die hoofdoelstelling is om vas te stel of daar verskille is tussen die selfkonsep en veerkragtigheid van ‘n groep individue wat kompeterend aan muurbal deelneem (vir ten minste die afgelope 12 maande) en ‘n ander groep wat geensins aan enige fisiese oefening deelneem nie (ook vir die afgelope 12 maande). Beide die groepe behoort tot die ouderdomsgroep van 50- tot 60 jariges. Hierdie navorsing is aangepak binne die positiewe paradigma van sielkunde as die wetenskaplike bestudering van die oorspronge, die prosesse en meganismes rakende optimale vlakke van menslike funksionering. Binne die kwantitatiewe benadering is ‘n vergelykende navorsingstipe gebruik. Sestig deelnemers is vir die doel van die studie gebruik. Die deelnemende groep (n=30) neem op ʼn gereelde basis aktief deel aan georganiseerde muurbal in die Meestersliga van die Westelike Provinsie se Muurbalunie. Die nie-deelnemende groep (n=30) het bestaan uit dertig individue wat glad nie aan enige fisiese oefening deelneem nie. Drie meetinstrumente is deur al die respondente voltooi, naamlik die Demografiese Vraelys, die Rosenberg Selfkonsepvraelys en die Veerkragtigheidsvraelys. Statisties beduidende verskille is gevind tussen die selfkonsep en veerkragtigheid van die deelnemende groep en nie-deelnemende groep. Die deelnemende groep het ʼn hoër selfkonseptelling en veerkragtigheidstelling as die nie-deelnemende groep getoon.
ENGLISH ABSTRACT: This explorative study was undertaken to investigate the role of physical well-being regarding mental wellness. The main objective was to establish whether there is a difference in the self-concept and resilience of a group of individuals who participate in squash on a competitive level (for at least the past 12 months) and an age equivalent that does not take part in any physical exercise (for also at least the past 12 months). Both these group’s members belong to the age group of 50 to 60 year olds. This research was located in the paradigm of positive psychology as the scientific study of the origins, processes and mechanisms regarding the levels of optimal human functioning. In this quantitative approach a comparative research method was used. Sixty persons were included in the sample of the study. Members of the participating group (n=30) take part in organised squash actively in the Masters League of the Western Province Squash Union on a regular basis. The non-participating group (n=30) consisted of individuals that do not take part in any physical exercise. Three measuring instruments were completed by all the respondents, namely the Demographic Questionnaire, the Rosenberg Self-Concept Questionnaire and the Resilience Questionnaire. Significant statistical differences were found in measures of the self-concept and resilience between the participating group and the non-participating group. The participating group showed a higher self-concept score and resilience score than the non-participating group.
Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.
Full textBachelors
Sciences
Psychology
McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.
Full textKhunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.
Full textWilson, Shana M. "The Relationship between Superstitious Behaviors of Sports Fans, Team Identification, Team Location, and Game Outcome." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1056.
Full textAlhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textHolst, Christoffer, Viktor Johansson, and Steve Liljekvist. "Mikrotransaktioner : spelutvecklingsbranschens psykologiska spel." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12609.
Full textIn today’s gaming industry it’s increasingly common to use business models that include microtransactions, in short in-game purchases. The recent rise of microtransactions has created many different opinions. This thesis was conducted to provide an insight of how the players perceive and relate to the phenomenon and further deepen the understanding of what game development companies do to get their players to make in-game purchases. To highlight the problem, the research question was formed as follows: How do players relate to microtransactions and how do game developers affect players to make purchases through microtransactions? The study was conducted with a questionnaire consisting of questions based on a mixed method. The nature of the questions was shaped with elements of both quantitative and qualitative approaches. 117 players responded on the questionnaire, which was analyzed and the result shows both positive and negative opinions about microtransactions and there were several different approaches that the game development companies use to convince their players to perform in-game purchases. Based on previous research, this study shows that the view on micro-transactions has changed to the positive. In particular, game development companies have recently focused on listening to their players leading to developed microtransactions based on player's needs but it need to be considered that a more positive view of microtransactions may potentially affect different degrees of addiction. The results in this study may affect the reader’s view of the phenomenon. The study highlights a new view of how players relate to the phenomenon that both contradicts and strengthens previous research, which may benefit game development companies as well as further research on the subject.
Stirrat, Michael. "Sexual selection and trust games." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/1014.
Full textGoncalves, Duarte. "Uncertainty and Complexity: Essays on Statistical Decision Theory and Behavioral Economics." Thesis, 2021. https://doi.org/10.7916/d8-yhjx-hz50.
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