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1

The game from where I stand. New York: Times Books, 2010.

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2

Glanville, Doug. Center field: The game from where I stand. New York: Times Books, 2010.

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3

Glanville, Doug. The game from where I stand: A ballplayer's inside view. New York: Times Books, 2010.

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4

Ruck, Rob. Raceball: How the Major Leagues colonized the Black and Latin game. Boston: Beacon Press, 2010.

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5

Glanville, Doug. The game from where I stand: A ballplayer's inside view. New York: Times Books, 2010.

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6

Gutman, Dan. Jackie Robinson and the big game. New York: Aladdin Paperbacks, 2005.

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7

Game, set, match: Billie Jean King and the revolution in women's sports. Chapel Hill: University of North Carolina Press, 2011.

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8

Schleiner, Anne-Marie. The Player's Power to Change the Game. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789089647726.

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In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.
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9

Beautiful Game: Football Through the Eyes of the World's Greatest Players. Abrams, Inc., 2009.

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10

The Game from Where I Stand. Brand: Times Books, 2011.

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11

Much More Than a Game: Players, Owners, and American Baseball since 1921. The University of North Carolina Press, 2000.

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12

Burk, Robert F. Much More Than a Game: Players, Owners, and American Baseball Since 1921. University of North Carolina Press, 2003.

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13

Burk, Robert F. Much More Than a Game: Players, Owners, and American Baseball since 1921. The University of North Carolina Press, 2001.

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14

Barney, Ronay. Any Chance of a Game?: A Season at the Ugly End of Park Football. Rider, 2006.

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15

Barney, Ronay. Any Chance of a Game?: A Season at the Ugly End of Park Football. Rider, 2006.

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16

Heck, Klaus. A study of attribution theory and achievement related to coaches, teachers and administrators. 1986.

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17

Invention of the Beautiful Game: Football and the Making of Modern Brazil. University Press of Florida, 2016.

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18

Bocketti, Gregg. The Invention of the Beautiful Game: Football and the Making of Modern Brazil. University Press of Florida, 2019.

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19

Cozzo, Karole. The Game Can't Love You Back. Square Fish, 2022.

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20

The game can't love you back. Swoon Reads, 2018.

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21

Kawabata, Yasunari. El Maestro de Go (Lingua Franca). Emece Editores, 2004.

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22

Hot Potato: How Washington and New York Gave Birth to Black Basketball and Changed America's Game Forever. University of Virginia Press, 2004.

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23

Kuska, Bob. Hot Potato: How Washington And New York Gave Birth to Black Basketball And Changed America's Game Forever. University of Virginia Press, 2006.

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24

They Played for the Love of the Game: Untold Stories of Black Baseball in Minnesota. Minnesota Historical Society Press, 2016.

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25

Katharine, Holstein, ed. A different kind of daughter: The girl who hid from the Taliban in plain sight. 2016.

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26

Fearon, James, and Macartan Humphreys. Why Do Women Co-Operate More in Women’s Groups? Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198829591.003.0010.

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A substantial amount of development programming assumes that women have preferences or aptitudes that are more conducive to economic development. For example, conditional cash transfer programmes commonly deliver funding to female household heads, and many microcredit schemes focus on women’s savings groups. This chapter examines a public goods game in northern Liberia. Women contributed substantially more to a small-scale development project when playing with other women than in mixed-gender groups, where they contributed at about the same levels as men. We try to explain this composition effect using a structural model, survey responses, and a second manipulation. Results suggest women in the all-women group put more weight on co-operation regardless of the value of the public good, the fear of discovery, or the desire to match others’ behaviour. We conjecture that players have stronger motivation to signal public-spiritedness when primed to consider themselves representatives of the women of the community.
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27

Meredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.

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Digital gaming, whether performed using a game console, cellular telephone, or desktop computer, is now a popular entertainment activity. While men still dominate among game developers and players, this disparity has been reduced as game designers shift their views and develop games that support women’s style of play. In particular, women desire to practice and perform the competitive styles they use when performing real-world intrasexual competition: self-promotion, competitor derogation and manipulation, target manipulation, and the building of social hierarchies to obtain allies or spread information needed to support these strategies. Women play games and compete, both among each other and against game challenges, if given the opportunity to do so in a meaningful and realistic manner where they can practice their preferred competitive skills. This chapter examines digital gaming with respect to women’s competitive strategies to identify how games can support these strategies and appeal to women.
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28

Williams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.
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29

Sturdy, Andrew, Stefan Heusinkveld, Trish Reay, and David Strang, eds. The Oxford Handbook of Management Ideas. Oxford University Press, 2019. http://dx.doi.org/10.1093/oxfordhb/9780198794219.001.0001.

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Management ideas, and their associated applications, have become a prevalent feature of our working lives. While their focus is familiar, such as efficiency, motivation, and improvement, they range from specific notions such as activity-based costing, to broad movements like corporate social responsibility. This Handbook brings together some of the latest research from leading international scholars on how management ideas are produced, promoted, and adapted, and their effects on business and working practices and society at large. Rather than focusing on specific management ideas, this volume explores their key socio-political contexts and channels of dissemination, and is organized around four core overlapping themes. The first section sets out the research field in general, in terms of both an overall system and of different perspectives and research methods. The second section explores the role of different actors and channels of diffusion, including the consumers and producers of management ideas and new media, as well as traditional players in the management ideas field such as consultancies and business schools. The third section focuses on specific features or dynamics of the management ideas system, such as their adoption, evolution, institutionalization, and resurgence, while in the final section, critical and new perspectives on management ideas are examined, highlighting specific socio-political contexts and the possibility of alternative ideas and forms of critique. With a broad range of perspectives represented, this Handbook provides a comprehensive, authoritative, and enduring resource for those studying management, innovation, and organizational change, as well as for those working in the management ideas industry.
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30

Heinz, Annelise. Mahjong. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190081799.001.0001.

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Mahjong: A Chinese Game and the Making of Modern American Culture illustrates how the spaces between tiles and the moments between games have fostered distinct social cultures in the United States. When this mass-produced game crossed the Pacific it created waves of popularity over the twentieth century. Mahjong narrates the history of this game to show how it has created a variety of meanings, among them American modernity, Chinese American heritage, and Jewish American women’s culture. As it traveled from China to the United States and caught on with Hollywood starlets, high society, middle-class housewives, and immigrants alike, mahjong became a quintessentially American pastime. This book also reveals the ways in which women leveraged a game for a variety of economic and cultural purposes, including entrepreneurship, self-expression, philanthropy, and ethnic community building. One result was the forging of friendships within mahjong groups that lasted decades. This study unfolds in two parts. The first half is focused on mahjong’s history as related to consumerism, with a close examination of its economic and cultural origins. The second half explores how mahjong interwove with the experiences of racial inclusion and exclusion in the evolving definition of what it means to be American. Mahjong players, promoters, entrepreneurs, and critics tell a broad story of American modernity. The apparent contradictions of the game—as both American and foreign, modern and supposedly ancient, domestic and disruptive of domesticity—reveal the tensions that lie at the heart of modern American culture.
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31

Shattuck, Debra A. Introduction. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040375.003.0001.

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The Introduction presents the thesis that baseball has not always been identified as a man’s game even though its boosters began proclaiming it a “manly” pastime from the moment it coalesced into a new sport in antebellum America. It explains that humans use sport to inculcate and express socio-cultural identities like race, gender, social class, and ethnicity. It argues that sports can have gendered characterizations; these gendered characterizations can take decades to solidify. Gender ideals are fluid, influenced by myriad factors, and jointly constructed by men and women. Both men and women have used sport to model and perpetuate ideals of masculinity and femininity. The history of women baseball players as been distorted by myth and misperception as baseball’s gendered identity solidified.
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32

Oates, Thomas P. Man Management. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040948.003.0006.

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This chapter examines how commercial entertainments relating to the NFL advance a vision of idealized citizenship in the twenty-first century U.S. which is budget-conscious and market-oriented. The chapter extends the concerns with productivity, which were developed in the previous two chapters, focusing this interest on the construction of a financialized citizen, who is analytical and concerned with organizational strategies. Through football-related entertainments, these idealized figures are imagined as valorized men. The chapter focuses on promotions for the popular digital entertainments of fantasy football and the video game series Madden NFL. Both games position NFL fans to act as effective managers of teams and players. In doing so, they impart more generally applicable lessons about fiscal management and social relations in the late capitalist period, while offering forms of masculine validation for those who succeed.
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33

Buchan, Nancy R., and Robert Rolfe. The Influence of Globalization and Ethnic Fractionalization on Cooperation and Trust in Kenya. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190630782.003.0012.

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This research examines the effects of ethnic fractionalization and globalization on individual-level propensities toward generalized trust and cooperation at the national level. Conclusions regarding both ethnic-fractionalization and globalization remain mixed as to their influence on prosocial behavior. This chapter explores the relationship between these variables in Kenya, a country with an extremely heterogeneous population that has increased integration with the global economy over the past decade. Literate Kenyan male and female adults, ages 18 to 60, from two of Kenya’s largest ethnic groups, the Luo and Kikuyu, participated in an experimental public goods game in which players contribute to, and benefit from, a national account. Results are consistent with the argument that it is not ethnic fractionalization per se that is associated with lower cooperation but increased ethnic inequality. The implications of these findings are that trust and cooperation are highly contextually based and influenced by social and environmental factors.
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34

Bonotti, Matteo. Introduction. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198739500.003.0011.

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Since its publication in 1993, John Rawls’s Political Liberalism (2005a) has been central to contemporary debates in normative political theory. Rawls’s main goal in this book was to explain how citizens endorsing diverse conceptions of the good (ethical, religious, and philosophical) could live together under liberal democratic institutions. For this reason, his theory has strongly influenced contemporary debates concerning political legitimacy, democratic theory, toleration, and multiculturalism. Yet, despite the immense body of literature which has been produced since Rawls’s book was published, very little has been said or written regarding the place of political parties and partisanship (by which I mean participation in politics through political parties) within political liberalism. This is surprising. In spite of the ongoing decline of party membership across the western world, parties still remain central players in the democratic game of liberal democratic polities, and still play an important role in articulating diverse social demands. One would have therefore expected political theorists who, like Rawls, are concerned with issues of pluralism and diversity, to take an interest in the role of parties. Yet Rawls’s references to parties are brief and scattered, and it is not clear from his work (or from the work of those scholars who have examined his theory in detail) what role (if any) parties can play within political liberalism....
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35

Dowd, Cate. Digital Journalism, Drones, and Automation. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190655860.001.0001.

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Advances in online technology and news systems, such as automated reasoning across digital resources and connectivity to cloud servers for storage and software, have changed digital journalism production and publishing methods. Integrated media systems used by editors are also conduits to search systems and social media, but the lure of big data and rise in fake news have fragmented some layers of journalism, alongside investments in analytics and a shift in the loci for verification. Data has generated new roles to exploit data insights and machine learning methods, but access to big data and data lakes is so significant it has spawned newsworthy partnerships between media moguls and social media entrepreneurs. However, digital journalism does not even have its own semantic systems that could protect the values of journalism, but relies on the affordances of other systems. Amidst indexing and classification systems for well-defined vocabulary and concepts in news, data leaks and metadata present challenges for journalism. By contrast data visualisations and real-time field reporting with short-form mobile media and civilian drones set new standards during the European asylum seeker crisis. Aerial filming with drones also adds to the ontological base of journalism. An ontology for journalism and intersecting ontologies can inform the design of new semantic learning systems. The Semantic CAT Method, which draws on participatory design and game design, also assists the conceptual design of synthetic players with emotion attributes, towards a meta-model for learning. The design of context-aware sensor systems to protect journalists in conflict zones is also discussed.
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