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1

Yüce, Arif, Ümit Can Büyükakgül, and Hakan Katırcı. "Game in the Game: Examining In-App Advertising in Mobile Sports Games." PODIUM Sport, Leisure and Tourism Review 8, no. 1 (2019): 34–44. http://dx.doi.org/10.5585/podium.v8i1.319.

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Palgunadhi, Finaldhi, Tian Kurniawan, Jajat Jajat, Kuston Sultoni, and Widy Dewi Nuryanti. "Anxiety in Individual Game Sports and Team Game Sports." Jurnal Terapan Ilmu Keolahragaan 9, no. 2 (2024): 85–89. https://doi.org/10.17509/jtikor.v9i2.81818.

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3

Punch, Samantha, and Marina Milosheva. "The sociology of bridge: Sport recognition for mind sports." Open Access Government 44, no. 1 (2024): 220–21. http://dx.doi.org/10.56367/oag-044-11603.

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The sociology of bridge: Sport recognition for mind sports The game of contract bridge, as we know it today, originated in the 20th century – but what lies ahead for bridge as a mind sport? Professor Samantha Punch, the academic behind “Bridge: A MindSport For All”, provides the answer. Bridge is a trick-taking card game played in partnership that has captured the hearts of hundreds of millions of players worldwide. Top players describe it as a “passion” and an “adrenalin rush.” It involves a very low level of chance and offers a new puzzle to solve every 71⁄2 minutes (the time spent per deal in tournament games). Yet bridge and other mind sports like chess have not gained widespread recognition as sports, and as such, do not stand on an equal footing with traditional sports.
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Prasetio, Pajar Anugrah, Yuniarti Yuniarti, and Febby Fajar Nugraha. "THE IMPLEMENTATION OF PHYSICAL EDUCATION, SPORT AND HEALTH LEARNING THROUGH SPORTS GAME IN BUILDING PRIMARY STUDENTS’ CHARACTERS." PrimaryEdu - Journal of Primary Education 3, no. 1 (2019): 1. http://dx.doi.org/10.22460/pej.v3i1.1222.

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This research aimed to investigate the implementation of physical education, sport and health learning through sports game in building primary students’ characters. The method employed in this research is qualitative descriptive. The subjects of this research were five graders and physical education teachers at SDN 1 Awirarangan, SDN 2 Awirarangan, SDN 1 Karangtawang, and SDN 2 Karangtawang, Kuningan, West Java. The data was taken interactively and continuously. The main instruments of this research were observation, interview and documentations. The data were analyzed in accordance with the frameworks proposed by Miles and Huberman which were data collection, data reduction, data presentation, drawing conclusion and verification. The result showed that learning physical education through sports game is a media that can be used to build students’ characters. Through sports game, someone could gain self-control and work together very well. Values like responsible, honest, brave, cooperative, confident, tolerant, mutual respect, religious, polite, wisely accept victory and defeat could be gained through the implementation of sports game. To sum up, the implementation of physical education through sports game is an alternative media to build primary students’ characters.Key words: Physical education, Sports game, Character education
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Lennartsson, Jan, Nicklas Lidström, and Carl Lindberg. "Game Intelligence in Team Sports." PLOS ONE 10, no. 5 (2015): e0125453. http://dx.doi.org/10.1371/journal.pone.0125453.

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6

Heath, Vicky. "Game over for sports cheats?" Nature Reviews Endocrinology 6, no. 8 (2010): 413. http://dx.doi.org/10.1038/nrendo.2010.120.

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7

Kraemer, Robert R. "Sports Endocrinology: A Different Game." Trends in Endocrinology & Metabolism 11, no. 8 (2000): 346–47. http://dx.doi.org/10.1016/s1043-2760(00)00312-x.

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8

Surdam, David G. "A Sports Franchise Simulation Game." Journal of Economic Education 40, no. 2 (2009): 138–49. http://dx.doi.org/10.3200/jece.40.2.138-149.

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9

Rudzitis, A., O. Kalejs, and R. Licis. "Model characterizing sports game referees." SHS Web of Conferences 10 (2014): 00039. http://dx.doi.org/10.1051/shsconf/20141000039.

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10

MANUEL, CONRADO, ENRIQUE GONZÁLEZ-ARANGÜENA, and MÓNICA DEL POZO. "COOPERATIVE GAME THEORY IN SPORTS." International Game Theory Review 15, no. 03 (2013): 1340021. http://dx.doi.org/10.1142/s0219198913400215.

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This paper contains a survey of cooperative game theory applied to a sports environment. The variety of these applications serves us as a proof of the strength of cooperative game theory introducing successful strategies in sports and explaining the behavior of different actors.
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Cooper, Harris, Kristina M. Deneve, and Frederick Mosteller. "Predicting Professional Sports Game Outcomes from Intermediate Game Scores." CHANCE 5, no. 3-4 (1992): 18–22. http://dx.doi.org/10.1080/09332480.1992.10554981.

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12

Samodra, Touvan Juni, Uray Gustian, and Astiati Astiati. "SOS Games as an Alternative Game for Warming Up in Sports." Jp.jok (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan) 5, no. 1 (2021): 177–88. http://dx.doi.org/10.33503/jp.jok.v5i1.1717.

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This study aimed to test the SOS game used as a means to warm up. SOS games were usually played on paper. The trial game consists of 3 different levels. This game could be used as a movement activity to warm up. With some modifications, this game was tested. The trial was conducted on junior high school students, totaling 40 students. The data was obtained by measuring the pulse. Pulse was measured by counting the pulse in the neck for 10 seconds. The calculation result is multiplied by 6 to determine the number of pulses per minute—data analysis by comparing the measurement results with heating criteria based on age. The results showed that the first trial had a pulse rate of 142. Based on trial with 40 samples each at level 1, 140 level 2, 143, and level 3, 143 beats per minute. All of these pulses were in the exercise pulse. So it can be recommended that this game be used for heating purposes.
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13

Lyseiko, Kostiantyn, Yaroslav Yatsiv, Maryan Pityn, and Oleh Hrecheskyi. "The dynamics of the planned number of sport events in game sports in the Ivano-Frankivsk region during 2020−2022." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 8(153) (August 30, 2022): 45–49. http://dx.doi.org/10.31392/npu-nc.series15.2022.8(153).11.

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The changes in the socio-economic system of Ukraine requires a scientific discussion of the established management mechanisms for the development of game sports in the regions. The study of the problem field according to the chosen subject of research made it possible to single out relatively independent directions of research. The first is related to the development of physical culture and sport in the regions, the second – to the development of individual sports or a group of game sports in general. The purpose: to find out the changes in the structure of the planned events in game sports in the Ivano-Frankivsk region during 2020−2022. Methods: theoretical analysis and generalization of data from scientific and methodical literature, analysis of documentary materials, methods of mathematical statistics. The content of the orders of the Sport Department of the Ivano-Frankivsk Regional State Administration on the "Unified calendar plan for sport competitions and training meetings of the region for Olympic sports" for 2020−2022 was studied. The results. Ping-Pong (23.1% − 2020 and 21.1% − 2021) and football (20.8% − 2020 and 21.1% of the total number of events from game sports, respectively, in 2021) among the total number of events from game sports have the largest shares by separate years. In 2022, there is one leader in the number of planned events among game sports − Ping-Pong (23.9% of the total number of events from game sports). During 2020−2022, tennis and rugby, which occupy the third and fourth places in the ranking, retain the leading positions in terms of shares of events among game sports. Conclusions. We received new data in view of the new socio-economic conditions of activity of physical culture and sports subjects, which indicate the dynamics of absolute and relative indicators of activities for the development of game sports at the regional level, in particular in the Ivano- Frankivsk region.
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Bae, Sang Woo. "Spectators' Opinions about Sports and Game Attendancein Ice Hockey Games." Journal of Sport and Leisure Studies 38 (November 30, 2009): 249–64. http://dx.doi.org/10.51979/kssls.2009.11.38.249.

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15

Li, Qing, and Jian Zhen Huang. "Research on the Application of Information Management System in Sports Competition." Applied Mechanics and Materials 687-691 (November 2014): 2879–82. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.2879.

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The present status of the computer application in sports game is not so popular and it is very urgent to develop sports game information management system (SGIMS), which runs on network platform and meet the national need. In this paper, a SGIMS based on C/S and B/S mode network database systems is presented. The SGIMS can be used not only in primary sports game, but also in medium and large sports game.
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Zhu, Lin, Shuchun Zhao, Yudie Ao, and Wen Yu. "A Brief Analysis of the Development and Change of the Gelao Ethnicity and the Research on the Dissemination Strategies." Education Reform and Development 6, no. 5 (2024): 147–53. http://dx.doi.org/10.26689/erd.v6i5.7266.

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This paper explores the significance and value of the development and change of Gelao’s traditional sports game, the bamboo egg game. The bamboo egg game is an important part of Gelao culture, and its technique is closely connected with its traditional culture. The paper also examines the educational significance of introducing the traditional game of Gelao ethnicity into sports courses. The research object is the traditional sports game of bamboo egg game in Wuchuan Gelao Ethnicity and Miao Ethnicity Autonomous County. The research methods used include the literature data method, investigation method, and logical analysis method. The paper makes a logical analysis of the dissemination forms and development and innovation materials of Gelao ethnicity’s bamboo egg game, discovers the existing problems, and puts forward solutions to promote the inheritance and development of this traditional sports game.
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17

Zhou, Shuhua, Jie Xu, and Yinjiao Ye. "Effect of Complimentary and Conflicting Commentary on Sports Enjoyment." International Journal of Sport Communication 6, no. 2 (2013): 173–84. http://dx.doi.org/10.1123/ijsc.6.2.173.

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This article first explicates the concept of sports enjoyment and then reviews the literature on the many facets of sports commentary regarding its general content and effects. An experimental study was designed to test whether complimentary or conflicting commentary, as well as game knowledge, and playing experience contributed to game enjoyment, perceived liking of the commentary, and perceived action in the game. Results partially supported the hypotheses. Specifically, commentary type had a significant impact on viewers’ liking of the commentary but had no impact on game enjoyment or perceived action in the game, game knowledge increased game enjoyment but had no impact on the other two dependent variables, and playing experience had a positive impact on perceived action in the game but had no impact on the other two variables. Implications are discussed.
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18

Crawford, Garry, and Victoria K. Gosling. "More than a Game: Sports-Themed Video Games and Player Narratives." Sociology of Sport Journal 26, no. 1 (2009): 50–66. http://dx.doi.org/10.1123/ssj.26.1.50.

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This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday lives of gamers. In particular, we argue that sports-themed games provide an illustrative example of how media texts are used in identity construction, performances, and social narratives.
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19

Stevens, Terry. "SPORTS TOURISM: PLAYING THE NEW GAME." Tourism and Hospitality Management 27, no. 3 (2021): 717–22. http://dx.doi.org/10.20867/thm.27.3.10.

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20

Leser, Roland, Arnold Baca, and Georg Ogris. "Local Positioning Systems in (Game) Sports." Sensors 11, no. 10 (2011): 9778–97. http://dx.doi.org/10.3390/s111009778.

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21

Rose, I. Nelson. "End Game for Daily Fantasy Sports?" Gaming Law Review and Economics 19, no. 9 (2015): 634–37. http://dx.doi.org/10.1089/glre.2015.1992.

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22

Hilliard, Brittany. "EA Sports FIFA: Feeling the Game." Journal of Sport History 51, no. 1 (2024): 125–27. http://dx.doi.org/10.5406/21558450.51.1.11.

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23

Moser, Shelby. "Game, Sports, and Play: Philosophical Essays." British Journal of Aesthetics 60, no. 4 (2020): 505–10. http://dx.doi.org/10.1093/aesthj/ayaa021.

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24

Smith, Christina. "“Sports! More than Just a Game”." Connecticut History Review 62, no. 1 (2023): 72–74. http://dx.doi.org/10.5406/26395991.62.1.05.

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25

Turdiyev, To'xtaboy Mamatmurod. "OUTDOOR GAMES AS A MEANS OF TEACHING ELEMENTS OF HANDBALL GAME FOR JUNIOR SCHOOLCHILDREN." Modern Scientific Research International Scientific Journal 2, no. 3 (2024): 132–39. https://doi.org/10.5281/zenodo.10880635.

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The article substantiates the need to involve young people with disabilities in active physical education and sports in order to increase the level of their physical activity. This process is accompanied by significant changes in pedagogical theory and practice of educational work, which makes it possible to develop a methodology for conducting training sessions in kurash wrestling in sports and recreation groups with a sports focus.
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Pandey, Ashutosh. "Sports and Technology." Unity Journal 2 (August 11, 2021): 18–28. http://dx.doi.org/10.3126/unityj.v2i0.38773.

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This research article examines the use of technology in sports from a double-edged perspective. This article focuses on some of the remarkable technological advancementwhich has revolutionized and impeded the sport industry as whole. From introduction ofmodern technology in training of players to reducing the faults in game through variousmeasures like Video Assistant Referee and Goal Line Technology, the development andimplementation of technology in sports has played a vital role in improving the standardof game, for players as well as for spectators. However, only a few research works havebeen conducted and a minimum of articles have been written on the hindrances causedby those technology and problems with proper implementation of technology in sports. This paper is prepared after in-depth research of news by various sports portals, channels and magazines along with the views of experts of diff erent sports who have recognizedthe need and development of technology in sports. This paper further elucidates on howthe advancement has benefi tted and the fi eld of sports with substantial infl uence on game results by mitigation of errors which were inevitable when technology was not usedin past. Based on elucidation of different primary and secondary sources, such as journal articles, newspapers, magazines, sports portals and events, case laws, statutes, this research article is mostly qualitative than quantitative.
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PETROVICI, Gabriel Alexandru. "Essential Aspects of Beach Volleyball Technique." GEOSPORT FOR SOCIETY 13, no. 2 (2020): 131–39. http://dx.doi.org/10.30892/gss.1304-063.

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Beach volleyball is a sports game practiced during performance sports activities and people who love to move, or for recreational purposes, Loisir. The game of beach volleyball resembles the game of indoor volleyball in terms of the similarity of essential execution by the volleyball player and some actions of attack or defense. However, the two sports also have significant differences. This is making beach volleyball one of the most famous and practiced sports, especially in the hot season. Also, statistics highlight that sports with the ball up in the open air have the most massive audiences among the sports practiced at the Summer Olympics.
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Naemi Far, Raziyeh, Marzieh Balali, and Shahab Parvinpour. "Determining and Comparing the Effectiveness of Teaching Game for Understanding, Sports Teaching and Their Combination on Decision-Making Performance in the Football Game of Students." Journal of Psychological Dynamics in Mood Disorders 2, no. 4 (2023): 91–100. https://doi.org/10.61838/kman.pdmd.2.4.10.

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One of the important functions in the football game is the decision-making function, which should be improved and promoted. Therefore, the current research was conducted with the aim of determining and comparing the effectiveness of teaching game for understanding, sports teaching and their combination on the decision-making performance in the football game of students. The present research method was semi-experimental with a pre-test and post-test design without a control group. The statistical population of this study was all male students aged 10 to 12 years in Tehran city in the fourth to sixth grades. The sample of the research was 60 people who were selected by the purposive sampling method and randomly replaced in three experimental groups. The research tool was game performance evaluation tool (Gutierrez et al, 2011), which evaluates game performance from different aspects including decision-making (passing, dribbling and shooting). The first experimental group was trained with the method of teaching game for understanding, the second experimental group was trained with the method of sports teaching 15 sessions, and the third experimental group was trained with their combination method. The data were analyzed with the methods of paired t-test, one-way analysis of variance and LSD post hoc test in SPSS version 25 software at a significance level of 0.05. The results showed that all three methods of teaching game for understanding, sports teaching and their combination improved the decision-making performance in the football game of students (P<0.001). Also, there was a significant difference between the three groups in terms of decision-making performance; So that the effectiveness of teaching game for understanding was higher in compared to sports teaching and their combination, and in addition, the effectiveness of combined teaching was higher in compared to sports teaching (P<0.001). According to the results of the present research, to improve the decision-making performance in the football game of students can use the method of teaching game for understanding, method of combining teaching game for understanding and sports teaching, and finally, the method of sports teaching.
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Clarke, Jenni. "A smashing game." Early Years Educator 21, no. 5 (2019): 5–6. http://dx.doi.org/10.12968/eyed.2019.21.5.s5.

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Badminton is a great way to introduce racket sports to young children, helping them to practise the hand-eye coordination that will come in useful for different games as they develop their sporting prowess.
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Arsovski, Denis, Erblin Domazeti, Tanja Jovanovska, and Gordana Ristevska-Dimitrovska. "Getting athletes back in the game." Health Promotion & Physical Activity 22, no. 1 (2023): 8–17. http://dx.doi.org/10.55225/hppa.485.

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Movement is an essential characteristic that has developed over the course of human evolution. With the inclusion of various populations in sports activities, sports have become an important part of people’s daily lives. Knee injuries are common among athletes, with knee joint being the most vulnerable to various injuries. Knee injuries require appropriate treatment to allow the athlete to return to their sports activities. Additionally, this study aimed to increase awareness of the importance of preventing knee injuries in sports and to highlight the potential impact of such injuries on an athlete’s ability to participate in their sport.A cross-sectional study was conducted to evaluate the functional outcomes of athletes with knee injuries. The study included 38 patients with knee injuries (ACL, meniscal injuries, collateral ligament injuries) out of which 21 were physically active athletes, 9 were not, but they were athletes who were not involved in sports at the time of the testing and 8 were recreational athletes. The majority of respondents (76%) reported that they sustained the injury during sports activities. Knee pain was reported as at least once a week by most respondents. The study highlights the importance of proper knee injury prevention measures during sports activities and the need for prompt and effective rehabilitation for those who do suffer injuries. Overall, these findings have important implications for the treatment and management of knee injuries among athletes and individuals seeking to maintain an active lifestyle.
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Palgunadhi, Finaldhi, Tian Kurniawan, Jajat Jajat, Kuston Sultoni, and Widy Dewi Nuryanti. "Analysis of Sport Emotion: Anger in Team Game Sports and Martial Arts." Jurnal Terapan Ilmu Keolahragaan 9, no. 2 (2024): 50–54. https://doi.org/10.17509/jtikor.v9i2.81752.

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32

Chen, Wei-Jen, Mao-Jhen Jhou, Tian-Shyug Lee, and Chi-Jie Lu. "Hybrid Basketball Game Outcome Prediction Model by Integrating Data Mining Methods for the National Basketball Association." Entropy 23, no. 4 (2021): 477. http://dx.doi.org/10.3390/e23040477.

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The sports market has grown rapidly over the last several decades. Sports outcomes prediction is an attractive sports analytic challenge as it provides useful information for operations in the sports market. In this study, a hybrid basketball game outcomes prediction scheme is developed for predicting the final score of the National Basketball Association (NBA) games by integrating five data mining techniques, including extreme learning machine, multivariate adaptive regression splines, k-nearest neighbors, eXtreme gradient boosting (XGBoost), and stochastic gradient boosting. Designed features are generated by merging different game-lags information from fundamental basketball statistics and used in the proposed scheme. This study collected data from all the games of the NBA 2018–2019 seasons. There are 30 teams in the NBA and each team play 82 games per season. A total of 2460 NBA game data points were collected. Empirical results illustrated that the proposed hybrid basketball game prediction scheme achieves high prediction performance and identifies suitable game-lag information and relevant game features (statistics). Our findings suggested that a two-stage XGBoost model using four pieces of game-lags information achieves the best prediction performance among all competing models. The six designed features, including averaged defensive rebounds, averaged two-point field goal percentage, averaged free throw percentage, averaged offensive rebounds, averaged assists, and averaged three-point field goal attempts, from four game-lags have a greater effect on the prediction of final scores of NBA games than other game-lags. The findings of this study provide relevant insights and guidance for other team or individual sports outcomes prediction research.
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Parveen, Kumar. "Athletic Injuries: Comparison by Team and Individual Sports." International Journal of Physical Education and Sports 3, no. 4 (2018): 75–79. https://doi.org/10.5281/zenodo.6565565.

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Injury occurred at the All India University and National Championship was surveyed. The data on injury was surveyed from 300 sportspersons of various team and individual sports. The mean of the age was 20.32 years with a peak 17 to 28 year’s age group. Abrasion is the highest frequent injury in team game where as Muscle pull is in individual games. Second highest injury in team games was Sprain and Contusion in individual games. Meniscus tear, ligament rupture, fracture, concussion and dislocation are most severe injuries found in various types of team and individual sports. Most of the injuries are minor, and moderate. Severe injuries are closely associated with highly stressful body contact and team sports such as, Boxing, Wrestling, Gymnastic, Basketball, Hockey, Football and Kabaddi  
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Gapanovich, Anna V., and Irina V. Gapanovich. "Cyber Sports vs. E-Sports: On the Conceptual Framework." Jurist 3 (March 23, 2023): 29–33. http://dx.doi.org/10.18572/1812-3929-2023-3-29-33.

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The article discusses the features of esports and the differentiation of the specified concept is carried out with the term “computer sport”. The authors conclude than the term “computer sport” is the category of public law and doesn’t feature the use of such a result of intellectual activity as videogame during the esport competitions. The article indicates that esport differs from computer sport because of the format of competition not the equipment, i.e. that the competitions are conducted in the virtual space. The authors justify that not any game may be the basis of esport, but only the online multiplayer game because it meets the criteria as common playing field. The authors substantiate the complex nature of the relations that make up esports, which have independent legal regulation. These relations are at the junction of public and civil law: the norms of public (sport) law regulates the order of the competition and the legal status of the sportsmen; the norms of civil law establishes the features of videogame use as the object of intellectual property.
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Shin, Seung-Yup. "The relationships between the participant motivations, game flow and professional sport team identification of fantasy sports game participants." Korean Journal of Sports Science 29, no. 4 (2020): 553–65. http://dx.doi.org/10.35159/kjss.2020.08.29.4.553.

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36

Wang, Junpeng. "Research on the Application of Sports Games in Physical Education Teaching in General Colleges and Universities." Journal of Education and Educational Research 7, no. 1 (2024): 23–25. http://dx.doi.org/10.54097/mcxqk480.

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Sports games are a kind of sports teaching method that integrates fun, entertainment, education and synthesis. This method is deeply loved by students, and can fully mobilize the enthusiasm of students to participate in classroom practice in the process of the game, and achieve better learning results. College students are the main body of the teaching process in colleges and universities, this paper explores the appropriate introduction of sports games in the badminton classroom in ordinary colleges and universities based on the physical and mental characteristics of college students, analyzes the characteristics and value of sports game teaching, and explores the practical application of sports game teaching method in the badminton classroom in colleges and universities.
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Pujasari, Ni Wayan, Made Agus Wijaya, and Ni Luh Putu Spyanawati. "Metembing traditional games: an ethnographic study of its practice and preservation." Sriwijaya Journal of Sport 4, no. 3 (2025): 328–41. https://doi.org/10.55379/sjs.v4i3.103.

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Research Problems: The lack of literature studies, such as books discussing traditional metembing sports in elementary education units, is the root of this problem and the socialisation of traditional sports games. Research Objectives: This study aims to describe the Traditional Metembing Sports Game in Baha Tourism Village, Badung Regency. Methods: This study uses a qualitative method with an ethnographic approach. Data collection techniques use observation, interview, and documentation techniques. The research instrument uses interview guidelines. Results: The results of this study are from 5 informants who were interviewed, they know the traditional metembing sports game, but if implemented in schools, many students do not know this traditional sports game, therefore the development of traditional metembing sports games among the younger generation is almost unknown due to the lack of literature and lack of socialization of traditional sports games. Conclusion: The traditional metembing sports game is a hereditary heritage from Baha Tourism Village, Mengwi District, Badung Regency, which is played as entertainment to fill free time. The facilities and infrastructure used are in the form of broken roof tiles and coins. The characters developed in this traditional metembing sports game are the values of honesty, hard work, sportsmanship, and discipline. Meanwhile, the prominent physical fitness components in the traditional metembing sport are accuracy, coordination, and flexibility. This study provides in-depth information about the traditional metembing sport, which is still oral. It is hoped that traditional sports will get a balanced proportion in the elementary and secondary education curriculum.
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Babenko, Yana, Victoria Bilous та Olha Yezhova. "Чинники ризику травм плеча в ігрових видах спорту". Physical education, sport and health culture in modern society, № 3(63) (30 вересня 2023): 84–94. http://dx.doi.org/10.29038/2220-7481-2023-03-84-94.

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The Topicality of the Research Topic. Sports-related shoulder injuries and pain are a serious burden for athletes involved in sports that stress the shoulder. For game sports, there are many debatable issues regarding risk factors for sports injuries and ways to prevent them in connection with specific physical loads. The Purpose of the Article: to analyze and systematize the risk factors of sports injuries of the shoulder for further research into the problem of prevention of sports injuries in game sports. Research Material and Methods. For analysis, scientific sources were considered and selected based on the PRISMA approach, which includes the following stages: research question, search for scientific sources, their selection according to defined criteria, evaluation of selected scientific sources, and synthesis of information. Research Results. Analysis of the causes of sports injuries of the shoulder allows us to state that most often the injury occurs due to specific sports techniques in game sports and errors in the construction of the training process and organization of competitions. To systematize the risk factors of sports injuries, their division into external and internal is most often used. To prevent sports injuries, it is necessary to understand which risk factors can be controlled. For this purpose, based on the K.Mine model of risk factors for sports injuries in baseball, we have developed a similar model for game sports. It is proposed to distinguish modified (organizational, biomechanical, and socio-psychological) and unmodified (anatomic-physiological and personal) domains with corresponding risk factors for sports shoulder injuries. Conclusions. In domestic scientific sources, the external risk factors of sports injuries, especially those of a methodological and organizational nature, are widely analyzed. In foreign studies, considerable attention is paid to both external and internal risk factors. The vast majority of foreign researchers in the prevention of sports injuries focus on the study of unmodified factors. To develop preventive measures in game sports, we have developed our model of risk factors for shoulder sports injuries with five domains: organizational, biomechanical, social-psychological, anatomical-physiological, and personal.
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39

Lewis, Nicky, Walter Gantz, and Lawrence A. Wenner. "What We Do When We Watch Live Sports: An Analysis of Concurrent Viewing Behaviors." International Journal of Sport Communication 14, no. 2 (2021): 153–67. http://dx.doi.org/10.1123/ijsc.2020-0270.

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Using an active audience perspective, this study examines the wide-ranging in-person and second-screen behaviors that occur while viewing live sports. A national sample of participants (N = 630) was surveyed about their live sports viewing behaviors while watching a normal game, a close game, and one where the outcome was clear. Viewers concurrently engaged in a variety of game-related and unrelated activities, many involving additional screens and a social dimension (e.g., talking about the game with others in person and through media, hanging out with family/friends). Games that were not close encouraged more activity than games that were close. Sports fanship was positively associated with game-related behaviors but not unrelated behaviors. In all, live sports viewing involves a wide array of simultaneous in-person and second-screen activity, with some of that activity focused on the sporting events themselves, and other activities focused on meeting the responsibilities of daily life.
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40

Joshi, Riddhi, and Krutarth Kshirsagar. "Bird’s-eye view of prevalence, mechanism of injury, and prevention of sports-related orofacial injuries in basketball game." Journal of Oral Research and Review 16, no. 1 (2024): 67–71. http://dx.doi.org/10.4103/jorr.jorr_49_23.

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Abstract Sports-associated orofacial trauma causes negative sequelae in an athlete. To prevent this, we must closely assess the mechanism as well as the available literature regarding the prevalence. It is easier to apply knowledge of sports dentistry if the injury mechanism, types of injury, and management are known. Every single game is accompanied by its own set of injuries. Basketball is a dynamic game. Athletes involved in this game are at high risk of orofacial injuries. The preventive aspect is often a blind spot, especially in Indian Sports. This review gives a bird’s-eye view of the type of orofacial trauma and prevention in athletes playing basketball game.
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41

Lamb, Reinhold, and Thomas J. O'Brien. "Valuation and Hedging of Sports Futures Wagers." Journal of Prediction Markets 11, no. 1 (2017): 66–81. http://dx.doi.org/10.5750/jpm.v11i1.1336.

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This study investigates, in a conceptual way, the intrinsic valuation of sports futures wagers and, given the absence of a viable secondary market, strategies for locking in pre-expiration value by hedging with the existing set of futures wagers, proposition wagers, and game wagers. An interesting finding is that effective hedging with game wagers generally involves games of teams other than the futures team, in addition to the futures-team’s games. The paper also shows how to use current game odds and futures odds to find the implicit projected odds on future games, conditional on the match-ups to be determined by the outcomes of current games.
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42

Wagner, Eric A., and Martin Barry Vinokur. "More Than a Game: Sports and Politics." Contemporary Sociology 18, no. 4 (1989): 601. http://dx.doi.org/10.2307/2073116.

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43

Mozgovoy, Maxim, Mike Preuss, and Rafael Bidarra. "Team Sports for Game AI Benchmarking Revisited." International Journal of Computer Games Technology 2021 (May 30, 2021): 1–9. http://dx.doi.org/10.1155/2021/5521877.

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Sport games are among the oldest and best established genres of computer games. Sport-inspired environments, such as RoboCup, have been used for AI benchmarking for years. We argue that, in spite of the rise of increasingly more sophisticated game genres, team sport games will remain an important testbed for AI benchmarking due to two primary factors. First, there are several genre-specific challenges for AI systems that are neither present nor emphasized in other types of games, such as team AI and frequent replanning. Second, there are unmistakable nonskill-related goals of AI systems, contributing to player enjoyment, that are most easily observed and addressed within a context of a team sport, such as showing creative and emotional traits. We analyze these factors in detail and outline promising directions for future research for game AI benchmarking, within a team sport context.
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44

Szymanski, Stefan. "Professional Team Sports Are Only a Game." Journal of Sports Economics 5, no. 2 (2004): 111–26. http://dx.doi.org/10.1177/1527002503261485.

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45

Revin, Artsiom, and R. Justin Chimka. "NBA Game Results Versus Sports Gaming Information." International Journal of Performance Analysis in Sport 13, no. 3 (2013): 885–96. http://dx.doi.org/10.1080/24748668.2013.11868696.

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46

Watson, Anthony W. S. "Sports Injuries in the Game of Hurling." American Journal of Sports Medicine 24, no. 3 (1996): 323–28. http://dx.doi.org/10.1177/036354659602400313.

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47

Lidstone, James E. "More than a Game: Sports and Politics." Sociology of Sport Journal 6, no. 3 (1989): 287–90. http://dx.doi.org/10.1123/ssj.6.3.287.

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48

Hernández-Beltrán, Víctor, Sergio J. Ibáñez, Mário C. Espada, and José M. Gamonales. "Sports Analysis of Wheelchair Basketball Game Statistics." Applied Sciences 14, no. 7 (2024): 2923. http://dx.doi.org/10.3390/app14072923.

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Game statistics are used for the analysis of the performance of athletes. This allows the strengths and weaknesses of the players to be understood, and to design and implement training sessions for performance enhancement. Therefore, the objective of this study was to analyse the game statistics of the 2021 and 2023 European Champions and the 2023 World Champions in Wheelchair Basketball (WB), both male and female. For this purpose, the game statistics of all the championships were collected, and the differences according to gender and competition analysed through a statistical and inferential analysis, considering the functional classification of the players, based on the Mann–Whitney U test for the comparison of gender, and the Kruskal–Wallis H test for the comparison between championships. The results showed that players with a classification higher than 3.0 have higher three-point and two-point throws, while players with a classification of 1.0 have lower effectiveness in shooting. Depending on the championship, a greater number of three-point throws and respective effectiveness was found in the 2023 World Championships, with the male athletes presenting a greater number of points. This information will support WB coaches in designing and implementing training sessions and patterns of play and movements in competitive moments to improve individual and team performance.
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49

Pratama Sutiono, Arie, Rido Ramadan, Peetikorn Jarukasetporn, Junki Takeuchi, Ayu Purwarianti, and Hiroyuki Iida. "A Mathematical Model of Game Refinement and Its Applications to Sports Games." EAI Endorsed Transactions on Creative Technologies 2, no. 5 (2015): 150095. http://dx.doi.org/10.4108/eai.20-10-2015.150095.

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50

Srinivas, Balasubramanian. "Cybersecurity in Sports: Protecting Sensitive Data in Digital Sports Ecosystems." International Journal of Leading Research Publication 3, no. 3 (2022): 1–5. https://doi.org/10.5281/zenodo.14945378.

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Digital technology has become a cornerstone of modern sports, transforming athlete management, performance tracking, and fan engagement. From wearable sensors that monitor biometrics to AI-driven analytics that enhance game strategies, technology has ushered in a new era of precision and efficiency. However, as sports organizations increasingly rely on digital platforms, they also expose themselves to significant cybersecurity threats.The rise of interconnected systems, cloud-based data storage, and smart stadium technologies has made sports organizations prime targets for cybercriminals. Sensitive data, including athlete health records, financial transactions, and strategic game plans, must be safeguarded against breaches, unauthorized access, and cyberattacks. Sports entities must not only adopt stringent cybersecurity measures but also stay ahead of evolving threats.This paper explores the landscape of cybersecurity in sports, examining existing methodologies used to protect digital assets, the challenges sports organizations face in securing their data, and emerging trends in cybersecurity. Additionally, it provides actionable recommendations to strengthen cybersecurity frameworks, ensuring the integrity, confidentiality, and availability of critical information in digital sports ecosystems.
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