Academic literature on the topic 'Sports game'

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Journal articles on the topic "Sports game"

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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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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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Marjanović, Đorđe. "Criminal act athletes during sport games." Arhiv za pravne i drustvene nauke 118, no. 4 (2023): 141–61. http://dx.doi.org/10.5937/adpn2304141m.

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In the modern world, sport is a very important segment, which fulfills various individual and social functions. In order for sport to preserve its importance for the social community and its members, it is necessary to preserve the values of sport. As one of the phenomena that can reduce the value of sport, we can mention violence that is in conflict with the rules of the sports game. During the duration of the sports game, athletes may be allowed a certain type of aggressive behavior by the rules of the sports game. However, a controversial issue arises as to how the criminal law should be applied in situations where, during the duration of a sports game, there has been a violation of those goods that are protected by the criminal law. The goal of this paper is to provide an answer to the question of whether criminal law and in which situations it should react if, during the duration of a sports game, there is a violation of goods that are protected by criminal law. In order to determine whether a criminal offense was committed by an athlete during a game, it will be necessary to analyze whether all elements of the general concept of a criminal offense have been met. In this sense, the central part of the work will be dedicated to the institution of the injured party's consent as a basis for the exclusion of illegality, which in the doctrine is considered to be important in the case of injuries caused during sports competitions.
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Putera, Aldrin Muhammad, Hasan Basri, and Dindin Abidin. "SOSIALISASI OLAHRAGA CRICKET KEPADA GURU OLAHRAGA SE-KABUPATEN BOGOR." An-Nizam 1, no. 2 (2022): 97–102. http://dx.doi.org/10.33558/an-nizam.v1i2.4401.

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This paper describes the results of the Community Service Program on the socialization of cricket to sports teachers. The underlying problem is that there are still many sports teachers who do not know about cricket. One area that lacks knowledge about cricket is Bogor Regency. While this cricket sport has a very large opportunity to support one's achievements. Cricket is a team sport that can be played by all ages, both children, teenagers and the general public. This cricket sport is usually competed in regional and national sports events. Currently, the sport of cricket in Indonesia is in the socialization stage so that the development of cricket is important to be promoted and introduced to all circles, especially to sports teachers. Introduction to sports teachers is very important because cricket needs to be instilled in children from an early age. The purpose of this activity is to provide an overview and rules of the game of cricket to sports teachers in order to get an understanding and practice well according to the theory and rules of the game in the game of cricket.
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Pettigrew, Simone, Michael Rosenberg, Renee Ferguson, Stephen Houghton, and Lisa Wood. "Game on: do children absorb sports sponsorship messages?" Public Health Nutrition 16, no. 12 (2013): 2197–204. http://dx.doi.org/10.1017/s1368980012005435.

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AbstractObjectiveIt is likely that there are substantial subconscious effects of organizations’ efforts to associate their products with sport via sponsorships, but most research methods are unable to capture these effects. The present study employed a novel projective technique to explore children's implicit associations between popular sports and a range of sports sponsors.DesignChildren participated in an activity using magnets bearing the logos of numerous sports and sponsors. They were invited to arrange the magnets on a whiteboard without being advised that the activity related to sponsorship.SettingPerth, Western Australia.SubjectsChildren (n 164) aged 5–12 years.ResultsThree-quarters (76 %) of the children aligned at least one correct sponsor magnet with the relevant sport. Just over half the children (54 %) correctly matched the most popular sport (an Australian Football League team) with its relevant sponsor (a fast-food chain).ConclusionsGiven the unstructured nature of the projective task, the results provide some support for the argument that sports sponsorship can effectively reach child audiences. This is of concern given the current extent of sponsorship by alcohol and fast-food companies.
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Charl Durand, Charl Durand. "Game, set and message." Communicare: Journal for Communication Studies in Africa 20, no. 1 (2022): 67–73. http://dx.doi.org/10.36615/jcsa.v20i1.1869.

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Sport is just not cricket any more. Seems like just yesterday the only way weJohannesburg folk could follow a nail-biting international rugby test happening atNewlands in Cape Town was by listening to Gerhard Viviers' commentary on Afrikaansradio. I remember my grandfather sitting on the stoep, a map of the playing fielddrawn on a large sheet of paper on his lap, plotting team moves, attacks, defences andscores, as Gerhard's staccato commentary poured through the speakers of an old Grundigmedium wave receiver next to him; definitely a case of what Marshall Mcluhan wouldcall 'a very cool medium'.In the days before mass media, the sports message sent to those absent from theaction on the field contained little else of fact other than a score, and a winner, andthe message reached the receiver a day, a week or a month later. Messages then graduallyexpanded to include match details and perhaps a grainy photograph or two as newspapersstarted reporting on sport. Radio revolutionised sport in that it provided the impetusfor the massification of sport as teams and individuals developed followings, and theconcept of 'the fan' was born. Radio truly took sports matches beyond the stadiumgates for the first time.
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Kurniawan, Faidillah. "E-Sport dalam Fenomena Olahraga Kekinian." Jorpres (Jurnal Olahraga Prestasi) 15, no. 2 (2020): 61–66. http://dx.doi.org/10.21831/jorpres.v15i2.29509.

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Fenomena eSport akhir-akhir ini mungkin bisa dibilang sedang naik daun. Ada yang menarik dalam ajang Asian Games 2018. Electronic sport (eSport) masuk sebagai salah satu cabang olahraga (cabor) yang dipertandingkan. E-Sport merupakan olahraga digital yang terorganisir dengan pelatihan khusus seperti halnya atlet profesional sepak bola, bulutangkis, ataupun basket. Pertama kali budaya eSport berkembang adalah dari sebuah kompetisi game. Menariknya, kompetisi game ini bahkan sudah ada sejak lama, tepatnya pada tahun 1972, pada masa yang mungkin ketika itu komputer masih amat jarang, tak ada internet, dan belum ada banyak judul video game. Indo Game kemudian menjadi pintu pertama bagi masuknya kompetisi game berskala internasional di Indonesia dengan menjadi event organizer (EO) kejuaraan World Cyber Games (WCG) pada Tahun 2002. Penetapan eSport sebagai cabor telah disepakati Lembaga Olahraga Olimpiade Asia (Olympic Council of Asia/OCA) sejak 17 April 2017. Cabang eSport kemudian mulai diperkenalkan pada perhelatan 5th Asian Indoor and Martial Art Games (5th AIMAG) yang berlangsung di Ashgabat, Turkmenistan, pada September 2017. Dalam dunia olahraga eSport bisa masuk dalam kategori olahraga yang melibatkan motorik halus, layaknya permainan catur dan bridge. Sementara olahraga pada umumnya merupakan aktivitas olahraga yang banyak melibatkan motorik kasar. E-Sport masih dapat digolongkan sebagai kategori olahraga. IeSPA perlu komunikasikan tingkat lanjut ke KEMENPORA, KOI maupun KONI terkait keberadaan dalam organisasi olahraga yang dinaungi. Kompetisi eSports di Indonesia lebih sering diadakan. E-Sport in the Current Sports Phenomenon AbstractThe eSport phenomenon lately might be said to be on the rise. There is something interesting in the 2018 Asian Games. Electronic sport (eSport) entered as one of the sports that are contested. E-Sport is an organized digital sport with special training such as professional soccer, badminton, or basketball athletes. The first time the eSport culture developed was from a game competition. Interestingly, this game competition even existed a long time ago, precisely in 1972, at a possible time when computers were still very rare, there was no internet, and there were not many video game titles. Indo Game then became the first door for the entry of international-scale gaming competition in Indonesia by becoming an event organizer (EO) of the World Cyber Games (WCG) championship in 2002. The establishment of eSport as a sport was agreed upon by the Asian Olympic Sports Institute (Olympic Council of Asia / OCA) since 17 April 2017. The eSport branch was then introduced at the 5th Asian Indoor and Martial Art Games (5th AIMAG) event which took place in Ashgabat, Turkmenistan, in September 2017. In the world of sports eSport can be included in the category of sports that involve fine motor skills, like chess and bridge games. While sports in general are sports activities that involve a lot of gross motor skills. E-Sport can still be classified as a sports categories. IeSPA needs advanced communication to KEMENPORA, KOI and KONI regarding the presence in shaded sports organizations. ESports competitions in Indonesia are more often held.
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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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Lyseiko, K., Y. Yatsiv, and M. Pityn. "Indicators of implementation standards of the candidate for master of sport and the first rank by athletes in game sports of ivano-frankivsk region during 2018-2021." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 6(151) (June 29, 2022): 86–91. http://dx.doi.org/10.31392/npu-nc.series15.2022.6(151).18.

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One of the results of the work of subjects of physical culture and sport in the athletes’ preparation is the criterion of evaluation for implementation of certain ranks requirements. According to the section of sports ranks at three levels: mass ranks, reserve, sports ranks, it is necessary to plan the analysis of the state of work on them. This can be done within individual regions. Purpose: to establish indicators of implementation standards of the candidate for Master of Sport and the first rank by athletes in game sports in the Ivano- Frankivsk region during 2018-2021. Methods: theoretical analysis and generalization of data of scientific and methodical literature, analysis of documentary materials, methods of mathematical statistics. The content of the orders "On the assignment of sports ranks" of the Sport Department of the Ivano-Frankivsk Regional State Administration for the period 2018-2021 (in total 31 documents) was studied. Results. Reserve sports are mostly characterized by sport ranks of the candidate for Master of Sport and the first rank. During 2018−2021, there is a significant variability in the number of athletes in game sports who met the requirements of sports ranks of the candidate for Master of Sport and the first rank. Higher values are inherent for 2018 and 2020 (126 and 169 people) and much less for 2019 and 2021 (43 and 59 people). The shares of representatives of game sports had significant differences over the years and ranged from 27.92 to 52.65% of the total number of those who met the requirements of sport ranks of the candidate for Master of Sport and the first rank.
 In the structure of game sports athletes who met the requirements of the sport ranks of the candidate for Master of Sport and the first rank during 2018-2021, the largest share is occupied by football (44%). The second position is occupied by rugby representatives (17%). Then a group of sports with approximately the same contribution of 9-10% (basketball, table tennis, volleyball, futsal). Conclusions. According to the indicators of the requirements for the awarding of sport ranks of the candidate for Master of Sport and the first rank in Ivano-Frankivsk region revealed the existence of a prominent leader among the sports – football and a certain core, which includes five other sports (basketball, table tennis, volleyball, futsal, rugby).
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Vokhrysheva, Egenia V., and Pavel V. Tyurin. "E-sports discursive space: theoretical aspects of analysis." Focus on Language Education and Research 3, no. 1 (2022): 75–85. http://dx.doi.org/10.35213/2686-7516-2022-3-1-75-85.

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The article is devoted to the notion of discourse and discursive space and revealing the specifics of e-sports discursive space. The article touches upon some problems of research of the discourse and discursive space in Anglo-American, French, German and Russian linguistic conceptions. The notion of e-sports discursive space is introduced for the first time in the linguistic analysis and is characterized as a hybrid dimension incorporating interplay e-sport discourse, mass media discourse, sport medical discourse and internet-discourse. E-sports discursive space may be exposed as a field structure the kernel link of which appears e-sports interplay discourse, uniting game patches and some commands and orders uttered by the cyber-sportsman in the process of the game. It is compressed, well-packed by terminological nominations and directive speech acts, comprising instructions and recommendations on using the avatars. It nominates the user name as an avatar, its game characteristics (forces, power, dexterity etc) and innovations in the system of a game. The other mentioned types of discourses lay on a periphery of the discursive field. Mass-media discourse advances the e-sports discursive space in the field of media translation giving it liveliness, fancy, imagination, expressiveness and evaluative characteristics opposite to some dryness and laconism of interplay e-sports discourse. Sport-medical discourse concerns and discusses physical, psychological and emotional states of e-sportsmen. Internet discourse is realized in the form of chats, blogs an vlogs of e-sportsmen arguing about qualities of sportsmen, advantages and disadvantages of avatars ans strategies of the game. The uniting link of all the discourses included into the single whole e-sports discursive space proves to be the criterion of integrity that is expressed through the unity of the topic, semantics, structure, time and space and event and situation continuum. A special place and significance in the e-sports discursive space is taken by a discursive personality. E-sports discursive personality is realized in e-sports discursive space heterogeneously: on the first level - as a text personality of the avatar and on the second level - as a language personality of the real e-sportsman avatar carrier. The values underlying the e-sports discursive space correspond to sport discourse values getting a victory and with personal discourse orientation getting maximum success in self-development in the field of physical and mental health, psychological robustness, reaction speed, logical strategies etc. E-sport discursive space may be represented as also a cognitive one where an important place is taken by e-sport terminology.
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Dissertations / Theses on the topic "Sports game"

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Baerg, Andrew Paul. "The Role Of The Digital Sports Game In The Sports Media Complex." Diss., University of Iowa, 2006. https://ir.uiowa.edu/etd/46.

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This dissertation builds on Wenner's (Wenner, L.A. (1989). Media, Sports and Society: The Research Agenda. In L. A. Wenner (Ed.), Media, Sports and Society (pp. 13-48). Newbury Park, CA: SAGE Publications Inc.) claims about how the culture of sport is changed as it is mediated by examining the mediation of sport through four digital sports games produced by Electronic Arts--Fight Night Round 2, Tiger Woods PGA Tour 2004, MVP Baseball 2005, and John Madden Football 2005. Following the example of digital game scholars, I employ a multi-level method of textual analysis in engaging the representation and gameplay of these respective titles. The dissertation uses three case studies to tease out the ideological implications of these games as they position their users. The fourth case study examines how the digital sports game audience responds to the ideologies and positioning identified in the textual analysis sections. In responding to the broader optimism of new media theorists, I argue for a consideration of the specific context of the digital sports game as a way into measuring the validity of their positions. In looking at the mediation of the body in Fight Night Round 2, golf and its attendant culture in Tiger Woods PGA Tour 2004, the ubiquitous quantification of MVP Baseball 2005, and audience responses to John Madden Football 2005, I argue that the potential freedom certain strands of new media theory proclaim is constrained by the ideologies resident in the texts examined here and the ways in which these digital sports games position their users. As such, scrutinizing these specific new media contexts reveals we should ultimately be cautious about the degree to which they offer the kinds of progressive freedoms advocated by celebratory new media scholarship.
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Maurer, Jaclyn, and Linda Houtkooper. "Game Food." College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146466.

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Wang, An-ming David. "Redevelopment of Harbour Road Indoor Sports Game Hall & Harbour Road Sports Ground." Click to view the E-thesis via HKUTO, 2000. http://sunzi.lib.hku.hk/hkuto/record/B31985476.

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Thesis (M.Arch.)--University of Hong Kong, 2000.<br>Includes special report study entitled : Optimum lighting environment for human comfort. Includes bibliographical references. Also available in print.
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Wang, An-ming David, and 王安民. "Redevelopment of Harbour Road Indoor Sports Game Hall & Harbour Road Sports Ground." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31985476.

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Garrett, Richard. "Changing their game? : the institutional effects of Sport England's lottery fund on voluntary sports clubs." Thesis, University of Sheffield, 2003. http://etheses.whiterose.ac.uk/14755/.

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This thesis investigates the expectations placed on voluntary sports clubs (VSCs) in exchange for Lottery funding awarded by Sport England. the resulting effects of those pressures on VSCs' organisational structures and VSCs' responses to these pressures. Using institutional theory as a framework. it is argued that receipt of funding from Sport England's Lottery Fund exposes VSCs to the normative prescriptions of the sports policy sector to a greater extent than they ever were before applying to the Fund. These normative pressures are reinforced by Sport England through coercion and the provision of legitimate models for VSCs to mimic resulting in a more bureaucratic structure for VSCs in receipt of funding.· The research was conducted in three phases. Phase one constituted the identification of institutional pressures exerted by Sport England through its Lottery Fund on VSCs through semi-structured interviews with Sport England staff and analysis of Lottery Fund documents. A survey of VSCs in receipt of Lottery funding from Sport England was conducted in phase two to establish any change in the VSCs' structures since receiving funding. Finally. in phase three. six case studies of VSCs were selected from phase two. Pairs of VSCs from three sports were selected for qualitative investigation. One of the pair exhibited an increased level of structure while the other demonstrated no change or a reduction in its level of structure. The majority of VSCs surveyed in phase two experienced an increase in structure to some degree after receiving Lottery funding. However. the case studies in phase three demonstrate that the changes in VSCs' level of structure cannot be attributed only to receipt of Lottery funding from Sport England. Two of the six case studies also made resistant responses to the institutional pressures of Sport England's Lottery Fund.
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Gentles, Jeremy A. "Game Performance of NCAA Division I Teams With & Without Integrated Sport Science Support." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/3981.

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Bonney-James, Tim. "More than a game, the interaction of sport and community in Guelph." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq24447.pdf.

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Sheth, Hela Straughan Dulcie Murdock. "Beyond the game corporate social responsibility in the sports industry /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2006. http://dc.lib.unc.edu/u?/etd,161.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2006.<br>Title from electronic title page (viewed Oct. 10, 2007). "... in partial fulfillment of the requirements for the degree of Master of Arts in the School of Journalism and Mass Communication." Discipline: Journalism and Mass Communication; Department/School: Journalism and Mass Communication, School of.
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Wilcox, Drew. "The money game a statistical analysis of revenue and competitive imbalances in college athletics /." Diss., Connect to the thesis, 2008. http://hdl.handle.net/10066/1456.

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Cothran, Donetta J. "Six Volleyball Skill Tests as a Predictor of Game Performance." TopSCHOLAR®, 1992. http://digitalcommons.wku.edu/theses/1656.

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The purpose of this study was to investigate the relationship of six selected volleyball skill tests to actual volleyball game performance. The six skill test items were administered to 64 subjects, who were all members of a college level introductory volleyball course. Based on the ratings of a panel of experts, subjects were rated during game play as good, average, or poor performers. The stepwise discriminant analysis was used to analyze the relationship between skill tests and game performance. Four of the six skill tests were identified as significantly contributing to group membership. These tests, in order of the magnitude of their standardized discriminant function coefficients were: 1. Brumbach Serve Test, 2. AAHPER Wall Volley test, 3. AAHPERD Wall Spike Test, and 4. AAHPERD Serve Test. It was concluded that a volleyball skill test battery consisting of these four items would objectively measure volleyball playing ability and discriminate between players of various skill levels. The results of this test battery could be used for classification, diagnosis, motivational purposes, and grading.
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Books on the topic "Sports game"

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Marriott, Lynn. The Game Before the Game. Penguin USA, Inc., 2009.

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Tullet, Hervé. The finger sports game. Phaidon Press Limited, 2015.

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Dan, Markowitz, ed. The game within the game. Hyperion, 2006.

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Gorman, Edward. Blood game. Chivers Press, 1991.

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Blood game. Forge, 2001.

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Ultimate Players Association (U.S.) and Boy Scouts of America, eds. Cub Scout sports. Boy Scouts of America, 1986.

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Littlefield, Bill. Only a game. University of Nebraska Press, 2007.

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Farrey, Tom. Game On. Random House Publishing Group, 2009.

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Pia, Nilsson, and Sirak Ron, eds. The game before the game: The perfect 30-minute practice. Gotham Books, 2007.

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The spirit of the game. Constable & Robinson, 2011.

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Book chapters on the topic "Sports game"

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Baerg, Andrew. "Sports." In The Routledge Companion to Video Game Studies, 2nd ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-48.

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Deninger, Dennis. "The Power Game." In Live Sports Media, 2nd ed. Routledge, 2021. http://dx.doi.org/10.4324/9781003165590-11.

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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "AI around the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-11.

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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "AI in the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-10.

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Roberts, Paul. "AI Awareness in Sports Games." In Game AI Uncovered. CRC Press, 2024. http://dx.doi.org/10.1201/9781003323549-8.

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Grundy, Pamela C., and Benjamin G. Rader. "The Rise of America’s National Game." In American Sports. Routledge, 2018. http://dx.doi.org/10.4324/9781315146515-4.

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Harper, Rebecca G. "Pre-Game." In Literacy Practices in Sports and Coaching. Routledge, 2024. http://dx.doi.org/10.4324/9781003397694-1.

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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "A Future Around the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-14.

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Brady, Chris, Karl Tuyls, and Shayegan Omidshafiei. "A Future within the Game." In AI for Sports. CRC Press, 2021. http://dx.doi.org/10.1201/9781003196532-13.

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Runstedtler, Theresa E. "In Sports the Best Man Wins." In In the Game. Palgrave Macmillan US, 2005. http://dx.doi.org/10.1057/9781403980458_3.

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Conference papers on the topic "Sports game"

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Pivec, Maja, Benjamin Hable, and Darragh Coakley. "Serious sports: Game-based learning in sports." In 2012 15th International Conference on Interactive Collaborative Learning (ICL). IEEE, 2012. http://dx.doi.org/10.1109/icl.2012.6402172.

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Stanescu, Monica, Jurate Stanislovaitiene, and Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.

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The technological and informational development of the last decades has also been an opportunity for the physical exercises field to benefit from the computer-based games effects, through the integration of functional indicators into a set of educational stimuli that aim to motivate and train people for a healthy and sustainable physical activity. Inspired by the characteristics of motor activities, both in structural terms and in physical and psychological demands, computer-based games are now widely used as specific learning tools as serious games and exergames. Nowadays both type of games contributes to the achievement of the specific objectives of different motor activities. The paper aims to present an analysis of the serious games and exergames used in the field by applying a series of scientific criteria and to highlight their contribution at the specific learning process and fitness development. On the other hand, literature review has enabled authors to highlight the main research directions of using computer-based games in motor activities, providing important milestones for expanding the research area. The conclusions of the paper are consistent methodological landmarks for specialists who want to modernize the training process through the use of computer-based games, as well as for the IT specialists who can develop new technologies and software products for this area. ++++++++ serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports
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Gruev, Stanislav. "EFFICIENCY OF SPORTS GAMES TRAINING FOR 12 AND 13-YEAR OLD STUDENTS." In INTERNATIONAL SCIENTIFIC CONGRESS “APPLIED SPORTS SCIENCES”. Scientific Publishing House NSA Press, 2022. http://dx.doi.org/10.37393/icass2022/125.

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ABSTRACT Training in physical ability, the development of motoric qualities and the formation of knowledge in sports are fundamental educational components of the subject of Sports Education. Interrupting their unity and interconnection may be considered as the cause for the lower levels of motoric activity in schools. A suitable program in sports games, through its complex effects and emotional impact may contribute to alleviating this problem. The goal is to develop and approbate a methodology that improves the training in football and volleyball for 12 and 13-year-old students, which relies on general learning about sports, coordination training, game drills, and education through playing the games. The specifics of the program focus on mastering the gamers components in a dynamic environment, varying conditions, physical training, a positive emotional atmosphere, and applying the game approach. The pedagogical experiment was carried out for the duration of two semesters with 98 male and female students from the sixth grade. The data from the sports and pedagogical testing was processed by mathematical and statistical methods and expert conclusions were drawn on the specifics of the inclusion of football and volleyball games. The results indicate the presence of a positive change in the motoric qualities and technical skills during the experimental games, which results from the methodology used and the active participation on behalf of the students. The assessment results in game condition reflect the positive effect of the game method.
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Wang, Jiaan, Zhixu Li, Tingyi Zhang, et al. "Knowledge Enhanced Sports Game Summarization." In WSDM '22: The Fifteenth ACM International Conference on Web Search and Data Mining. ACM, 2022. http://dx.doi.org/10.1145/3488560.3498405.

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Arkalov, Dmitriy. "FINANCING SPORTS FEDERATIONS AS A ZERO-SUM GAME." In VII All-Russian scientific and practical conference with international participation "Sports Informatics Day". Russian Association of Computer Science in Sports, 2024. http://dx.doi.org/10.62105/conferencearticle_65aec744e99a68.29986992.

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Abstract. Sports federations as non-profit organizations play an important role in the development of the public sector and the development of selected sports, being responsible for their popularization and development. They are a powerful potential and tool for solving problems in the field of physical culture and sports that are not solved by state and municipal sports institutions. Sports federations as actors are the most mobile in terms of communications with both the state and business. In the Russian practice of state support for sports, budgetary funds constitute the predominant part in the financial support of regional sports federations, which cannot but affect the final volume of their financing – with a limited budget, the more sports federations, the less each of them can receive. In this case, the chosen budget policy can either help in the development of sports or lead to decline. Therefore, the formation of clear and objective rules for obtaining a certain amount of financial support from the state is an important factor in fair competition for resources. This study proposes a model for the distribution of financial resources among sports federations. The model is built on objective, measurable and verifiable indicators that characterize the quantitative and qualitative characteristics of athletes, personnel potential and organizational abilities. All indicators are calculated in relation to each other, and the starting point for calculations is the athlete who is enrolled in the sports school. At the output, the model forms a balanced system, the relationships within which change when the quantitative and (or) qualitative characteristics of the indicators change, as well as a logically sound order of financing for each specific sport.
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Arkalov, Dmitriy. "FINANCING SPORTS FEDERATIONS AS A ZERO-SUM GAME." In VII All-Russian scientific and practical conference with international participation "Sports Informatics Day". Russian Association of Computer Science in Sports, 2024. http://dx.doi.org/10.62105/2949-6349-2024-1-s1-20-24.

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Sports federations as non-profit organizations play an important role in the development of the public sector and the development of selected sports, being responsible for their popularization and development. They are a powerful potential and tool for solving problems in the field of physical culture and sports that are not solved by state and municipal sports institutions. Sports federations as actors are the most mobile in terms of communication with both the state and business. In the Russian practice of state support for sports, budgetary funds constitute the predominant part in the financial support of regional sports federations, which cannot but affect the final extent of their financing: with a limited budget, the more sports federations, the less each of them can receive. In this case, the chosen budget policy can either help in the development of sports or lead to decline. Therefore, the formation of clear and objective rules for obtaining a certain amount of financial support from the state is an important factor in fair competition for resources. This study proposes a model for the distribution of financial resources among sports federations. The model is built on objective, measurable and verifiable indicators that characterize the quantitative and qualitative characteristics of athletes, personnel potential and organizational abilities. All indicators are calculated in relation to each other, and the starting point for calculations is the athlete who is enrolled in the sports school. At the output, the model forms a balanced system, the relationships within which change when the quantitative and (or) qualitative characteristics of the indicators change, as well as a logically sound order of financing for each specific sport.
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Maryuni, Maryuni, and Ahmad Nasrulloh. "Research Study on Traditional Game Sports." In Conference on Interdisciplinary Approach in Sports in conjunction with the 4th Yogyakarta International Seminar on Health, Physical Education, and Sport Science (COIS-YISHPESS 2021). Atlantis Press, 2022. http://dx.doi.org/10.2991/ahsr.k.220106.050.

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Hagiwara, Goichi, Daisuke Akiyama, Ryousuke Furukado, and Shunichi Takeshita. "A study on psychological training of eSports using digital games: Focusing on rhythm game." In Journal of Human Sport and Exercise - 2020 - Spring Conferences of Sports Science. Universidad de Alicante, 2020. http://dx.doi.org/10.14198/jhse.2020.15.proc3.03.

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Sgrò, Francesco, Roberto Coppola, Patrizia Tortella, and Mario Lipoma. "Tactical Games Model as curriculum approach at elementary school: Effects on in-game volleyball technical improvements." In Journal of Human Sport and Exercise - 2020 - Summer Conferences of Sports Science. Universidad de Alicante, 2020. http://dx.doi.org/10.14198/jhse.2020.15.proc4.19.

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Muller-Lietzkow, Jorg. "How much sport is in sports games? A new taxonomy and discussion on game design issues." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329856.

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Reports on the topic "Sports game"

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Bartlett, Chris. Sports tech a game changer. Monash University, 2023. http://dx.doi.org/10.54377/67c2-714e.

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Zibani, Nadia. Ishraq: Safe spaces to learn, play and grow: Expansion of recreational sports program for adolescent rural girls in Egypt. Population Council, 2004. http://dx.doi.org/10.31899/pgy22.1003.

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Over the past three years, the Ishraq program in the villages of northern El-Minya, Egypt, grew from a novel idea into a vibrant reality. In the process, approximately 300 rural girls have participated in a life-transforming chance to learn, play, and grow into productive members of their local communities. Currently other villages—and soon other governorates—are joining the Ishraq network. Ishraq is a mixture of literacy, life-skills training, and—for girls who have been sheltered in domestic situations of poverty and isolation—a chance to play sports and games with other girls their age and develop a sense of self-worth and mastery; the program reinforces the lessons they receive in life-skills classes about hygiene, nutrition, and healthy living. This guide to the sports and games component of the program is geared to the needs of disadvantaged adolescent girls. It is intended for those in the development community interested in the potential of sports to enhance the overall impact of adolescent programs. Sports can be combined with other program components to give girls a more active experience, whether the primary focus is reproductive health, literacy, or livelihood skills.
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lisahunter, Dr, and Dr Richard Pringle. What ‘straight sport' can learn from the Gay Games. Edited by Grace Jennings-Edquist. Monash University, 2023. http://dx.doi.org/10.54377/a28c-7df9.

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Bean, Corliss Bean, and Sara Kramers Kramers. Game On: Sport Participation As A Vehicle For Positive Development For Youth Facing Barriers. Youth Research & Evaluation eXchange (YouthREX), 2017. http://dx.doi.org/10.15868/socialsector.33745.

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Badmus, Lanre, and Andre Roca. A systematic review exploring the effects os sport coaches’ pre-game motivational speech on athlete’s emotions and performance. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.7.0112.

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Zhang, Junlong, Nasnoor Juzaily Mohd Nasiruddin, Wensheng Xiao, et al. Effects of Sport Education Model on Content Knowledge, Technical Skill, and Game Performance among Students: A Systematic Review and Meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.10.0019.

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Spiegel, Yitzhak, Michael McClure, Itzhak Kahane, and B. M. Zuckerman. Characterization of the Phytophagous Nematode Surface Coat to Provide New Strategies for Biocontrol. United States Department of Agriculture, 1995. http://dx.doi.org/10.32747/1995.7613015.bard.

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Chemical composition and biological role of the surface coat (SC) of the root-knot nematodes, Meloidogyne spp. are described. SC proteins of M. incognita race 3 infective juveniles (J2) were characterized by electrophoresis and western blotting of extracts from radioiodine and biotin-labelled nematodes. J2 labelled with radioiodine and biotin released 125I and biotin-labelled molecules into water after 20 hours incubation, indicating that SC proteins may be loosely attached to the nematode. Antiserum to the principal protein reacted with the surface of live J2 and with surface proteins previously separated by electrophoresis. Human red blood cells (HRBC) adhered to J2 of several tylenchid nematodes over the entire nematode body. HRBC adhered also to nylon fibers coated with SC extracted from M. javanica J2; binding was Ca++/Mg++ dependent, and decreased when the nylon fibers were coated with bovine serum albumin, or pre-incubated with fucose and mannose. These experiments support a working hypothesis that RBC adhesion involves carbohydrate moieties of HRBC and carbohydrate-recognition domain(s) (CRD) distributed on the nematode surface. To our knowledge, this is the first report of a surface CRD i the phylum Nematoda. Gold-conjugated lectins and neoglycoproteins combined with silver enhancement have been used for the detection of carbohydrates and CRD, respectively, on the SC of M. javanica J2. Biotin reagents were used to trace surface proteins, specifically, on live J2. The labile and transitory nature of the SC was demonstrated by the dynamics of HRBC adherence to detergent-treated J2, J2 at different ages or fresh-hatched J2 held at various temperatures. SC recovery was demonstrated also by a SDS-PAGE profile. Monoclonal antibodies developed to a cuticular protein of M. incognita J2 gave a slight, but significant reduction in attachment of Pasteuria penetrans spores. Spore attachment as affected by several enzymes was inconsistent: alcian blue, which specifically blocks sulfyl groups, had no afffect on spore attachment. Treatment with cationized ferritin alone or catonized ferritin following monoclonal antibody caused significant decreases in spore attachment. Those results suggest a role in attachment by negatively charged groups.
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Clemente, Filipe Manuel, Rodrigo Ramirez-Campillo, Hugo Sarmento, et al. Effects of small-sided games interventions on technical execution and tactical behavior of youth team sports players: A systematic review and meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.1.0108.

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ji, yuqin, hao tian, qiang ye, zhuoyan ye, and zeyu zheng. Effectiveness of exercise intervention on improving fundamental motor skills in children with autism spectrum disorder: A systematic review and Meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.12.0013.

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Review question / Objective: This systematic review and meta-analysis aimed to synthesize available randomized controlled trial studies concerning the effects of exercise interventions on fundamental motor skills in children with autism spectrum disorder. Condition being studied: Autism Spectrum Disorder (ASD) is a complicated and highly prevalent neuro-developmental disorder characterized by deficits in social communication, restricted interests, and repetitive behaviors. The CDC reported that the prevalence of ASD was estimated to be 1 in 59 in the United States by 2020. Along with typical symptoms, a couple of studies have indicated that individuals with ASD encounter a variety of challenges, including sleep disturbance, obesity, executive function deficits, physical inactivity, and motor dysfunctions. Fundamental motor skills (FMS) are the unnaturally occurring basic motor learning model of the human body, which are the building blocks for advanced specialized motor skills and for children and adolescents to participate in sports, games, or other context-specific physical activity.FMS falls into three different categories: (a) locomotor skills (e.g., running and hopping), (b) object control skills (e.g., catching and throwing), and balance or stability skills (e.g., balancing and twisting).
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Rebelo, André, João R. Pereira, Paulo Cunha, Manuel J. Coelho-e-Silva, Lauren B. Sherar, and João Valente-dos-Santos. Training Load, Neuromuscular Fatigue and Well-Being in Volleyball: A Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.7.0059.

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Review question / Objective: This systematic review aims to compile and order all the training load measures, all fatigue assessments, and all well-being questionnaires used in volleyball training/match monitoring, systematizing them. Condition being studied: Training load: cumulative amount of stress placed on an individual from multiple sessions and games over a period of time. Neuromuscular fatigue: A response that is less than the expected or anticipated contractile response, for a given stimulation. Well-being: A continuous, active process, which is geared towards balancing one’s physical, emotional, social, intellectual and spiritual wellness in order to enhance one’s life quality.5 In sport science the subjective measurement of the response to training and competition are used through the athlete self-report measures (ASRMs). In practice, these often comprise brief, single-item checklists derived from validated questionnaires that are intended to be completed daily.
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