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Journal articles on the topic 'Symbolic games'

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1

Ask, Kristine, Ingvild Kvale Sørenssen, and Stine Thordarson Moltubakk. "The struggle and enrichment of play: Domestications and overflows in the everyday life of gamer parents." Nordicom Review 42, s4 (2021): 107–23. http://dx.doi.org/10.2478/nor-2021-0044.

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Abstract Gaming is a frequent source of conflict for families. Research on parents and gaming has identified a lack of gaming-related expertise, a general devaluation or fear of play, and authoritative and restrictive parenting styles as key sources of conflict. What happens when these deficits are addressed? What does mediation look like when parents are expert gamers, enjoy play, and encourage play for their children? Based on qualitative interviews with 29 parents who identify as gamers, we explore how gamer parents domesticate games. To explore the work of stabilising gaming as a wholesome
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Kant, Gijs, and Jaco van de Pol. "Generating and Solving Symbolic Parity Games." Electronic Proceedings in Theoretical Computer Science 159 (August 1, 2014): 2–14. http://dx.doi.org/10.4204/eptcs.159.2.

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Madhusudan, P., Wonhong Nam, and Rajeev Alur. "Symbolic Computational Techniques for Solving Games." Electronic Notes in Theoretical Computer Science 89, no. 4 (2003): 578–92. http://dx.doi.org/10.1016/s1571-0661(05)82544-7.

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Alur, Rajeev, P. Madhusudan, and Wonhong Nam. "Symbolic computational techniques for solving games." International Journal on Software Tools for Technology Transfer 7, no. 2 (2005): 118–28. http://dx.doi.org/10.1007/s10009-004-0179-0.

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Fedorchenko, Sergey, E. Karlyavina, D. Tedikov, R. Markaryan, and K. Teslyuk. "Some results of the Sociological Study «Computer Games and the Politics of Memory»." Journal of Political Research 4, no. 2 (2020): 90–105. http://dx.doi.org/10.12737/2587-6295-2020-90-105.

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The purpose of this article is to identify the distinctive features of Russian gamers. The tasks include determining the conditions for politicization of gamers, discovering their political and symbolic preferences, considering the potential of computer games with a historical plot in shaping the politics of memory of the whole country. The main methodological optics are the principles of sociological survey. The communication capabilities of computer games were interpreted using Herbert Blumer’s symbolic interactionism model. The results showed that the respondents mostly choose the single-pl
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Finkbeiner, Bernd, Manuel Gieseking, Jesko Hecking-Harbusch, and Ernst-Rüdiger Olderog. "Symbolic vs. Bounded Synthesis for Petri Games." Electronic Proceedings in Theoretical Computer Science 260 (November 28, 2017): 23–43. http://dx.doi.org/10.4204/eptcs.260.5.

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Rhizopoulou, S. "Symbolic plant(s) of the Olympic Games." Journal of Experimental Botany 55, no. 403 (2004): 1601–6. http://dx.doi.org/10.1093/jxb/erh222.

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Maoz, Shahar, Or Pistiner, and Jan Oliver Ringert. "Symbolic BDD and ADD Algorithms for Energy Games." Electronic Proceedings in Theoretical Computer Science 229 (November 22, 2016): 35–54. http://dx.doi.org/10.4204/eptcs.229.5.

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Góngora, Pedro A., and David A. Rosenblueth. "A symbolic shortest path algorithm for computing subgame-perfect Nash equilibria." International Journal of Applied Mathematics and Computer Science 25, no. 3 (2015): 577–96. http://dx.doi.org/10.1515/amcs-2015-0043.

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AbstractConsider games where players wish to minimize the cost to reach some state. A subgame-perfect Nash equilibrium can be regarded as a collection of optimal paths on such games. Similarly, the well-known state-labeling algorithm used in model checking can be viewed as computing optimal paths on a Kripke structure, where each path has a minimum number of transitions. We exploit these similarities in a common generalization of extensive games and Kripke structures that we name “graph games”. By extending the Bellman-Ford algorithm for computing shortest paths, we obtain a model-checking alg
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Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of
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Sokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to esta
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Griffiths, Merris, and David Machin. "Television and playground games as part of children's symbolic culture." Social Semiotics 13, no. 2 (2003): 147–60. http://dx.doi.org/10.1080/1035033032000152589.

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Majumdar, Rupak, Kaushik Mallik, Anne-Kathrin Schmuck, and Sadegh Soudjani. "Symbolic Qualitative Control for Stochastic Systems via Finite Parity Games." IFAC-PapersOnLine 54, no. 5 (2021): 127–32. http://dx.doi.org/10.1016/j.ifacol.2021.08.486.

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Lestari, Putu Indah, and Elizabeth Prima. "Balinese Congklak Games, Maciwa, to Improve the Development of Symbolic Thinking in Early Childhood." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 3, no. 1 (2019): 102. http://dx.doi.org/10.31004/obsesi.v3i1.151.

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This study aimed to determine the implementation of the Balinese congklak game (maciwa) in improving the development of early childhood symbolic thinking. This research was carried out in B1 TK Alit Kirana children in the academic year 2018/2019. This research design was Classroom Action Research using the observation method. The subjects of this classroom action research were 18 students of Group B1 TK Alit Kirana consisting of 10 males and 8 females. The objective of this research was the implementation of the Balinese congklak (maciwa) game to improve the development of symbolic thinking in
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COOPER, WESLEY. "Nozick, Ramsey, and Symbolic Utility." Utilitas 20, no. 3 (2008): 301–22. http://dx.doi.org/10.1017/s0953820808003166.

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I explore a connection between Robert Nozick's account of decision value/symbolic utility in The Nature of Rationality1 and F. P. Ramsey's discussion of ethically neutral propositions in his 1926 essay ‘Truth and Probability’,2 a discussion that Brian Skyrms in Choice and Chance3 credits with disclosing deeper foundations for expected utility than the celebrated Theory of Games and Economic Behavior4 of von Neumann and Morgenstern. Ramsey's recognition of ethically non-neutral propositions is essential to his foundational work, and the similarity of these propositions to symbolic utility helps
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Malesevic, Novak. "Sign in Hamlet on structure of the linguistic sign and symbolic games." Kultura, no. 134 (2012): 41–57. http://dx.doi.org/10.5937/kultura1234041m.

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Ariantini, Nisa, and Novi Rosita Rahmawati. "Students leadership development through Tangkap Lokam game." Psychology, Evaluation, and Technology in Educational Research 2, no. 1 (2019): 63. http://dx.doi.org/10.33292/petier.v2i1.33.

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Games, such as the traditional ones, might be benefitted as an alternative media for the delivery of Guidance and Counseling service. With regards to the statement, one of the peculiar games in Indonesia is Tangkap Lokam. Through the conduct of the study, the elements of leadership will be described through the conduct of the Tangkap Lokam games. Then, within the conduct of the study, the qualitative approach using the symbolic interactionism method had been implemented and the study itself took place in the 5th State Junior High School Tarakan. The results of the study show that the construct
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Faizullaev, Alisher. "Symbolic Insult in Diplomacy." Brill Research Perspectives in Diplomacy and Foreign Policy 2, no. 4 (2017): 1–116. http://dx.doi.org/10.1163/24056006-12340008.

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AbstractThis paper approaches symbolic insult in diplomacy as the use of symbolic means by states to oppress the opponent’s sense of Self, to hurt its self-esteem and social status in order to achieve their foreign policy objectives, or as a reaction to a threat from Other. The paper posits that diplomatic actors are extremely sensitive to Self related matters, and may use such sensitivity for influencing each other, bargaining over the issues of importance, and simply defending their sense of Self while they confront the opponent. The enormous importance of collective Self in diplomacy may in
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Yamauchi, Yukari, and Shun'ichi Tano. "Analysis of Symbol Generation and Integration in a Unified Model Based on a Neural Network." Journal of Advanced Computational Intelligence and Intelligent Informatics 9, no. 3 (2005): 297–303. http://dx.doi.org/10.20965/jaciii.2005.p0297.

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The computational (numerical information) and symbolic (knowledge-based) processing used in intelligent processing has advantages and disadvantages. A simple model integrating symbols into a neural network was proposed as a first step toward fusing computational and symbolic processing. To verify the effectiveness of this model, we first analyze the trained neural network and generate symbols manually. Then we discuss generation methods that are able to discover effective symbols during training of the neural network. We evaluated these through simulations of reinforcement learning in simple f
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Downs, Edward, and Mary Beth Oliver. "How Can Wii Learn From Video Games?" International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (2016): 28–43. http://dx.doi.org/10.4018/ijgcms.2016010103.

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Motion controlling technology allows game players to interact with video games using kinesthetic body motions that replicate real-world activities. A 2x2 fully crossed, between-subjects experiment, plus control group was designed to empirically test how the type of controller (motion controller vs. symbolic controller) and avatar customization (customized vs. not customized) contributed to affective and behavioral responses when playing the Tiger Woods PGA Tour video game. Findings indicated that using the motion controller led to better video game performance, in addition to better performanc
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Üstüner, Tuba, and Craig J. Thompson. "How Marketplace Performances Produce Interdependent Status Games and Contested Forms of Symbolic Capital." Journal of Consumer Research 38, no. 5 (2012): 796–814. http://dx.doi.org/10.1086/660815.

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Black, Jack, and Stuart Whigham. "‘Team GB’ or ‘Team Scotland’? Media representations of ‘Britishness’ and ‘Scottishness’ at London 2012 and Glasgow 2014." Journalism 21, no. 10 (2017): 1450–67. http://dx.doi.org/10.1177/1464884917736002.

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This article critically reflects upon media coverage of the 2012 London Olympic Games and the 2014 Glasgow Commonwealth Games, scrutinising the emergent discursive constructions of ‘Britishness’ and ‘Scottishness’ through an examination of both London-based (English) and Scotland-based publications. Drawing upon Dayan and Katz’s portrayal of ‘media events’, the article explores how both events presented competing sites of symbolic struggle during a period of constitutional and political turmoil. Consideration is given to the existence of a ‘hegemonic Britishness’ in print media narratives of t
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Tołkaczewski, Filip. "From Symbolism to Realism. Physical and Imaginary Video Game Spaces in Historical Aspects." Homo Ludens, no. 1 (12) (December 15, 2019): 193–212. http://dx.doi.org/10.14746/hl.2019.12.10.

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Physical and imaginary video game spaces have been constantly evolving, starting from dark indefinable space to ultimately become an incredibly realistic world. This paper aims at illustrating how physical and imaginary spaces have evolved. The older games are, the more indefinable and iconic their physical spaces become. In more modern games physical spaces are being more and more developed. It is now possible to move the place of action from the heights of a symbolic universe to a particular land located in a specific timeline, which made it possible to create realistic settings and characte
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Lopez, Mario. "Reality bytes. Hybrid inter-faces, hybrid selves." Acta Orientalia Vilnensia 9, no. 1 (2008): 85–104. http://dx.doi.org/10.15388/aov.2008.1.3719.

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Kyoto UniversityOver the past 20 years, computer games have become a very integral part of consumptive practices, acting as a guide to mediate multiple selves. This sets the context for this paper, a philosophical inquiry into the creation and mediation of ‘selves’ through the consumption of Japanese computer games, taking a detailed look at some of the symbolic and semiotic structures that permeate game structures. Games placed in the realm of human creativity and normative freedoms are as argued in this paper, a subtle form of the Deleuzian concept of assemblage.This paper argues that the ‘s
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Li, Guanhong, Takashi Hashimoto, Takeshi Konno, et al. "The Mirroring of Symbols: An EEG Study on the Role of Mirroring in the Formation of Symbolic Communication Systems." Letters on Evolutionary Behavioral Science 10, no. 2 (2019): 7–10. http://dx.doi.org/10.5178/lebs.2019.70.

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The underlying mechanism of communicative behavior in both humans and other animals was proposed to be “mirroring”, which refers to the similar neural pattern during action production and action observation. Nevertheless, the role of mirroring in human communication remains a puzzle, since human communication systems can take a symbolic form not relying directly on body action. We hypothesized that mirroring contributes to the formation of implied meaning, i.e., connotation, in symbolic communication. We used electroencephalography to study human brain mirroring activity, indexed by mu-suppres
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Jannah, Riya Dhotul, Ratu Ilma Indra Putri, and Zulkardi Zulkardi. "SOFT TENNIS AND VOLLEYBALL CONTEXTS IN ASIAN GAMES FOR PISA-LIKE MATHEMATICS PROBLEMS." Journal on Mathematics Education 10, no. 1 (2019): 157–70. http://dx.doi.org/10.22342/jme.10.1.5248.157-170.

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This study aims to produce valid and practical PISA-like mathematics problems of uncertainty and data content by using soft tennis and volleyball contexts in Asian Games. It also aims to find out the potential effect of the problems on students' mathematical literacy. The method used in this study was design research with the type of development studies. The validity was viewed from expert assessment regarding the content, constructs, language, and students’ comments to the clarity of the problems in the one-to-one phase. Then, the practicality was viewed in the small group phase, and it was f
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Huntemann, Nina. "No More Excuses: Using Twitter to Challenge The Symbolic Annihilation of Women in Games." Feminist Media Studies 15, no. 1 (2014): 164–67. http://dx.doi.org/10.1080/14680777.2015.987432.

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Rider, Toby C. "A Campaign of Truth: The State Department, Propaganda, and the Olympic Games, 1950–1952." Journal of Cold War Studies 18, no. 2 (2016): 4–27. http://dx.doi.org/10.1162/jcws_a_00636.

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Scholars who have examined the role of the Olympic Games in U.S. Cold War strategy have dealt mostly with the post-Stalin era, when the Olympic Games were a stage for “symbolic combat” between athletes from the East and West and a cultural force with a powerful and compelling message that could be used for political gain. The Games were overseen by the International Olympic Committee, which both influenced and was influenced by the actions of world leaders and states. Although U.S. officials generally refused to approve federal funds for the national Olympic team, they took steps to manipulate
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Chernushevich, V. A., E. A. Kupriyanova, and E. I. Bobryshova. "Folk national culture as a means of forming norms of communication in childhood." Psychology and Law 6, no. 2 (2016): 93–106. http://dx.doi.org/10.17759/psylaw.2016060207.

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The best carriers of playing culture are children, who possess and enjoy it. Destroyed social kids’ structures, territorial kids’ associations (family, yard, village, street communities of children) interrupted generally the process of culture transmission, reproduction and passing of communication tradition. And there is a need in social-state “revivification” (recovering folk games list and its’ players, enough for folk games reproduction process). Folk game includes particular properties of relations on the levels of physical and emotional, vocal interaction, imagery-symbolic filling, speci
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TAGSOLD, CHRISTIAN. "Modernity, space and national representation at the Tokyo Olympics 1964." Urban History 37, no. 2 (2010): 289–300. http://dx.doi.org/10.1017/s0963926810000362.

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ABSTRACT:The 1964 Tokyo Olympics acted as a rite of passage for post-war Japan, symbolizing the modernization of the city and the country. This was reflected by the space and architecture of the venues. Urban development of Olympic cities has been scrutinized recently but the symbolic implications have been touched upon only in passing, most especially in Tokyo's case. This article will show how symbolic layers of architecture and space aimed at linking history and modernity while bypassing the highly problematic legacy of ultra-nationalism and World War II. An important hub for transmitting t
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Virk, Satyugjit S., Douglas B. Clark, and Pratim Sengupta. "The Design of Disciplinarily-Integrated Games as Multirepresentational Systems." International Journal of Gaming and Computer-Mediated Simulations 9, no. 3 (2017): 67–95. http://dx.doi.org/10.4018/ijgcms.2017070103.

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Disciplinarily-integrated games represent a generalizable genre and template for designing games to support science learning with a focus on bridging across formal and phenomenological representations of core science relationships (Clark, Sengupta, Brady, Martinez-Garza, and Killingsworth, 2015; Clark, Sengupta, & Virk, 2016; Sengupta & Clark, 2016). By definition, disciplinarily-integrated games (DIGs) are therefore multirepresentational systems with the affordances and challenges associated with that medium. The current paper analyzes the DIG structure through the focal parameters fr
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Arning, Chris. "Soft power, ideology and symbolic manipulation in Summer Olympic Games opening ceremonies: a semiotic analysis." Social Semiotics 23, no. 4 (2013): 523–44. http://dx.doi.org/10.1080/10350330.2013.799008.

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Nicoll, Fiona. "A Comparative Discussion of the Racialized Play of Symbolic Capital in Cultural and Political Economies of Indigenous Gambling in Australia and the United States." International Journal of Critical Indigenous Studies 2, no. 2 (2009): 10–24. http://dx.doi.org/10.5204/ijcis.v2i2.27.

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This article aims to unsettle a pervasive cultural distinction between gambling – on one hand - and the competitive games of society – on the other - by exploring the role of whiteness as a form of symbolic capital in two different but closely related nations. Rather than following Pierre Bourdieu in relegating gambling to the constitutive outside of neo-liberal cultural and political economies, where sub-proletarian subjects are rendered simultaneously the object of an academic gaze and of public worrying about problem gambling, I will explore racialized dimensions of the many games of streng
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LACKO, PETER, VLADIMÍR KVASNIČKA, and JIŘÍ POSPÍCHAL. "AN EMERGENCE OF GAME STRATEGY IN MULTIAGENT SYSTEMS." International Journal of Computational Intelligence and Applications 04, no. 03 (2004): 283–98. http://dx.doi.org/10.1142/s1469026804001318.

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Emergence of game strategy in multiagent systems is studied. Symbolic and subsymbolic (neural network) approaches are compared. Symbolic approach is represented by a backtrack algorithm with specified search depth, whereas the subsymbolic approach is represented by feedforward neural networks that are adapted by reinforcement temporal difference TD(λ) technique. As a test game, we use simplified checkers. The problem is studied in the framework of multiagent system, where each agent is endowed with a neural network used for a classification of checkers positions. Three different strategies are
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Szymański, Michał. "Computer Games in Art History. Traditional architecture and painting presented in virtual reality." E-methodology 5, no. 5 (2019): 84–99. http://dx.doi.org/10.15503/emet.v5i5.449.

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Aim. The aim of the research is to show the applications of art reception in computer games. Moreover it is important to show the game as a visual object worth to analysis for art historian, because of complex structure and relations with traditional artistic media like architecture and painting. Many disciplines, like ludology, narratology and culture study research computer games, but we can see a large lack in the state of research in visual aspects of games, which should be supplemented.
 Methods. The subject of study are five games belonging to different game genres. The first, Assas
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Pelletier, Caroline. "Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate — Using Žižek's Concept of Interpassivity to Analyse Educational Play." E-Learning and Digital Media 2, no. 4 (2005): 317–26. http://dx.doi.org/10.2304/elea.2005.2.4.317.

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Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational technologies is undertheorised. This article aims to situate these concepts within a framework that might identify more precisely how games can be considered to be educational. The framework is based on Žižek's theory of subjectivity in cyberspace, a
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Creak, Simon. "National Restoration, Regional Prestige: The Southeast Asian Games in Myanmar, 2013." Journal of Asian Studies 73, no. 4 (2014): 853–77. http://dx.doi.org/10.1017/s0021911814001624.

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“Myanmar is telling Asia ‘we are coming back!’ This is the time. Watch out! We are coming back. After the SEA Games, we will host ASEAN [Association of Southeast Asian Nations]. Big things are happening in our country.” “Kyaw,” an amiable rig coordinator in his early thirties, was relaxing on the ground drinking beer with his wife, passing the time prior to Myanmar's opening men's football match of the 2013 Southeast Asian or SEA Games. Fifteen days later—after a glorious opening ceremony, a slew of gold medals, and a celebratory closing ceremony—his assessment seemed prescient. The government
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Træen, Bente, and Arild Hovland. "Games people play: sex, alcohol and condom use among urban Norwegians." Contemporary Drug Problems 25, no. 1 (1998): 3–48. http://dx.doi.org/10.1177/009145099802500101.

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What makes adults have unprotected casual sex under the influence of alcohol? In 1995 afield qualitative study on alcohol and sexuality was undertaken among 33 guests to three clubs designed to attract people from different social layers in Oslo. Men were reluctant to use condoms because of reduced pleasure and sensation. Females’ problems dealt with social stigmatization and with what was sought in the sexual encounter. Condoms were not likely to be used if the woman used oral contraception. The informants trusted the partner would tell of diseases. Trusting was connected to the partner's soc
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HERCIU, Alexandru, and Iulia-Alexandra COJOCARU. "INTERNATIONAL ACTORS’ NUCLEAR RETHORIC – A PERPETUAL DILEMMA AND VARIOUS STANCES." STRATEGIES XXI - Command and Staff College 17, no. 1 (2021): 64–69. http://dx.doi.org/10.53477/2668-2028-21-06.

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Abstract: Actors struggle in the nuclear power games is more symbolic one, due to the fact that it is believed that a nuclear attack nowadays is not likely to happen, since it is generally-accepted that nations cannot reliably defend against a nuclear attack by using traditional means. Therefore, the present paper aims to emphasize the role of actors’ nuclear rethoric in pursuing nuclear objectives. The document analyzes the nuclear doctrine of the first three most powerful nuclear-states, highlighting the potential of strategic communication.
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Jacobsen, Marc. "Greenland’s Arctic advantage: Articulations, acts and appearances of sovereignty games." Cooperation and Conflict 55, no. 2 (2019): 170–92. http://dx.doi.org/10.1177/0010836719882476.

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Greenland representatives successfully use the renewed international geostrategic interest in the Arctic to enhance Greenland’s foreign policy sovereignty. This is facilitated by Denmark’s dependence on Greenland’s geographic location and continuous membership of the Danish Realm for maintaining the status of an Arctic state, which recently has become one of the five most important security and foreign policy priorities. The dependency gives Greenland an ‘Arctic advantage’ in negotiations with Denmark, while turning circumpolar events into strategic arenas for sovereignty games in the aim to m
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Verinis, James P. "Spiridon Loues, the Modern Foustanela, and the Symbolic Power of Pallikaria at the 1896 Olympic Games." Journal of Modern Greek Studies 23, no. 1 (2005): 139–75. http://dx.doi.org/10.1353/mgs.2005.0010.

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Giraldo Agudelo, María Camila, María Teresa Gómez López, and Olena Klimenko. "Acercamiento a un programa de fortalecimiento de habilidades sociales en la etapa preoperacional a través del juego simbólico. Program to strengthen social skills in the pre-operational stage through the symbolic games." Psicoespacios 9, no. 14 (2015): 161. http://dx.doi.org/10.25057/21452776.343.

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Program to strengthen social skills in the pre-operational stage through the symbolic games. Resumen Articulo presenta resultados de investigación realizada como trabajo de grado para optar el título de psicólogo orientada a diseñar un Programa de fomento de habilidades sociales en los niños de edad preescolar mediante el juego simbólico. Se utilizó un diseño bibliográfico con técnicas de análisis intra e intertextual y como instrumento la ficha bibliográfica. Para el diseño del programa se tuvo en cuenta el juego simbólico como medio principal del desenvolvimiento del niño en la edad preescol
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Isnania, Rahma, Nanang Martono, and Tri Rini Widyastuti. "Symbolic Violence in Children’s Stories: Content Analysis in Bobo Magazine." Society 8, no. 2 (2020): 677–94. http://dx.doi.org/10.33019/society.v8i2.238.

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The upper-class dominates various social spaces in society, including children’s stories. Children’s stories as a means of socializing values also participate in socializing upper-class habitus in the storyline. This study aims to describe the children’s habitus as narrated in short stories published in Bobo magazine. The method used in this study is the quantitative content analysis method and critical discourse analysis. This study’s object is about 174 short stories published in Bobo magazine from January 2019 to August 2020, of which 110 stories were taken randomly as samples. The results
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Valibeigi, Mojtaba. "Deconstruction and fractalization of urban identity." Journal of Urban Society's Arts 7, no. 1 (2020): 1–8. http://dx.doi.org/10.24821/jousa.v7i1.3843.

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The research, by referring to the Dur Untash city at the Symbolic level, seeks to answer the question that how in urban semiotics, the city's identity has acquired a semantic significance beyond its significance. The situation of the city expresses a state that any kind of dominant discourses has lost their accreditation capacity and authority, and the audience cannot rely on any of the currents that were considered as definitive. City identity is nothing but fractal games that there is no source of authority that indicates the fixed meaning of these formulas and this is a social contract. The
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Gibbs, Raymond W. "The allegorical character of political metaphors in discourse." Metaphor and the Social World 5, no. 2 (2015): 264–82. http://dx.doi.org/10.1075/msw.5.2.05gib.

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When people talk about politics, they often employ metaphors, sometimes in extended sequences, in which a metaphorical idea is referred to across a larger segment of discourse (e.g., talk about political debates as wars, boxing matches, or games of chess). Empirical studies from psychology indicate that, at least in some cases, metaphors can have great persuasive value. My primary claim in this article is that many political metaphors in discourse are often understood as instances of allegory. Allegories refer to extended metaphors in which an entire narrative introduces and elaborates upon a
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Boomer, Jason, Tracy Harwood, and Tony Garry. "Value Transformation in the ‘Let’s Play’ Gaming Subculture." Journal of Creating Value 4, no. 2 (2018): 229–42. http://dx.doi.org/10.1177/2394964318804705.

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Let’s play is a globally significant phenomenon in creative online content generation that has evolved from gaming culture. Little is understood about the behaviour and motivations of community participants to generate creative content or the values they associate with their creative work. This research explores the processes let’s play players engage in to transform and extract value from content generation, and the roles of firms in its development. Drawing on Bourdieu’s (1989, Sociological Theory, 7(1), 14–25) frames of capital, this research identifies four types of values (social, cultura
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Baumann, C., A. Tijé-Dra, and J. Winkler. "Geographien zwischen Diskurs und Praxis – Mit Wittgenstein Anknüpfungspunkte von Diskurs- und Praxistheorie denken." Geographica Helvetica 70, no. 3 (2015): 225–37. http://dx.doi.org/10.5194/gh-70-225-2015.

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Abstract. Current discussions about a practice turn in human geography raise questions about whether discourse analytical approaches are focusing too strongly on symbolic representations. However, practice-theoretical conceptions privilege the analysis of everyday practices, discussing issues of embodiment and materiality. Following the considerations of Ludwig Wittgenstein, we assume certain connections between these two fields of study and explore the links between discourse and practice theory by employing the Wittgensteinian concepts of language-games and rule-following. Focussing on the d
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Dori, Nitsa. "Children’s Toys and Games during the Shoah, as Reflected in Five Hebrew Books." Journal of Education and Training Studies 8, no. 5 (2020): 17. http://dx.doi.org/10.11114/jets.v8i5.4763.

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The article will discuss games and toys connected to transmitting the legacy of the Shoah, as reflected in five Hebrew stories: Hadubi shel Fred [Bear and Fred: A World War II Story] by Iris Argaman, Grandpa's Third Drawer: Unlocking Holocaust Memories by Judy Tal Kopelman, Bubah me’erets aheret [A Doll from Another Country] by Ofra Galbert Avni, Hasodot shel savtah [Grandma’s secrets] by Ayana Friedman-Wirtheim, and Kaleidoscope by Hava Nissimov. The article will depict the toys found in the books as exhibits for transmitting the legacy of the Shoah, as visual symbols that are also sociocultu
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Sánchez García, Manuel. "Urban archetypes applied to the study of cities in historic contemporary fictions. Symbolic urban structures in Age of Empires III and Bioshock Infinite." Culture & History Digital Journal 9, no. 1 (2020): 006. http://dx.doi.org/10.3989/chdj.2020.006.

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In “The Idea of a Town: Anthropology of Urban Form” (1976), architecture historian Joseph Rykwert defined six archetypes used in Etruscan rites for the foundation of urban settlements, which continued to be used in Classical Greece and Ancient Rome. He proposed to use these same categories for the study of cities in different eras, as a methodology to develop a global urban history. This paper projects Rykwert’s concepts to cities created during the XXI century, specifically those designed for video games with historical themes, and provides the reader with an experimental methodology for asse
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Igor, Musukhranov. "RELATION BETWEEN ALTAIANS' PEOPLE'S GAME AND ALTAIAN TRADITIONAL CHOREOGRAPHY: PROBLEM STATEMENT." Proceedings of Altai State Academy of Culture and Arts, no. 1 (2021): 21–27. http://dx.doi.org/10.32340/2414-9101-2021-1-21-27.

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The paper considers a relation between dance and plastic culture of Altaians and some symbolic and artistic images, plot devices of feast and ritual complex and ritual people's games of the indigenous Turkic people of Altai. On the author's opinion, choreographic thinking of Altaians (in dramaturgy, imagery, rhythm, structure of dance) developed under the influence of people's culture, traditional cults. A need of further scientific examination of historical and ethnographic materials reveal traditional culture of Altaians in the context of approximation of today's version of folk stage dance
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