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1

McKenzie, Christine. "The Inner Game of TennisThe Inner Game of Tennis Timothy Gallwey." Nursing Management 15, no. 2 (May 2008): 9. http://dx.doi.org/10.7748/nm.15.2.9.s12.

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2

Long-Nicholson, Cindy. "Mastering Your Inner Game." Sport Psychologist 17, no. 2 (June 2003): 242–43. http://dx.doi.org/10.1123/tsp.17.2.242.

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3

JONES, STOKES. "The ‘Inner Game’ of Ethnography." Ethnographic Praxis in Industry Conference Proceedings 2010, no. 1 (August 2010): 250–59. http://dx.doi.org/10.1111/j.1559-8918.2010.00022.x.

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4

Qin, Cheng-Zhong. "The Inner Core of an n-Person Game." Games and Economic Behavior 6, no. 3 (May 1994): 431–44. http://dx.doi.org/10.1006/game.1994.1025.

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5

Watson, John E. "Mandibular Block Injections - The Inner Game." Australian Endodontic Journal 25, no. 3 (December 1999): 147–50. http://dx.doi.org/10.1111/j.1747-4477.1999.tb00128.x.

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Willis, John. "The Inner Game of Facilities Management." Facilities 10, no. 10 (October 1992): 8–10. http://dx.doi.org/10.1108/eum0000000002207.

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7

Inbar, Dan. "The Inner Game of Educational Leadership." Management in Education 10, no. 3 (June 1996): 12–14. http://dx.doi.org/10.1177/089202069601000306.

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8

Lee, Jae-soong. "Language Game of Private and Inner Sensation." Journal of the New Korean Philosophical Association 84 (April 30, 2016): 337–57. http://dx.doi.org/10.20433/jnkpa.2016.04.84.337.

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9

Stackel, Leslie. "Learning the art of the ‘inner game’;." Employment Relations Today 13, no. 1 (March 1986): 83–87. http://dx.doi.org/10.1002/ert.3910130111.

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10

Green, Barry. "The Inner Game: Breaking through your Barriers." American String Teacher 36, no. 1 (February 1986): 41–45. http://dx.doi.org/10.1177/000313138603600121.

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Barry Green has been Principal Bassist with the Cincinnati Symphony since 1967, and is Adjunct Professor of Double Bass at the University of Cincinnati, College-Conservatory of Music. Known for his books on bass pedagogy, his solo albums and premiers of new music for bass, he also presents unique ‘Inner Game’ lectures and entertaining bass recitals throughout the U. S., and in Europe, Asia and Mainland China. Mr. Green's new book, The Inner Game of Music (with Timothy Gallwey), about overcoming the mental obstacles to learning and playing music, has just been published by Doubleday/Anchor Press.
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Inbar, Dan. "Inbar, Inner Game, continued from p. 14." Management in Education 10, no. 3 (June 1996): 16. http://dx.doi.org/10.1177/089202069601000308.

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12

Chien, Irene. "Deviation / Red vs. Blue: The Blood Gulch Chronicles." Film Quarterly 60, no. 4 (2007): 24–29. http://dx.doi.org/10.1525/fq.2007.60.4.24.

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ABSTRACT Machinima are computer-animated films shot within video games that expose possibilities and pitfalls in the increasing convergence of cinema and video games. By satirically dramatizing the inner lives of video game characters, machinima works Deviation and Red vs. Blue undermine the cycle of combat and death that drives first-person shooters.
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13

Martinez-Garza, Mario M. "Examining Epistemic Practices of the Community of Players of Dwarf Fortress." International Journal of Gaming and Computer-Mediated Simulations 7, no. 2 (April 2015): 46–67. http://dx.doi.org/10.4018/ijgcms.2015040103.

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Dwarf Fortress is a digital game with an unusually detailed and complex underlying simulation based on real world systems. Gameplay is unforgiving and condensed knowledge resources that support effective play are scarce. To learn more about the inner workings of the game and make its challenges more tractable, the community of Dwarf Fortress players engages in systematic, evidence-based, experimental inquiry of the game. The community calls this pursuit “dwarf science”. In this paper, the author investigates the origins, evolution, and practice of “dwarf science”, and frames it as a model of how digital games for science learning might support the epistemic frame of science among learners.
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14

Maidalina, Maidalina. "PENINGKATAN KEMAMPUAN MENENDANG DENGAN KAKI BAGIAN DALAM PERMAINAN SEPAKBOLA MELALUI VARIASI LATIHAN." JURNAL PAJAR (Pendidikan dan Pengajaran) 3, no. 4 (July 5, 2019): 750. http://dx.doi.org/10.33578/pjr.v3i4.7305.

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The problem in this study is the low willingness of students to take part in learning soccer games so that most students do not master the basic techniques of playing football, especially in kicking with the inner leg, of 20 students only around 35% - 45% who are able to kick with the inner leg is good and the rest still have not reached the minimum classical completeness that has been determined which is 77, besides that many students pay less attention when the teacher explains the technical material in the game of football. The purpose of this study was to improve the ability to kick with the inner leg of a student's soccer game. The results showed that the average value of the ability of students before the cycle was categorized as quite competent with the percentage of completeness 70.82% (35.00%, complete 7 people). In the first cycle kicking with the inner leg using a variety of exercises the average ability of students increases with the competent category with the percentage of completeness 77.48% (60.00%, complete 12 people), it shows that students like the variety of exercises taught by the teacher, but the value the average has not reached the specified completeness which is 80%. While in the second cycle the average ability of students was categorized as competent with a percentage of completeness of 87.13% (90.00%, completed 18 people) which showed that classical completeness had been achieved which was determined in this study, namely 80%. This means that the method of effective training variations to improve the ability to kick with the inner leg of the football game of class V-B even semester SDN 004 Teratak Buluh.
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15

Aitkenhead, Andy. "The compatibility of action learning with inner game coaching." Action Learning: Research and Practice 6, no. 1 (March 2009): 71–76. http://dx.doi.org/10.1080/14767330902731434.

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16

Coccorese, Paolo, and Giovanni Ferri. "Is competition among cooperative banks a negative sum game?" Journal of Institutional Economics 15, no. 4 (February 18, 2019): 673–94. http://dx.doi.org/10.1017/s1744137419000043.

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AbstractDoes ‘inner competition’ – rivalry among network members – worsen performance in a network of cooperative banks? By weakening the functionality of the network, inner competition might, in fact, endanger network-dependent scale economies. Testing our hypothesis on Italy's network of mutual cooperative banks (Banche di Credito Cooperativo – BCCs), we find a worsening of performance of both incumbents and (even more) aggressors when BCCs compete among themselves. However, the worsening is mild when BCCs compete with comparable non-mutual banks external to the BCC network. We conclude that inner competition among cooperative banks is a negative sum game and, thus, limiting it would be desirable to preserve the stability of cooperative banking networks.
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17

Petreniuk, D. "THE INNER GAME CONCEPT AS A METHOD OF MUSIC COACHING." Aesthetics and Ethics of Pedagogical Action, no. 22 (December 27, 2020): 189–200. http://dx.doi.org/10.33989/2226-4051.2020.22.222023.

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Maximizing musician’s potential and creating effective performing skills in the process of their musical education and during the further professional development, as well as overcoming their own fears, doubts and limiting beliefs, particularly during performing in public, are still actual tasks both for musicians and their teachers.One effective approach to developing musician's creative potential is coaching. Coaching is based on a dialogue between the coach and the student (coachee); the coach proposes a series of questions aimed on assisting the student in finding their own solution of the problem. It has been known for a long time that the inner state of a person significantly impacts effectiveness of their actions. The Inner Game concept proposed by Timothy Gallwey is a coaching methodology designed to overcome inner obstacles in reaching person’s goals. Those obstacles are of mental nature and include loss of concentration, nervousness and self-doubt. What distinguishes the Inner Game from other coaching methods is that it utilizes statements and tasks that often do not require the student’s verbal answer (moreover, such verbal answer often cannot be given at all), but rather stimulate them to pay attention to their senses and to experiment (for example, in finding optimal position during playing an instrument or choosing proper dynamics for a certain music piece).The first principle of the Inner Game points out the fact that the quality of person’s performance depends not only on their potential (talent, skills, knowledge, etc.), but also on the level of self-interference (mental digression, untimely self-criticism, lack of confidence, fear, etc.).Traditional approach to improving performance suggests working on increasing the potential; the idea of the Inner Game is to decrease self-interference in order to bring the quality of the performance as close to the potential as possible.To describe the inner dialogue taking place inside person’s mind, notions of Self 1 and Self 2 are used. Self 1 is the source of self-interference, it contains person’s ideas about how the thins should be, their judgements and associations. Self 2 is our inner potential, it includes our natural talents, abilities and skills. The methods of the Inner Game are used to decrease self-interference (impact of the Self 1) and help the performer to enter the ideal state during performance, the state of relaxed concentration.
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18

Durrenberger, E. Paul. "No Shame in My Game: The Working Poor in the Inner City:No Shame in My Game: The Working Poor in the Inner City." American Anthropologist 103, no. 4 (December 2001): 1210–11. http://dx.doi.org/10.1525/aa.2001.103.4.1210.

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19

Madden, Geraldine, and Carl McGown. "The Effect of the Inner Game Method versus the Progressive Method on Learning Motor Skills." Journal of Teaching in Physical Education 9, no. 1 (October 1989): 39–48. http://dx.doi.org/10.1123/jtpe.9.1.39.

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This study compared the effect of the Gallwey inner game method with the progressive method, as presented in the U.S. Volleyball Association Level 1 Technical Manual, on the learning of volleyball skills. The interaction of the methods with hemispheric dominance was also investigated. Hemisphericity was assessed using the Herrmann Participant Survey Form (HPSF). Volleyball skill was evaluated with a modification of the Barbarich (1980) Forearm Pass Test (BFPT) and a team game called cooperation. Undergraduate volunteers were divided into four groups. Two groups were taught by the inner game method and the other two groups were taught by the progressive method. Analysis of variance on the gain scores of the BFPT revealed no significant differences between the methods for forearm pass. There were also no differences on the team scores for cooperation, nor was there any significant interaction between brain dominance and either method. Thus, the prediction that right hemisphere dominant students would profit more if taught by the inner game method and that left hemisphere dominant students would profit more through the progressive method was not realized.
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20

Genderen, Eric Van. "The Inner Game of Executive Coaching : Integrity , Leadership , and Change." Middle East Journal of Business 9, no. 2 (April 2014): 5–8. http://dx.doi.org/10.5742/mejb.2014.92379.

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21

Palmer, Barry. "Writing and Teaching Writing: the Inner and the Outer Game." Management Education and Development 21, no. 2 (July 1990): 87. http://dx.doi.org/10.1177/135050769002100202.

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22

Palmer, Barry. "Writing and Teaching Writing: the Inner and the Outer Game." Management Education and Development 21, no. 2 (July 1990): 104–10. http://dx.doi.org/10.1177/135050769002100207.

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23

Birch, Jens E. "The Inner Game of Sport: is Everything in the Brain?" Sport, Ethics and Philosophy 4, no. 3 (December 2010): 284–305. http://dx.doi.org/10.1080/17511320903496493.

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24

Goh, Wilson, Leonard Tan, and Hui Xing Sin. "Developing the Inner Musician: Practical Strategies for Large Ensembles." Music Educators Journal 107, no. 3 (March 2021): 31–37. http://dx.doi.org/10.1177/0027432121998481.

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Nearly fifty years ago, Timothy Gallwey published The Inner Game of Tennis, which left an indelible mark on sports psychology; subsequently, Barry Green used similar principles to author The Inner Game of Music. As far as can be determined, there lacks a concise guide that translates key insights from sports and music psychology into practical strategies for large ensembles. To address this gap in the professional literature, we draw on the sports and music psychology literature, as well as our own professional applied experience, to discuss the benefits of psychological skills for musicians, and we present ten practical strategies to aid the development of psychological skills for large-ensemble musicians. We conclude with some final thoughts on developing the inner musician.
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25

Perelshtein, Roman Maxovich. "The conflict of the "Inner" and "Outer" Person as Film Art's Archetypal Theme." Journal of Flm Arts and Film Studies 3, no. 1 (February 15, 2011): 67–77. http://dx.doi.org/10.17816/vgik3167-77.

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Film art could not ignore such an important theme as the conflict of the inner and outer personality ascending to the New Testament paradigm. Script writers have treated this conflict by way of various antinomies one of which is hard to overestimate. It is the contradiction between reality and game. The tragic and cruel conflict of the inner and outer personality is directly related to the opposition between reality as the script of our possible real life and the game as the script of escaping life.
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26

Bello, David. "Milk, Game or Grain for a Manchurian Outpost." Inner Asia 19, no. 2 (October 18, 2017): 240–73. http://dx.doi.org/10.1163/22105018-12340090.

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Abstract The long record of imperial China’s Inner Asian borderland relations is not simply multi-ethnic, but ‘multi-environmental’. Human dependencies on livestock, wild animals and cereal cultivars were the prerequisite environmental relations for borderland incorporation. This paper examines such dependencies during the Qing Dynasty’s (1644–1912) establishment of the Manchurian garrison of Hulun Buir near the Qing border with Russia. Garrison logistics proved challenging because provisioning involved several indigenous groups—Solon-Ewenki, Bargut and Dagur (Daur)—who did not uniformly subsist on livestock, game or grain, but instead exhibited several, sometimes overlapping, practices not always confined within a single ethnicity. Ensuing deliberations reveal official convictions, some of which can be traced back to the preceding Ming Dynasty (1368–1644), regarding the variable effects of these practices on the formation of Inner Asian military identities. Such issues were distinctive of Qing borderland dynamics that constructed ‘Chinese’ empire not only in more diverse human society, but also in more diverse ecological spheres.
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27

HUSS, K., M. WINKELSTEIN, J. NANDA, P. NAUMANN, E. SLOAND, and R. HUSS. "Computer game for inner-city children does not improve asthma outcomes." Journal of Pediatric Health Care 17, no. 2 (March 2003): 72–78. http://dx.doi.org/10.1016/s0891-5245(02)88328-6.

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28

Huss, Karen, Marilyn Winkelstein, Joy Nanda, Phyllis Luers Naumann, Elizabeth D. Sloand, and Richard W. Huss. "Computer game for inner-city children does not improve asthma outcomes." Journal of Pediatric Health Care 17, no. 2 (March 2003): 72–78. http://dx.doi.org/10.1067/mph.2003.28.

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29

McMahon, Gladeana. "Moments from the AC UK Conference: from inner game to neuroscience." Coaching: An International Journal of Theory, Research and Practice 5, no. 2 (September 2012): 72–73. http://dx.doi.org/10.1080/17521882.2012.712289.

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30

Sroczyńska-Baron, Anna. "The Choice of Portfolio Based on the Theory of Cooperative Games and the Zeuthen’s and Harsany’s Method." Financial Assets and Investing 5, no. 1 (January 31, 2014): 51–61. http://dx.doi.org/10.5817/fai2014-1-4.

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The theory of games as a domain of mathematics is one of the methods proper for making decisions in the world of economics when we do not know how the other subjects are going to act. It seems to be a suitable tool for gambling on the stock exchange. During gambling on the stock exchange, the problem of the choice of proper portfolio appears; the player wants both great profit and low risk. It is reasonable to limit the choice only to portfolios which belong to the effective set. Then the decision of choice of a particular portfolio is individual and depends on the player and his aversion to the risk. In this article this problem is presented as the game that is, the inner conflict of the player. On the one hand he is expecting a great profit, yet on the other hand he is expecting a low risk. Which portfolio should be pointed out to give the satisfaction to the player? The solution of this problem presented in this work is based on the theory of games, which treats the search for a proper portfolio as a two-person game. A suitable game was formulated and described. The analysis of the game as a cooperative one was performed. There is also an example provided explaining the way of acting with data coming from the stock exchange in Warsaw.
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Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (October 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 the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.
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Sleet, David A. "Differences in the Social Complexity of Children's Play Choices." Perceptual and Motor Skills 60, no. 1 (February 1985): 283–87. http://dx.doi.org/10.2466/pms.1985.60.1.283.

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Game preference was used to determine the social complexity of play choices among 162 fourth grade school children living and playing in inner-city, suburban, and rural settings. Boys exhibited significantly higher play-socialization scores than did girls. Social complexity of play and chronological age, in months, were significantly correlated .76 among the sample of inner-city girls. Children from rural schools preferred play requiring less social complexity than children from inner-city or suburban schools. Opportunities for group and team play for boys and within inner-city schools and neighborhoods may best explain differences in these children's play preferences.
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33

ÖZSOY, Özgür, and Bülent Onur TURAN. "SUCCESS AND FAILURE ANALYSIS OF FILMS ADAPTED FROM VIDEO GAMES." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 11, no. 2 (April 1, 2021): 635–58. http://dx.doi.org/10.7456/11102100/020.

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One of the intersections of the video games and cinema industry is the subject of adaptation. There are many productions adapted from movies to video games or from video games to movies. In this study, it is aimed to define the response of the films adapted from video games on the audience side. The audience and the actor are part of these adapted productions, their location plays a role in shaping the future of these productions, in this context the results obtained in this study are valuable in terms of expressing the potential of these productions. In this study, two different methods were used to achieve objective results; Online survey with 11 professionals in the cinema industry and cinema education, an analysis of the data collected from the criticism sites on www.imdb.com and www.metascore.com, and the comments of registered users. With the analysis of these comments obtained from the audience, the focus of the audience has been determined, and with the answers given by the people who have received cinema education or professionals who are professional in the cinema sector, information has been provided on both the foresight and the situation in it. These methods are analyzed within themselves and in the conclusion part, the results of the two methods are combined. As a result, it is that the audience evaluates these films without separating them from the game and they wish that this cooperation will continue to develop and continue. It has been determined that failed film samples are not decisive for video games. Although the audience thinks that this genre will develop, more successful results will be achieved, it has been understood that the feeling of being active in the game is more dominant to the feeling of being passive in the movie. It was seen that the relationship of the audience with the films was video game centered, and the emotions he felt in the game and the details of the game were also looked for in the inner structure of the film.
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34

Ortiz de Gortari, Angelica B., and Mark D. Griffiths. "Auditory Experiences in Game Transfer Phenomena." International Journal of Cyber Behavior, Psychology and Learning 4, no. 1 (January 2014): 59–75. http://dx.doi.org/10.4018/ijcbpl.2014010105.

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This study investigated gamers' auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers' experiences were classified as: (i) involuntary auditory imagery (e.g., hearing the music, sounds or voices from the game), (ii) inner speech (e.g., completing phrases in the mind), (iii) auditory misperceptions (e.g., confusing real life sounds with videogame sounds), and (iv) multisensorial auditory experiences (e.g., hearing music while involuntary moving the fingers). Gamers heard auditory cues from the game in their heads, in their ears, but also coming from external sources. Occasionally, the vividness of the sound evoked thoughts and emotions that resulted in behaviours and copying strategies. The psychosocial implications of the gamers' auditory experiences are discussed. This study contributes to the understanding of the effects of auditory features in videogames, and to the phenomenology of non-volitional auditory experiences.
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Jung, Wonil Edward. "The Inner Eye Theory of Laughter: Mindreader Signals Cooperator Value." Evolutionary Psychology 1, no. 1 (January 1, 2003): 147470490300100. http://dx.doi.org/10.1177/147470490300100118.

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In this hypothesis paper, I propose a three-component set of jointly necessary and sufficient trigger criteria for all cases of involuntary laughter. The theory incorporates concepts from the theory of mind in cognitive science. I then examine the information content of the laughter signal from a game theoretic perspective. I conclude that laughter is a signal of cooperator value as it provides information on the laugher's empathy with the attributed mental states and her sympathy levels for all affected by the laugh-inducing situation. Laughter also indicates what types of mental representations children, autistic people, nonhuman primates and adults possess and can falsify.
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36

Batova, Olga S. "Psychology of the Game in the Works by L. Panteleev about Childhood." Proceedings of Southern Federal University. Philology 2020, no. 1 (March 15, 2020): 132–37. http://dx.doi.org/10.18522/1995-0640-2020-1-132-137.

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The article focuses on the game, which becomes one of the plot components of L. Panteleev’s works and helps to reveal the inner world of the characters-children more deeply. Special attention is paid to the time of the analyzed works, which reflects the days of peace («Honest word»), as well as the era of wars and revolutions («Chief engineer», «Lenʹka Panteleev», «Republic SHKID»), which helps to trace the link between historical time and the game of children, which is perceived by them as a true reality or conditionally.
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Kaczor-Scheitler, Katarzyna. "“Spiritual Delicacies or Games Useful to Men Banished from the Earthly Paradise to the Heavenly Paradise” by Alberyk Kościński. Concerning the Spiritual Thought of the 17th Century." Respectus Philologicus 27, no. 32 (April 25, 2015): 33–42. http://dx.doi.org/10.15388/respectus.2015.27.32.3.

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The article is one of the first attempts to present the works of Alberyk Kościński whose Spiritual Delicacies or Games Useful to Men Banished from the Earthly Paradise to the Heavenly Paradise (Poznań 1695) was aimed at helping nuns or potential recipients to perfect their inner self. The article discusses the three goals of meditation mentioned by Kościński (“elimination of imperfections, the acquisition of holy virtues and unison with God”) which relate to the three stages of spiritual life (purging, enlightenment, and unison). Thus, the article adds to the picture of the views presented by other authors.However, the innovation lies in the motif of “game” as an inner activity stimulating the spiritual sphere and encouraging spiritual transformation, as described in Kościński's work. The article focuses on the role of the metaphorical images used by the clergyman to describe the meditative act: the internal transformation, the experience of closeness to and unity with God. Thus, the article emphasizes the need for meditative practice discussed by Kościński, i.e., the titular “spiritual delicacies” which can help one achieve eternal life.
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ARRABALES, RAÚL. "INNER SPEECH GENERATION IN A VIDEO GAME NON-PLAYER CHARACTER: FROM EXPLANATION TO SELF?" International Journal of Machine Consciousness 04, no. 02 (December 2012): 367–81. http://dx.doi.org/10.1142/s1793843012400215.

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39

Kona, Chandrababu Naidu, Mahesh H. Shinde, and Chepuri V. Ramana. "Gold(i)-catalyzed hydroindolylation of allenyl ethers." Organic & Biomolecular Chemistry 13, no. 19 (2015): 5358–62. http://dx.doi.org/10.1039/c5ob00635j.

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Nucleophilicity game: the gold(i)-catalyzed reaction/rearrangement of allenyl ethers has been investigated in the presence of indoles. The reaction outcome seems to be decided mainly by the nature of the pendant group of allenyl ether. Control experiments are indicative of an inner sphere mechanism for the hydroindolylation reaction.
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40

Zaripova, Aziza. "Effective methods of teaching for learners of English." Общество и инновации 2, no. 7/S (August 30, 2021): 163–67. http://dx.doi.org/10.47689/2181-1415-vol2-iss7/s-pp163-167.

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This article is dedicated to help readers to make teaching more effective,by attending to learning and the inner mental world of the learner, and by then under standing how classroom activities and teacher decisions can create or limit,children’s opportunities for learning. It is about how to teach students and learners with the help of some helpful methods and exercises, by mentioning many intricacies, obscure rules, and exceptions.From an instructional view point,creating a meaningful context for language use it another advantage that games present.By using games,teachers can create contexts with enable unconscious learning because learners’ attention is on the message,not on the language.Therefore,when they completely focus on a game as an activity,children acquire language in the same way that they acquire their mother tongue,that is,without being aware of it.
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41

Nakonechna, M., and M. Papucha. "INTERSUBJECT COOPERATION IN GAME SITUATIONS." Psychology and Personality, no. 1 (May 20, 2019): 226–40. http://dx.doi.org/10.33989/2226-4078.2019.1.164020.

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The article analyses a problem of empiric data mining related to psychological features of intersubject cooperation. It is specified that the reliable methodological basis of scientific search is an important pre-condition of empiric research efficiency in intersubject co-operation psychology. It is argued that intersubject co- operation must be studied by psychological science as fundamentally different domain from phenomenology of a separate individual. It is justified that exactly in cultural-historical psychology there is the foundation for cognition of consciousness of man, psychical life of man, and thus - and to the world of mutual relations of people, and phenomenon of intersubjetness. It is proven that by means of various concepts and ideas, introduced by L. S. Vygotsky (proximal development zone, interiorization, theory of experiencing, psychology of instruments and signs, correlation of sense and value), we can have deeper understanding of intersubject co-operation as specifically human type of interaction, aimed at development of agency and connections of a person with the world, other people and his/her inner self. Research of intersubject cooperation is described by means of modified checkers game. The main hypothesis of experimental research is that intersubjectly modified variant of checkers will display fundamentally different psychological features of cooperation, related to strategies of collaboration, positive emotional experiencing and taking into account points of view of the other human being. The article proves that intersubject cooperation is a specific modality of interaction, which in a situation of playing activity can be characterized by orientation on the common aim and cooperative strategies. Authors specify, that strategies of collaboration within intersubject gaming cooperation are various enough, from strictly rationalized to highly emotional. The accounting of other person’s position was demonstrated in many behavioral and verbal acts during sessions of intersubject variant of checkers game. To achieve common result participants had to operate coherently, that needed positions of the other participant to be taken into account. Intersubject variant of checkers became a heuristic research model, using which we made a step forward to deeper understanding of psychological essence of agency.
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42

Schmalzer, Madison. "Breaking The Stack: Understanding Videogame Animation through Tool-Assisted Speedruns." Animation 16, no. 1-2 (July 2021): 64–82. http://dx.doi.org/10.1177/17468477211025661.

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This article examines the ways videogames become animated by looking at gaming practices that subvert traditional notions of play: specifically tool-assisted speedruns (TAS). A TAS is a playthrough of a videogame that is preprogrammed by a human so that the inputs can be automatically played back in full without a human operator. This practice requires an intimate knowledge of the inner workings of gaming systems, often to the point of productively breaking the games through glitches and exploits. These extreme practices give a unique insight into the ways animation occurs within videogames and reveals games to be animated in a variety of ways that are often not primarily directed towards the visual nor humans. This article outlines four of these modes of animation separating them into multi-tiered ‘layers of animation’: sensory output, game states, code, material, and operator. TASs help to demonstrate these layers are actually discrete forms of animation that do not necessarily impact one another from becoming individually animated.
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43

Mizsei-Ward, Rachel. "Getting in touch with our inner sadistic, bloodthirsty child: Adapting Game of Thrones for the adult colouring book market." Journal of Adaptation in Film & Performance 13, no. 1 (March 1, 2020): 51–64. http://dx.doi.org/10.1386/jafp_00012_1.

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Adult colouring books have become a permanent fixture in shops across the globe. These books began as a way of marketing illustrators’ work but have expanded to become part of the media franchising industry. This article will explore the two licensed colouring books created for Game of Thrones and the news media response to them. This response is varied, with much criticism of this kind of licensed product which appears to exist as potentially unimaginative Christmas presents. It will explore how these colouring books act as both an adaptation and how they are an important part of the modern media franchising industry. This kind of product is considered as an important way to keep licensed properties in the public eye, particularly when they are in between television seasons. When it comes to Game of Thrones colouring books there are a number of common themes in news media, such as the idea that colouring such images is not a route to mindfulness, and that these books act as a substitute for the ‘real thing’.
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44

Morazán, Marco T. "Using Video Game Development to Motivate Program Design and Algebra Among Inner-City High School Students." Electronic Proceedings in Theoretical Computer Science 321 (August 24, 2020): 78–99. http://dx.doi.org/10.4204/eptcs.321.5.

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45

McDermott, Amy. "Inner Workings: Researchers race to develop in-home testing for COVID-19, a potential game changer." Proceedings of the National Academy of Sciences 117, no. 42 (September 30, 2020): 25956–59. http://dx.doi.org/10.1073/pnas.2019062117.

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46

Matveenko, Vladimir, Alexei Korolev, and Maria Zhdanova. "Game equilibria and unification dynamics in networks with heterogeneous agents." International Journal of Engineering Business Management 9 (January 1, 2017): 184797901773167. http://dx.doi.org/10.1177/1847979017731670.

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We study game equilibria in a model of production and externalities in network with two types of agents who possess different productivities. Each agent may invest a part of her endowment (it may be, for instance, time or money) in the first of two time periods; consumption in the second period depends on her own investment and productivity as well as on the investments of her neighbors in the network. Three ways of agent’s behavior are possible: passive (no investment), active (a part of endowment is invested), and hyperactive (the whole endowment is invested). For star network with different productivities of agents in the center and in the periphery, we obtain conditions for existence of inner equilibrium (with all active agents) and study comparative statics. We introduce adjustment dynamics and study consequences of junction of two complete networks with different productivities of agents. In particular, we study how the behavior of nonadopters (passive agents) changes when they connect to adopters (active or hyperactive) agents.
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Jiang, Yanxiang, Hui Ge, Mehdi Bennis, Fu-Chun Zheng, and Xiaohu You. "Power Control via Stackelberg Game for Small-Cell Networks." Wireless Communications and Mobile Computing 2019 (March 14, 2019): 1–10. http://dx.doi.org/10.1155/2019/1401469.

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In this paper, power control in the uplink for two-tier small-cell networks is investigated. We formulate the power control problem as a Stackelberg game, where the macrocell user equipment (MUE) acts as the leader and the small-cell user equipment (SUE) acts as the follower. To reduce the cross-tier and cotier interferences and the power consumption of both the MUE and SUE, we propose optimizing not only the transmit rate but also the transmit power. The corresponding optimization problems are solved through a two-layer iteration. In the inner iteration, the SUE items (SUEs) compete with each other, and their optimal transmit powers are obtained through iterative computations. In the outer iteration, the optimal transmit power of the MUE is obtained in a closed form based on the transmit powers of the SUEs through proper mathematical manipulations. We prove the convergence of the proposed power control scheme, and we also theoretically show the existence and uniqueness of the Stackelberg equilibrium (SE) in the formulated Stackelberg game. The simulation results show that the proposed power control scheme provides considerable improvements, particularly for the MUE.
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Anderson, Shaun M., and Matthew M. Martin. "The African American Community and Professional Baseball: Examining Major League Baseball’s Corporate Social-Responsibility Efforts as a Relationship-Management Strategy." International Journal of Sport Communication 12, no. 3 (September 1, 2019): 397–418. http://dx.doi.org/10.1123/ijsc.2018-0157.

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In 1989, former Major League Baseball (MLB) player John Young created the Reviving Baseball in Inner Cities (RBI) program as a way to increase the number of African Americans becoming involved with the game of baseball. Along with this program, MLB created the Urban Youth Academy (UYA) in 2006 as a way to not only teach the game but also provide life skills to youth and adults. However, MLB continues to struggle in developing relationships and increasing involvement of African Americans. Therefore, the purpose of this study was to understand why African Americans are not interested or involved in MLB. Corporate social responsibility and relationship management theory were used as the frameworks for this study. Eleven RBI and UYA program managers were interviewed to determine the challenges they face in getting African Americans involved in the game. Results from this study indicated four themes regarding MLB program managers’ challenges: inconsistency in measuring success, lack of parental involvement, and lack of trust. A discussion, implications, and future directions are addressed.
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de Miranda, Luis. "Life Is Strange and “Games Are Made”: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre." Games and Culture 13, no. 8 (November 23, 2016): 825–42. http://dx.doi.org/10.1177/1555412016678713.

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The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally “games are made”) uses the same narrative strategy as Life is Strange—the capacity for the main characters to travel back in time to change their own existence—in order to stimulate philosophical, ethical, and political thinking and also to effectively simulate existential “limit situations.” This article is a dialogue between Sartre’s views and Life is Strange in order to examine to what extent questions such as what is freedom? what is choice? what is autonomy and responsibility? can be interpreted anew in hybrid digital–human—“anthrobotic”—environments.
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Gallwey, Tim. "Keep Your Eye on the Ball: Tips to win the inner game being played out in your head." IESE Insight 26 (September 21, 2015): 69–73. http://dx.doi.org/10.15581/002.art-2751.

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