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1

Krause, Stephan, und Dirk Suckow. „Der Mitropa-Pokal und die Legende mit den roten Schlafwagen. Fußball, Raumkonstruktion und europäische Eisenbahnverkehrsgeschichte in den 1920er/ 1930er Jahren“. STADION 44, Nr. 2 (2020): 338–65. http://dx.doi.org/10.5771/0172-4029-2020-2-338.

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The Mitropa Cup founded in 1927 was the most important professional football tournament of the interwar period. It was organized by the international Mitropa Cup committee, which was formed of leading protagonists from Central Europe such as Hugo Meisl. This Central European Cup was played out between different combinations of the leading clubs from the participating countries: Austria, Czechoslovakia, Hungary, Italy, Romania, Yugoslavia, and Switzerland. German teams did not take part in the Mitropa Cup, because the DFB did not accept professional football teams at that time. With this sport historical background the study shows in which way the Mitropa Cup (as well as other tournaments) profoundly influenced the construction of economic and social space, and how it influenced the perception of the German Mitropa company. While it has been claimed that Meisl and his comrades could build on the sponsorship of the German restaurant and sleeping car company Mitropa, the parallel investigation of railway history through primary sources and sport history proves that no such relationship has existed, and furthermore, because of an international treaty the Mitropa was not allowed to provide services beyond Germany and several defined destinations. Thus, the discursive and spacial significance of both the Mitropa Cup’s football-based definition of Central Europe, and the Mitropa company as one of the two European players in sleeping and restaurant car services (the other being the French-Belgian CIWL/ISG), forms a historical coincidence.
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Ledenev, Aleksandr V., und Den Felkon. „On the chess prototypes of Vladimir Nabokov's novel The Defense“. World of Russian-speaking countries 3, Nr. 9 (2021): 69–81. http://dx.doi.org/10.20323/2658-7866-2021-3-9-69-81.

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The article is devoted to discussing the likely prototypes of the figure of Luzhin - the protagonist of V. Nabokov's novel The Defense. Studying the biographical and chess contexts, analyzing the plot components of the novel related to the game, and taking into account the psychological aspects of the early XX century chess history, the authors prove that the versions of the main character's prototypes presented in previous studies of Nabokov's works are controversial. Among these prototypes are the chess players famous at different periods of the past, sharing only one thing with Nabokov's hero – a mental disorder at the end of his life. The authors of the article present and summarize new facts, not considered before, which are somehow reflected in the text of the novel, and the circumstances of the chess history and the world around it taking place at that time. This data became the basis for a new version that one of the prototypes of the protagonist's “chess impersonation” in the novel The Defense could be the Russian (and later Danish – by new citizenship) chess grandmaster Alexander Nimtsovich, whose life path crossed Nabokov's more than once. The famous chess opening “The Nimtsovich Defense” finds compositional and motif parallels in the corresponding scenes of the novel, and the narrator's reflection (close to the hero's reflection) on the specifics of playing chess is quite consistent with Grandmaster Nimtsovich's chess ideas, summarized by him in his book My System (1925). One of Nimzowitsch's biggest successes was winning the tournament in Karlovy Vary (Czechoslovakia) in July-August 1929 – at the very time when Nabokov was busy working on the text of his novel The Defense.
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Wójcik, Zbigniew, und Julian Jaroszewski. „Wrestling in the tradition of the Olsztyn Voivodeship (1945–1989)“. Masuro-⁠Warmian Bulletin 305, Nr. 3 (25.11.2019): 615–34. http://dx.doi.org/10.51974/kmw-134924.

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Wrestling became an interest in Poland only at the end of the 19th century. However, in the Olsztyn Province, among other reasons due to historical conditions, this was a much later development. The first propaganda fights took place only in 1950. Shortly afterwards, the national team of the Olsztyn voivodeship participated in the nationwide tournament ‘For the City Cup’. However, a professional section was only established seven years later. Then, Lt. Zenon Rydziński initiated the training process at RKS “Budowlani” Olsztyn. It resulted in subsequent numerous sports successes. In 1964, thanks to the efficiency of activists from the People’s Sports Teams, young people from the Giżycko province also wrestled. The most die-hard players then set up further sections in the cities they came from
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Małolepszy, Eligiusz, und Teresa Drozdek-Małolepsza. „The Discipline of Football in the Provinces of Stanisławów and Ternopil in the Years 1920–1939. An Outline“. Sport i Turystyka. Środkowoeuropejskie Czasopismo Naukowe 6, Nr. 3 (2023): 31–45. http://dx.doi.org/10.16926/sit.2023.03.02.

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The aim of the paper is to present the discipline of football in the provinces of Stanisławów and Ternopil in the years 1920-1939. The area of Stanisławów and Ternopil provinces was mainly inhabited by the Poles, Ukrainians and Jews. In the years 1920-1939, the number of clubs and sports associations that ran football sections among Polish, Jewish and Ukrainian citizens grew. Initially, those clubs and sports associations belonged to Lviv Regional Football Association (OZPN). In mid 20s and in the 30s of the 20th century, football organizational structures were created: sub-region of Stanisławów, sub-region of Ternopil and Stanisławów OZPN. The football players of Rewera Stanisławów, Pogoń Stryj and Strzelec Górka Stanisławów became successful all over Poland. In the years 1934-1939, the footballers from the province of Stanisławów – as representatives of Stanisławów OZPN – took part in playoffs to get promoted to the national league. Junior football players of Rewera Stanisławów and Strzelec Górka Stanisławów took part in final tournaments of Polish junior championships in the years 1936-1939.
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Davies, Wade, und Rich Clow. „The St Francis mission Indians and the National Interscholastic Catholic basketball tournament, 1924–1941“. International Journal of the History of Sport 23, Nr. 2 (März 2006): 213–31. http://dx.doi.org/10.1080/09523360500478257.

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Mayhew, Lawrence, Mark I. Johnson, Peter Francis, Christoph Lutter, Ali Alali und Gareth Jones. „Incidence of injury in adult elite women’s football: a systematic review and meta-analysis“. BMJ Open Sport & Exercise Medicine 7, Nr. 3 (Juli 2021): e001094. http://dx.doi.org/10.1136/bmjsem-2021-001094.

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AimTo estimate the incidence of injury in adult elite women’s football and to characterise the nature and anatomical location of injuries.DesignSystematic review and meta-analysis.Data sourcesCombinations of the key terms were entered into the following electronic databases (PubMed, SPORTDiscus, Science Direct and Discover) from inception to May 2021.Eligibility criteria for selecting studies(1) Used a prospective cohort design; (2) captured data on elite adult women players; (3) reported injury incidence by anatomical site; (4) captured data of at least one season or national team tournament; (5) included a definition of injury; and (6) written in English.ResultsThe search identified 1378 records. Twelve studies published between 1991 and 2018 were included in our review and sampled 129 teams. In domestic club football, injury incidence rate was estimated to be 5.7/1000 hours (total), 19.5/1000 hours (match) and 3.1/1000 hours (training). In tournament, football match incidence was estimated to be 55.7/1000 hours. The knee (22.8%; 368/1822) was the most common site of injury in domestic club football. The ankle (23.7%, 105/443) was the most common site of injury in tournament football. Ligament sprains were the most common type of injury (27.8%), followed by muscle strains (19.1%). Severn studies (58%) had a high risk of bias associated with exposure definition and measurement and considerable heterogeneity exists between the included studies (I2=49.7%–95%).Summary/conclusionLigament sprains occur more frequently in adult elite women football players. We advise caution in interpretating point estimates of the incidence of injury due to high statistical heterogeneity. Standardising injury reporting and the accurate recording of match and training exposure will overcome such limitations.PROSPERO registration numberCRD42019130407.su
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Hernandez-Martin, Antonio, Javier Sanchez-Sanchez, Jose Luis Felipe, Samuel Manzano-Carrasco, Carlos Majano, Leonor Gallardo und Jorge Garcia-Unanue. „Physical Demands of U10 Players in a 7-a-Side Soccer Tournament Depending on the Playing Position and Level of Opponents in Consecutive Matches Using Global Positioning Systems (GPS)“. Sensors 20, Nr. 23 (06.12.2020): 6968. http://dx.doi.org/10.3390/s20236968.

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The aim of this study was to analyse the physical demands of U10 players in a 7-a-side-soccer tournament based on the playing positions in 6 consecutive matches by global positioning systems (GPS). Variables of total distance, relative distance in different speed zones, maximum speed, time interval between accelerations, maximum speed acceleration, maximum acceleration, acceleration distance and the number of high-intensity accelerations were analysed. Differences between playing positions were found in the total distance covered by the midfielders. They covered higher total distances than the defenders (+1167 m; 95% CI: 411 to 1922 m; effect size (ES) = 1.41; p < 0.05) and forwards (+1388 m; CI 95%: 712 a 2063 m; TE = 0.85; p < 0.05). The total covered distance increased in the final rounds with respect to the group stage (p < 0.05; ES: 0.44 to 1.62), and high-intensity actions, such as the number of accelerations, were greater in the final rounds compared to the group stage (p < 0.05; ES: 0.44 to 1.62). The physical performance of young football players in a tournament with consecutive matches on a 40 × 62 m football field on the same day is influenced by the playing position and dependent on the level difference between opponents.
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Madden, Robyn, Jane Shearer, David Legg und Jill Parnell. „Evaluation of Dietary Supplement Use in Wheelchair Rugby Athletes“. Nutrients 10, Nr. 12 (11.12.2018): 1958. http://dx.doi.org/10.3390/nu10121958.

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Wheelchair rugby is a rapidly growing Paralympic sport; however, research remains predominantly in the realms of physiology and biomechanics. Currently, there is little investigation into nutrition and dietary supplement use among wheelchair rugby athletes (WRA). The aim of this study was to assess the types of dietary supplements (DS) used, the prevalence of usage, and the reasons for use among WRA. The secondary aim was to report utilized and preferred sources of nutritional information among this population. A valid, reliable Dietary Supplement Questionnaire was used to report supplement use and reasons for use. Male (n = 33) and female (n = 9) WRA were recruited at a national tournament and through emailing coaches of various Canadian teams. Dietary supplement usage was prevalent as 90.9% of males and 77.8% of females reported usage within the past three months with the most regularly used supplements being vitamin D (26.2%), electrolytes (19.5%), and protein powder (19.5%). The most common reason for usage was performance. The top sources of nutrition information were dietitian/nutritionist and the internet. Further investigation into DS use is needed to help create nutritional guidelines that are accessible to WRA and athletes with disabilities in general.
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Cho, Young Chul. „A Study on the Achievement of Judo in Korea during the Japanese Colonial Period“. Taegu Science University Defense Security Institute 6, Nr. 3 (30.06.2022): 37–49. http://dx.doi.org/10.37181/jscs.2022.6.3.037.

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This study examined and discussed the historical significance of the developmental aspects of the Kodokan Judo in the process of inflow of Kodokan Judo by forced suppression after the establishment of YMCA Judo in 1906 in Korea with an objective perspective and drew conclusions. The establishment of Judo Korea was officially established on November 22, 1917 by the forced suppression of the Chosun Judo Department in the YMCA Hwangseong Christian Youth Association in 1906. This group was a group by political means of the Chosun Governor-General and the Japanese imperialists.,On the other hand, the Judo part of the Joseon Dynasty formed a momentum for the commercial spirit in the Judo part of the YMCA Hwangseong Christian Youth Association for the sake of national revival. In other words, with the claim of Lee Sang-jae, a teacher of Vietnam, who is training 100 people in the terrible times of the Japanese colonial rule, the national leaders did not spare all physical support to inspire the business spirit through Judo first, and the indifference of the drama in the emerging military schools became the starting point for the independence movement. In addition, the first Judo tournament was held on October 19, 1929, with five organizations participating, but the last tournament was abolished by Japan on October 12, 1935, as the 7th meeting. However, Lee Sun-gil won the championship and runner-up in 1930s and 1940s, and Seok Jin-kyung not only won the solo exhibition of the Judo Championship in July 1933, but also the Chosun Judo re-defeated Japan and gave a national spirit of business as a country. Thus, it will be possible to present the historical value that achieved the grandeur through the national thought of Judo in Korea during the Japanese colonial period and the academic plan of Judo history education.
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Huddleston, Will. „“Una victoria para el Uruguay como país”: Style, National Identity, and Intercultural Encounter at the 1924 Olympic Football Tournament“. Studies in Latin American Popular Culture 42 (Juni 2024): 53–74. http://dx.doi.org/10.7560/slapc4204.

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Novikova, Zhanna, Anton Maksimkin und Evgeny Mukhanov. „Multicomponent Culinary Products Development for Cybersportsmen“. Food Industry 5, Nr. 3 (21.09.2020): 52–60. http://dx.doi.org/10.29141/2500-1922-2020-5-3-6.

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Currently, eSports becomes particularly popular among young people. Computer sport induces significant loads on the human body, especially on the physiological and psychoemotional state. Tournament participants are to have a high degree of concentration and the ability to stay at a personal computer for a long time. These factors determine the need for increased energy consumption to maintain the body in a state of high activity. A man developed food products based on fundamental scientific achievements in the field of sports nutrition for athletes using special food technology. The high biological value of food products for eSports athletes makes them unique for maintaining active life in non-standard conditions and under increased loads during the preparation and conduct of competitions. To solve this problem, the authors performed mathematical modeling of the multicomponent culinary product recipe by the simplex method and automatization tools using the MS Excel software package. They chose the balance of essential amino acids as the optimization parameter. As a result of mathematical modeling, the researchers obtained eight ratios variants of the modified ingredients that meet the specified conditions. The replacement of bread wheat by the canihua is to improve the amino acids balance in proteins in the combined products. Organoleptic assessment of the culinary dish «Fish balls (steamed)», prepared according to the classic and developed recipes, allowed to conclude: the introduction of more than 34.0 % of canihua grain into the recipe has a negative impact on the product taste. The recipe optimization of a culinary product using canihua grain approved samples determination of multicomponent culinary products that corresponded to the selected parameters of the target function.
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Alimakhanova, A. M., E. N. Chirkova, S. M. Zavaleeva und N. N. Sadykova. „LINEAR HIERARCHY OF CHICKENS OF THE AVICOLOR BREED“. Izvestiya of Samara Scientific Center of the Russian Academy of Sciences 24, Nr. 5 (2022): 16–20. http://dx.doi.org/10.37313/1990-5378-2022-24-5-16-20.

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The behavior of birds in a group represents a different level of interaction, competition between individuals in the composition of animals located in limited areas. The hierarchical relationships of individuals are explored by monitoring various interactions, mostly "negative". The paper uses an analysis-experiment of behavior in competitive situations. Using methods - behavioral characteristics in birds (K. Lorenz, 1930), pecking order (T. Schelderup-Ebbe, 1922), community organization (McBride, 1959) - a study was conducted on the interaction of chickens of the Avicolor breed. In the study, "tournament tables" were compiled based on ethograms, in which the number of pecking of chickens among themselves for a specific period of time was noted. Next, we form a table that will show the number of pecks of the chicken that hit other members of the group - a vertical column, and the number of blows that this chicken received from other participants - a horizontal column. In this study, an analysis is presented for the behavior of chickens, which was a linear hierarchy, where K was the dominant individual, in which the newly introduced individual T ranked seventh. After the removal of the dominant (individual K) from the group for a certain period of time, the individual T occupies the first rank position, and after the return, the individual K occupies a dominant position. It is assumed that the hierarchical ranking that singles out the most capable individuals gives them preferential success in the process of natural selection.
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Wójcik, Zbigniew, Michał Boraczyński und Tomasz Boraczyński. „EDUKACYJNO WYCHOWAWCZA DZIAŁALNOŚĆ KLUBÓW I SEKCJI ZAPAŚNICZYCH W POLSKIM REGIONIE WARMIA I MAZURY (1945 – 1989)“. Уманська старовина, Nr. 8 (30.12.2021): 94–115. http://dx.doi.org/10.31499/2519-2035.8.2021.249944.

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Słowa kluczowe: edukacja, zapasy, współpraca, region, Obwód Kaliningradzki. Streszczenie Wkrótce po zakończeniu działań wojennych (1945) utworzono w Okręgu Mazurskim pierwsze placówki oświatowe i rozpoczął się proces edukacyjno-wychowawczy. Po przekształceniu okręgu w województwo olsztyńskie przybył na Warmię ppor. Zenon Rydziński i jako oficer-zapaśnik propagował na modnych wówczas festynach i zawodach pokazowych walory uprawianej niegdyś dyscypliny sportowej. Po utworzeniu w Olsztynie Okręgowego Związku Zapaśniczego szkolenie prowadzono także w powstających spontanicznie klubach i sekcjach Ludowych Zespołów Sportowych. Wspomniane stowarzyszenia szczególnie cenną rolę odgrywały w środowiskach wiejskich. Po zgłębieniu podstaw nawiązano współpracę z Obwodem Kaliningradzkim. Wzajemna wymiana doświadczeń skutkowała wzrostem poziomu wyszkolenia sportowego, budowaniu zrębów przyjaźni między obu społecznościami, a wyjazdy zagraniczne stwarzały możliwość bliższego poznania regionów i kultury mieszkającej tam ludności. Ekipy wyjeżdżające za granicę tworzono z najlepszych zawodników, a powołanie w skład drużyny było dla zapaśników jednocześnie wyróżnieniem i nagrodą. W wymianie sportowej uczestniczyła także młodzież uprawiająca sport w szkolnych sekcjach. W treningach brali udział również młodzi Romowie i Ukraińcy i był to wzorcowy przykład integracji społecznej. Wzrastający poziom wyszkolenia skutkował uczestnictwem w turniejach ogólnopolskich, mistrzostwach Polski, a w roku 1978 rozegrano nawet mecz z przebywającą w Polsce drużyną stanu Colorado (USA). Bibliografia Archiwum Akt – Archiwum Akt Nowych w Warszawie, Państwowy Urząd Wychowania Fizycznego i Przysposobienia Wojskowego. 78, s. 22, Stan urządzeń. [Device status] 78, s. 22. 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Rozwój organizacyjny sportu zapaśniczego w pierwszych latach Polski Ludowej. [Organizational development of wrestling sport in the first years of People's Poland]. W: Monografia AWF, Poznań, 1987, Nr 235. S. 233–242. Godlewski, 1987 – Godlewski Piotr. Aktualne problemy badań w zapasach, Warszawa 1987. 59 s. [Current research problems in stocks]. Warszawa 1987. 59 s. [Poland]. Godlewski, 1988 – Godlewski Piotr. Zarys dziejów polskiego zapaśnictwa profesjonalnego. Gorzów Wielkopolski 1988. 64 s. [An outline of the history of Polish professional wrestling]. Gorzów Wielkopolski 1988. 64 s. [Poland]. Gross, 2011 – Gross Radosław. Powszechna Organizacja „Służba Polsce” w województwie olsztyńskim w latach 1948 – 1955. Olsztyn 2011. 384 s. [The General Organization "Służba Polsce" in the Olsztyn voivodship in the years 1948 – 1955]. Olsztyn 2011. 384 s. [Poland]. Górniewicz, 2008 – Górniewicz Józef. Teoria wychowania. Olsztyn 2008. 187 s. [The theory of education]. Olsztyn 2008. 187 s. [Poland]. Jaroszewski, Połaniecka, 2019 – Jaroszewski Julian, Połaniecka Agnieszka. Sukcesy sportowe zapaśników z terenu województwa łódzkiego w latach 1945 – 1990. [Sports successes of wrestlers from the Łódź Province in 1945 – 1990]. W: Sport i Turystyka. Środkowoeuropejskie Czasopismo Naukowe 2019, t. 2, Nr 3. Częstochowa 2019. S. 71– 93. Księga Pamiątkowa – Księga Pamiątkowa Ludowego Klubu Sportowego „Agrokompleks” Kętrzyn. [Memorial Book of the People's Sports Club "Agrokompleks". Kętrzyn]. 52 s. [Poland]. Masztaler, Walichnowski, 1999 – Masztaler Jan, Walichnowski Feliks. Wokół stadionu Leśnego. [Around the Leśny Stadium.]. Olsztyn 1999, 38 s. [Poland]. Mistrzostwa w zapasach, 1971 – Mistrzostwa w zapasach. [Wrestling Championship]. W: Gazeta Olsztyńska 1971, Nr 33. S. 4. [Poland]. Nowocień, 2013 – Nowocień Jerzy. Studium o pedagogice kultury fizycznej. Warszawa 2013. 248 s. [A study on the pedagogy of physical culture]. Warszawa 2013. 248 s. [Poland]. Nowakowski, Grotkowski, 1955 – Nowakowski Witold, Grotkowski Józef. Zapasy klasyczne, Warszawa 1955. 90 s. [Classic stocks]. Warszawa 1955. 90 s. [Poland]. Nowe związki, 1965 – Nowe związki. [New relationships]. W: Głos Olsztyński 1965, Nr 209. S. 6. [Poland]. Piłkarze Warmii, 1956 – Piłkarze Warmii i Piszczewiko inaugurują przyjacielskie kontakty Olsztyna i Kaliningradu. [The players of Warmia and Piszczewiko inaugurate friendly contacts between Olsztyn and Kaliningrad]. W: Głos Olsztyńsk 1956, Nr 218. S. 5. [Poland]. Remis na olsztyńskim, 1956 – Remis na olsztyńskim ringu Kalioningrad – Olsztynianka 10:10. [Draw in the Olsztyn ring Kalioningrad - Olsztynianka 10:10]. W: Głos Olsztyński 1956, Nr 228. S. 4. [Poland]. Szypulski, 1991 – Szypulski Edward. Działalność sekcji zapaśniczych na terenie województwa olsztyńskiego w latach 1957 – 1990. Gorzów Wielkopolski 1991. S. 36. [Activity of wrestling sections in the Olsztyn voivodeship in 1957 – 1990]. Gorzów Wielkopolski 1991. S. 36. Tracewski, 2010 – Tracewski Janusz. Zapasy. W drodze do mistrzostwa, Warszawa 2010. 153 s. [Wrestling. On the way to the championship]. Warszawa 2010. 153 s. [Poland]. Tracewski, 2017 – Tracewski Janusz. Polska szkoła zapasów, Warszawa 2017. 128 s. [Polish school of wrestling]. Warszawa 2017. 128 s. [Poland]. Trzeba pokochać sport, 1975 – Trzeba pokochać sport. [You have to love sport ]. W: Wiadomości Sportowe 1975, Nr 48. S 4. [Poland]. Turniej piłkarski, 1965 – Turniej piłkarski w Braniewie. [Football tournament in Braniewo]. W: Głos Olsztyński 1965, Nr 159. S. 6. [Poland]. Turniej zapaśniczy, 1980 – Turniej zapaśniczy z udziałem reprezentacji Kaliningradu. [Wrestling tournament with the participation of the Kaliningrad national team]. W: Agrokompleks 1980, Nr 20-21. S. 8. [Poland]. Urniaż, 2000 – Urniaż Jerzy. Sport na Warmii i Mazurach w latach 1945 – 1975. Olsztyn 2000. 270 s. [Sport in Warmia and Mazury in the years 1945 – 1975]. Olsztyn 2000. 270 s. [Poland]. Urniaż, 2008 – Urniaż Jerzy. Współpraca sportowa w regionach warmińsko-mazurskim i kaliningradzkim w latach 1956 – 2006. Olsztyn 2008. 285 s. [Sports cooperation in the Warmian-Masurian and Kaliningrad regions in the years 1956 – 2006]. Olsztyn 2008. 285 s. [Poland]. Wójcik, Boraczyński, 2015 – Wójcik Zbigniew, Boraczyński Tomasz. Kultura fizyczna mniejszości polskiej w Prusach Wschodnich. [ Physical culture of the Polish minority in East Prussia]. W: Rozprawy Naukowe 2015, Nr 50. Wrocław 2015. S 16 – 23. [Poland]. Zapasy, 1972 – Zapasy. Olsztyniak B. Andryszczyk – mistrzem Polski. [Inventories. Olsztyniak B. Andryszczyk - the champion of Poland]. W: Głos Olsztyński 1972, Nr 50. S. 4. [Poland].
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Scalise, Filippo, Ferruccio Cavanna, Chiara Godio und Egidio P. Beretta. „Exercise Intensity and Activity Energy Expenditure of Professional Golf Players in Official Competitive Setting“. Sports Health: A Multidisciplinary Approach, 06.06.2023, 194173812311751. http://dx.doi.org/10.1177/19417381231175149.

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Background: Research regarding the physical needs of professional golf players is lacking. With advances in wearable technology, it has become easier to analyze physiological responses such as heart rate (HR) to determine activity energy expenditure (AEE). The purpose of the study was to evaluate exercise intensity (EI) and AEE during 4 consecutive tournament’s golf rounds using a popular wrist-based HR monitoring. Hypothesis: Wearable systems for HR monitoring can be used to provide an accurate estimate of energy expenditure. Study Design: Cross-sectional study. Level of Evidence: Level 3. Methods: A total of 20 male professional golfers participated in the study. Each player was monitored during an official tournament consisting of 4 rounds of 18 holes. EI and AEE were determined using HR wrist monitoring (Whoop Strap 2.0). We calculated the percentage of HRmax (%HRmax) and the percentage of HRres (%HRres) and the AEE in kcal/min using Keytel’s formula. Results: The calculated mean %HRmax and %HRres for the study population were 56.4% ± 1.8% and 40.5% ± 2.6%, respectively. Considering American College of Sports Medicine guidelines, these average percentages correspond to a moderate EI. The average caloric expenditure was 5.4 ± 0.4 kcal/min and 1555.8 ± 157.8 kcal per round considering an average golf round duration of 288.3 ± 19.5 minutes. Conclusion: A professional player’s golf round is moderate physical activity. The AEE of this activity was equal to 5.4 cal/min, which is moderate energy consumption. Clinical Relevance: These data could help golf coaches and conditioning coaches to have a better understanding of the load placed on golfers during tournaments.
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Maltais, Elizabeth, Lucia Moura und Mike Newman. „Binary Covering Arrays on Tournaments“. Electronic Journal of Combinatorics 25, Nr. 2 (22.06.2018). http://dx.doi.org/10.37236/6149.

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We introduce graph-dependent covering arrays which generalize covering arrays on graphs, introduced by Meagher and Stevens (2005), and graph-dependent partition systems, studied by Gargano, Körner, and Vaccaro (1994). A covering array $\hbox{CA}(n; 2, G, H)$ (of strength 2) on column graph $G$ and alphabet graph $H$ is an $n\times |V(G)|$ array with symbols $V(H)$ such that for every arc $ij \in E(G)$ and for every arc $ab\in E(H)$, there exists a row $\vec{r} = (r_{1},\dots, r_{|V(G)|})$ such that $(r_{i}, r_{j}) = (a,b)$. We prove bounds on $n$ when $G$ is a tournament graph and $E(H)$ consists of the edge $(0,1)$, which corresponds to a directed version of Sperner's 1928 theorem. For two infinite families of column graphs, transitive and so-called circular tournaments, we give constructions of covering arrays which are optimal infinitely often.
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Khrystyna, Khimenes, Briskin Yuriy, Pityn Maryan und Malanyuk Lyubomyr. „FORMATION OF COMPETITION SYSTEM COMPONENTS IN PROFESSIONAL TENNIS BEFORE THE BEGINNING OF THE "TENNIS OPEN ERA"“. Sport Science and Human Health 1, Nr. 9 (2023). http://dx.doi.org/10.28925/2664-2069.2023.111.

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The aim of the study. To systematize factual data on the formation and development of the competition system components in professional tennis before the beginning of the "tennis open era". Material and methods. Facts from the history of the formation of systematicity in professional tennis competitions and the formation of key competitions in the period up to 1968 was the main material of the research. The results. The era of modern tennis begins in the second half of the 19th century. It was found that the game began to be commercialized already in 1894, and this process began with the sale of tennis training equipment and textbooks. The first competitions, which were open to everyone, including professional tennis players, were held in Great Britain (Wimbledon tournament, 1875), but they cannot be called professional, since in British society attention was focused on the development and popularization of amateur sports. Summarizing the facts made it possible to find out that tennis began to develop as a professional sport in the United States, where were favorable economic and geopolitical conditions for this. Here, in 1926, the promoter K. Pyle held exhibition tours exclusively for professional tennis players with whom he concluded contracts. It was found that in the late 20s – early 30s of the XX century, three professional tennis majors of those times were created – U.S. Professional Championship, Wembley Professional Championships and French Pro Championship. These competitions actually set the pace for the development of the direction. It is established that characteristic for that time was a constant change in the number of participants, the format of holding and the surface of the tournament courts. The key barrier (separation between amateur and professional tennis) was overcome in 1968. In addition, the experience gained in the past in organizing professional tennis tournaments gradually received a new level of adaptation in the “Open Era tennis”. However, the period until the 1980s remained difficult to determine a unified attitude of the leading tennis organizations in the world to the process of its further professionalization. Conclusions. Tennis as a type of professional sport began to form in the US at the end of the 19th century and immediately developed dynamically, at the same time separated from the amateur (until 1968). The main tournaments (majors) of that time were the U.S. Professional Championship, Wembley Professional Championships and French Pro Championship, However, others tournaments developed too and they were even a priority for many leading professional tennis players periodically. The competition system was not stable, competition formats often changed, but professional tennis gained popularity and increasingly became a source of income for the athletes themselves and entire organizations.
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Claesson, Anders, Mark Dukes, Atli Fannar Franklín und Sigurður Örn Stefánsson. „Counting tournament score sequences“. European Conference on Combinatorics, Graph Theory and Applications, Nr. 12 (28.08.2023). http://dx.doi.org/10.5817/cz.muni.eurocomb23-040.

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The score sequence of a tournament is the sequence of the out-degrees of its vertices arranged in nondecreasing order. The problem of counting score sequences of a tournament with $n$ vertices is more than 100 years old (MacMahon 1920). In 2013 Hanna conjectured a surprising and elegant recursion for these numbers. We settle this conjecture in the affirmative by showing that it is a corollary to our main theorem, which is a factorization of the generating function for score sequences with a distinguished index. We also derive a closed formula and a quadratic time algorithm for counting score sequences.
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„The golden age of amateur basketball: the AAU Tournament, 1921-1968“. Choice Reviews Online 42, Nr. 07 (01.03.2005): 42–4090. http://dx.doi.org/10.5860/choice.42-4090.

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19

„STUDY ON TEMPERAMENT AND THE OCCURRENCE OF JOINT INJURIES IN FOOTBALL-TENNIS“. Discobolul – Physical Education, Sport and Kinetotherapy Journal, 31.03.2022, 73–92. http://dx.doi.org/10.35189/dpeskj.2022.61.1.7.

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Abstract. The game of football-tennis appeared in 1922 in the former Czechoslovakia, being called at that time football over the rope. The first official rules were written in 1940. Football-tennis is a relatively young sport that has grown in popularity since the 1980s. This sports game can be played individually or in teams and includes five events: simples, doubles and triples, plus mixed doubles and triples (men + women). In a football-tennis match, the technique of kicking the ball differs from the techniques used in football and tennis, which indicates that the name of this sport as well as its theoretical and practical foundations are independent of football and tennis. Although not widely promoted in the media, football tennis is nationally represented in Romania by the National Championship (for seniors - both men and women - and juniors) and the Romanian Cup, and at international level, by the World Championships, European Championships and tournaments organised by sponsors on different occasions. The occurrence of joint injuries in the life of a non-athlete is not a drama, but the same cannot be said about an elite athlete who is forced to interrupt their sports activity for a shorter or longer period, depending on the severity of trauma. That is why we must first know the causes in order to prevent injuries. This paper provides an overview of the correlation between the type of temperament, age, seniority in sport and injury severity.
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„Study on temperament and the occurrence of joint injuries in football-tennis“. Discobolul – Physical Education, Sport and Kinetotherapy Journal, 31.03.2022, 64–83. http://dx.doi.org/10.35189/dpeskj.2022.61.1.7.

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The game of football-tennis appeared in 1922 in the former Czechoslovakia, being called at that time football over the rope. The first official rules were written in 1940. Football-tennis is a relatively young sport that has grown in popularity since the 1980s. This sports game can be played individually or in teams and includes five events: simples, doubles and triples, plus mixed doubles and triples (men + women). In a football-tennis match, the technique of kicking the ball differs from the techniques used in football and tennis, which indicates that the name of this sport as well as its theoretical and practical foundations are independent of football and tennis. Although not widely promoted in the media, football tennis is nationally represented in Romania by the National Championship (for seniors - both men and women - and juniors) and the Romanian Cup, and at international level, by the World Championships, European Championships and tournaments organised by sponsors on different occasions. The occurrence of joint injuries in the life of a non-athlete is not a drama, but the same cannot be said about an elite athlete who is forced to interrupt their sports activity for a shorter or longer period, depending on the severity of trauma. That is why we must first know the causes in order to prevent injuries. This paper provides an overview of the correlation between the type of temperament, age, seniority in sport and injury severity.
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Christensen, Keld Vestergård. „Håndbold i kristendommens tegn“. Forum for Idræt 15 (17.08.1999). http://dx.doi.org/10.7146/ffi.v15i0.31758.

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Handball in the name of ChristianityIn the further development of industrial society that took place during the 20th century, a need soon made itself felt for cultural activity other than that provided by religion. One result was that sport became popular among young people. In the Christian KFUM-associations they began discussing the advantages of offering sport as part of their program. Sport could be used to capture youth and thereby make converts to Christianity. On the other hand, there was the dangerous possibility of sport leading youth away from Jesus. In Fredericia members of KFUM began playing handball in 1926. It soon turned out that the sceptics were right. KFUM gained more new members, but they did not come from Christian societies, and they didn’t allow themselves to bee converted to Christianity. In fact they would rather play handball than spend their time with the Bible. This lead to internal difficulties within Fredericia KFUM, where Christian leaders of the sports sectionn tried to put a stop to this »unfortunate« development. First they forbade members to join non-Christian clubs as long they were members of KFUM, then they forbade the teams to join »non« KFUM tournaments and finally they placed a missionary on the board of directors of the sports section to »keep an eye on people.« In the meantime KFUM’s sports section was hit by the phenomenon of secularisation, – in popular terms, a process whereby the impact of Christianity on society in general was gradually decreasing. Secularisation hit Fredericia KFUM so forcefully that during the 1950’s and 60’s members and leaders chose to spent all their time on handball at the expense of proclaiming the Christian message. When in the 1960’s the number of handball players had risen to the point that it was necessary to play matches on Sunday, the church suddenly began to block handball activities. The handball players of KFUM were prepared to play during times intended for church services but a number of leaders were of a different opinion. In the end the handball players had it their way and the church service lost its sacred status.
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Binti Ahmad Haji Othman, Rahmah. „صورة البطولة في قصة "في أحراج يعبد" لروضة الهدهد: دراسة تحليلية / The Image of Heroic figures in the Story of ‘Aḥrāj Ya‘bud by Wardah al-Hudhud: An Analytical Study“. مجلة الدراسات اللغوية والأدبية (Journal of Linguistic and Literary Studies) 7, Nr. 3 (01.12.2016). http://dx.doi.org/10.31436/jlls.v7i3.431.

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ملخص البحث: هذه المقالة تُعْنى بدراسة صورة البطولة في قصة "أحراج يعبد" بقلم روضة الهدهد، فمشاهدُ القصة مستوحاة من الواقع وبطلُها عزّ الدين القسَّام الذي قام بأدوار بطولية متعدّدة؛ أمّا مكانُ الحَبْكة ففلسطين وزمانُها بين عام 1920-1935م، والحَبْكةُ نفسها تتمثل في سلسلة من دراما المقاومة والتضحية وبذل الغالي والنفيس في سبيل تحرير الأرض والوطن والشعب من اليهود والصهاينة المغتصبين. وترمي هذه المقالة إلى وضْعِ عرضٍ تحليلي لقصة بطولية معاصرة واقعية بين أيدي القراء وخاصةً الأطفال منهم، والغرض من ذلك ربطُ القراءِ بواقعهم الذي يُعاينونه؛ وتربيةُ وغرسُ عنصر التضحية في نفوس أطفالنا منذ نعومة أظفارهم من جهةٍ، وتوعيةُ شبابنا في بذل المُهج والأموال في سبيل الحفاظ على الكرامة واسترداد الحقوق وخاصة ً الأراضي المحتلة في فلسطين من جهة أخرى. تُعنى المقالةُ أيضاً بالإطار النظري للقصة. توصلت الدراسة إلى أن هناك نقصاً في نماذج الأبطال الذين نتمثل بهم في مؤلفاتنا، وأن الشهيد عزّ الدين القسَّام قد نال شهادته، وأظهر بطولته في القتال ضدّ اليهود وإخوانه الذين كانوا أمثلة حيّة يحتذى بهم، كل الأبطال في هذه القصص العشرة يتصفون بالبطولة الجهادية، وهم الأبطال المجاهدون. الكلمات المفتاحية: البطولة- الشهيد – المجاهد – المثقّف - القروية. Abstract: This article investigates the images of heroic figures in Rawdah al-Hudhud’s short story, entitled The Forest of Yaʿbud. Izzedine al-Qassam, the protagonist in the story performs the heroic roles of a martyr, combatant, intellectual, countryman, nationalist and educator who feed the minds of his disciples and followers with knowledge and their souls with love of sacrifice. The plot of the story whose setting is Palestine and which occurred between 1920 -1935 consists of a series of drama replete with resistance, sacrifice, and dedication of the most precious thing for the sake of liberating one’s homeland and people from the Jews and Zionist occupation. Thus, the article presents the readers with an analytical presentation of a heroic-driven story taken from facts of our contemporary life insofar as to bring the readers closer to the reality they live. This article is also concerned with the theoretical framework of the story whereby the researcher sets to define some concepts contained in it. To fulfill this, the researchers apply the analytical approach whereby all heroic scenes in the story are analyzed. The study found that there is a shortage in the Champions models who represents them in books, and the Martyr Izzedine al-Qassam had obtained his testimony, showed heroism in the fight against the Jews with his brothers, whom were living examples to follow them, all the heroes in these ten stories are characterized tournament jihadist, they are heroes Mujahideen. Key words: Heroic - Martyr - Mujahid - Dducator - Rural. Abstrak: Makalah ini merupakan kupasan terhadap gambaran watak-watak keperwiraan di dalam cerpen nukilan Rawdah al-Hudhud berjudul ‘Aḥrāj Ya‘bud (Hutan ya‘ud). ‘Izuddīn al-Qassām protagonis cerita menonjolkan kepelbagaian watak yang meliputi seorang shahid, pejuang, cendiakiawan, negarawan, pejuang nasionalis dan juga seorang pendidik menyemaikan jiwa-jiwa murid dan pengikutnya dengan pengetahuan serta kecintaan terhadap pengorbanan. Plot penceritaan berlatarkan Palestin sekitar tahun-tahun 1920 sehingga 1935 yang mengandungi beberapa drama yang penuh dengan penentangan, pengorbanan dan dedikasi kepada tanahair tercinta untuk memerdekakan penduduknya daripada pendudukan Yahudi dan regim Zionis. Oleh itu, makalah ini bertujuan untuk menganalisa cerita yang penuh nilai keperwiraan ini dengan memberikan kerangka yang berteraskan kepada fakta-fakta semasa untuk mendekatkan pembaca kepada realiti kehidupan mereka. Kajian ini juga mengambil kira kerangka teoretikal cerita tersebut untuk tujuan mentakrifkan beberapa konsep yang terkandung di dalamnya. Untuk mencapai tujuan ini, pendekatan analitikal digunapakai dengan menganalisa keseluruhan babak keperwiraan cerita. Kajian mendapati terdapat kekurangan dalam model-model perwira yang ditampilkan oleh penulis; Izzudin al-Qaasam adalah seorang wira yang telah mendapat shahid, menunjukkan keberanian bersama dengan rakan-rakan perjuangannya dalam menentang Yahudi sehingga menjadi ikon yang menjadi inspirasi perjuangan generasi seterusnya; kesemua wira-wira di dalam kesepuluh-sepuluh cerita tersebut mempunyai watak wira yang berjihad oleh itu mereka dianggap sebagai wira-wira jihad. Kata kunci: keperwiraan –shahid – pejuang jihad – pendidik – pendalaman.
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Hackett, Lisa J., und Jo Coghlan. „Why <em>Monopoly</em> Monopolises Popular Culture Board Games“. M/C Journal 26, Nr. 2 (26.04.2023). http://dx.doi.org/10.5204/mcj.2956.

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Introduction Since the early 2000s, and especially since the onset of COVID-19 and long periods of lockdown, board games have seen a revival in popularity. The increasing popularity of board games are part of what Julie Lennett, a toy industry analyst at NPD Group, describes as the “nesting trend”: families have more access to entertainment at home and are eschewing expensive nights out (cited in Birkner 7). While on-demand television is a significant factor in this trend, for Moriaty and Kay (6), who wouldn’t “welcome [the] chance to turn away from their screens” to seek the “warmth and connection you get from playing games with live human family and friends?” For others, playing board games can simply be about nostalgia. Board games have a long history not specific to one period, geography, or culture. Likely board games were developed to do two things – teach and entertain. This remains the case today. Historically, miniature versions of battles or hunts were played out in what we might recognise today as a board game. Trade, war, and science impacted on their development, as did the printing press, which allowed for the standardisation of rules. Chess had many variations prior to the fifteenth century. Similarly, the Industrial Revolution allowed for the mass production of board games, boosting their popularity across nations, class, and age (Walker 13). Today, regardless of or because of our digital lives, we are in a “board game renaissance” (Booth 1). Still played on rainy days, weekends, and holidays, we now also play board games in dedicated game board cafés like the Haunted Game Café in America, the Snakes and Lattes in Canada, or the Mind Café in Singapore. In the board game café Draughts in the UK, customers pay £5 to select and play one of 800 board games, including classics like Monopoly and Cluedo. These cafes are important as they are “helping manufacturers to understand the kind of games that appeal to the larger section of players” (Atrizton). COVID-19 caused board game sales to increase. The global market was predicted to increase by US$1 billion in 2021, compared to 2020 (Jarvis). Total sales of board games in Australia are expected to reach AU$86 million in 2023, an almost 10 per cent increase from the preceding year (Statista "Board Games – Australia"). The emergence of Kickstarter, a global crowdfunding platform which funds new board games, is filling the gap in the contemporary board game market, with board games generating 20 per cent of the total funding raised (Carter). Board games are predicted to continue to grow, with the global market revenue record at US$19 billion dollars in 2022, a figure that is expected to rise to US$40 billion within 6 years (Atrizton). If the current turn towards board games represents a desire to escape from the digital world, the Internet is also contributing to the renaissance. Ex-Star Trek actor Wil Wheaton hosts the popular Web series TableTop, in which each episode explains a board game that is then played, usually with celebrities. The Internet also provides “communities” in which fans can share their enthusiasm, be it as geek culture or cult fandom (Booth 2). Booth provides an eloquent explanation, however, for the allure of face-to-face board games: “they remind us of our face-to-face past, and recall a type of pre-digital luddism where we can circle around the ‘campfire’ of the game board” (Booth 1-2). What makes a board game successful is harder to define. Phillip Orbanes, an American game designer and former vice-president of research and development at Parker Brothers, has attempted to elucidate the factors that make a good board game: “make the rules simple and unambiguous … don’t frustrate the casual player … establish a rhythm … focus on what’s happening off the board … give ‘em chances to come from behind … [and] provide outlets for latent talents” (Orbanes 52-55). Orbanes also says it is important to understand that what “happens off the board is just as important to the experience as the physical game itself” (Orbanes 51). Tristan Donovan contends that there are four broad stages of modern board games, beginning with the folk era when games had no fixed author, their rules were mutable, and local communities adapted the game to suit their sensibilities. Chess is an example of this, with the game only receiving the fixed rules we know today when tournaments and organisations saw the need for a singular set of rules. Mass production of games was the second stage, marking “the single biggest shift in board game history – a total flip in how people understood, experienced and played board games. Games were no long[er] malleable objects owned by the commons, but products created usually in the pursuit of profit” (Donovan 267). An even more recent development in game boards was the introduction of mass produced plastics, which reduced the cost of board game construction and allowed for a wider range of games to be produced. This was particularly evident in the post-war period. Games today are often thought of as global, which allows gamers to discover games from other regions and cultures, such as Catan (Klaus Teuber, 1995), a German game that may not have enjoyed its immense success if it were not for the Internet. Board game players are broadly categorised into two classes: the casual gamer and the hobby or serious gamer (Rogerson and Gibbs). The most popular game from the mass production era is Monopoly, the focus of this article. The History of Monopoly Monopoly was designed and patented by American Elizabeth Magie (1866-1948) in 1902, and was originally called The Landlord’s Game. The game was based on the anti-monopoly taxation principles of Henry George (1839-1897), who argued that people should own 100 per cent of what they make and the land should belong to everyone. Land ownership, considered George, only benefitted land owners, and forces working people to pay exorbitant rent. Magie’s original version of the game was designed to demonstrate how rents enrich property owners and impoverish tenants. Renters in Australia’s property market today may recognise this side of ruthless capitalism. In 1959 Fidel Castro thought Monopoly “sufficiently redolent of capitalism” that he “ordered the ­destruction of every Monopoly set in Cuba” (McManus). Magie, however, was not credited with being the original inventor of Monopoly: rather, this credit was given to Charles Darrow. In 2014, the book The Monopolist: Obsession, Fury, and the Scandal behind the World's Favorite Board Game by Mary Pilon re-established Magie as the inventor of Monopoly, with her role and identity unearthed by American Ralph Anspach (1926-2022), an Adam Smith economist, Polish-German refugee, and anti-Vietnam protestor. According to Pilon, Magie, a suffragette and progressive economic and political thinker, was a Georgist advocate, particularly of his anti-monopolist policies, and it was this that informed her game’s narrative. An unmarried daughter of Scottish immigrants, she was a Washington homeowner, familiar with the grid-like street structure of the national capital. Magie left school at 13 to help support her family who were adversely impacted upon by the Panic of 1873, which saw economic collapse because of falling silver prices, railroad speculation, and property losses. She worked as a stenographer and teacher of Georgist single tax theory. Seeking a broader platform for her economic ideas, and with the growing popularity of board games in middle class homes, in 1904 Magie secured a patent for The Landlord’s Game, at a time when women only held 1 per cent of US patents (Pilon). The original game included deeds and play money and required players to earn wages via labour and pay taxes. The board provided a circular path (as opposed to the common linear path) in which players circled through rental properties and railroads, and could acquire food, with natural reserves (oil, coal, farms, and forests) unable to be monopolised. However, she created two sets of rules – the monopoly rules familiar to today’s players, and anti-monopoly rules in which tensions over human greed and altruism could be played out by participants. Magie started her own New York firm to manufacture and distribute the game, continued the struggle for women’s equality, and raged against wealthy monopolists of the day such as Andrew Carnegie (Pilon). By the late 1920, the game, mostly referred to as the ‘monopoly’ game, was popular, but many who played the game were playing handmade versions, likely unaware of the original Landlord’s Game. In 1931, mass-produced versions of the game, now titled Finance, began to appear, with some changes, including the ability to purchase properties, along with rule books. Occurring at the same time as the emergence of fixed-price goods in large department stores, the game, which now included chance cards, continued to be popular. It was Charles Darrow who sold Monopoly to Parker Brothers, even if he did not invent it. Darrow was introduced to one of the variants of the game and became obsessed with the game, which now featured the Community Chest and Free Parking, but his version did not have a set of rules. An unemployed ex-serviceman with no college education, Darrow struggled to provide for his family. By 1932, America was in the grip of the Great Depression, with housing prices collapsing and squatting common in large American cities. Befriending an artist, Darrow sought to provide a more dynamic and professional version of the game and complete it with a set of rules. In 1933, Darrow marketed his version of the game, titled Mr Monopoly, and it was purchased by Parker Brothers for US$7,000 in 1935. Magie received just US $500 (Farzan). Monopoly, as it was rebranded, was initial sold for $2 a game, and Parker Brothers sold 278,000 games in the first year. In 1936, consumers purchased 1.7 million editions of the game, generating millions of dollars in profits for Parker Brothers, who prior to Monopoly were on the brink of collapse (Pilon). Mary Pilon’s The Monopolists also reveals the struggle of Ralph Anspach in the 1970s to sell his Anti-Monopoly board games, which Parker Brothers fought in the courts. Anspach’s game sought to undermine the power of capitalist monopolies, which he had witnessed directly and negatively impact on fuel prices in America in the early 1970s. Hence the aim was to produce a game with an anti-monopolist narrative grounded in the free-market thinking of Adam Smith. Players were rewarded by breaking monopoly ownerships of utilities such as railroads and energy and metal reserves. In preparing his case against Parker Brothers, Anspach “accidentally discovered the true history of the game”, which began with Magie’s Landlord’s Game. Magie herself had battled with Parker Brothers in order to be “credited as the real originator of the game” and, like Anspach, reveal how Parker Brothers had changed the anti-capitalist narrative of the game, making it the “exact opposite” of its original aims (Landlordsgame). Anspach’s court room version of his battle with Parker Brothers was published in 2000, titled Monopolygate: During a David and Goliath Battle, the Inventor of the Anti-Monopoly® Game Uncovers the Secret History of Monopoly®. Monopoly Today Monopoly is now produced by Hasbro. It is the highest selling board game of all time, with an estimated 275 million units of Monopoly sold (Lee). Fan bases are clearly large too: the official Monopoly Facebook accounts report 9.9m likes (Facebook), and 68% of American households report owning a version of Monopoly (Statista "Which"). At the end of the twentieth century it was estimated that 550 million, or one in 12 people worldwide, had played the game (Guinness World Records "Most Popular"). Today it is estimated that Monopoly has been played by more than one billion people, and the digital Monopoly version has had over 100 million downloads (Johnson). The ability to play beloved board games with a computer opponent or with other players via the Internet arguably adds to the longevity of classic board games such as Monopoly. Yet research shows that despite Monopoly being widely owned, it is often not played as much as other games in people’s homes (d'Astous and Gagnon 84). D’Astous and Gagnon found that players in their study chose Monopoly to play on average six times a year, less than half the times they played Cluedo (13 times a year) or Scrabble (15 times). As Michael Whelan points out, Magie’s original goal was to make a statement about capitalism and landlords: a single player would progress round the board building an empire, whilst the others were doomed to slowly descend into bankruptcy. It was “never meant to be fun for anyone but the winner” (Whelan). Despite Monopoly’s longevity and impressive sales record, it is perhaps paradoxical to find that it is not a particularly popular or enjoyed game. Board Game Geek, the popular board game Website, reports in 2023 that the average rating for Monopoly by over 33,000 members is just 4.4 out of 10, and is ranked the 23,834th most popular game on the site (Board Game Geek). This is mirrored in academic studies: for example, when examining Orbane’s tenets for a good board game, d’Astous and Gagnon (84) found that players' appreciation of Monopoly was generally low. Not only is appreciation low for the game itself, it is also low for player antics during the game. A 2021 survey found that Monopoly causes the most fights, with 20% of households reporting “their game nights with friends or family members are often or always disrupted by competitive or unfriendly behaviour”, leading to players or even the game itself being banned (Lemore). Clearly Orbane’s tenet that the game “generates fun” is missing here (Orbanes 52). Commentators ask why Monopoly remains the best-selling board game of all time when the game has the “astonishing ability to sow seeds of discord” (Berical). Despite the claims that playing Monopoly causes disharmony, the game does allow for player agency. Perhaps more than any other board game, Monopoly is subjected to ‘house rules’. Buzzfeed reported 15 common house rules that many people think are official rules. In 2014 the official Monopoly Facebook page posted a video claiming that “68% of Americans have never read the official game rules” and that “49% of Americans had admitted to playing with their own ‘house rules’”. A look through these rules reveals that players are often trying to restore the balance of power in the game, or in other words increase the chance that a player can win. Hasbro has embraced these rules by incorporating some of them into the official rules. By incorporating players' amendments to the game, Hasbro can keep the Monopoly relevant. In another instance, Hasbro asked fans to vote on new tokens, which led to the thimble token being replaced with a Tyrannosaurus Rex. This was reversed in 2022 when nostalgic fans lobbied for the thimble’s return. Hasbro has also been an innovator by creating special rules for individual editions: for example, the Longest Game Ever edition (2019) slows players down by using only a single dice and has an extended game board. This demonstrates that Hasbro is keen to innovate and evolve the game to meet player expectations. Innovation and responsiveness to fans is one way that Hasbro has maintained Monopoly’s position as highest-selling board game. The only place the original Monopoly rules seem to be played intact are at the official competitions. Collecting and Nostalgia The characteristics of Monopoly allow for a seemingly infinite number of permutations. The places on the board can be real or fictional, making it easily adaptable to accommodate different environments. This is a factor in Monopoly’s longevity. The number of Monopoly editions are endless, with BoardGameGeek listing over 1,300 versions of the game on its site. Monopoly editions range from collector and commemorative editions to music, television, and film versions, actor-based editions, sports club editions, editions tied to toy franchises, animal lover editions, country editions, city editions, holiday editions, car brand editions, motor bike editions, as well as editions such as Monopoly Space, editions branded to popular confectionary, Ms Monopoly, and Go Green Monopoly. Each of these contain their own unique modifications. The Go Green version includes greenhouses, dice are made from FSC-certified wood from well-managed forests, tokens are made with plant-based plastic derived from sugarcane, a renewable raw material, and players can vie to have monopolistic control over renewable energy firms, solar farms, and bike paths. Licencing agreements allows Hasbro to leverage two sets of popular culture fans and collectors simultaneously: fans of Monopoly and its different versions, and fans of the Monopoly branded collectable, such as the Elvis Collector’s edition and Breaking Bad Monopoly. Apart from licencing, what else explains the longevity of Monopoly? Fred Davis demonstrates that nostalgia is an important sociological phenomenon, allowing consumers to re-imagine the past via iconic items including toys. Generation Y, also known as Millennials or digital natives, a cohort born between 1982 and 1994 who have grown up with technology as part of their everyday lives, are particularly interested in ‘heritage-inspired’ goods (Marchegiani and Phau). These consumers enjoy the past with a critical eye, drawn by the aesthetic properties of nostalgic goods rather than a direct personal connection (Goulding 575). Popular culture items are a site of widespread collecting behaviour (Geraghty 2). Belk argues that our possessions are used to construct our social selves. Collectors are a special kind of consumer: where consumers use and discard goods as needed, collectors engage with goods as special objects to be maintained and preserved (Belk 254), which is often achieved through ritualistic behaviour (McCracken 49). This is not to say that items in a collection are removed from use entirely: often being used in the normal manner, for example, clothing collectors will wear their items, yet take care of them in the a way they see akin to conservatorship (Hackett). Collections are often on display, often using the flexibility of the Internet as showground, as is the case with Neil Scallon’s world record collection of Monopoly’s 3,554 different versions of the game (World of Monopoly). Monopoly has low barriers to entry for a collector, as many sets retail at a low price-point, yet there are a few sets which are very expensive. The most expensive Monopoly set of all time retailed for US$2 million, and the cost was mainly borne out of the luxurious materials used: “the board is made from 23 carat gold, rubies and sapphires top the chimneys of the solid gold houses and hotels and the dice have 42 full cut diamonds for spots” (Guinness World Records "Most Expensive"). Conclusion The recent resurgence in board game popularity has only served to highlight Monopoly’s longevity. Through clever marketing and leveraging of nostalgia and popular culture fandoms, Hasbro has managed to retain Monopoly’s position as the number one board game, in sales figures at least. Despite its popularity, Monopoly suffers from a reputation as a conduit for poor player behaviour, as one person triumphs at the downfall of the other players. The game dynamics punish those whom fortune did not reward. In this regard, Elizabeth Magie’s initial aim of teaching about the unfairness of capitalism can be considered a resounding success. In re-establishing her role as a feminist and inventor at the turn of the century, embraced by progressive left-wingers of the 1930s, her story as much as that of Monopoly is a valuable contribution to modern popular culture. References Atrizton. Board Games Market – Global Outlook & Forecast 2023-2028. 2023. Belk, Russell W. "Collectors and Collecting." Handbook of Material Culture. Eds. Christopher Tilley et al. London: Sage, 2006. 534-45. Berical, Matt. "Monopoly Is a Terrible Game. Quit Playing It." Fatherly 4 Mar. 2020. Birkner, Christine. "Get on Board." Adweek 3-10 Apr. 2017: 7. Board Game Geek. "Monopoly." 2023. Booth, Paul. Game Play: Paratextuality in Contemporary Board Games. Bloomsbury, 2015. Buzzfeed. "15 Monopoly Rules That Aren't Actually Rules: Settled That 'Free Parking' Debate." Buzzfeed 27 Mar. 2014. Carter, Chase. "Tabletop Games Have Made over $1.5 Billion on Kickstarter." Dicebreaker 13 Dec. 2022. D'Astous, Alain, and Karine Gagnon. "An Inquiry into the Factors That Impact on Consumer Appreciation of a Board Game." Journal of Consumer Marketing 24.2 (2007): 80-89. Davis, Fred. Yearning for Yesterday: A Sociology of Nostalgia. New York: Free Press, 1979. Donovan, Tristan. "The Four Board Game Eras: Making Sense of Board Gaming’s Past." Catalan Journal of Communication & Cultural Studies 10.2 (2018): 265-70. Facebook. "Monopoly." 1 Mar. 2023. Farzan, Antonia Noori. "The New Monopoly ‘Celebrates Women Trailblazers,’ But the Game’s Female Inventor Still Isn’t Getting Credit." Washington Post 11 Sep. 2019. Geraghty, Lincoln. Cult Collectors. Routledge, 2014. Goulding, Christina. "Romancing the Past: Heritage Visiting and the Nostalgic Consumer." Psychology and Marketing 18.6 (2001): 565-92. Guinness World Records. "Most Expensive Board Game of Monopoly." 30 Jan. 2023. ———. "Most Popular Board Game." 30 Jan. 2023. Hackett, Lisa J. "‘Biography of the Self’: Why Australian Women Wear 1950s Style Clothing." Fashion, Style and Popular Culture 9.1-2 (2022). Johnson, Angela. "13 Facts about Monopoly That Will Surprise You." Insider 27 June 2018. Landlordsgame. "Landlord's Game History, Monopoly Game History." 2021. Lee, Allen. "The 20 Highest Selling Board Games of All Time." Money Inc 11 Mar. 2023. Lemore, Chris. "Banned from Game Night: ‘Monopoly’ Leads to the Most Fights among Family, Friends." Study Finds 2021. Marchegiani, Christopher, and Ian Phau. "Personal and Historical Nostalgia—a Comparison of Common Emotions." Journal of Global Marketing 26.3 (2013): 137-46. McCracken, Grant. Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities. Bloomington: Indiana UP, 1988. McManus, James. "Do Not Collect $200." New York Times, 2015. 10. Moriarity, Joan, and Jonathan Kay. Your Move: What Board Games Teach Us about Life. Sutherland House, 2019. Orbanes, Phil. "Everything I Know about Business I Learned from Monopoly." Harvard Business Review 80.3 (2002): 51-131. Pilon, Mary. The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game. Bloomsbury, 2015. Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop: Board Game Play and Parenting." Games and Culture 13.3 (2018): 280-300. Statista. "Board Games – Australia." 25 Mar. 2023. ———. "Which of These Classic Board Games Do You Have at Home?" Statista-Survey Toys and Games 2018 (2018). Walker, Damian Gareth. A Book of Historic Board Games. Lulu.com, 2014. Whelan, Michael. "Why Does Everyone Hate Monopoly? The Secret History behind the World's Biggest Board Game." Dicebreaker 26 Aug. 2021. World of Monopoly. "Neil Scallan's World Record List of Official Monopolu Items." 2016.
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