Academic literature on the topic '- Favourite game'

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Journal articles on the topic "- Favourite game"

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Oceja, Jorge, and Natalia González-Fernández. "Estudiantes universitarios y videojuegos: Cultura del medio percibida, uso y preferencias en función del género." education policy analysis archives 28 (April 20, 2020): 66. http://dx.doi.org/10.14507/epaa.28.4181.

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This work analyses the video game culture in terms of perceptions, use, and preferences towards video games for a group of 610 university students, focusing on the impact of gender. The study is quantitative in nature, based on a cross-sectional survey and the subsequent statistical analysis of the data. Results show that students at this stage of life play video games and that they have – to a discernible degree – a video game culture, even though differences exist between men and women. Explanations for these differences, which affect other aspects like the platforms they use and their favourite games, are explored in the final part of the article. It seems that, besides their possibilities as an emergent media, video games are cultural products permeable and embedded in a context of gender inequity. This work aims to be a starting point for designing educational projects and policies that use video games in higher education while taking advantage of the diversity that this media can offer.
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Abinzano, Isabel, Luis Muga, and Rafael Santamaria. "Game, set and match: the favourite-long shot bias in tennis betting exchanges." Applied Economics Letters 23, no. 8 (September 23, 2015): 605–8. http://dx.doi.org/10.1080/13504851.2015.1093074.

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Walker, Alexander C., Martin Harry Turpin, Jonathan A. Fugelsang, and Derek J. Koehler. "Intuition speed as a predictor of choice and confidence in point spread predictions." Judgment and Decision Making 14, no. 2 (March 2019): 148–55. http://dx.doi.org/10.1017/s1930297500003387.

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AbstractPrevious research has revealed that intuitive confidence is an important predictor of how people choose between an intuitive and non-intuitive alternative when faced with information that opposes the intuitive response. In the current study, we investigated the speed of intuition generation as a predictor of intuitive confidence and participant choice in choice conflict situations. Participants predicted the outcomes of several National Basketball Association games, both with and without reference to a point spread. As hypothesized, the faster participants were to predict the outright winner of a game (i.e., generate an intuition) the more likely they were to predict the favourite against the point spread for that game (i.e., endorse the intuitive response). Overall, our findings are consistent with the notion that the speed of intuition generation acts as a determinant of intuitive confidence and a predictor of choice in situations featuring equally valid intuitive and non-intuitive alternatives.
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Veldsman, D. P. "Dobbelary: Om van baie verloorders te maak en van min wenners?" Verbum et Ecclesia 14, no. 2 (July 19, 1993): 305–14. http://dx.doi.org/10.4102/ve.v14i2.1075.

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Gambling: Making losers of many and winners of few?The question of the desirability of legalising gambling in South Africa and the affirmative proposal by the Howard Commission Report (March 1993) to this extent, is critically addressed in this short paper. Gambling, being a game of chance - and certainly already a well established and favourite pastime in South Africa - invites an understanding of the element of chance.
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Lannen, Brian. "International Perspectives: Cat and Mouse." Mathematics Teaching in the Middle School 4, no. 7 (April 1999): 456–59. http://dx.doi.org/10.5951/mtms.4.7.0456.

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Here is a story about “That Favourite Teaching Resource,” which, despite its simplicity, I believe helps address some serious issues in mathematics education. I obtained it from AAMT [Australian Association of Mathematics Teachers], and I am pleased to offer it back to our readers with some feedback on my experience with it. The resource is a game, widely applicable and easy to implement. You could be using it today!
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Toufexis, Jesse. "“Westmount’s Sinai”: Projecting a Jewish Landscape onto Montreal through Fiction." Canadian Jewish Studies / Études juives canadiennes 31 (May 18, 2021): 148–58. http://dx.doi.org/10.25071/1916-0925.40216.

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For Canadian Jewish authors, every peak and every valley, every lake and every island, every forest and every plain, is a potential locus for mythic energy. In this brief article, I wish to offer a glimpse into the implicit means by which Jewish authors project a specifically Jewish landscape onto their surroundings. Through a short study of Chava Rosenfarb’s Edgia’s Revenge and Leonard Cohen’s The Favourite Game, I will explore both authors’ uses of Mount Royal and the Laurentian Mountains as sacred spaces in the tradition of earlier Jewish stories involving mountains and wilderness. These similarities are especially poignant when we consider Cohen and Rosenfarb’s very different experiences of being Jewish in the world—one a wealthy uptown Jew from Montreal and the other a survivor of the Holocaust.Pour les auteurs juifs canadiens, chaque sommet et vallée, chaque lac et île, chaque forêt et plaine, est un lieu potentiel d’énergie mythique. Dans ce bref article, je souhaite offrir un aperçu des moyens implicites par lesquels les auteurs juifs projettent un paysage spécifiquement juif sur leur environnement. À travers une brève étude d’Edgia’s Revenge de Chava Rosenfarb et The Favourite Game de Leonard Cohen, j’explorerai les usages par les deux auteurs du Mont Royal et des Laurentides en tant qu’espaces sacrés dans la tradition d’histoires juives antérieures sur les montagnes et la nature. Ces similitudes sont particulièrement probantes lorsque nous considérons les expériences très différentes de Cohen et Rosenfarb de vivre leur judéité — l’un un juif nanti élevé à Westmount et l’autre une survivante de l’Holocauste.
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Tian, Zhengyu. "Analysis of Two Favorites Based on Tableau." BCP Social Sciences & Humanities 19 (August 30, 2022): 471–77. http://dx.doi.org/10.54691/bcpssh.v19i.1731.

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Recent years have witnessed the boom of the NBA, so there are increasingly more number of people watching and following it, no matter where they come from. And everyone has their own favourite team. Through access to information, it is widely known that the Los Angeles Clippers and the Brooklyn Nets are two favorites to win the game. Due to some reasons such as geographical reasons, “superstar effect” and others, a host of fans recognize that Clippers and Nets will meet in the finals. Additionally, they even believe that the brilliance of the game between the two teams can be beyond expectation. This work aimed to analyze and predict the winner. But there is an old saying, “There are a thousand Hamlets in a thousand people's eyes.” Thus, viewers are subjective to some degree. And most current papers use some machine learning algorithms to judge and predict the trend of the game. However, basketball game changes rapidly. Especially for such popular teams, the performance of the superstars largely determines whether the game can be won or not. This article presents some simpler and clearer aspects based on data visualization to analyze and predict the result. Finally, after analyzing the strength of the overall teams and the superstars, I draw a conclusion that Nets have a relatively large win rate.
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Polcyn, Sylwia. "The evolution of free time throughout history. Video games as a modern leisure activity." Biuletyn Historii Wychowania, no. 38 (October 11, 2019): 187–200. http://dx.doi.org/10.14746/bhw.2018.38.12.

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Against the background of civilizational development, the 21st century appears as a time of great opportunities of self-development and general progress but also as a time of various new leisure activities. Thanks to the society’s prosperity, as a consequence of scientific and technological research as well as technological progress, our lives have been improving on a daily basis, evolving towards “excellence”. A similar evolution has taken place in terms of leisure activities that have been known since antiquity. Some of them have slipped into oblivion, giving way to more interesting and controversial forms of leisure, including computer games. Computer games have become a part of our society; the role they have played in the 21st century is immense. Both children and teenagers are involved in this sort of pastime on a daily basis. To many of them, a day without their favourite game or virtual hero is hard to imagine. When asked about computer games, most adolescents will flood you with information on the subject. To children and teenagers, games are a source of lively colours, sounds and great opportunities. They offer a world beyond a child’s common experience. Games make a child feel needed. Most of all, computer games are more attractive and more easily accessible than other leisure activities.
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Toft-Nielsen, Claus. "Going home again?" MedieKultur: Journal of media and communication research 35, no. 66 (October 22, 2019): 003–17. http://dx.doi.org/10.7146/mediekultur.v35i66.106494.

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Since its release in 2004, World of Warcraft (WoW) has regularly changed the game and the play experience in signifi cant ways. Recently, Blizzard, the developer of WoW, announced the upcoming game WoW Classic: “an authentic, Blizzard-quality classic experience”. Drawing on interviews with adult WoW fans and gamers, the article examines the game as an ‘aff ective space’ (Hills, 2002) of fandom that cannot be separated from the fan narratives and experiences it mediates. A key component in this aff ective space is the notion of fan nostalgia. The nostalgic relationship between a fan and a favourite text is often imbued with an imagined history, conjoining aff ect and meaning, belief and knowledge, and making nostalgia “both a way of knowing worlds – and a discourse of knowledge” (Radstone, 2010, p. 188). The article traces diff erent and often contradictory modes of fan nostalgia connected to WoW, such as tactile feelings of technostalgia (Bolin, 2015), deeply personal and anchoring types of nostalgia in the form of totemic objects (Proctor, 2017), manifested through fan practices of collecting digital items and souvenirs (Geraghty, 2014), and interwoven with desirable and appropriate self-identity and self-narrative (Williams, 2014). In reading these modes of nostalgia, the article argues that they ultimately function as a sort of ‘homecoming’, as the gamers’ many different experiences of the game and media texts surrounding the game all come together as complex attempts of memory work, creating the possibility of establishing a home within their fandom.
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Rivals, F., S. Kacimi, and J. Moutoussamy. "Artiodactyls, favourite game of prehistoric hunters at the Caune de l?Arago Cave (Tautavel, France). Opportunistic or selective hunting strategies?" European Journal of Wildlife Research 50, no. 1 (March 1, 2004): 25–32. http://dx.doi.org/10.1007/s10344-003-0030-z.

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Dissertations / Theses on the topic "- Favourite game"

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Wright, Wendy Ella. "Intangible gifts : a novel with accompanying exegesis ’Japan, the love story and myself’." Thesis, 2007. http://hdl.handle.net/2440/61983.

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Title page, table of contents and abstract only. The complete thesis in print form is available from the University of Adelaide Library.
The story is set in a small Australian city where there are strong undercurrents of religious and racial discrimination. Rosanna, the protagonist, narrates her life through fragments of memory, drawing upon her experience as a child and young woman in Australia and Japan. Her understanding of home is a major theme in the novel.
Thesis (Ph.D.) -- University of Adelaide, School of Humanities, 2007
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Books on the topic "- Favourite game"

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Cohen, Leonard. The favourite game. Toronto: McClelland and Stewart, 1994.

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Cohen, Leonard. The favourite game. Toronto, Ont: McClelland and Stewart, 1994.

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Cohen, Leonard. The Favourite Game. Glasgow: HarperCollins, 2009.

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Cohen, Leonard. The favourite game. Toronto: M&S, 2000.

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Cohen, Leonard. The favourite game ; Beautiful losers: The novels. Toronto: McClelland & Stewart, 2009.

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Barry, Sheila Anne. 101 favourite card games for one. London: Magpie Books, 1996.

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A "favourit" game: Cricket in south Wales before 1914. Cardiff: University of Wales Press, 1992.

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Daniel, King. Games: From backgammon to blackjack : learn to play the world's favourite games. London: Kingfisher, 2003.

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Games: From backgammon to blackjack : learn to play the world's favourite games. London: Kingfisher, 2005.

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Pierce, Martin. Seek and find Bible mazes: Favourite Bible stories. Adelaide: Openbook Publishers, 1998.

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Book chapters on the topic "- Favourite game"

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Centieiro, Pedro, Teresa Romão, and A. Eduardo Dias. "Applaud Having Fun: A Mobile Game to Cheer Your Favourite Sports Team." In Lecture Notes in Computer Science, 1–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34292-9_1.

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"Favourite characters, favourite survivors." In Watching Game of Thrones. Manchester University Press, 2021. http://dx.doi.org/10.7765/9781526152183.00008.

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"The significance of favourite character choices." In Watching Game of Thrones. Manchester University Press, 2021. http://dx.doi.org/10.7765/9781526152183.00009.

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Dynes, Robin. "Favourite Things." In Memory Games for Groups, 27. Routledge, 2018. http://dx.doi.org/10.4324/9781315174105-19.

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"My Three Favourite Animals." In Mind Games, 9. Oxford, UK: Wiley-Blackwell, 2011. http://dx.doi.org/10.1002/9781444327960.ch5.

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Dynes, Robin. "My Favourite Achievement." In Memory Games for Groups, 19. Routledge, 2018. http://dx.doi.org/10.4324/9781315174105-11.

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Jong, Morris S. Y., Junjie Shang, and Fong-lok Lee. "Constructivist Learning Through Computer Gaming." In Advances in Distance Education Technologies, 207–22. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-934-2.ch014.

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Apart from the ability of computer games to make learning more interesting, a number of researchers and educators have been exploring other educational potentials of computer games. In parallel with the advancement of computer and information technology and the advocacy of constructivism in education, the issue of harnessing computer games to create new constructivist learning opportunities has received attention in both education and game research domains. This chapter is aimed at giving an introduction to computer game-based learning. Besides discussing computer games’ intrinsic educational traits favouring constructivist learning from different perspectives, the authors also review a number of instances of two recent foci in the game-based learning domain. The first one is education in games that involves the adoption of existing recreational games in the commercial market for educational use. The second is games in education that entails designing and developing educational games articulated with different constructivist learning paradigms or pedagogical approaches.
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Colls, Robert. "Moderns." In This Sporting Life, 234–77. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198208334.003.0009.

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Chapter 8 examines the zeal for Association Football as the game moderns play. It starts by leaving the playing fields of Eton to describe an altogether different sort of sporting life on the streets of industrial Britain. Jack London remarked in People of the Abyss (1902) that a whole new sub race had grown up there, ‘the pavement people’ he called them, and although he doesn’t mention it, they were playing football far more than they were suffering from racial degeneration. For many working-class boys, football was a passion, their first craze, like rock n’ roll it was a way of feeling free in another otherwise hostile environment. Football for the workers was released by the factory acts in 1853 and by the 1880s it was an integral part of ‘the weekend’—a consumer economy that ushered in a new kind of urban life. Boys played football almost anytime anywhere. The chapter asks why the girls wouldn’t, or couldn’t. In the 1960s Arthur Hopcraft said football was ‘inherent in the people’ and so it was. Along with cinema, dancing, and popular music, it created new liberties and belongings. England won the World Cup in 1966. This was the pinnacle of footballing achievement by a class and a country that had given the world its favourite sport. Very soon after however, British football was in the doldrums, and it was violence that seemed inherent now.
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Melville, Herman. "Chapter X." In The Confidence-Man. Oxford University Press, 2008. http://dx.doi.org/10.1093/owc/9780199554850.003.0011.

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Stools, settees, sofas, divans, ottomans ; occupying them are clusters of men, old and young, wise and simple; in their hands are cards spotted with diamonds, spades, clubs, hearts; the favourite games are whist, cribbage, and brag. Lounging in arm-chairs or sauntering among the...
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Gallardo-Vigil, Miguel Ángel, María de Fátima Poza-Vílches, and María Teresa Pozo-Llorente. "The Use of the Escape Room as a Methodology for the Development of Professional Skills in the Training of Future Teachers." In Advances in Game-Based Learning, 280–302. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8645-7.ch014.

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Faced with the new educational context that is emerging at this time in history, marked by a global pandemic, the learning and application of active methodologies where the teacher is not the only active agent in socio-educational activities is becoming key. Given this novel context, this chapter tries to outline how an escape room can be used as a strategy in the training of future teachers for the development of socio-emotional, sustainable, and multi-intelligence approaches, all currently necessary and essential elements of the professional development of this new generation of teachers in training. There is no doubt that the experience described in this chapter shows the applicability of these types of active methodologies in the classroom, since as defended in the document, it not only favours the motivation of students, but also the acquisition of certain skills and abilities, as well as the consolidation of theoretical content linked to the subject in which it is applied, thus favouring their future application when they become practising teachers.
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Conference papers on the topic "- Favourite game"

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Rutsinskaya, Irina, and Galina Smirnova. "TEA PARTIES IN RUSSIAN PAINTING IN THE SECOND HALF OF THE NINETEENTH – BEGINNING OF THE TWENTIETH CENTURY: REFLECTIONS OF EVERYDAY LIFE AND SOCIAL HISTORY." In NORDSCI Conference Proceedings. Saima Consult Ltd, 2021. http://dx.doi.org/10.32008/nordsci2021/b1/v4/33.

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"Tea in Russia is not only the drink loved by millions of people but also a national symbol closely and inseparably connected with Russian culture. The dominance of realism in Russian fine art in the second half of the nineteenth – beginning of the twentieth century gave birth to the widespread popularity of genre painting which started playing a very special role in the country. It is not surprising that tea parties became common themes in these works. Over a cup of tea, the characters in the paintings perform everyday activities: chatting, contemplating, indulging in memories, while taking the opportunity to enjoy their favourite drink. Paintings are a unique and rarely used source for social history and culture studies as they allow us not only to reconstruct the everyday life of past eras, but also to study how contemporaries saw, perceived, and evaluated a variety of everyday practices. The research undertaken is descriptive and analytical with reference to the principles of historicism, academic reliability and objectivity that help to determine important trends and patterns and characterize the various social phenomena and developments that took place in Russia during the period under study. Unlike Western European painting, the representation of tea ceremonies on the canvases of Russian artists romanticizes both the philosophical aspect and the harmonizing function of the ceremony, but at the same time focuses attention on social issues, which obviously reflects the specifics of national consciousness. The present research is based on the analysis of eighty-two genre painting works by Russian artists (among them there are the well-known ones by: Ivan Bogdanov, Vasiiy Makovsky, Konstantin Makovsky, Vasily Perov, Konnstantin Korovin, etc.). They not only provide the audience with information about different aspects of everyday culture in Russia from the second half of the nineteenth to the beginning of the twentieth century but also trace the trends in the development of public consciousness and help to determine the main social problems that characterize the historical period and the attitude of society to them. The process of the democratization of society in the second half of the nineteenth century is reflected in the depiction of the ambiguous relationship between society and the church. The canvases draw attention to the place of tradition in the life of an individual and a family, the changing social role of the nobility which exemplifies the passing era, increasing interest in the way of life of the intelligentsia, and creating the image of the merchant as a new social class with a specific culture. At the beginning of the twentieth century, the nostalgic description of the tea party as a symbol of a bygone era of prosperity and a lost past prevails."
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