Academic literature on the topic 'Spectator Games'

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Journal articles on the topic "Spectator Games"

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Patibanda, Rakesh, Aryan Saini, Nathalie Overdevest, Maria F. Montoya, Xiang Li, Yuzheng Chen, Shreyas Nisal, et al. "Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (September 29, 2023): 769–802. http://dx.doi.org/10.1145/3611049.

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Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.
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Crossman, Jane E. "Age of Spectators as a Factor Influencing Behavior at Minor League Hockey and Baseball Games." Perceptual and Motor Skills 62, no. 2 (April 1986): 639–48. http://dx.doi.org/10.2466/pms.1986.62.2.639.

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To assess the behavior of 10 age groups of spectators while viewing children's minor league hockey and baseball games the behavior of 272 (males = 142, females = 130) randomly selected hockey spectators and 90 (male = 46, female = 44) randomly selected baseball spectators was assessed on the Spectator Observation Code. The predominant behavior emitted during each 10-sec. observation interval was recorded. During each session, three subjects were observed in serial order for the duration of the hockey or baseball game. Data were analyzed by one-way analysis of variance and Newman-Keuls comparison tests. Significant differences existed for some spectator behaviors when the age of spectator varied.
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Evaggelinou, Christina, and Dimitris Grekinis. "A Survey of Spectators at the International Stoke Mandeville Wheelchair Games." Adapted Physical Activity Quarterly 15, no. 1 (January 1998): 25–35. http://dx.doi.org/10.1123/apaq.15.1.25.

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Disability sport provides a setting in which attributes, practices, and beliefs of spectators can be examined. The Spectator Questionnaire (SQ) was used to collect data on 114 of the spectators attending the 1993 International Stoke Mandeville Wheelchair Games (ISMWG). Most spectators (96%) were not athletes in the games, and only 24% were relatives of athletes with disabilities. Spectators were attending the games primarily to encourage athletes in their efforts and to learn more about wheelchair sports. Spectators indicated they would prioritize their time to view wheelchair sports on television. Studying spectators at carefully organized wheelchair sport events may provide useful information that can be used in other settings, such as in the development and implementation of programs to facilitate the inclusion of people with disabilities in mainstreamed environments.
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Markwell, Logan T., Andrew J. Strick, and Jared M. Porter. "No Fans, No Problem: An Investigation of Audience Effects on Shooting Performance in Professional Basketball." Journal of Motor Learning and Development 10, no. 1 (April 1, 2022): 212–23. http://dx.doi.org/10.1123/jmld.2021-0014.

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Sports, along with nearly all facets of life, have been impacted by the COVID-19 pandemic. The National Basketball Association quickly adopted a unique method to finish the 2019–2020 regular season and playoffs. The entire league quarantined for months in what was known as the “NBA bubble” where games were played in spectator-less arenas. During this time, increases in shooting accuracy were reported, suggesting that free throws and field goals were made at record-breaking levels. This study examined differences in free throw shooting accuracy with and without spectators. Archival data were retrieved and analyzed to evaluate the potential differences. Free throw shooting accuracy with and without spectators were examined in multiple analyses. Our examination revealed free throw percentages were significantly greater in spectator-less arenas compared with the 2018 and 2019 seasons with spectators. Changes of the environmental characteristics, due to spectator-less arenas, were likely contributors to the improved free throw phenomenon reported in this study.
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Brissette-Gendron, Raphaëlle, Pierre-Majorique Léger, François Courtemanche, Shang Lin Chen, Marouane Ouhnana, and Sylvain Sénécal. "The Response to Impactful Interactivity on Spectators’ Engagement in a Digital Game." Multimodal Technologies and Interaction 4, no. 4 (December 4, 2020): 89. http://dx.doi.org/10.3390/mti4040089.

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As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators’ engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact on engagement via arousal measures were analyzed. Spectator influence on the game was accomplished via smartphone, where 78 participants put in different audience compositions (alongside friends or strangers) were tested. We found that when the spectators had an impact on the game, higher levels of emotional arousal were recorded, which generated an increase in engagement. These results provide a suggestion of design that could be used by game designers who wish to engage their spectatorship, a segment of their target market that is becoming impossible to ignore.
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Schreyer, Dominik, Sascha L. Schmidt, and Benno Torgler. "Game Outcome Uncertainty in the English Premier League." Journal of Sports Economics 19, no. 5 (November 15, 2016): 625–44. http://dx.doi.org/10.1177/1527002516673406.

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Despite the increasing internationalization of marketing activities by professional sporting clubs, previous research exploring the role of game outcome uncertainty (GOU) in spectator demand has been exclusively conducted within national contexts. As a consequence, very little is known about the preferences of international television (TV) spectators watching games from abroad. Hence, this study analyzes all 571 English Premier League (EPL) games broadcast in Germany between the seasons 2011-2012 and 2015-2016 in order to explore whether TV demand for transnational football games is affected by GOU. In line with the prominent uncertainty of outcome hypothesis, the results of this analysis reveal a significant and positive relation between German EPL demand and GOU. This result, however, is not consistent for male and female spectators.
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Crossman, Jane E. "Spectators' Behavior at Minor League Hockey Games: An Exploratory Study." Perceptual and Motor Skills 63, no. 2 (October 1986): 803–12. http://dx.doi.org/10.2466/pms.1986.63.2.803.

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The purpose of this study was to assess the behavior of spectators viewing minor league hockey in Thunder Bay, Ontario, Canada. The behavior of 272 (142 men, 130 women) randomly selected spectators was assessed using a special code. Spectators were observed for 10-sec. time blocks and the predominant behavior they were emitting was recorded. During each observation session, three subjects were observed in serial order for the duration of the hockey game. Significant differences were found for some behaviors of the spectators when the level of the athletes in the competition, the importance of the contest, and the sex of the spectator were considered. Spectators viewing hockey played at older ages (Bantam, Midget) watched the game more and were more negative toward the athletes. Spectators seemed to be more attentive to the game during houseleague games than to tournament and play-off games. Males tended to watch the game more than females who interacted with other spectators. The findings did not support the popular notion that spectators viewing minor league hockey are a verbally abusive group.
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Bowker, Anne, Belinda Boekhoven, Amanda Nolan, Stephanie Bauhaus, Paul Glover, Tamara Powell, and Shannon Taylor. "Naturalistic Observations of Spectator Behavior at Youth Hockey Games." Sport Psychologist 23, no. 3 (September 2009): 301–16. http://dx.doi.org/10.1123/tsp.23.3.301.

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The purpose of the current study was to conduct an examination of spectator (i.e., parental) behavior at youth hockey games in a large Canadian city. Using naturalistic observation methods, an event sampling procedure was used to code spectators’ comments. Of specific interest were the type of remarks made, who made them (i.e., males versus females), the intensity of those remarks and whether they varied by child age, gender, and competitive level. We were also interested in whether the majority of onlookers’ comments were actually directed at the players, on-ice officials, or fellow spectators. Five observers attended 69 hockey games during the 2006–2007 hockey season. There was a significant variability in the number of comments made, with an average of 105 comments per game. The majority of the comments were generally positive ones, directed at the players. Negative comments, although quite infrequent, were directed largely at the referees. Females made more comments than did males, although males made more negative and corrective comments, and females made mostly positive comments. Comments varied significantly as a function of gender and competitive level. Proportionally more negative comments were made at competitive, as opposed to recreational games. An interaction was found for female spectators as their comments varied as a function of both the competitive level and the gender of the players. Results of this study are in direct contrast to media reports of extreme parental violence at youth hockey games, and provide unique information about the role of parental involvement at youth sporting events.
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Lee, Hyun-Woo, Heetae Cho, Emily M. Newell, and Woong Kwon. "How multiple identities shape behavioral intention: place and team identification on spectator attendance." International Journal of Sports Marketing and Sponsorship 21, no. 4 (May 25, 2020): 719–34. http://dx.doi.org/10.1108/ijsms-09-2019-0097.

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PurposeThe purpose of this study was to investigate the complexity of how spectators' multiple identities influence their behavioral intention. Specifically, the authors examined the effects of spectators' place identification, team identification and an interaction effect on attendance intention using social identity complexity framework.Design/methodology/approachData were collected from spectators attending professional baseball games in South Korea. While 550 questionnaires were returned, 475 (86.36%) were used in the analysis after excluding incomplete responses. The research model was tested using latent moderated structural equations modeling.FindingsResults indicated place identification only influenced attendance intentions through an interaction effect, while team identity directly affects attendance intention. Highly identified sport consumers intended to attend future games regardless of place identification, while the sense of love for the team's home region motivated low-identified sport consumers more to attend future games.Originality/valueThe findings of this research led to understanding the relationships between multiple identities and behavioral intention and provided the spectator sport industry with valuable strategies to manage their sport consumers.
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Bennett, Richard M., and Kurt Swensson. "Spectator Live Loads during Football Games." Journal of Structural Engineering 123, no. 11 (November 1997): 1545–47. http://dx.doi.org/10.1061/(asce)0733-9445(1997)123:11(1545).

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Dissertations / Theses on the topic "Spectator Games"

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O'Neil, Daniel Arthur. "An integrated decision support system for spectator transportation planning for the 1996 Summer Olympics." Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/24540.

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Shobian, Mohanned Sameer Jr. "Factors Affecting Spectators' Decision in in Attending Minor League Baseball Home Games." Cleveland State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=csu1486481839641167.

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Tseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.

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Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice.
Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
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Olguin, Jidebom Isabel, and Elizabeth Zhang. "Ambush Marketing From a Swedish Consumer Perspective : Spectators and Fanatics Opinion Towards companies' ´Free Riding´Strategy." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-12737.

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Wherever we go, marketing is all around us. Sport events are no exception. Sport events have during the last years become a platform and a communication tool for marketing companies. The major reason for the increasing attraction of sport games is because of its’ enormously attraction of audience. A company that uses sport games in order to market itself is usually a sponsor for a sport association or team. A sponsoring company is provided with the opportunity to associate itself with a team and/or a game. Sponsoring and non-sponsoring companies utilize the amount of audience to reach as many customers as possible. The sponsoring companies need to pay a sponsorship fee. The non-sponsoring companies free ride at the expense of the sponsors, by not paying any fees. The ambushing companies aim, is to draw the consumers’ attention away from the sponsors and onto themselves. The purpose of this research is to study the consumers’ acceptance regarding marketing from non-sponsoring companies in sport games. It is interesting to study a consumer perspective of ambush marketing since the research field is not very explored. A qualitative study with quantitative elements has been used in order to capture the consumers’ opinions. The method used resulted in comprehensive findings. The results show distinct differences within the quantitative and the qualitative findings. The conclusion of this research is that consumers somehow accept the free riding strategy. Consumers believe that they do not lack knowledge regarding sponsoring companies. However, the consumers may lack knowledge concerning the harm ambush marketing causes the sponsoring companies.
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Oh, Miyoung. "Sport spectacle, globalisation and nation : a case study of South Korean women's narratives of the 2004 Olympic Games and the 2006 FIFA World Cup." Thesis, University of Roehampton, 2007. https://pure.roehampton.ac.uk/portal/en/studentthesis/sport-spectacle-globalisation-and-nation(4b4ae300-25c7-4fc1-8841-e50938b6431d).html.

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This research interrogates South Korean women’s gender, ethnic and national identity construction revealed through sport spectacle. Two phases of the interviews were conducted for the research: focus group interviews during the 2004 Athens Olympics and individual interviews between March and April 2005, the period of the final qualifying stage for the 2006 FIFA World Cup. Newspaper extracts on the Olympics and the football matches were presented in the interviews. The analysis of the women’s identity construction was contextualized in relation to South Korea’s socio-cultural, historical and political networks. Globalisation provides the overall framework for the research. Globalisation has dramatically transformed the way people construct their relations to themselves, others and their nation. The research explored how the interviewed women produced and reproduced the meanings and values of the sport events and sport games in search for a sense of security and certainty in the ever-shifting global context. Their struggles to ‘live’ in the new social milieu, a process of reterritorialisation, were also analysed. Moreover, the women’s relationships with North Korea were examined based on the concepts of the ethnic identity and also of the nation as a historical community with shared culture, tradition and history. Although infamously labeled internationally as part of the ‘axis of evil’, North Korea provided a source of ambiguous identity to the interviewees. The women’s perceptions of Japan, South Korea’s old enemy, were also investigated around the themes of postcolonial identities. In addition, the research demonstrated the women’s gendered perceptions of sportswomen and sportsmen and an idea of nationhood represented by them.
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Comeau, Troy O. "Fantasy football participation and media usage." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4726.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 31, 2008) Vita. Includes bibliographical references.
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Talero, Álvarez Paula. "WHY KATNISS EVERDEEN IS OUR FAVORITE FEMINIST – AN ANALYSIS OF THE HEROINE OF THE HUNGER GAMES FILM SAGA AND HER RECEPTION BY YOUNG FEMALE SPECTATORS." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5583.

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THROUGH THE FIGURE OF FICTIONAL CHARACTER KATNISS EVERDEEN, THIS DISSERTATION STUDIES HOW THE FILM INDUSTRY SIMULTANEOUSLY ENTRENCHES AND DISRUPTS GENDER, SEXUAL, AND RACIAL NORMATIVITIES. THE PROJECT USES TEXTUAL ANALYSIS AND PARTICIPANT RESEARCH TO ANALYZE HOW THE FILMS AND NOVELS OF THE HUNGER GAMES SAGA ENCAPSULATE BOTH DOMINANT AND ALTERNATIVE CONCEPTIONS RELATED TO FEMININITY, MASCULINITY, WOMANHOOD, AND MOTHERHOOD. IT ALSO EXPLORES IF AND HOW THE FEMALE HEROINE CAN BE READ AS FEMINIST AND PRODUCES A SENSE OF EMPOWERMENT. I CONCLUDE THAT ALTHOUGH THE INDUSTRY IS PRODUCING NEW MODELS OF WOMANHOOD THAT CHALLENGE TRADITIONAL GENDER ROLES, IT STILL PERPETUATES ROMANTIC IDEALS AND IDEALIZES THE HETEROSEXUAL NUCLEAR FAMILY AS THE ULTIMATE PATH TO FULFILLMENT FOR WOMEN. THE RESULTS OF THE PARTICIPANT RESEARCH SHOW THAT WHILE YOUNG WOMEN ARE CRITICAL OF CERTAIN ASPECTS OF THE SAGA, OVERALL THEY VALUE HAVING STRONG FEMALE CHARACTERS IN FICTION TO WHOM THEY CAN RELATE.
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Wilson, Shana M. "The Relationship between Superstitious Behaviors of Sports Fans, Team Identification, Team Location, and Game Outcome." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1056.

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The present study examined how a fan's desire to participate in superstitious behaviors depends on team identification, team location, and game outcome. The study is a 2 (team identification: high vs. low) x 2 (game outcome: close game vs. blowout) x 2 (location of team: local vs. distant) between subjects factorial design. Participants for the current study included 234 students, recruited from undergraduate psychology classes at Western Kentucky University. Participants completed the Sport Spectator Identification Scale, read a randomly assigned vignette differing in team location and game outcome, and filled out the Superstition Questionnaire to measure their desire to complete superstitious behaviors based on the vignette. They also filled out the Desirability of Control Scale, and the Depression Anxiety Stress Scales to account for the possible covariates of desirability of control and anxiety level. An analysis of the covariates showed that there were no significant correlations between desirability of control or anxiety level and the desire to complete superstitious behaviors. Results indicated that highly identified fans reported wanting to perform more superstitious behaviors than low identified fans. However, no main effect was found for game outcome or team location, and there were no interactions. This finding reiterated the importance of team identification and its effects on the fan. The study also brought new variables to the table, game type and team type, that could be used in future research.
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Caron, Elsa. "L'école du spectateur en français langue étrangère. Pratiques créatives du langage dans le rapport à la théâtralité." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEN022.

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Démarche d’accompagnement au spectacle vivant, l’école du spectateur incite à appréhender le théâtre comme une pratique artistique vivante à travers la représentation. Le travail proposé dans cette recherche envisage le spectateur dans son rapport à la langue étrangère dans l’expérience de la théâtralité. Il s’agit de comprendre comment la langue des apprenants se construit dans la confrontation avec les langages de la scène. Dans un premier temps, nous situons l’école du spectateur en tant que pratique de la théâtralité envisagée comme ce qui fait la spécificité de l’énonciation théâtrale, nous en définissons les enjeux pour un apprentissage de la langue étrangère. Notre cadre méthodologique confronte perspective interactionniste dans la réception collective des pièces, analyse du discours et de la gestuelle, notamment dans le jeu dramatique. Nos analyses montrent comment les apprenants s’approprient le spectacle en le co-reconstruisant dans les interactions et en s’appuyant sur une forme de mémoire collective. Nous envisageons ensuite le rôle des émotions et des perceptions dans la réception ainsi que dans la construction de langages pluriels, soulignant la relation esthétique qui s’instaure avec les spectacles. Nous analysons dans quelle mesure la subjectivité de l’apprenant se construit, notamment à travers les phénomènes d’identification. L’école du spectateur est enfin envisagée comme lieu d’exploration et d’expérimentation des langages dans le retravail créatif du texte scénique, travail qui fait émerger une troisième voix dans le croisement de différentes formes d’énonciation, créant des procédés d’interdiscursivité produits par la réception toujours active des spectacles
Considered as a tool to understand living performance, the school of the spectator encourages participants to apprehend drama as a living artistic practice through representation. This work considers the spectator in his or her relation to the foreign language through the experiment of theatricality. The targeted language of learners builds up through the confrontation with the languages of the stage. First, we define the school of the spectator as a practice of theatricality considered as the specificity of theater enunciation, the issues are then considered within the context of French as a foreign language acquisition. Our methodology confronts interactionist perspectives in the collective reception of plays, discourses and gestures analysis, in particular in dramatic play. The study demonstrates how the learners take ownership of the performance by co-rebuilding it through interactions and by leaning on a form of collective memory. We then examine the role of emotions and perceptions in the reception and construction of several languages, underlining the aesthetic relationship built between participants and the performances. We analyze how the subjectivity of learners grows, especially through the identification process. Finally, the school of the spectator is considered as a place for the exploration and experimentation of languages through the creative re-working of the scenic language. This practice allows a third voice to emerge in the crossing of various forms of enunciation, creating interdiscursivity processes produced by the always active reception of performances by spectators
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Nourse, Howard Francis. "A process for determining the influence of television advertising, promoting game attendance for a specific Division I women's basketball program, upon individual spectator decisions to attend a home contest at that institution /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487267546981021.

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Books on the topic "Spectator Games"

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Games, Commonwealth, ed. Official spectator guide: 2002 Manchester Commonwealth Games. [Manchester: Manchester City Council?, 2002.

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Bennett, Colin J. Security games: Surveillance and control at mega-events. New York: Routledge, 2011.

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Sweeney, Eamonn. The road to Croker: A GAA fanatic on the championship trail. Dublin: Hodder Headline, 2004.

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Forichon, Sylvain. Les spectateurs des jeux du cirque à Rome (du Ier siècle a.C. au VIe siècle p.C.): Passion, émotions et manifestations. Bordeaux: Ausonius éditions, 2020.

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N, Ferguson Rebecca, and MacNee Marie J, eds. The Olympic factbook: A spectator's guide to the summer games. Detroit: Visible Ink Press, 1996.

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Connors, Martin. The Olympic factbook: A spectator's guide to the winter games. Edited by Connors Martin. Detroit: Visible Ink, 1994.

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Cantor, George. The Olympic factbook: A spectator's guide to the Winter Games. Detroit: Visible Ink Press, 1998.

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MacNee, Marie J. The Olympic factbook: A spectator's guide to the summer games. Detroit: Visible Ink Press, 1995.

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Martin, Connors, Dupuis Diane L, and Morgan Brad, eds. The Olympics factbook: A spectator's guide to the winter and summer games. Detroit: Visible Ink, 1992.

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Hart, Paul 't. Het Heizeldrama: Rampzalig organiseren en kritieke beslissingen. Alphen aan den Rijn: Samsom H.D. Tjeenk Willink, 1988.

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Book chapters on the topic "Spectator Games"

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Dolan, Jill. "The Hunger Games." In The Feminist Spectator in Action, 84–91. London: Macmillan Education UK, 2013. http://dx.doi.org/10.1007/978-1-137-03291-1_15.

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Horton, Matthew, Janet C. Read, and Christopher Willitts. "InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games." In Lecture Notes in Computer Science, 97–116. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50164-8_7.

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Wang, Yixi, and Xinwei Chang. "Enticing Spectators into Playing: How to Improve the Spectator Experience in Commercial Games Streaming." In HCI International 2021 - Posters, 196–204. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78645-8_25.

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Zhang, Zhigang, Hao Luo, and Zi Zheng. "Research on the Quantization of User Experience of Spectator Mode in Moba Games." In Lecture Notes in Computer Science, 133–42. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_11.

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Woodward, Kath. "Spectacles and Spectators." In Sex Power and the Games, 100–121. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137023049_5.

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Papakonstantinou, Zinon. "Games, spectators and communal identities." In Sport and Identity in Ancient Greece, 62–88. Abingdon, Oxon ; New York : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315610405-3.

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Wakefield, Kirk L., and George W. Stone. "Why Do Spectators Go to the Game?" In Proceedings of the 1994 Academy of Marketing Science (AMS) Annual Conference, 61. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-13162-7_15.

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Herrewijn, Laura, and Sven Charleer. "Power to the Spectator: Towards an Enhanced Video Game Stream Discovery Experience." In Communications in Computer and Information Science, 349–60. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49368-3_22.

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Lankes, Michael, Daniel Rammer, and Bernhard Maurer. "Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games." In Entertainment Computing – ICEC 2017, 310–21. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66715-7_34.

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Anthony, Miki Nørgaard, Byung-Chull Bae, and Yun-Gyung Cheong. "Comparison of Narrative Comprehension between Players and Spectators in a Story-Driven Game." In Interactive Storytelling, 208–11. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12337-0_22.

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Conference papers on the topic "Spectator Games"

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Olarewaju, Oluseyi, Athanasios V. Kokkinakis, Simon Demediuk, Justus Roberstson, Isabelle Nölle, Sagarika Patra, Daniel Slawson, et al. "Automatic Generation of Text for Match Recaps using Esport Caster Commentaries." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101810.

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Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as the basis of novel text-based spectator experiences. We present a study that investigates if users perceive text generated by the NLG system as an accurate recap of highlight moments. We also explore how the text generated supported viewer understanding of highlight moments in two scenarios: i) text as an alternative way to spectate a match, instead of viewing the main broadcast; and ii) text as an additional information resource to be consumed while viewing the main broadcast. Our study provided insights on the implications of the presentation strategies for use of text in recapping highlight moments to Dota 2 spectators.
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Austin, Haley, Abigail Freed, Alexandra Labus, Brendan Lynch, Joseph Mastrullo, Julia Sharff, and Robert J. Riggs. "A Systems Approach to Improving the Spectator Experience at Collegiate Football Games." In 2023 Systems and Information Engineering Design Symposium (SIEDS). IEEE, 2023. http://dx.doi.org/10.1109/sieds58326.2023.10137886.

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Roy, B. C., and R. Ekambaram. "Condition assessment, rehabilitation and upgradation of stadia in Delhi using modern technology." In IABSE Congress, Ghent 2021: Structural Engineering for Future Societal Needs. Zurich, Switzerland: International Association for Bridge and Structural Engineering (IABSE), 2021. http://dx.doi.org/10.2749/ghent.2021.1761.

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<p>India organized the Commonwealth Games in New Delhi in 2010 for which some new stadia were built while some others were renovated. Delhi organized the Asian Games in 1982 successfully building new stadiums. The intervening period of over 25 years had witnessed major advancement in sports technology. Upgrading the stadia using advanced assessment methods and satisfy more stringent requirements were major challenges to ensure that their service lives are extended and that they remain versatile.</p><p>The stadia remodelled/retrofitted were Jawaharlal Nehru Stadium (JNS), Dr. S. P. Mukherjee Swimming Pool Complex, (SPM), Indira Gandhi Indoor Stadium Complex (IG), and Major Dhyan Chand Stadium. In JNS, the centrepiece of the Games, the open spectator stands needed to be covered accommodating the constraints imposed by the existing playing field. SPM, which was open to sky, required an indoor facility. The IG indoor stadium, hosting gymnastics, required major repair and retrofitting. The paper details these efforts</p>
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Roy, B. C., and R. Ekambaram. "Condition assessment, rehabilitation and upgradation of stadia in Delhi using modern technology." In IABSE Congress, Ghent 2021: Structural Engineering for Future Societal Needs. Zurich, Switzerland: International Association for Bridge and Structural Engineering (IABSE), 2021. http://dx.doi.org/10.2749/ghent.2021.1761.

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<p>India organized the Commonwealth Games in New Delhi in 2010 for which some new stadia were built while some others were renovated. Delhi organized the Asian Games in 1982 successfully building new stadiums. The intervening period of over 25 years had witnessed major advancement in sports technology. Upgrading the stadia using advanced assessment methods and satisfy more stringent requirements were major challenges to ensure that their service lives are extended and that they remain versatile.</p><p>The stadia remodelled/retrofitted were Jawaharlal Nehru Stadium (JNS), Dr. S. P. Mukherjee Swimming Pool Complex, (SPM), Indira Gandhi Indoor Stadium Complex (IG), and Major Dhyan Chand Stadium. In JNS, the centrepiece of the Games, the open spectator stands needed to be covered accommodating the constraints imposed by the existing playing field. SPM, which was open to sky, required an indoor facility. The IG indoor stadium, hosting gymnastics, required major repair and retrofitting. The paper details these efforts</p>
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Galvanovskis, Agris, Pauls Gustavs Miglinieks, and Rihards Parandjuks. "Impact of Sound on the Performance of Basketball Free Throw." In 80th International Scientific Conference of the University of Latvia. University of Latvia Press, 2022. http://dx.doi.org/10.22364/htqe.2022.76.

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Various factors determine the quality of basketball and the overall result. The game consists of different situations – three-point shots, rebounds, and many more. In intense games, free throws play a decisive role in determining the winning team. The player has the opportunity to prepare for their performance. Due to the global Covid-19 pandemic, many basketball games occur without spectators and, therefore, without additional noise. The study’s authors analyzed the statistics of free throws in Euroleague and National Basketball Association games – with and without spectators. The study’s authors emphasize significant trends in exploring the world’s strongest leagues. The accuracy of tree throws better in games when the presence of visitors is not allowed. The presented free throw statistics confirm that the players could take a free throw better without additional psychological stress. A pilot study with ten respondents was also conducted. As part of this, the basketball players took free throw shots with and without an additional external sound effect. The presented results showed that it is possible to take a free throw more accurately without sound. The statistical data collection method and the performance of basketball free throw tests were used within the research framework. Data was compiled with the Microsoft Exel program.
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Jeon, Seongsin, Choung Hun Lee, and Won-Hyung Lee. "Measuring Presence to Enhance the Spectators' Participation on the Moving Images using EEG, IDQS and PQS." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.26.

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Abdullah, Febri, Mury F. Dewantoro, Ruck Thawonmas, and Fitra A. Bachtiar. "Science Birds Gameplay With a Smile Interface to Promote the Spectator’s Emotion." In 2022 IEEE Conference on Games (CoG). IEEE, 2022. http://dx.doi.org/10.1109/cog51982.2022.9893545.

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Todt, Nelson, Norbert Müller, Alessandra Scarton, and Gabriel Merlin. "Cultural Olympiad Rio 2016: The perception of the Olympic Games spectators." In Journal of Human Sport and Exercise - 2018 - Rio 2016 Olympic Games First Anniversary Special Edition. Universidad de Alicante, 2018. http://dx.doi.org/10.14198/jhse.2018.13.proc1.13.

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Skender, Lana. "THE SPECTATOR PHENOMENON AND THE POWER OF THE GAZE." In European realities - Power : 5th International Scientific Conference. Academy of Arts and Culture in Osijek, J. J. Strossmayer University of Osijek, 2023. http://dx.doi.org/10.59014/gonk4945.

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This paper explores the relevant knowledge in philosophy, psychology, art theory, and visual culture dealing with the phenomenon of the spectator. Spectatorship is explored through complex relationships between authors, works, observers, and the environment, which condition the view and consider how social and cultural patterns mediate the image. In this approach, interest is no longer primarily focused on the visual object but on visuality, a complex set of conditions in which a work of art is created, observed, and interpreted, researching the history of the gaze theory: perception and its physiological and cultural conditioning, the implicitness of the observer in the aesthetics of the reception, psychoanalytic theories about the constitution of the subject with a gaze, feminist ideas of voyeurism, and the male gaze, theories on technological and cultural conditioning of the scopic regimes, the cultural history of gaze and the gaze politics that approach viewing as possession of power. An analysis of the theory shows that the role of the body as a perceiving mechanism is present in the naturalistic approach to observation but is avoided due to its subjectivity and relativity. Although it was created in the 1960s, the theory of gaze has roots in the hermeneutics of art history and the aesthetics of reception. The cultural determination of gaze, its dependence on social norms, and the technological conditions of the medium indicate that our view of art and the visual world has been learned, which opens spaces for the acceptance of other gazes that are equally valuable.
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Kose, Satoshi. "How far has Japanese accessibility improved with Tokyo 2020 Olympics/Paralympics?" In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004787.

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The IOC/IPC decision of Tokyo 2020 in September 2013 necessitated accessibility improvements in Tokyo to enable trouble-free visits for the guests including the athletes. At its preparatory stage, the author expressed concern whether the spectators can reach their seats in time. Otherwise, it would result in games missed due to various potential troubles (author, 2016). London IPC Guide, translated into Japanese, was forwarded to the organizing committee to examine problems and upgrade situations in Tokyo. The gaps between Japanese standard practice and IPC Guide were filled as much as possible, along with several policy developments to make the way toward inclusive environment. Since the games were played without spectators due to COVID-19 restrictions, feared problems never surfaced: traffic jam did not occur; no sight line problems were reported; nor shortage of accessible hotel accommodation emerged. (They definitely would have happened if the stadiums and arenas were fully occupied, even with delay of one full year, particularly for the renovated facilities of existing ones.) Although not in time for the Games, some of the problems are gradually being solved, such as increasing the number of wheelchair accessible seats for the new carriage of the Bullet Trains, introduction of accessibility guidelines for small businesses that are deemed non-mandatory, or various design of toilets for diverse users (not just wheelchair accessible ones). It still seems to be slow for businesses to understand/accept the concept of reasonable accommodation to enable the users to fully appreciate the benefits of inclusiveness. Is it because of the lack of disability discrimination legislation based on UN-CRPD? This paper will argue on the issue.
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