Academic literature on the topic 'Taboo game'

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Journal articles on the topic "Taboo game"

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Rovatsos, Michael, Dagmar Gromann, and Gábor Bella. "The Taboo Challenge Competition." AI Magazine 39, no. 1 (March 27, 2018): 84–87. http://dx.doi.org/10.1609/aimag.v39i1.2779.

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Games have always been a popular domain of AI research, and they have been used for many recent competitions. However, reaching human-level performance often either focuses on comprehensive world knowledge or solving decision-making problems with unmanageable solution spaces. Building on the popular Taboo board game, the Taboo Challenge Competition addresses a different problem — that of bridging the gap between the domain knowledge of heterogeneous agents trying to jointly identify a concept without making reference to its most salient features. The competition, which was run for the first time at IJCAI 2017, aims to provide a simple testbed for diversity-aware AI where the focus is on integrating independently engineered AI components, while offering a scenario that is challenging yet simple enough to not require mastering general commonsense knowledge or natural language understanding. We describe the design and preparation of the competition, discuss results, and lessons learned.
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Yao, Yuan, Haoxi Zhong, Zhengyan Zhang, Xu Han, Xiaozhi Wang, Kai Zhang, Chaojun Xiao, Guoyang Zeng, Zhiyuan Liu, and Maosong Sun. "Adversarial Language Games for Advanced Natural Language Intelligence." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 16 (May 18, 2021): 14248–56. http://dx.doi.org/10.1609/aaai.v35i16.17676.

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We study the problem of adversarial language games, in which multiple agents with conflicting goals compete with each other via natural language interactions. While adversarial language games are ubiquitous in human activities, little attention has been devoted to this field in natural language processing. In this work, we propose a challenging adversarial language game called Adversarial Taboo as an example, in which an attacker and a defender compete around a target word. The attacker is tasked with inducing the defender to utter the target word invisible to the defender, while the defender is tasked with detecting the target word before being induced by the attacker. In Adversarial Taboo, a successful attacker and defender need to hide or infer the intention, and induce or defend during conversations. This requires several advanced language abilities, such as adversarial pragmatic reasoning and goal-oriented language interactions in open domain, which will facilitate many downstream NLP tasks. To instantiate the game, we create a game environment and a competition platform. Comprehensive experiments on several baseline attack and defense strategies show promising and interesting results, based on which we discuss some directions for future research.
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Asmidah, Ayu, Jepri Jepri, and Rosmiati Rosmiati. "The Use of Taboo Words in The Bad Boys II Movie." Prologue: Journal on Language and Literature 7, no. 2 (April 28, 2021): 85–91. http://dx.doi.org/10.36277/jurnalprologue.v7i2.58.

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This research aims to analyze taboo words in the Bad Boys II movie. The objective of this research is to identify the types of taboo words that are mostly found in the Bad Boys II movie. The theory used in this research is Sociolinguistics by Wardhaugh theory of types of taboo words. The methodology employed is qualitative approach specifically is used in this research, with the researcher as the main instrument to collect data in form of dialogue from Bad Boys II by watching the movie repeatedly and the researcher analyzes and interprets the data to reach based on the taboo words and its functions proposed by Wardhaugh. The findings of the research are dominated by bodily functions; the numbers of the data is ten data, the others are religious matters, and certain game animals, the first is eight data and the letter is three data those taboo eight words provoke a chaotic reaction.
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HANSEN, WHITNEY A., and STEPHEN D. GOLDINGER. "Taboo: Working memory and mental control in an interactive task." American Journal of Psychology 122, no. 3 (October 1, 2009): 283–91. http://dx.doi.org/10.2307/27784403.

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Abstract Individual differences in working memory (WM) predict principled variation in tasks of reasoning, response time, memory, and other abilities. Theoretically, a central function of WM is keeping task-relevant information easily accessible while suppressing irrelevant information. The present experiment was a novel study of mental control, using performance in the game Taboo as a measure. We tested effects of WM capacity on several indices, including perseveration errors (repeating previous guesses or clues) and taboo errors (saying at least part of a taboo or target word). By most measures, high-span participants were superior to low-span participants: High-spans were better at guessing answers, better at encouraging correct guesses from teammates, and less likely to either repeat themselves or produce taboo clues. Differences in taboo errors occurred only in an easy control condition. The results suggest that WM capacity predicts behavior in tasks requiring mental control, extending this finding to an interactive group setting.
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Lumbangaol, Reni Rosianna. "THE EFFECT OF TABOO WORD GAME IN IMPROVING VOCABULARY ABILITY." Journal MELT (Medium for English Language Teaching) 4, no. 2 (June 4, 2021): 155. http://dx.doi.org/10.22303/melt.4.2.2019.155-169.

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Lofton, Caitlin M. "Laying the Foundation for Critical Thinking With the Nursing Taboo Game." Journal of Nursing Education 61, no. 6 (June 2022): 355. http://dx.doi.org/10.3928/01484834-20220404-05.

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Capps, Ken. "Chemistry Taboo: An Active Learning Game for the General Chemistry Classroom." Journal of Chemical Education 85, no. 4 (April 2008): 518. http://dx.doi.org/10.1021/ed085p518.

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Jolly, Natalie. "Sexy birth: Breaking Hollywood’s last taboo." Sexualities 21, no. 3 (May 31, 2017): 410–27. http://dx.doi.org/10.1177/1363460717699770.

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I look at several depictions of birth in popular culture that seem to be breaking ‘Hollywood’s last taboo’ against showing graphic representations of the birthing body. I offer four illustrations of this relatively recent departure from conventional birth imagery and discuss (1) the 2006 sculpture of Britney Spears birthing on a bearskin rug, (2) the crowning scene in the 2007 movie Knocked Up, (3) a 2012 birth scene depicted in the HBO show Game of Thrones, and (4) a birth montage from an episode of the Netflix show Sense8, to suggest that representations of birth no longer solely depict asexual bodies. I consider the consequences that these sexualized representations of the birthing body might have for women’s embodied experience of birth and evaluate this sexy birth imagery in light of a cultural shift towards an increasingly (hetero)sexualized femininity. In particular, I am interested to explore how normative (hetero)sexualized femininity may align with the growing medical management of childbirth and the uptick in surgical delivery. I investigate whether graphic depictions of birth leave us with increased sexual objectification or the possibility for a new sexual subjecthood. I close by offering a queer reading of the birth depictions in the Netflix drama Sense8 and consider how its non-normative depictions of women’s laboring bodies may unsettle the powerful norms that constitute (hetero)sexualized femininity and refigure women’s experiences of childbirth.
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Brightman, Robert. "The Sexual Division of Foraging Labor: Biology, Taboo, and Gender Politics." Comparative Studies in Society and History 38, no. 4 (October 1996): 687–729. http://dx.doi.org/10.1017/s0010417500020508.

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If women's biology is their economic destiny, nowhere is this destiny more inexorable than in anthropological representations of the sexual division of foraging labor. Physically weak, immobilized by nursing children, engrossed in the provisioning of reliable plant foods, redolent with odors that drive away the game, and subject finally to the axiom that specialization everywhere increases productivity, the foraging woman who gathers but does not hunt seems multiply inevitable, the product at once of logistical necessity and evolutionary selection.
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Gündüz, Nevin, Tuğçe Taşpinar, and Nurdan Demiş. "Children’s Perspective of Game: A Comparison of the Public and Private Schools." Journal of Education and Training Studies 5, no. 9 (August 17, 2017): 158. http://dx.doi.org/10.11114/jets.v5i9.2603.

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The purpose of this research is to determine what the game means from the perspectives of children studying at public and private schools. Four questionnaires were applied to all the third grade parents of four schools; two public and two private schools in Ankara, and questionnaires were completed and sent back by 212 parents. A total of 32 volunteer students from four schools, 4 girls and 4 boys, who were determined according to the results of parents surveys consist of our student research group. Qualitative data were obtained by semi-structured interview technique. Content analysis technique was used for qualitative data and six main themes were created.As a result, children at private and public schools have described as ‘’the meaning of the play’’ theme, as ‘’having fun, being happy, having a good time with friends, ’learning new rules, being healthy and doing sports’’. In the research, they also stated that they play game types such as ’’rope, hide, hide and seek’’ which do not require materials in public schools while they indicated they play games such as ‘’ball, dart, taboo and technological games’’ in private schools. Children indicated that they play at school competitive games prepared by teachers in physical activities lessons. It is concluded that, there is not too much change in the meaning of the game in terms of children who study at private and public schools. Children’s type of game and materials especially change for both girls and boys and schools. Although there are purpose of "enjoy" for both of the two groups, but materials and games that used and played are different.
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Dissertations / Theses on the topic "Taboo game"

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HUANG, BAO-YI, and 黃寶誼. "《Taboo Games of Youth》- Costume Design’s Records." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2trp3x.

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碩士
國立臺北藝術大學
劇場設計學系碩士班
105
This paper is a costume design¢s record of the script “Taboo Games of Youth” which written by former Soviet Union dramatist.The paper including analysis and interpretation of the drama script and the roles in this drama, and finally to show the process to comprehend the drama roles through the costume designs. Beginning basically from understanding the original dramatist and creative background, and started with exploring and researching into the society of Soviet Union in the era of 1980s, and then probed into the social environment and severe social problems in the period of Brezhnev in which the drama to be in, got through the scene in the drama, proceeded to deep analysis and interpretation into the script, to recognize and analyze feeling and thought of the roles in the drama, then summarized out the importance and particularity of the youth group in the drama, and refined out Young Pioneers element applied to the costume designs, eventually re-annotated an unique “Taboo Games of Youth” with the stage director together.
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LEI, WANG, and 王磊. "Creation Description and Script of “Taboo Games”." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/663k8z.

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碩士
世新大學
廣播電視電影學研究所(含碩專班)
107
“Taboo Games” sounds like an action movie, but the author prefers to be set in a story about the inner feelings among the family member. Because humans are an unpredictable black hole, most of the time we intend to let it out our true feelings. Whereby, Taboo game is a story about the inner world of affection and love under the premise of the college entrance examination, which undergo struggles and understandings among each other. This thesis is divided into four parts. The first part of the introduction, introduces the story source of the “Taboo games”, as well as the author’s creation motivation, creation process and method so that readers can have a better understanding. Meanwhile, the author also strictly reorganizes the context which also strengthens the logic and veracity of the story. The second part contains the literature discussion on the script “Taboo game”. The first section starts with the society impact information of mass communication, along with the classical theoretical basis of communication that implies the inner ideological trend of today's society. The second section talks about the social behavior based on "triangle structure of relationship", combined with the traditional "triangle theory". This presents the complexity and settings of the character’s according to their relationships and emotional. The third section discuss about the analysis and opinions on the college entrance examination system in mainland China, the contradictions of the college entrance examination system as a highlight. The fourth section is the comparison in terms of plot and connotation between the script “Taboo games” and some of the combines the movies like “Einstein & Einstein”, “Young style” and “American Pie”. Throughout this comparison, the character’s inner emotions in the script of “Taboo game” are further supported and verified. The third part is the creation idea, including the story outline and shaping out the character in the script “Taboo game”. The psychological analysis made the characters more illustrative and it enriches the character’s structure which leads the whole story more realistic. The fourth part focuses on the scene analysis of the script. It conforms the motivation and psychological supplement among the characters, and the changes from city to the external environment of the society to coordinate the internal change of the human’s mindset.
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Books on the topic "Taboo game"

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Inc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.

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Compute's Guide to Nintendo Games. Greensboro, USA: Compute Books, 1989.

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Simpson, Kate. Would Your Rather?: Adult games for game night taboo - sexy Version Funny Hot and Sexy Games Scenarios for couples and adults. Independently published, 2019.

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Press, Play with Me. Sexy Truth or Dare for Couples Who Dare to Play Dirty: Sex Game Book for Dating or Married Couples- Loaded Questions and Naughty Dares-Taboo Game for Date Night- Valentines, Anniversary Gift Ideas. Independently Published, 2019.

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Whitehead, Harriet. Food Rules: Hunting, Sharing, and Tabooing Game in Papua New Guinea. University of Michigan Press, 2000.

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Sandler, Corey. Ult Unauth Nintendo Game Strat. Random House Information Group, 1989.

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Sandler, Corey. Ult Unauth Nintendo Game Strat. Random House Information Group, 1990.

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Inc, Game Counsellor, ed. The Game Counsellor's answer book for Nintendo Game players: Hundredsof questions -and answers - about more than 250 popular Nintendo Games. Redmond, Washington: Microsoft Press, 1991.

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Price, Max D. Evolution of a Taboo. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780197543276.001.0001.

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From their domestication to their taboo, pigs and their shifting roles in the ancient Near East are among the most complicated topics in archaeology. Rejecting monocausal explanations, this book adopts an evolutionary approach and draws upon zooarchaeology and ancient texts to unravel the cultural significance of swine from the Paleolithic to today. Five major themes emerge: the domestication of the pig from wild boar in the Pre-Pottery Neolithic, the unique functions of pigs in agricultural economies before and after the development of complex societies, the raising of swine in cities, the changing ritual roles of pigs, and the formation and evolution of the pork taboo in Judaism and, later, Islam. The development of this taboo has inspired much academic debate. I argue that the well-known taboo described in Leviticus reflects the intention of the biblical writers to craft an image of a glorious pastoral ancestry for a heroic Israelite past, something they achieved in part by tying together existing food traditions. These included a taboo on pigs, which arose early in the Iron Age during conflicts between Israelites and Philistines and was revitalized by the biblical writers. The taboo persisted and mutated, gaining strength over the next two and a half millennia. In particular, the pig taboo became a point of contention in the ethnopolitical struggles between Jewish and Greco-Roman cultures in the Levant. Ultimately, it was this continued evolution within the context of ethnic and religious politics that gave the pig taboo the strength it has today.
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Cabreira, Regina Helena Urias. Reflexões literárias sobre a mulher, o mito, o herói, a história e a sociedade. Brazil Publishing, 2020. http://dx.doi.org/10.31012/978-65-5861-008-3.

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This work presents monographs from former students of the Letters Course – Portuguese/English and Letters Course – English at the Federal Technological University of Parana. These studies relie on the uniqueness of each approach and on the expression of young values and perceptions referring to women’s role in society, from the 18th through the 20th century; to an outstanding symbolic analysis of a renowned masterpiece; to the legitimacy mythology brings to a literary discussion on the hero’s journey; to the courage to cast the disconcerting gothic perspective on works considered only modernist and to the need to shed light on the meanders of human behaviour still considered as taboo. The seven English Language Literature texts include: three discussions on the female condition, analysed through novels (Sense and Sensibility ([1811]2012), by Jane Austen and A Game of Thrones (2012), by George R. R. Martin) and poetry (The Ruined Maid (1903), by Thomas Hardy; For the Gate of the Courtesans (1912) by Henri de Régnier, and Courtesans (1912), by Fernand Gregh). We also present Moby Dick or The Whale (1851), by Herman Melville and The Children of Hurin (2007) by J. R. R. Tolkien through a historic-mythic perspective. Three short stories by F. S. Fitzgerald: The Ice Palace (1920), Tarquin of Cheapside (1922) and A Short Trip Home (1935) are explored through the gothic literary theory. Finally, Call Me by Your Name (2018), by André Aciman, is discussed through the queer theory, emphasizing an important research on male sexuality according to contemporary views.
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Book chapters on the topic "Taboo game"

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"Leadership Game 39: Taboo!" In 50 Math and Science Games for Leadership, 154–56. WORLD SCIENTIFIC, 2007. http://dx.doi.org/10.1142/9789812708205_0039.

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Price, Max D. "From Paleolithic Wild Boar to Neolithic Pigs." In Evolution of a Taboo, 27–47. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780197543276.003.0003.

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Wild boar are dangerous animals that Paleolithic peoples hunted infrequently for the first million years of human-suid contact. Projectile weapons, nets, and the domestication of dogs allowed Natufian hunter-gatherers (12,500–9700 BC) to find in wild boar a reliable source of food. By the Pre-Pottery Neolithic A (9700–8500 BC), human populations had developed close relationships with local wild boar. Intensive hunting or perhaps game management took place at Hallan Çemi in Anatolia, and the introduction of wild boar to Cyprus by at latest 9400 BC indicates the willingness of humans to capture and transport wild boar. At the same time, the presence of sedentary villages and the waste they produced likely attracted wild boar to human habitats. These early relationships between people and suids—game management and commensalism—evolved over the course of the Pre-Pottery Neolithic into full-fledged animal husbandry that, by around 7500 BC, had selected for domestic pigs.
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"Multiplayer games." In Transcending Taboos, 99–112. Routledge, 2012. http://dx.doi.org/10.4324/9780203126769-12.

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"Violent games." In Transcending Taboos, 153–63. Routledge, 2012. http://dx.doi.org/10.4324/9780203126769-18.

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"Single-player games." In Transcending Taboos, 83–98. Routledge, 2012. http://dx.doi.org/10.4324/9780203126769-11.

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Spyra, Piotr. "Games, Gifts and Taboos." In The Liminality of Fairies, 179–97. Routledge, 2020. http://dx.doi.org/10.4324/9781003056768-7.

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Bentley, Michelle. "Ghouta and ideological innovation." In Syria and the Chemical Weapons Taboo. Manchester University Press, 2017. http://dx.doi.org/10.7228/manchester/9781526104717.003.0004.

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Chapter 3 examines Obama’s rhetorical employment of the taboo as the situation in Syria progressed. Whatever his views against intervention, Obama would engage with the taboo as a core theme of his rhetoric on Syria. This is explained as a strategic move on the part of Obama; explicitly, that it comprises the construction of a strategic narrative. While his inadvertent reference to the taboo forced him towards a more interventionist stance, this also gave him the discursive tools to limit expectations for greater action to a policy that – while this did not reflect his preferences perfectly – was a significantly better fit with his desires than full-on intervention.
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Chakraborty, Manodip. "Global Androgyny and Futurisms." In Advances in Media, Entertainment, and the Arts, 10–16. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-6572-1.ch002.

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The derivation of gender superiority is a societal construct that must distribute itself in a hegemonic axis to produce discursive subjects. With postmodern disillusionment, the potentiality of a hegemonic habitus has shifted towards the digital platform. Much has been analyzed about this form, but video games remained outside the periphery – smoothly constructing the mass ideology. Contemporary video games with their simulated morphism can not only alter the player's consciousness but also can provide a release from their inner taboos. The gamer can exhibit freely his/her anima/animus, which is a restricted content in society and paid the price by being under continuous surveillance. This chapter thus proposes to analyse contemporary video games and how these video games with their augmented enhancements can alter the gamer's perception and thereby bring about an entire change in the persona – leading to a world of global androgyny.
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"3. Jane Eyre and the Mot Tabou." In Between the Sign and the Gaze, 109–22. Ithaca, NY: Cornell University Press, 2019. http://dx.doi.org/10.7591/9781501729591-005.

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Kuźma, Natalia. "Wykorzystanie mnemotechnik w wybranych grach i zabawach w dydaktyce języka polskiego i glottodydaktyce polonistycznej." In Ludyczność w (glotto)dydaktyce. Wydawnictwo Uniwersytetu Łódzkiego, 2020. http://dx.doi.org/10.18778/8220-114.7.14.

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Ludic techniques are more and more widely increasingly used in language teaching. In relation to the Polish language, there are no studies focusing on the mnemotechnical use of games and plays. The aim of this article is to present selected games and activities in the context of the role of mnemotechnics in the process of teaching Polish as a foreign language and as a native language. The paper presents the function of mnemotechnics, and a general outline of games and plays. The author presented three different games and the ways of playing them. “Dixit” and “Taboo” games were reviewed, as well as methods of using them them in Polish language lessons in a primary school at all levels of education and high school. In addition, she described examples of using these games in teaching Polish as a foreign language.
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Conference papers on the topic "Taboo game"

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Batista, Bruno G., Ana F. D. Rodrigues, Débora M. Miranda, Lucila Ishitani, and Cristiane N. Nobre. "Developing an edutainment game, taboo!, for children with ADHD based on socially aware design and VCIA model." In IHC '22: XXI Brazilian Symposium on Human Factors in Computing Systems. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3554364.3559121.

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Bolshakova, Anastasia Sergeevna. "Digital necrophilia as a component of the modern "thanatological renaissance"." In All-Russian Scientific Conference with International Participation. Publishing house Sreda, 2023. http://dx.doi.org/10.31483/r-104663.

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The article attempts to consider the phenomenon of social necrophilia, described by Erich Fromm, from the angle of transformations taking place in the world in the digital age. Digitalization intensifies necrophilic tendencies of modern civilization: mechanization and robotization, dominance of the material, fixation on the past, etc.; contributes to an outbreak of interest in the once taboo subject of death, so it’s worth talking about digital necrophilia. It is noted that the virtual mode of being creates a wide range of opportunities for a fixed representation of one's Self (social networks), for the release of aggression (cyberbullying, cancelling), for the reorganization of funeral culture and the process of mourning (digital cemeteries, memorials). The anthropologization of technology, the formality and coldness of interpersonal relationships, transgressive games and cinema, the translation of long speech (Dialogue in its hermeneutic presentation) into a signed (fixed) form - all
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