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1

Khimenes, Kh R., Yu A. Briskin, O. V. Slimakovskyi, L. M. Balushka, and O. V. Flud. "The Evolution of the Professional Golf Association Championship and its Development in Modern Conditions." Ukraïnsʹkij žurnal medicini, bìologìï ta sportu 7, no. 5 (November 21, 2022): 342–47. http://dx.doi.org/10.26693/jmbs07.05.342.

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The formation of the competition system in professional golf began in the second half of the 19th century. First, tournaments were founded, which later began to be combined into tours. At the same time, the so-called majors remain the pinnacle of both the men's and women's golf calendar. Among men, in particular, there is the so-called Championship of the Professional Golf Association (PGA Championship), which is held exclusively for professional golfers. Accordingly, it has its own characteristic features, which were formed over a long historical period. The purpose of the study was to characterize the historical features of the formation of the Championship of the Professional Golf Association and its current state. Materials and methods: analysis and synthesis, historical method, systematic approach, theoretical interpretation and explanation. Results and conclusion. A key date in the history of the Championship of the Professional Golf Association is 1916, when the tournament was founded by the Professional Golf Association of America and it entered into the Championship of the Professional Golf Association Tour. The tournament is held annually and during the entire history only in 1917, 1918 and 1943, it did not take place due to the World Wars. During 1916-1958, the Championship of the Professional Golf Association was held in the format of match play (play in pairs for the elimination of one of the participants). Since 1958 until today, professional golfers play for the championship in the so-called “stroke play” format (a game for counting the number of strokes on each hole, the participant with the least number of strokes wins). The format of the playoff round, which is held on the condition that the participants in the final are equal in points, also changed during the development of the tournament. Thus, at first, the playoff took place on additional holes until one of the participants won, and today its format involves playing on three mandatory holes. In 1998, the Championship of the Professional Golf Association became a part of the Championship of the Professional Golf Association European Tour, another of golf's most prestigious tours. Today, the prize pool of the tournament is $15 million, which is the second largest award in the majors. At the same time, there have been no significant changes in the format of the Championship of the Professional Golf Association and its calendar in the last twenty years. For a long time, the tournament starts in May and is the second major among the Championship of the Professional Golf Association Tour calendar. At the same time, in 2020 and 2021, the tour experienced a decrease in total revenues as a result of measures caused by the COVID pandemic
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Barbero González, Miguel Ángel, and Fernando Peinado Miguel. "La función de ídolo de Jon Rahm en la repercusión mediática del Open de España de Golf 2018." INDEX COMUNICACION 11, no. 01 (January 11, 2021): 123–40. http://dx.doi.org/10.33732/ixc/11/01lafunc.

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The 2018 Open de España at Centro Nacional de Golf in Madrid, site of the Real Federación Española de Golf, was the renaissance of o tournament born in 1912. It has been played 91 times but in 2017 it was cancelled due to the absence of sponsorship. This paper is the result of a research made by the three public Universities of Madrid with Journalism programs and show their interest in the game of golf and in the role of golfer Jon Rahm, who brought nearly 50.000 espectators through the week to see him win and put the event on the first line again. In this paper we analize the media impact of the Open, the informative treatment that it had and the new look at golf crea­ted; moreover, the influence that the figure of Jon Rahm had as an idol in this new era for a tournament that were in risk of death.
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Martsincovskiy, Igor. "History on the combination of the development of the sport of shaking in Mykolaiv." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 6(166) (June 16, 2023): 96–99. http://dx.doi.org/10.31392/npu-nc.series15.2023.6(166).20.

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The development of the sport of chess in Mykolaiv begins with the legendary game between the Swedish king Karl XII and the Ukrainian hetman Ivan Mazepa on the banks of the Southern Bug on a rest stop on their route after the defeat in the Battle of Poltava in 1709 (modern yacht club). Mykolaiv was formed as a center of shipbuilding, where the Main Headquarters of the Black Sea Fleet and the ports of the Russian Empire were located, and its residents became shipbuilding engineers, naval officers, scientists, industrialists, diplomats, who were the first to introduce the game of chess among the townspeople. The very first public chess battles took place in the summer Maritime Meeting, and later in the constructed buildings of the "House of Flagships and Captains" (since 1824), Mykolaiv Maritime Astronomical Observatory (since 1829), yacht club (since 1887). On June 28, 1887, the "Chess Society" was founded in Mykolaiv, which did not last long, but was revived in December 1901. The members of the Society held chess games among themselves, for the fi rst time held a city-wide chess tournament in 1902, took part in European chess tournaments and won. The society held competitions of chess problems, collected literature and materials, published endgames of famous chess players and its own materials in local, metropolitan and European chess periodicals. Historical and political vicissitudes of the beginning of the 20th century with wars and revolutions that led to economic ruin, the death of people, the emigration of a significant part of the intelligentsia, did not contribute to the development and spread of chess sports in Mykolaiv during this historical period.
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Hannan, R. Lynn, Kristy L. Towry, and Yue (May) Zhang. "Turning Up the Volume: An Experimental Investigation of the Role of Mutual Monitoring in Tournaments." Contemporary Accounting Research 30, no. 4 (June 17, 2013): 1401–26. http://dx.doi.org/10.1111/1911-3846.12006.

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Milenković, Slaviša. "The Beginning of Rugby Union in Serbia." Physical Education and Sport Through the Centuries 6, no. 2 (December 1, 2019): 75–94. http://dx.doi.org/10.2478/spes-2019-0014.

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Summary The first direct contact with rugby was made by young men from Serbia during the First World War, after retreating through Albania, watching matches of French and English soldiers. During 1916, some 3,500 Serbian boys were sent to France and the United Kingdom to study. During their education at lyceums, colleges and universities, they were given the opportunity to play various sports, including rugby union. In keeping with their interest and quality, the Serbian boys quickly became involved in the school teams. Most Serbian boys actively participated in playing rugby in three Scottish cities - Edinburgh, Glasgow and Dundee. Their interest in the sport was so much that in Edinburgh and Glasgow they formed special teams made up only of Serbs who played matches with other school teams. The highlight of dealing with Serb rugby in Scotland was the performance by the boys of the George Heriot School at the Rugby 7 tournament on March 9, 1918 in Edinburgh and a victory over the British Colonies selection. This performance can be considered the first appearance of a sports team under the name of Serbia on the international stage. After the end of World War I and the return to the homeland, some of the young men who became acquainted with rugby in France and the United Kingdom actively participated in academic and sports life in their homeland and the result was the establishment of two rugby clubs, in Sabac and Belgrade.
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Geschiere, Peter. "Regional Shifts—Marginal Gains and Ethnic Stereotypes." African Studies Review 50, no. 2 (September 2007): 43–56. http://dx.doi.org/10.1353/arw.2007.0094.

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Abstract:This article addresses the question as to how Jane Guyer's seminal explorations of special traits of West African economies in Marginal Gains (2004) can help us understand variations within the region. This question acquires some urgency—for instance in the Cameroonian context, but elsewhere also—since the dimensions she emphasizes (reciprocity, gain, rank) play a crucial role in quite vicious ethnic stereotypes that increasingly dominate people's perceptions of economic developments. The challenge may be, therefore, to determine how an analysis in terms of disjunctures as an asset for marginal gains can steer clear of the ethnic stereotypes through which people themselves perceive discontinuities in everyday life. Starting from the historical example of the wild-rubber boom in southern Cameroon under German rule (1890–1913) and its chaotic effects at the local level, the article considers how Arjun Appadurai's notion of “tournaments of value” might help us understand such variations.
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Tlustý, Tomáš. "Českoslovenští sportovci a jejich účast na Pershingově olympiádě." Studia sportiva 11, no. 1 (July 19, 2017): 68–79. http://dx.doi.org/10.5817/sts2017-1-25.

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The presented article deals with the participation of Czechoslovak sportsmen in Inter-Allied Games. This great sports action, which was mainly organized by the YMCA, took place in Paris in 1919 to celebrate the victorious states of WWI. From the newly founded Czechoslovakia the wrestlers, tennis players, football players, fencers and rowers took part. The Czechoslovak sportsmen achieved a lot of great results, for example the first place in football tournament. Except from comparison of results of Czechoslovak and foreign sportsmen the Inter-Allied Games had a great impact for the development of physical education and sport in interwar Czechoslovakia. The Czechoslovakian participants started to cooperate with the American team coach – the Czech-American Josef Amos Pipal, who contributed to sports development in Czechoslovakia in early 1920s.
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Moon, Je-heon, Seung-hun Lee, Ju-sung Lee, Panday Manish, Gustavo Adrian Ruiz Sanchez, and Siddhartha Bikram Panday. "Development of an image processing-based ball tracking program for table tennis." Korean Journal of Sport Science 31, no. 2 (June 30, 2020): 180–88. http://dx.doi.org/10.24985/kjss.2020.31.2.180.

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Purpose The purpose of this study was to develop algorithms and software that can track the trajectory of table tennis balls using image-processing algorithms to obtain information quickly for under and establish tactics used in table tennis. Methods The algorithms used in the field of computer vision were applied on two matches played by novice and two matches during international competitions by elite athletes. Reliability analysis was performed by comparing the table tennis ball bounce frequency in each zone obtained through the automatic method and the manual method. Results The mean reliability of the two novice games was only 85.1 ± 3.69%, total error was 14.9 ± 3.69%, overestimation error was 52.2 ± 9.78%, and underestimation error was 47.8 ± 9.78%. While the mean reliability of the two international tournaments was 71.8 ± 0.87%, the total error was 28.2 ± 0.87%, overestimation error was 82.0 ± 8.03%, and underestimation error was 19.2 ± 7.75%. Conclusions Although the target reliability of algorithms and software developed in this study was achieved only in novice competitions with 80%, the over-estimation errors were generally high in international competitions, showing the potential for further improvement.
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Cho, Young Chul. "A Study on the Achievement of Judo in Korea during the Japanese Colonial Period." Taegu Science University Defense Security Institute 6, no. 3 (June 30, 2022): 37–49. http://dx.doi.org/10.37181/jscs.2022.6.3.037.

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This study examined and discussed the historical significance of the developmental aspects of the Kodokan Judo in the process of inflow of Kodokan Judo by forced suppression after the establishment of YMCA Judo in 1906 in Korea with an objective perspective and drew conclusions. The establishment of Judo Korea was officially established on November 22, 1917 by the forced suppression of the Chosun Judo Department in the YMCA Hwangseong Christian Youth Association in 1906. This group was a group by political means of the Chosun Governor-General and the Japanese imperialists.,On the other hand, the Judo part of the Joseon Dynasty formed a momentum for the commercial spirit in the Judo part of the YMCA Hwangseong Christian Youth Association for the sake of national revival. In other words, with the claim of Lee Sang-jae, a teacher of Vietnam, who is training 100 people in the terrible times of the Japanese colonial rule, the national leaders did not spare all physical support to inspire the business spirit through Judo first, and the indifference of the drama in the emerging military schools became the starting point for the independence movement. In addition, the first Judo tournament was held on October 19, 1929, with five organizations participating, but the last tournament was abolished by Japan on October 12, 1935, as the 7th meeting. However, Lee Sun-gil won the championship and runner-up in 1930s and 1940s, and Seok Jin-kyung not only won the solo exhibition of the Judo Championship in July 1933, but also the Chosun Judo re-defeated Japan and gave a national spirit of business as a country. Thus, it will be possible to present the historical value that achieved the grandeur through the national thought of Judo in Korea during the Japanese colonial period and the academic plan of Judo history education.
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Kostiukevych, Viktor, Natalia Shchepotina, and Tetiana Vozniuk. "Monitoring and Analyzing of the Attacks of the Football Team." Teorìâ ta Metodika Fìzičnogo Vihovannâ 20, no. 2 (June 25, 2020): 68–76. http://dx.doi.org/10.17309/tmfv.2020.2.02.

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The article describes a methodological approach to monitoring and analyzing attacks of a highly qualified football team. The aim of the research is to develop a methodology for monitoring and analyzing attacks of highly qualified football teams, taking into account various models of the game tactics. Material and methodology. The competitive activity of the national football teams at the 2018 World Cup was studied. Research methodology: analysis and generalization of the literature sources, lesson observation, video analysis of competitive activities, methods of mathematical statistics. Results. A protocol for registration attacks of the football team has been developed. The estimated scale of penetrating attacks and playing off of standard positions of the football team is identified. A different correlation of positional and fast attacks of national football teams, which used different tactical models of the game, has been established. In one half: for the tactical model "A", positional attacks were 32.3±4.35 (61.8%), fast attacks – 20.0±1.78 (38.2%); for the tactical model "B" – positional attacks – 25.2±4.32 (52.7%), fast attacks – 22.6±4.32 (47.3%); for the tactical model "C" – positional attacks – 32.5±3.49 (67.7%), fast attacks – 15.5±3.96 (32.3%); for the tactical model "D" – positional attacks – 19.2±2.87 (41.9%), fast attacks – 26.6±2.87 (58.1%). At the 2018 world Cup, out of 169 goals, 111 (65.4%) were scored as a result of completing positional attacks, 35 (20.7%) – after playing off of the standard positions, and 23 (13.9%) – after implementing penalty kicks. Conclusions. Monitoring and analyzing the attacks of a football team allows managing persistently the competitive activities of football players both at the operational level during a single game and at the current level during a competitive tournament.
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Saunders, John. "Editorial." International Sports Studies 42, no. 1 (June 22, 2020): 1–5. http://dx.doi.org/10.30819/iss.42-1.01.

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Covid 19 – living the experience As I sit at my desk at home in suburban Brisbane, following the dictates on self-isolation shared with so many around the world, I am forced to contemplate the limits of human prediction. I look out on a world which few could have predicted six months ago. My thoughts at that time were all about 2020 as a metaphor for perfect vision and a plea for it to herald a new period of clarity which would arm us in resolving the whole host of false divisions that surrounded us. False, because so many appear to be generated by the use of polarised labelling strategies which sought to categorise humans by a whole range of identities, while losing the essential humanity and individuality which we all share. This was a troublesome trend and one which seemed reminiscent of the biblical tale concerning the tower of Babel, when a single unified language was what we needed to create harmony in a globalising world. However, yesterday’s concerns have, at least for the moment, been overshadowed by a more urgent and unifying concern with humanity’s health and wellbeing. For now, this concern has created a world which we would not have recognised in 2019. We rely more than ever on our various forms of electronic media to beam instant shots of the streets of London, New York, Berlin, Paris, Hong Kong etc. These centres of our worldly activity normally characterised by hustle and bustle, are now serenely peaceful and ordered. Their magnificent buildings have become foregrounded, assuming a dignity and presence that is more commonly overshadowed by the mad ceaseless scramble of humanity all around them. From there however the cameras can jump to some of the less fortunate areas of the globe. These streets are still teeming with people in close confined areas. There is little hope here of following frequent extended hand washing practices, let alone achieving the social distance prescribed to those of us in the global North. From this desk top perspective, it has been interesting to chart the mood as the crisis has unfolded. It has moved from a slightly distant sense of superiority as the news slowly unfolded about events in remote Wuhan. The explanation that the origins were from a live market, where customs unfamiliar to our hygienic pre-packaged approach to food consumption were practised, added to this sense of separateness and exoticism surrounding the source and initial development of the virus. However, this changed to a growing sense of concern as its growth and transmission slowly began to reveal the vulnerability of all cultures to its spread. At this early stage, countries who took steps to limit travel from infected areas seemed to gain some advantage. Australia, as just one example banned flights from China and required all Chinese students coming to study in Australia to self-isolate for two weeks in a third intermediate port. It was a step that had considerable economic costs associated with it. One that was vociferously resisted at the time by the university sector increasingly dependent on the revenue generated by servicing Chinese students. But it was when the epicentre moved to northern Italy, that the entire messaging around the event began to change internationally. At this time the tone became increasingly fearful, anxious and urgent as reports of overwhelmed hospitals and mass burials began to dominate the news. Consequently, governments attracted little criticism but were rather widely supported in the action of radically closing down their countries in order to limit human interaction. The debate had become one around the choice between health and economic wellbeing. The fact that the decision has been overwhelmingly for health, has been encouraging. It has not however stopped the pressure from those who believe that economic well-being is a determinant of human well-being, questioning the decisions of politicians and the advice of public health scientists that have dominated the responses to date. At this stage, the lives versus livelihoods debate has a long way still to run. Of some particular interest has been the musings of the opinion writers who have predicted that the events of these last months will change our world forever. Some of these predictions have included the idea that rather than piling into common office spaces working remotely from home and other advantageous locations will be here to stay. Schools and universities will become centres of learning more conveniently accessed on-line rather than face to face. Many shopping centres will become redundant and goods will increasingly be delivered via collection centres or couriers direct to the home. Social distancing will impact our consumption of entertainment at common venues and lifestyle events such as dining out. At the macro level, it has been predicted that globalisation in its present form will be reversed. The pandemic has led to actions being taken at national levels and movement being controlled by the strengthening and increased control of physical borders. Tourism has ground to a halt and may not resume on its current scale or in its present form as unnecessary travel, at least across borders, will become permanently reduced. Advocates of change have pointed to some of the unpredicted benefits that have been occurring. These include a drop in air pollution: increased interaction within families; more reading undertaken by younger adults; more systematic incorporation of exercise into daily life, and; a rediscovered sense of community with many initiatives paying tribute to the health and essential services workers who have been placed at the forefront of this latest struggle with nature. Of course, for all those who point to benefits in the forced lifestyle changes we have been experiencing, there are those who would tell a contrary tale. Demonstrations in the US have led the push by those who just want things to get back to normal as quickly as possible. For this group, confinement at home creates more problems. These may be a function of the proximity of modern cramped living quarters, today’s crowded city life, dysfunctional relationships, the boredom of self-entertainment or simply the anxiety that comes with an insecure livelihood and an unclear future. Personally however, I am left with two significant questions about our future stimulated by the events that have been ushered in by 2020. The first is how is it that the world has been caught so unprepared by this pandemic? The second is to what extent do we have the ability to recalibrate our current practices and view an alternative future? In considering the first, it has been enlightening to observe the extent to which politicians have turned to scientific expertise in order to determine their actions. Terms like ‘flattening the curve’, ‘community transmission rates’, have become part of our daily lexicon as the statistical modellers advance their predictions as to how the disease will spread and impact on our health systems. The fact that scientists are presented as the acceptable and credible authority and the basis for our actions reflects a growing dependency on data and modelling that has infused our society generally. This acceptance has been used to strengthen the actions on behalf of the human lives first and foremost position. For those who pursue the livelihoods argument even bigger figures are available to be thrown about. These relate to concepts such as numbers of jobless, increase in national debt, growth in domestic violence, rise in mental illness etc. However, given that they are more clearly estimates and based on less certain assumptions and variables, they do not at this stage seem to carry the impact of the data produced by public health experts. This is not surprising but perhaps not justifiable when we consider the failure of the public health lobby to adequately prepare or forewarn us of the current crisis in the first place. Statistical predictive models are built around historical data, yet their accuracy depends upon the quality of those data. Their robustness for extrapolation to new settings for example will differ as these differ in a multitude of subtle ways from the contexts in which they were initially gathered. Our often uncritical dependence upon ‘scientific’ processes has become worrying, given that as humans, even when guided by such useful tools, we still tend to repeat mistakes or ignore warnings. At such a time it is an opportunity for us to return to the reservoir of human wisdom to be found in places such as our great literature. Works such as The Plague by Albert Camus make fascinating and educative reading for us at this time. As the writer observes Everybody knows that pestilences have a way of recurring in the world, yet somehow, we find it hard to believe in ones that crash down on our heads from a blue sky. There have been as many plagues as wars in history, yet always plagues and wars take people equally by surprise. So it is that we constantly fail to study let alone learn the lessons of history. Yet 2020 mirrors 1919, as at that time the world was reeling with the impact of the Spanish ‘Flu, which infected 500 million people and killed an estimated 50 million. This was more than the 40 million casualties of the four years of the preceding Great War. There have of course been other pestilences since then and much more recently. Is our stubborn failure to learn because we fail to value history and the knowledge of our forebears? Yet we can accept with so little question the accuracy of predictions based on numbers, even with varying and unquestioned levels of validity and reliability. As to the second question, many writers have been observing some beneficial changes in our behaviour and our environment, which have emerged in association with this sudden break in our normal patterns of activity. It has given us the excuse to reevaluate some of our practices and identify some clear benefits that have been occurring. As Australian newspaper columnist Bernard Salt observes in an article titled “the end of narcissism?” I think we’ve been re-evaluating the entire contribution/reward equation since the summer bushfires and now, with the added experience of the pandemic, we can see the shallowness of the so-called glamour professions – the celebrities, the influencers. We appreciate the selflessness of volunteer firefighters, of healthcare workers and supermarket staff. From the pandemic’s earliest days, glib forays into social media by celebrities seeking attention and yet further adulation have been met with stony disapproval. Perhaps it is best that they stay offline while our real heroes do the heavy lifting. To this sad unquestioning adherence to both scientism and narcissism, we can add and stir the framing of the climate rebellion and a myriad of familiar ‘first world’ problems which have caused dissension and disharmony in our communities. Now with an external threat on which to focus our attention, there has been a short lull in the endless bickering and petty point scoring that has characterised our western liberal democracies in the last decade. As Camus observed: The one way of making people hang together is to give ‘em a spell of the plague. So, the ceaseless din of the topics that have driven us apart has miraculously paused for at least a moment. Does this then provide a unique opportunity for us together to review our habitual postures and adopt a more conciliatory and harmonious communication style, take stock, critically evaluate and retune our approach to life – as individuals, as nations, as a species? It is not too difficult to hypothesise futures driven by the major issues that have driven us apart. Now, in our attempts to resist the virus, we have given ourselves a glimpse of some of the very things the climate change activists have wished to happen. With few planes in the air and the majority of cars off the roads, we have already witnessed clearer and cleaner air. Working at home has freed up the commuter driven traffic and left many people with more time to spend with their family. Freed from the continuing throng of tourists, cities like Venice are regenerating and cleansing themselves. This small preview of what a less travelled world might start to look like surely has some attraction. But of course, it does not come without cost. With the lack of tourism and the need to work at home, jobs and livelihoods have started to change. As with any revolution there are both winners and losers. The lockdown has distinguished starkly between essential and non-essential workers. That represents a useful starting point from which to assess what is truly of value in our way of life and what is peripheral as Salt made clear. This is a question that I would encourage readers to explore and to take forward with them through the resolution of the current situation. However, on the basis that educators are seen as providing essential services, now is the time to turn to the content of our current volume. Once again, I direct you to the truly international range of our contributors. They come from five different continents yet share a common focus on one of the most popular of shared cultural experiences – sport. Unsurprisingly three of our reviewed papers bring different insights to the world’s most widely shared sport of all – football, or as it would be more easily recognised in some parts of the globe - soccer. Leading these offerings is a comparison of fandom in Australia and China. The story presented by Knijnk highlights the rise of the fanatical supporters known as the ultras. The origin of the movement is traced to Italy, but it is one that claims allegiances now around the world. Kniijnk identifies the movement’s progression into Australia and China and, in pointing to its stance against the commercialisation of their sport by the scions of big business, argues for its deeper political significance and its commitment to the democratic ownership of sport. Reflecting the increasing availability and use of data in our modern societies, Karadog, Parim and Cene apply some of the immense data collected on and around the FIFA World Cup to the task of selecting the best team from the 2018 tournament held in Russia, a task more usually undertaken by panels of experts. Mindful of the value of using data in ways that can assist future decision making, rather than just in terms of summarising past events, they also use the statistics available to undertake a second task. The second task was the selection of the team with the greatest future potential by limiting eligibility to those at an early stage in their careers, namely younger than 28 and who arguably had still to attain their prime as well as having a longer career still ahead of them. The results for both selections confirm how membership of the wealthy European based teams holds the path to success and recognition at the global level no matter what the national origins of players might be. Thirdly, taking links between the sport and the world of finance a step further, Gomez-Martinez, Marques-Bogliani and Paule-Vianez report on an interesting study designed to test the hypothesis that sporting success within a community is reflected in positive economic outcomes for members of that community. They make a bold attempt to test their hypothesis by examining the relationship of the performance of three world leading clubs in Europe - Bayern Munich, Juventus and Paris Saint Germain and the performance of their local stock markets. Their findings make for some interesting thoughts about the significance of sport in the global economy and beyond into the political landscape of our interconnected world. Our final paper comes from Africa but for its subject matter looks to a different sport, one that rules the subcontinent of India - cricket. Norrbhai questions the traditional coaching of batting in cricket by examining the backlift techniques of the top players in the Indian Premier league. His findings suggest that even in this most traditional of sports, technique will develop and change in response to the changing context provided by the game itself. In this case the context is the short form of the game, introduced to provide faster paced entertainment in an easily consumable time span. It provides a useful reminder how in sport, techniques will not be static but will continue to evolve as the game that provides the context for the skilled performance also evolves. To conclude our pages, I must apologise that our usual book review has fallen prey to the current world disruption. In its place I would like to draw your attention to the announcement of a new publication which would make a worthy addition to the bookshelf of any international sports scholar. “Softpower, Soccer, Supremacy – The Chinese Dream” represents a unique and timely analysis of the movement of the most popular and influential game in the world – Association Football, commonly abbreviated to soccer - into the mainstream of Chinese national policy. The editorial team led by one of sports histories most recognised scholars, Professor J A Mangan, has assembled a who’s who of current scholars in sport in Asia. Together they provide a perspective that takes in, not just the Chinese view of these important current developments but also, the view of others in the geographical region. From Japan, Korea and Australia, they bring with them significant experience to not just the beautiful game, but sport in general in that dynamic and fast-growing part of the world. Particularly in the light of the European dominance identified in the Karog, Parim and Cene paper this work raises the question as to whether we can expect to see a change in the world order sooner rather than later. It remains for me to make one important acknowledgement. In my last editorial I alerted you to the sorts of decisions we as an editorial and publication team were facing with regard to ensuring the future of the journal. Debates as to how best to proceed while staying true to our vision and goals are still proceeding. However, I am pleased to acknowledge the sponsorship provided by The University of Macao for volume 42 and recognise the invaluable contribution made by ISCPES former president Walter Ho to this process. Sponsorship can provide an important input to the ongoing existence and strength of this journal and we would be interested in talking to other institutions or groups who might also be interested in supporting our work, particularly where their goals align closely with ours. May I therefore commend to you the works of our international scholars and encourage your future involvement in sharing your interest in and expertise with others in the world of comparative and international sport studies, John Saunders, Brisbane, May 2020
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Jørgensen, Per. "Dansk national identitet afspejledet i medierne ved OL-fodboldturneringerne 1908-1960." Forum for Idræt 23 (July 1, 2007). http://dx.doi.org/10.7146/ffi.v23i0.31662.

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Per Jørgensen: Danish national identity and the media at the Olympic Games 1908-1960It has often been said that sport, and not least soccer, plays an important role in the construction of national identity. This is also the case in Denmark. This paper examines how the subject of Danish national consciousness, national feelings and nationalism, in the article collectively called »Danishness«, was culturally expressed through sport journalism in the period 1908-1960. The subject matter is the soccer- tournaments in those specific Olympic Games where Denmark took part. The discourse of the sport journalism in the paper »Politiken« has been hermeneutically analyzed. Research on how nationalism is expressed in one country requires international comparisons to allow theoretical generalizations. Therefore a minor study of the sport journalism of the Swedish newspaper »Dagens Nyheter« has been carried out regarding selected soccer-matches with Swedish participation in the Olympic Games in 1912, 1948 and 1952. Many of the characteristics of present day society referred to as »Danishness« are also explicit in the period 1908-1960 in the newspaper »Politiken«. A comparison between »Politiken« and »Dagens Nyheter« seems to show that the Danish discourse has distinctively Danish characteristics.
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Barcia, Paulo, and J. Orestes Cerdeira. "$k$-Colour Partitions of Acyclic Tournaments." Electronic Journal of Combinatorics 12, no. 1 (January 7, 2005). http://dx.doi.org/10.37236/1902.

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Let $G_{1}$ be the acyclic tournament with the topological sort $0 < 1 < 2 < \dots < n < n+1$ defined on node set $N\cup \{0,n+1\}$, where $N=\{1,2,\dots,n\}$. For integer $k\geq 2$, let $G_{k}$ be the graph obtained by taking $k$ copies of every arc in $G_{1}$ and colouring every copy with one of $k$ different colours. A $k$-colour partition of $N$ is a set of $k$ paths from 0 to $n+1$ such that all arcs of each path have the same colour, different paths have different colours, and every node of $N$ is included in exactly one path. If there are costs associated with the arcs of $G_{k}$, the cost of a $k$-colour partition is the sum of the costs of its arcs. For determining minimum cost $k$-colour partitions we describe an $O(k^{2}n^{2k})$ algorithm, and show this is an NP-$hard$ problem. We also study the convex hull of the incidence vectors of $k$-colour partitions. We derive the dimension, and establish a minimal equality set. For $k>2$ we identify a class of facet inducing inequalities. For $k=2$ we show that these inequalities turn out to be equations, and that no other facet defining inequalities exists besides the trivial nonnegativity constraints.
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Grabner, Isabella, Mischa Seiter, Markus Wabnegg, and Henning Wirth. "The role of target difficulty and career tournaments in retaining creative R&D employees." Contemporary Accounting Research, January 15, 2024. http://dx.doi.org/10.1111/1911-3846.12931.

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AbstractWe explore the turnover intentions of creative R&D employees and the role of performance management practices in shaping these considerations. Since the success of a firm's R&D efforts hinges on the innovative ideas of its employees, it is crucial to retain particularly creative individuals. At the same time, however, we argue that this is especially difficult because both the higher outside options of creative employees and their specific individual characteristics make them, on average, more likely to leave their company. Most importantly, we suggest that two widely studied performance management design choices (target difficulty and career tournaments) typically used to motivate effort may influence the loss of creative talent. Using survey data from our unique access to R&D employees of a large manufacturing firm and a complementary experiment among business students, we find evidence that creative employees are, on average, more likely to leave their firm. Consistent with creative employees possessing a stronger learning orientation, we also predict and find that this tendency to leave is mitigated by target difficulty (as difficult targets speak to creative individuals’ learning orientation) and exacerbated by the intensity of career tournaments (as they reduce team cohesion and, ultimately, undermine learning opportunities).This article is protected by copyright. All rights reserved.
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Kural, René. "Out-standing! Om Dansk Tennis Club og tennisspilleren Leif Rovsing." Forum for Idræt 29, no. 1 (March 1, 2013). http://dx.doi.org/10.7146/ffi.v29i1.31638.

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Out-standing! Danish Tennis Club and the Tennis Player Leif RovsingOn April 13, 1917 the Danish newspaper B.T. published an article about the nationally renowned Danish tennis player, Leif Rovsing, who was planning to build a magnificent tennis hall. Personally funding the project, he referred to the tennis hall as a ‘World-Sports-Establishment’ to be built on land he had found close to Copenhagen. On May 5, 1917 the Danish Football Association (DBU) excluded Rovsing from all clubs under their auspices and banned him from participating in all Danish tournaments due to “presumed homosexuality”. This was the starting point for Rovsing to realise the dream he had described in B.T. In cooperation with architect Henry Madsen he built the out-standing tennis hall, Dansk Tennis Club. From an architectural point of view, the 43,5 m long and 23,5 m wide tennis hall is an original piece of sports architecture worldwide, with its smallmuntined windows, providing the hall with an intake of daylight, which sheds a soft parallel light over the courts without blinding the players. The hall also came into being with a gentleman’s study, plush sofas, china over the doors, and wall decorations from Egypt and Bali. It is these unexpected juxtapositions that made Dansk Tennis Club so unusual at the time – and to this day.
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Shahbandi, Ataollah, Farzin Farahbakhsh, Pardis Noormohammadpour, Navid Moghadam, Mohsen Rostami, Bahar Hassanmirzaei, and Ramin Kordi. "Spinal Pain Prevalence and Characteristics among Male Athletes with Disabilities." Journal of Modern Rehabilitation, April 8, 2023. http://dx.doi.org/10.18502/jmr.v17i2.12414.

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Introduction: Chronic pain is a serious secondary problem for many individuals with disabilities. Materials and Methods: A total of 231 disabled athletes invited to compete in a multi- sport national sports tournament for para-athletes in Ahvaz, Iran, participated in the study to be investigated whether spinal pain (SP) prevalence and characteristics are different among different sports and disabilities. Athletes’ demographic information, SP prevalence, characteristics, and disability using the athlete disability index questionnaire were obtained. SP prevalence, characteristics, and factors affecting SP intensity and disability caused by low back pain (LBP) were determined as primary outcome measures before data collection. Results: The mean (95% confidence intervals) disability percentage and LBP intensity score were 22.2% (19.2-25.3) and 2.14(1.84-2.47) of 10, respectively. The highest LBP intensity was among physical fitness participants and patients with spinal lesions. Weightlifting athletes and athletes with arm movement limitations had the highest disability. The mean (95% confidence intervals) neck pain intensity score was 2.16(1.80-2.54). Conclusion: A high prevalence of SP was observed among most disabilities and sports. Although its intensity is rarely severe among a population of any disability or sports, it is undeniably disabling among the vulnerable population of para-athletes.
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Stauff, Markus. "Non-Fiction Transmedia: Seriality and Forensics in Media Sport." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1372.

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At last year’s Tour de France—the three-week cycling race—the winner of one stage was disqualified for allegedly obstructing a competitor. In newspapers and on social media, cycling fans immediately started a heated debate about the decision and about the actual course of events. They uploaded photographs and videos, which they had often edited and augmented with graphics to support their interpretation of the situation or to direct attention to some neglected detail (Simpson; "Tour de France").Due to their competitive character and their audience’s partisanship, modern media sports continuously create controversial moments like this, thereby providing ample opportunities for what Jason Mittell—with respect to complex narratives in recent TV drama—called “forensic fandom” ("Forensic;" Complex), in which audience members collectively investigate ambivalent or enigmatic elements of a media product, adding their own interpretations and explanations.Not unlike that of TV drama, sport’s forensic fandom is stimulated through complex forms of seriality—e.g. the successive stages of the Tour de France or the successive games of a tournament or a league, but also the repetition of the same league competition or tournament every (or, in the case of the Olympics, every four) year(s). To articulate their take on the disqualification of the Tour de France rider, fans refer to comparable past events, activate knowledge about rivalries between cyclists, or note character traits that they condensed from the alleged perpetrator’s prior appearances. Sport thus creates a continuously evolving and recursive storyworld that, like all popular seriality, proliferates across different media forms (texts, photos, films, etc.) and different media platforms (television, social media, etc.) (Kelleter).In the following I will use two examples (from 1908 and 1966) to analyse in greater detail why and how sport’s seriality and forensic attitude contribute to the highly dynamic “transmedia intertextuality” (Kinder 35) of media sport. Two arguments are of special importance to me: (1) While social media (as the introductory example has shown) add to forensic fandom’s proliferation, it was sport’s strongly serialized evaluation of performances that actually triggered the “spreadability” (Jenkins, Ford, and Green) of sport-related topics across different media, first doing so at the end of the 19th century. What is more, modern sport owes its very existence to the cross-media circulation of its events. (2) So far, transmedia has mainly been researched with respect to fictional content (Jenkins; Evans), yet existing research on documentary transmedia forms (Kerrigan and Velikovsky) and social media seriality (Page) has shown that the inclusion of non-fiction can broaden our knowledge of how storytelling sprawls across media and takes advantage of their specific affordances. This, I want to argue, ensures that sport is an insightful and important example for the understanding of transmedia world-building.The Origins of Sport, the Olympics 1908, and World-BuildingSome authors claim that it was commercial television that replaced descriptive accounts of sporting events with narratives of heroes and villains in the 1990s (Fabos). Yet even a cursory study of past sport reporting shows that, even back when newspapers had to explain the controversial outcome of the 1908 Olympic Marathon to their readers, they could already rely on a well-established typology of characters and events.In the second half of the 19th century, the rules of many sports became standardized. Individual events were integrated in organized, repetitive competitions—leagues, tournaments, and so on. This development was encouraged by the popular press, which thus enabled the public to compare performances from different places and across time (Werron, "On Public;" Werron, "World"). Rankings and tables condensed contests in easily comparable visual forms, and these were augmented by more narrative accounts that supplemented the numbers with details, context, drama, and the subjective experiences of athletes and spectators. Week by week, newspapers and special-interest magazines alike offered varying explanations for the various wins and losses.When London hosted the Olympics in 1908, the scheduled seriality and pre-determined settings and protagonists allowed for the announcement of upcoming events in advance and for setting up possible storylines. Two days before the marathon race, The Times of London published the rules of the race, the names of the participants, a distance table listing relevant landmarks with the estimated arrival times, and a turn-by-turn description of the route, sketching the actual experience of running the race for the readers (22 July 1908, p. 11). On the day of the race, The Times appealed to sport’s seriality with a comprehensive narrative of prior Olympic Marathon races, a map of the precise course, a discussion of the alleged favourites, and speculation on factors that might impact the performances:Because of their inelasticity, wood blocks are particularly trying to the feet, and the glitter on the polished surface of the road, if the sun happens to be shining, will be apt to make a man who has travelled over 20 miles at top speed turn more than a little dizzy … . It is quite possible that some of the leaders may break down here, when they are almost within sight of home. (The Times 24 July 1908, p. 9)What we see here can be described as a world-building process: The rules of a competition, the participating athletes, their former performances, the weather, and so on, all form “a more or less organized sum of scattered parts” (Boni 13). These parts could easily be taken up by what we now call different media platforms (which in 1908 included magazines, newspapers, and films) that combine them in different ways to already make claims about cause-and-effect chains, intentions, outcomes, and a multitude of subjective experiences, before the competition has even started.The actual course of events, then, like the single instalment in a fictional storyworld, has a dual function: on the one hand, it specifies one particular storyline with a few protagonists, decisive turning points, and a clear determination of winners and losers. On the other hand, it triggers the multiplication of follow-up stories, each suggesting specific explanations for the highly contingent outcome, thereby often extending the storyworld, invoking props, characters, character traits, causalities, and references to earlier instalments in the series, which might or might not have been mentioned in the preliminary reports.In the 1908 Olympic Marathon, the Italian Dorando Pietri, who was not on The Times’ list of favourites, reached the finish first. Since he was stumbling on the last 300 meters of the track inside the stadium and only managed to cross the finish line with the support of race officials, he was disqualified. The jury then declared the American John Hayes, who came in second, the winner of the race.The day after the marathon, newspapers gave different accounts of the race. One, obviously printed too hastily, declared Pietri dead; others unsurprisingly gave the race a national perspective, focusing on the fate of “their” athletes (Davis 161, 166). Most of them evaluated the event with respect to athletic, aesthetic, or ethical terms—e.g. declaring Pietri the moral winner of the race (as did Sir Arthur Conan Doyle in The Daily Mail of July 25). This continues today, as praising sport performers often figures as a last resort “to reconstruct unproblematic heroism” (Whannel 44).The general endeavour of modern sport to scrutinize and understand the details of the performance provoked competing explanations for what had happened: was it the food, the heat, or the will power? In a forensic spirit, many publications added drawings or printed one of the famous photographs displaying Pietri being guided across the finish line (these still regularly appear in coffee-table books on sports photography; for a more extensive analysis, see Stauff). Sport—just like other non-fictional transmedia content—enriches its storyworld through “historical accounts of places and past times that already have their own logic, practice and institutions” (Kerrigan and Velikovsky 259).The seriality of sport not only fostered this dynamic by starting the narrative before the event, but also by triggering references to past instalments through the contingencies of the current one. The New York Times took the biggest possible leap, stating that the 1908 marathon must have been the most dramatic competition “since that Marathon race in ancient Greece, where the victor fell at the goal and, with a wave of triumph, died” (The New York Times 25 July 1908, p. 1). Dutch sport magazine De Revue der Sporten (6 August 1908, p. 167) used sport’s seriality more soberly to assess Hayes’ finishing time as not very special (conceding that the hot weather might have had an effect).What, hopefully, has become clear by now, is that—starting in the late 19th century—sporting events are prepared by, and in turn trigger, varying practices of transmedia world-building that make use of the different media’s affordances (drawings, maps, tables, photographs, written narratives, etc.). Already in 1908, most people interested in sport thus quite probably came across multiple accounts of the event—and thereby could feel invited to come up with their own explanation for what had happened. Back then, this forensic attitude was mostly limited to speculation about possible cause-effect chains, but with the more extensive visual coverage of competitions, especially through moving images, storytelling harnessed an increasingly growing set of forensic tools.The World Cup 1966 and Transmedia ForensicsThe serialized TV live transmissions of sport add complexity to storytelling, as they multiply the material available for forensic proliferations of the narratives. Liveness provokes a layered and constantly adapting process transforming the succession of actions into a narrative (the “emplotment”). The commentators find themselves “in the strange situation of a narrator ignorant of the plot” (Ryan 87), constantly balancing between mere reporting of events and more narrative explanation of incidents (Barnfield 8).To create a coherent storyworld under such circumstances, commentators fall back on prefabricated patterns (“overcoming bad luck,” “persistence paying off,” etc.) to frame the events while they unfold (Ryan 87). This includes the already mentioned tropes of heroism or national and racial stereotypes, which are upheld as long as possible, even when the course of events contradicts them (Tudor). Often, the creation of “non-retrospective narratives” (Ryan 79) harnesses seriality, “connecting this season with last and present with past and, indeed, present with past and future” (Barnfield 10).Instant-replay technology, additionally, made it possible (and necessary) for commentators to scrutinize individual actions while competitions are still ongoing, provoking revisions of the emplotment. With video, DVD, and online video, the second-guessing and re-telling of elements—at least in hindsight—became accessible to the general audience as well, thereby dramatically extending the playing field for sport’s forensic attitude.I want to elaborate this development with another example from London, this time the 1966 Men’s Football World Cup, which was the first to systematically use instant replay. In the extra time of the final, the English team scored a goal against the German side: Geoff Hurst’s shot bounced from the crossbar down to the goal line and from there back into the field. After deliberating with the linesman, the referee called it a goal. Until today it remains contested whether the ball actually was behind the goal line or not.By 1966, 1908’s sparsity of visual representation had been replaced by an abundance of moving images. The game was covered by the BBC and by ITV (for TV) and by several film companies (in colour and in black-and-white). Different recordings of the famous goal, taken from different camera angles, still circulate and are re-appropriated in different media even today. The seriality of sport, particularly World Cup Football’s return every four years, triggers the re-telling of this 1966 game just as much as media innovations do.In 1966, the BBC live commentary—after a moment of doubt—pretty soberly stated that “it’s a goal” and observed that “the Germans are mad at the referee;” the ITV reporter, more ambivalently declared: “the linesman says no goal … that’s what we saw … It is a goal!” The contemporary newsreel in German cinemas—the Fox Tönende Wochenschau—announced the scene as “the most controversial goal of the tournament.” It was presented from two different perspectives, the second one in slow motion with the commentary stating: “these images prove that it was not a goal” (my translation).So far, this might sound like mere opposing interpretations of a contested event, yet the option to scrutinize the scene in slow motion and in different versions also spawned an extended forensic narrative. A DVD celebrating 100 years of FIFA (FIFA Fever, 2002) includes the scene twice, the first time in the chapter on famous controversies. Here, the voice-over avoids taking a stand by adopting a meta-perspective: The goal guaranteed that “one of the most entertaining finals ever would be the subject of conversation for generations to come—and therein lies the beauty of controversies.” The scene appears a second time in the special chapter on Germany’s successes. Now the goal itself is presented with music and then commented upon by one of the German players, who claims that it was a bad call by the referee but that the sportsmanlike manner in which his team accepted the decision advanced Germany’s global reputation.This is only included in the German version of the DVD, of course; on the international “special deluxe edition” of FIFA Fever (2002), the 1966 goal has its second appearance in the chapter on England’s World Cup history. Here, the referee’s decision is not questioned—there is not even a slow-motion replay. Instead, the summary of the game is wrapped up with praise for Geoff Hurst’s hat trick in the game and with images of the English players celebrating, the voice-over stating: “Now the nation could rejoice.”In itself, the combination of a nationally organized media landscape with the nationalist approach to sport reporting already provokes competing emplotments of one and the same event (Puijk). The modularity of sport reporting, which allows for easy re-editing, replacing sound and commentary, and retelling events through countless witnesses, triggers a continuing recombination of the elements of the storyworld. In the 50 years since the game, there have been stories about the motivations of the USSR linesman and the Swiss referee who made the decision, and there have been several reconstructions triggered by new digital technology augmenting the existing footage (e.g. King; ‘das Archiv’).The forensic drive behind these transmedia extensions is most explicit in the German Football Museum in Dortmund. For the fiftieth anniversary of the World Cup in 2016, it hosted a special exhibition on the event, which – similarly to the FIFA DVD – embeds it in a story of gaining global recognition for the fairness of the German team ("Deutsches Fußballmuseum").In the permanent exhibition of the German Football Museum, the 1966 game is memorialized with an exhibit titled “Wembley Goal Investigation” (“Ermittlung Wembley-Tor”). It offers three screens, each showing the goal from a different camera angle, a button allowing the visitors to stop the scene at any moment. A huge display cabinet showcases documents, newspaper clippings, quotes from participants, and photographs in the style of a crime-scene investigation—groups of items are called “corpus delicti,” “witnesses,” and “analysis.” Red hand-drawn arrows insinuate relations between different items; yellow “crime scene, do not cross” tape lies next to a ruler and a pair of tweezers.Like the various uses of the slow-motion replays on television, in film, on DVD, and on YouTube, the museum thus offers both hegemonic narratives suggesting a particular emplotment of the event that endow it with broader (nationalist) meaning and a forensic storyworld that offers props, characters, and action building-blocks in a way that invites fans to activate their own storytelling capacities.Conclusion: Sport’s Trans-Seriality Sport’s dependency on a public evaluation of its performances has made it a dynamic transmedia topic from the latter part of the 19th century onwards. Contested moments especially prompt a forensic attitude that harnesses the affordances of different media (and quickly takes advantage of technological innovations) to discuss what “really” happened. The public evaluation of performances also shapes the role of authorship and copyright, which is pivotal to transmedia more generally (Kustritz). Though the circulation of moving images from professional sporting events is highly restricted and intensely monetized, historically this circulation only became a valuable asset because of the sprawling storytelling practices about sport, individual competitions, and famous athletes in press, photography, film, and radio. Even though television dominates the first instance of emplotment during the live transmission, there is no primordial authorship; sport’s intense competition and partisanship (and their national organisation) guarantee that there are contrasting narratives from the start.The forensic storytelling, as we have seen, is structured by sport’s layered seriality, which establishes a rich storyworld and triggers ever new connections between present and past events. Long before the so-called seasons of radio or television series, sport established a seasonal cycle that repeats the same kind of competition with different pre-conditions, personnel, and weather conditions. Likewise, long before the complex storytelling of current television drama (Mittell, Complex TV), sport has mixed episodic with serial storytelling. On the one hand, the 1908 Marathon, for example, is part of the long series of marathon competitions, which can be considered independent events with their own fixed ending. On the other hand, athletes’ histories, continuing rivalries, and (in the case of the World Cup) progress within a tournament all establish narrative connections across individual episodes and even across different seasons (on the similarities between TV sport and soap operas, cf. O’Connor and Boyle).From its start in the 19th century, the serial publication of newspapers supported (and often promoted) sport’s seriality, while sport also shaped the publication schedule of the daily or weekly press (Mason) and today still shapes the seasonal structure of television and sport related computer games (Hutchins and Rowe 164). This seasonal structure also triggers wide-ranging references to the past: With each new World Cup, the famous goal from 1966 gets integrated into new highlight reels telling the German and the English teams’ different stories.Additionally, together with the contingency of sport events, this dual seriality offers ample opportunity for the articulation of “latent seriality” (Kustritz), as a previously neglected recurring trope, situation, or type of event across different instalments can eventually be noted. As already mentioned, the goal of 1966 is part of different sections on the FIFA DVDs: as the climactic final example in a chapter collecting World Cup controversies, as an important—but rather ambivalent—moment of German’s World Cup history, and as the biggest triumph in the re-telling of England’s World Cup appearances. In contrast to most fictional forms of seriality, the emplotment of sport constantly integrates such explicit references to the past, even causally disconnected historical events like the ancient Greek marathon.As a result, each competition activates multiple temporal layers—only some of which are structured as narratives. It is important to note that the public evaluation of performances is not at all restricted to narrative forms; as we have seen, there are quantitative and qualitative comparisons, chronicles, rankings, and athletic spectacle, all of which can create transmedia intertextuality. Sport thus might offer an invitation to more generally analyse how transmedia seriality combines narrative and other forms. Even for fictional transmedia, the immersion in a storyworld and the imagination of extended and alternative storylines might only be two of many dynamics that structure seriality across different media.AcknowledgementsThe two anonymous reviewers and Florian Duijsens offered important feedback to clarify the argument of this text.ReferencesBarnfield, Andrew. "Soccer, Broadcasting, and Narrative: On Televising a Live Soccer Match." Communication & Sport (2013): 326–341.Boni, Marta. "Worlds Today." World Building: Transmedia, Fans, Industries. Ed. Marta Boni. Amsterdam: Amsterdam UP, 2017. 9–27."Das Archiv: das Wembley-Tor." Karambolage, 19 June 2016. 6 Feb. 2018 <https://sites.arte.tv/karambolage/de/das-archiv-das-wembley-tor-karambolage>.The Daily Mail, 25 July 1908.Davis, David. Showdown at Shepherd’s Bush: The 1908 Olympic Marathon and the Three Runners Who Launched a Sporting Craze. Thomas Dunne Books, 2012."Deutsches Fußballmuseum zeigt '50 Jahre Wembley.'" 31 July 2016. 6 Feb. 2018 <https://www.fussballmuseum.de/aktuelles/item/deutsches-fussballmuseum-zeigt-50-jahre-wembley-fussballmuseum-zeigt-50-jahre-wembley.htm>.Evans, Elizabeth. Transmedia Television Audiences, New Media, and Daily Life. New York: Routledge, 2011.Fabos, Bettina. "Forcing the Fairytale: Narrative Strategies in Figure Skating." Sport in Society 4 (2001): 185–212.FIFA Fever (DVD 2002).FIFA Fever: Special Deluxe Edition (DVD 2002).Hutchins, Brett, and David Rowe. Sport beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. New York: Routledge, 2012.Jenkins, Henry. "Transmedia Storytelling and Entertainment: An Annotated Syllabus." Continuum 24.6 (2010): 943–958.Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media. Creating Value and Meaning in a Networked Culture. New York: New York UP, 2013.Kelleter, Frank. "Five Ways of Looking at Popular Seriality." Media of Serial Narrative. Ed. Frank Kelleter. Columbus: The Ohio State UP, 2017. 7–34.Kerrigan, Susan, and J.T. Velikovsky. "Examining Documentary Transmedia Narratives through the Living History of Fort Scratchley Project." Convergence 22.3 (2016): 250–268.Kinder, Marsha. "Playing with Power on Saturday Morning Television and on Home Video Games." Quarterly Review of Film and Television 14 (1992): 29–59.King, Dominic. "Geoff Hurst’s Goal against West Germany DID Cross the Line!" Daily Mail Online. 4 Jan. 2016. 6 Feb. 2018 <http://www.dailymail.co.uk/sport/football/article-3384366/Geoff-Hurst-s-goal-against-West-Germany-DID-cross-line-Sky-Sports-finally-prove-linesman-right-award-controversial-strike-1966-World-Cup-final.html>.Kustritz, Anne. "Seriality and Transmediality in the Fan Multiverse: Flexible and Multiple Narrative Structures in Fan Fiction, Art, and Vids." TV/Series 6 (2014): 225–261.Mason, Tony. "Sporting News, 1860-1914." The Press in English Society from the Seventeenth to Nineteenth Centuries. Eds. Michael Harris and Alan Lee. Associated UP, 1986. 168–186.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: NYU Press, 2015.———. "Forensic Fandom and the Drillable Text." Spreadable Media. 17 Dec. 2012. 4 Jan. 2018 <http://spreadablemedia.org/essays/mittell/>.The New York Times 25 July 1908.O’Connor, Barbara, and Raymond Boyle. "Dallas with Balls: Televised Sport, Soap Opera and Male and Female Pleasures." Leisure Studies 12.2 (1993): 107–119.Page, Ruth. "Seriality and Storytelling in Social Media." StoryWorlds: A Journal of Narrative Studies 5.1 (2013): 31–54.Puijk, Roel. "A Global Media Event? Coverage of the 1994 Lillehammer Olympic Games." International Review for the Sociology of Sport 35.3 (2000): 309–330.De Revue der Sporten, 6 August 1908.Ryan, Marie-Laure. Avatars of Story. Minneapolis: University of Minnesota Press, 2006.Simpson, Christopher. "Peter Sagan’s 2017 Tour de France Disqualification Appeal Rejected by CAS." Bleacher Report. 6 July 2017. 6 Feb. 2018 <https://bleacherreport.com/articles/2720166-peter-sagans-2017-tour-de-france-disqualification-appeal-rejected-by-cas>.Stauff, Markus. "The Pregnant-Moment-Photograph: The London 1908 Marathon and the Cross-Media Evaluation of Sport Performances." Historical Social Research (forthcoming). The Times, 22 July 1908.The Times, 24 July 1908."Tour de France: Peter Sagan Disqualified for Elbowing Mark Cavendish." 4 July 2017. 6 Feb. 2018 <https://www.usatoday.com/story/sports/cycling/2017/07/04/demare-wins-tour-stage-as-cavendish-involved-in-nasty-crash/103410284/>.Tudor, Andrew. "Them and Us: Story and Stereotype in TV World Cup Coverage." European Journal of Communication 7 (1992): 391–413.Werron, Tobias. "On Public Forms of Competition." Cultural Studies ↔ Critical Methodologies 14.1 (2014): 62–76.———. "World Sport and Its Public. On Historical Relations of Modern Sport and the Media." Observing Sport: System-Theoretical Approaches to Sport as a Social Phenomenon. Eds. Ulrik Wagner and Rasmus Storm. Schorndorf: Hofmann, 2010. 33–59.Whannel, Garry. Media Sport Stars. Masculinities and Moralities. London/New York: Routledge, 2001.
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Hackett, Lisa J., and Jo Coghlan. "Why <em>Monopoly</em> Monopolises Popular Culture Board Games." M/C Journal 26, no. 2 (April 26, 2023). http://dx.doi.org/10.5204/mcj.2956.

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