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1

Games, Commonwealth, a cura di. Official spectator guide: 2002 Manchester Commonwealth Games. [Manchester: Manchester City Council?, 2002.

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2

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

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3

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

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4

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

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5

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

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6

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

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7

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

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8

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

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9

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

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10

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

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11

Security Games. Routledge, 2012.

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12

Spectator guide: Delhi 2010, XIX Commonwealth Games. New Delhi: Organising Committee, Commonwealth Games, 2010.

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13

Bennett, Colin J. Security Games: Surveillance and Control at Mega-Events. Taylor & Francis Group, 2012.

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14

Bennett, Colin J. Security Games: Surveillance and Control at Mega-Events. Taylor & Francis Group, 2012.

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15

Bennett, Colin J. Security Games: Surveillance and Control at Mega-Events. Taylor & Francis Group, 2012.

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16

Bennett, Colin J. Security Games: Surveillance and Control at Mega-Events. Taylor & Francis Group, 2012.

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17

Bennett, Colin J. Security Games: Surveillance and Control at Mega-Events. Routledge, 2012.

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18

Bennett, Colin J. Security Games: Surveillance and Control at Mega-Events. Taylor & Francis Group, 2012.

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19

Stevenson, Tyler. Violence and Sports: Dangerous Games. Greenhaven Publishing LLC, 2019.

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20

Stevenson, Tyler. Violence and Sports: Dangerous Games. Greenhaven Publishing LLC, 2019.

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21

Stevenson, Tyler. Violence and Sports: Dangerous Games. Greenhaven Publishing LLC, 2019.

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22

Figone, Albert J. The Golden Age of Gambling. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037283.003.0002.

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Abstract (sommario):
This chapter looks at the increased popularity of college basketball after World War II. At the tail end of the conflict “big men” had come to dominate a game already revolutionized by changes in rules and equipment and a faster, higher-scoring style of play, greatly increasing the spectator appeal of the sport. Many gamblers who favored the horses before the war switched to college basketball and football in the early 1940s. But the switch was not always easy, though the future of college basketball nevertheless looked bright after the war, despite frequent and disturbing reports that players had been offered bribes to fix games. By then many basketball players and gamblers remained cozy bedfellows, and fixing had become such a time-honored tradition that even students were aware that some players rigged games with gamblers.
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23

Surdam, David George. Introduction. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037139.003.0001.

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This introductory chapter describes the “bush league” characteristics of the National Basketball Association's (NBA) early days. While basketball was quite popular in the 1940s, and college basketball had shown promise as a spectator attraction, professional basketball still had an air of disrepute: barnstorming, uncouth players, and poorly lit (and often poorly ventilated) gyms or dance halls. The Basketball Association of America (BAA), the NBA's precursor, had struggled to gain credibility and popularity among the country's sports fans during this time. The BAA/NBA during its early seasons relied on exhibition games featuring the Harlem Globetrotters, on playing doubleheaders, on using territorial draft picks of stars from local colleges, on playing regular-season games out of town, and on having teams fold mid-season. Some teams continued to play league games in high school gymnasiums well into the 1950s.
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24

Sweeney, Eamonn. The Road to Croker: A Gaa Fanatic on the Championship Trail. Hodder, 2006.

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25

Williams, John. Games Without Frontiers: Football, Identity and Modernity. Taylor & Francis Group, 2017.

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26

Spectator: An Unofficial Fantasy Adventure for Young Gamers. Eclectic Esquire Media, LLC, 2023.

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27

Connolly, John, e Paddy Dolan. Gaelic Games in Society: Civilising Processes, Players, Administrators and Spectators. Springer International Publishing AG, 2021.

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28

Connolly, John, e Paddy Dolan. Gaelic Games in Society: Civilising Processes, Players, Administrators and Spectators. Palgrave Macmillan, 2019.

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29

Winter games made simple: A guide for spectators & television viewers. Atlanta: Turner Pub., 1993.

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30

Miah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.

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Abstract (sommario):
Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. Sport 2.0 examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and it transforms the populations of people who are playing. Sport 2.0 describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate of both sports and digital culture. It also examines media change at the Olympic Games, as an exemplar of digital innovation in sports. Furthermore, the book offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world’s largest media event.
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31

The Lure Of The Arena Social Psychology And The Crowd At The Roman Games. Cambridge University Press, 2011.

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32

Crowther, Nigel B. Sport in Ancient Times. Praeger, 2007. http://dx.doi.org/10.5040/9798216017714.

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Abstract (sommario):
Crowther offers a fascinating look at the role of sport as practiced in several important civilizations in the ancient world. He not only probes the games themselves, but explores the ways in which athletics figured into cultural arenas that extended beyond physical prowess to military associations, rituals, status, and politics. Sport in Ancient Times has four distinct parts: the Prehistoric Age, historic Greece, ancient Italy, and the Byzantine Empire. Beginning with the earliest civilizations, Crowther examines the military and recreational aspects of sports in prehistoric Egypt, with brief references to other river-valley cultures in Sumeria, Mesopotamia, and Persia. He looks at the rituals of Cretan bull-leaping and boxing in the Bronze Age, the high status of sports in Mycenaean Greece, and the funeral games in the Trojan War as described by the epic poet Homer. In what he terms the historic period, Crowther examines the significance of the ancient Olympic Games, the events of Greek athletics, and the attitude of other civilizations (notably Rome) towards them. He attempts to discover to what extent the Romans believed in the famous ideal of Juvenal, a sound mind in a sound body, and discusses the significance of the famous Baths not only for sport, but also for culture and society. He likewise explores the Roman emphasis on spectator sports and the use of gladiatorial contests and chariot racing for political purposes (the concept of bread and games). The section on the Byzantine Empire focuses, notably, on chariot racing and the riots at sporting contests—riots reminiscent of crowd violence in modern sports such as soccer. Crowther closes with perspectives that bring to life some of the issues revealed in previous chapters. These include a comparison of the social status and significance of a famous Olympic athlete (Milo), a Roman gladiator (Hermes), and a Byzantine chariot racer (Porphyrius). He also addresses the changing role of women in sports in antiquity. Women were prominent in sport in Egypt, for example, but almost entirely absent from the ancient Olympic Games. The final chapter discusses team sports and ball games. Although these were comparatively rare in the ancient world, one may see in those that did exist the forerunners of modern football and hockey.
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33

Cantor, George. The Olympic Factbook: A Spectator's Guide to the Winter Games. Visible Ink Press, 1997.

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34

(Editor), Rebecca Nelson, e Marie J. MacNee (Editor), a cura di. The Olympic Factbook: A Spectator's Guide to the Summer Games. Visible Ink Press, 1995.

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35

Dupuis, Diane L., Marie J. MacNee e Christa Brelin. The Olympic Factbook: A Spectator's Guide to the Winter Games. Visible Ink Pr, 1993.

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36

Vogan, Travis. Introduction. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252038389.003.0001.

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Abstract (sommario):
This book explores how NFL Films shaped the way Americans view football and paved the way for the emergence of cable television and Internet sports media. Baseball is traditionally recognized as America's favorite pastime, but the country's most popular and lucrative sports organization since the late 1960s has been the National Football League (NFL). NFL football's tremendous cultural and economic power is not simply a product of the games it provides for millions of live and mediated spectators, but also its cultural meanings. More than merely a game, the sport embodies and articulates characteristics, beliefs, attitudes, and values unique to American history, identity, and everyday life. This book examines the ways that NFL Films' productions changed how pro football, and sport in general, is represented and imagined while establishing a foundation from which the contemporary sports media landscape—an almost unavoidable facet of popular culture—developed. It discusses the institutional and cultural history of NFL Films as well as its circulating and archived productions, the discourses it generates, and the discourses surrounding the company.
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37

Dupuis, Diane L., Martin Connors e Brad Morgan. The Olympics Factbook: A Spectator's Guide to the Winter and Summer Games. Visible Ink Pr, 1991.

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38

Webber, Tim. United Nations: Around the Man U World in 80 Games. Pitch Publishing (Brighton) Limited, 2009.

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39

A rare auld season: All the colour, passion and drama of Dublin's triumphant 2011 football campaign. Dublin, Ireland: Sportsfile, 2011.

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40

Bancroft, Jessie Hubbell, e William Dean Pulvermacher. Handbook of Athletic Games for Players, Instructors, and Spectators, Comprising Fifteen Major Ball Games, Track and Field Athletics and Rowing Races. Creative Media Partners, LLC, 2018.

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41

Hubbell, Bancroft Jessie, e William Dean Pulvermacher. Handbook of Athletic Games for Players, Instructors, and Spectators, Comprising Fifteen Major Ball Games, Track and Field Athletics and Rowing Races. Arkose Press, 2015.

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42

Figone, Albert J. Creating A Game for Gamblers. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037283.003.0001.

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Abstract (sommario):
This chapter traces how basketball grew in popularity since its invention in 1891, and how this popularity eventually made college basketball an ideal hotbed for gambling operations. As basketball's popularity increased, colleges began to view the sport as a source of income. Large gymnasiums and field houses appeared on campuses, and with more spectators and more money, more gambling appeared. The chapter looks at how a combination of factors—including the addition of new rules in college basketball, a decline in the American economy, the introduction of new technology in the form of radio broadcasts, among others—came together to facilitate gambling in college basketball games.
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43

Macnee, Marie, e U. S. Olympic Committee. The Olympic Factbook: A Spectator's Guide to the Summer Games With Nbc'C Interactive Viewer's Guide TI the 1996 Olympic Games Cd-Rom. Visible Ink Press, 1996.

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44

Shattuck, Debra A. 1865–1879: Commodifying a National Pastime. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040375.003.0004.

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Abstract (sommario):
While Major League Baseball is a multi-billion dollar business today, the early professional game struggled to attract fans and make money. The 1870s saw the transformation of America’s leisure activities and men’s and women’s professional baseball teams emerged to compete for spectators with circuses, pedestrian races, boxing matches, and theatrical productions. Colorful pageantry was part of the early professional matches and many of the female players were former theatrical performers. Women’s professional teams emerged in Springfield, Illinois (1875) and in Philadelphia, New Orleans, and New York (1879). Burlesque troupes began featuring “female nines” at indoor performances; middle-class critics began accusing female professional teams of making a “burlesque” of the national pastime.
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45

Purcell, Stephen. ‘It’s All a Bit of a Risk’. A cura di James C. Bulman. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780199687169.013.30.

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This essay considers three movements in twenty-first-century Shakespearean performance in light of Philip Auslander’s influential study Liveness: Performance in a Mediatized Culture (1999): (1) the live broadcasting of theatre productions; (2) the increasingly popular genre of immersive theatre as spectator sport; and (3) the body of practice emerging from, and centring on, the reconstructed Shakespeare’s Globe Theatre in London. It considers the ways in which each of these movements constructs ‘liveness’, paying particular attention to the implications of these constructions for Shakespearean performance. The first movement is examined through the lens of the National Theatre Live broadcast of Nicholas Hytner’s Othello, whose ‘liveness’ involves an interplay of filmic and theatrical registers; the second, through a discussion of Punchdrunk’s Sleep No More; and the third, through the modern practice of finding ‘liveness’ in game-like theatre techniques and in the responsiveness of the actor at Shakespeare’s Globe.
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46

Women Sport Fans: Identification, Participation, Representation. Taylor & Francis Group, 2017.

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47

TOFFOLETTI, KIM. Women Sport Fans: Identification, Participation, Representation. Taylor & Francis Group, 2017.

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48

TOFFOLETTI, KIM. Women Sport Fans: Identification, Participation, Representation. Taylor & Francis Group, 2017.

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49

Women Sport Fans. 2017.

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50

Women Sport Fans: Identification, Participation, Representation. Taylor & Francis Group, 2019.

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