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Articoli di riviste sul tema "Tournaments, 1873"

1

Hash, Phillip M. "Tournaments of the Michigan State Band Association: 1877–1884". Journal of Historical Research in Music Education 40, n. 1 (20 aprile 2017): 34–57. http://dx.doi.org/10.1177/1536600617706362.

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This study examined the history of band tournaments governed by the Michigan State Band Association (MSBA), beginning with the first competition in 1877 and ending with the disbandment of the Association and tournaments in 1884. The research focused specifically on the (a) organization, rules, and procedures of the tournaments; (b) details surrounding the individual competitions held throughout the state; and (c) influence of the tournaments on local culture, participating ensembles, and future band activities in Michigan. The first Michigan State Band Tournament met in Port Huron in June 1877. Festivities included parades, massed performances, and competitions for prizes consisting of silver cups, cash, and new instruments. To ensure equal opportunity among the ensembles, bands were divided into classifications based at first on size and instrumentation and then on ability. Officials added a solo cornet contest in 1878 and expanded this event to other instruments the following year. In 1879, bandmasters met at Lansing to organize the MSBA to standardize rules, select the location of the annual competition, and ensure fairness among participants. The Association and tournaments ended six years later, probably because of the failure of the competitions to generate a profit for the sponsors.
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Romanchuk, Olha, Rostyslav Koval, Oleh Bubela, Anastasiia Mykhailenko e Anna Mykhailenko. "The origin and development of gymnastics events in France". Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), n. 8(139) (20 agosto 2021): 75–81. http://dx.doi.org/10.31392/npu-nc.series15.2021.8(139).12.

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The article analyzes the main stages of the origin and formation of gymnastics events in France since the beginning of the XIX century to 1942 on the basis of the works of leading French scientists. The development of gymnastics in France does not attract much attention of Ukrainian specialists whose scientific interests are related to the study of physical education and sports in European countries, so the practical issues of our research will complement and expand the relevant courses on the history of physical education for students in Ukraine. The purpose of the article is to study the main historical aspects of the development of gymnastics events in France. To achieve it, the following tasks should be performed: to analyze the literature on research issues; to identify key dates in the history of gymnastics in France; to describe the role of personalities who have contributed most to the evolution of the field in this country. According to the results of the study, we conclude that the greatest influence on the development of gymnastics in France since the beginning of the XIX century to 1942 was made by Francisco Amorós, Napoléon Laisné, Eugène Paz, Charles Cazalet, Joseph Sansbœuf, Georges Demenÿ, Philippe Auguste Tissié. In the middle of the XIX century the institutionalization of gymnastics took place at the level of hospitals (1847), military services (1852) and school (1854). In the last quarter of the XIX century, physical education became a compulsory subject in primary and secondary schools for boys and girls. The Union of Gymnastics Societies of France was founded September 28, 1873 by Eugène Paz. In 1942, it was merged with the French Womenʼs Gymnastics and Physical Education Federation, which formed French Gymnastics Federation. French gymnasts since the beginning of Olympic Games in Paris (1900) have always shown consistently high results at competitions and tournaments of various scales, but since the 1930s it has begun to decline. Our further research will focus on a thorough study of the history of womenʼs gymnastics in France as well as the evolution of this sport in the period since 1942 to 2022.
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Khrystyna, Khimenes, Briskin Yuriy, Pityn Maryan e Malanyuk Lyubomyr. "FORMATION OF COMPETITION SYSTEM COMPONENTS IN PROFESSIONAL TENNIS BEFORE THE BEGINNING OF THE "TENNIS OPEN ERA"". Sport Science and Human Health 1, n. 9 (2023). http://dx.doi.org/10.28925/2664-2069.2023.111.

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The aim of the study. To systematize factual data on the formation and development of the competition system components in professional tennis before the beginning of the "tennis open era". Material and methods. Facts from the history of the formation of systematicity in professional tennis competitions and the formation of key competitions in the period up to 1968 was the main material of the research. The results. The era of modern tennis begins in the second half of the 19th century. It was found that the game began to be commercialized already in 1894, and this process began with the sale of tennis training equipment and textbooks. The first competitions, which were open to everyone, including professional tennis players, were held in Great Britain (Wimbledon tournament, 1875), but they cannot be called professional, since in British society attention was focused on the development and popularization of amateur sports. Summarizing the facts made it possible to find out that tennis began to develop as a professional sport in the United States, where were favorable economic and geopolitical conditions for this. Here, in 1926, the promoter K. Pyle held exhibition tours exclusively for professional tennis players with whom he concluded contracts. It was found that in the late 20s – early 30s of the XX century, three professional tennis majors of those times were created – U.S. Professional Championship, Wembley Professional Championships and French Pro Championship. These competitions actually set the pace for the development of the direction. It is established that characteristic for that time was a constant change in the number of participants, the format of holding and the surface of the tournament courts. The key barrier (separation between amateur and professional tennis) was overcome in 1968. In addition, the experience gained in the past in organizing professional tennis tournaments gradually received a new level of adaptation in the “Open Era tennis”. However, the period until the 1980s remained difficult to determine a unified attitude of the leading tennis organizations in the world to the process of its further professionalization. Conclusions. Tennis as a type of professional sport began to form in the US at the end of the 19th century and immediately developed dynamically, at the same time separated from the amateur (until 1968). The main tournaments (majors) of that time were the U.S. Professional Championship, Wembley Professional Championships and French Pro Championship, However, others tournaments developed too and they were even a priority for many leading professional tennis players periodically. The competition system was not stable, competition formats often changed, but professional tennis gained popularity and increasingly became a source of income for the athletes themselves and entire organizations.
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Dementev, Ilya O. "“ROYAL GAME” ON THE “ROYAL MOUNTAIN”: СHESS IN KÖNIGSBERG". Vestnik of Immanuel Kant Baltic Federal University. Series: Humanities and social science, 2022, 54–71. http://dx.doi.org/10.5922/sikbfu-2022-3-5.

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The article explores the history of chess in Königsberg in the 19th century and the first half of the 20th century. The author gives the data on competitions held in the capital of East Prussia, as well as biographical data on players and chess composers who lived there and visited Königsberg. The reconstruction of the history of the chess movement includes the localization of chess clubs in the city. The researcher states, that in the 1850s — 1870s chess clubs with general and specialized membership flourished in the city. The Königsberg Academic Chess Club was the example of the latter. From 1878 until the end of the century chess life in East Prussia was under the umbrella of the East German Chess Union, founded to offset the difficulties of participation of local chess players in all-German tournaments because of geographical remoteness. In the 20th century several world-class players both from among the city’s visitors (Emanuel Lask­er) and local residents (Paul Saladin Leonhardt) appeared in Königsberg. Leonhardt became probably the main figure representing East Prussia at national and international tournaments after the First World War. The years of Nazism witnessed persecution of local chess players of Jewish origin in Königsberg. Chess life of the city itself remained provincial. The chess history of Königsberg ceased with the Red Army storming the city in 1945. Among the participants of the storming there were also Soviet chess players. The article is addressed to chess historians, local historians and tour guides.
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McGowan, Lee. "Piggery and Predictability: An Exploration of the Hog in Football’s Limelight". M/C Journal 13, n. 5 (17 ottobre 2010). http://dx.doi.org/10.5204/mcj.291.

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Lincolnshire, England. The crowd cheer when the ball breaks loose. From one end of the field to the other, the players chase, their snouts hovering just above the grass. It’s not a case of four legs being better, rather a novel way to attract customers to the Woodside Wildlife and Falconry Park. During the matches, volunteers are drawn from the crowd to hold goal posts at either end of the run the pigs usually race on. With five pigs playing, two teams of two and a referee, and a ball designed to leak feed as it rolls (Stevenson) the ten-minute competition is fraught with tension. While the pig’s contributions to “the beautiful game” (Fish and Pele 7) have not always been so obvious, it could be argued that specific parts of the animal have had a significant impact on a sport which, despite calls to fall into line with much of the rest of the world, people in Australia (and the US) are more likely to call soccer. The Football Precursors to the modern football were constructed around an inflated pig’s bladder (Price, Jones and Harland). Animal hide, usually from a cow, was stitched around the bladder to offer some degree of stability, but the bladder’s irregular and uneven form made for unpredictable movement in flight. This added some excitement and affected how ball games such as the often violent, calico matches in Florence, were played. In the early 1970s, the world’s oldest ball was discovered during a renovation in Stirling Castle, Scotland. The ball has a pig’s bladder inside its hand-stitched, deer-hide outer. It was found in the ceiling above the bed in, what was then Mary Queens of Scots’ bedroom. It has since been dated to the 1540s (McGinnes). Neglected and left in storage until the late 1990s, the ball found pride of place in an exhibition in the Smiths Art Gallery and Museum, Stirling, and only gained worldwide recognition (as we will see later) in 2006. Despite confirmed interest in a number of sports, there is no evidence to support Mary’s involvement with football (Springer). The deer-hide ball may have been placed to gather and trap untoward spirits attempting to enter the monarch’s sleep, or simply left by accident and forgotten (McGinnes in Springer). Mary, though, was not so fortunate. She was confined and forgotten, but only until she was put to death in 1587. The Executioner having gripped her hair to hold his prize aloft, realised too late it was a wig and Mary’s head bounced and rolled across the floor. Football Development The pig’s bladder was the central component in the construction of the football for the next three hundred years. However, the issue of the ball’s movement (the bounce and roll), the bladder’s propensity to burst when kicked, and an unfortunate wife’s end, conspired to push the pig from the ball before the close of the nineteenth-century. The game of football began to take its shape in 1848, when JC Thring and a few colleagues devised the Cambridge Rules. This compromised set of guidelines was developed from those used across the different ‘ball’ games played at England’s elite schools. The game involved far more kicking, and the pig’s bladders, prone to bursting under such conditions, soon became impractical. Charles Goodyear’s invention of vulcanisation in 1836 and the death of prestigious rugby and football maker Richard Lindon’s wife in 1870 facilitated the replacement of the animal bladder with a rubber-based alternative. Tragically, Mr Lindon’s chief inflator died as a result of blowing up too many infected pig’s bladders (Hawkesley). Before it closed earlier this year (Rhoads), the US Soccer Hall of Fame displayed a rubber football made in 1863 under the misleading claim that it was the oldest known football. By the late 1800s, professional, predominantly Scottish play-makers had transformed the game from its ‘kick-and-run’ origins into what is now called ‘the passing game’ (Sanders). Football, thanks in no small part to Scottish factory workers (Kay), quickly spread through Europe and consequently the rest of the world. National competitions emerged through the growing need for organisation, and the pig-free mass production of balls began in earnest. Mitre and Thomlinson’s of Glasgow were two of the first to make and sell their much rounder balls. With heavy leather panels sewn together and wrapped around a thick rubber inner, these balls were more likely to retain shape—a claim the pig’s bladder equivalent could not legitimately make. The rubber-bladdered balls bounced more too. Their weight and external stitching made them more painful to header, but also more than useful for kicking and particularly for passing from one player to another. The ball’s relatively quick advancement can thereafter be linked to the growth and success of the World Cup Finals tournament. Before the pig re-enters the fray, it is important to glance, however briefly, at the ball’s development through the international game. World Cup Footballs Pre-tournament favourites, Spain, won the 2010 FIFA World Cup, playing with “an undistorted, perfectly spherical ball” (Ghosh par. 7), the “roundest” ever designed (FIFA par.1). Their victory may speak to notions of predictability in the ball, the tournament and the most lucrative levels of professional endeavour, but this notion is not a new one to football. The ball’s construction has had an influence on the way the game has been played since the days of Mary Queen of Scots. The first World Cup Final, in 1930, featured two heavy, leather, twelve-panelled footballs—not dissimilar to those being produced in Glasgow decades earlier. The players and officials of Uruguay and Argentina could not agree, so they played the first half with an Argentine ball. At half-time, Argentina led by two goals to one. In the second half, Uruguay scored three unanswered goals with their own ball (FIFA). The next Final was won by Italy, the home nation in 1934. Orsi, Italy’s adopted star, poked a wildly swerving shot beyond the outstretched Czech keeper. The next day Orsi, obligated to prove his goal was not luck or miracle, attempted to repeat the feat before an audience of gathered photographers. He failed. More than twenty times. The spin on his shot may have been due to the, not uncommon occurrence, of the ball being knocked out of shape during the match (FIFA). By 1954, the Federation Internationale de Football Association (FIFA) had sought to regulate ball size and structure and, in 1958, rigorously tested balls equal to the demands of world-class competition. The 1950s also marked the innovation of the swerving free kick. The technique, developed in the warm, dry conditions of the South American game, would not become popular elsewhere until ball technology improved. The heavy hand-stitched orb, like its early counterparts, was prone to water absorption, which increased the weight and made it less responsive, particularly for those playing during European winters (Bray). The 1970 World Cup in Mexico saw football progress even further. Pele, arguably the game’s greatest player, found his feet, and his national side, Brazil, cemented their international football prominence when they won the Jules Rimet trophy for the third time. Their innovative and stylish use of the football in curling passes and bending free kicks quickly spread to other teams. The same World Cup saw Adidas, the German sports goods manufacturer, enter into a long-standing partnership with FIFA. Following the competition, they sold an estimated six hundred thousand match and replica tournament footballs (FIFA). The ball, the ‘Telstar’, with its black and white hexagonal panels, became an icon of the modern era as the game itself gained something close to global popularity for the first time in its history. Over the next forty years, the ball became incrementally technologically superior. It became synthetic, water-resistant, and consistent in terms of rebound and flight characteristics. It was constructed to be stronger and more resistant to shape distortion. Internal layers of polyutherane and Syntactic Foam made it lighter, capable of greater velocity and more responsive to touch (FIFA). Adidas spent three years researching and developing the 2006 World Cup ball, the ‘Teamgeist’. Fourteen panels made it rounder and more precise, offering a lower bounce, and making it more difficult to curl due to its accuracy in flight. At the same time, audiences began to see less of players like Roberto Carlos (Brazil and Real Madrid CF) and David Beckham (Manchester United, LA Galaxy and England), who regularly scored goals that challenged the laws of physics (Gill). While Adidas announced the 2006 release of the world’s best performing ball in Berlin, the world’s oldest was on its way to the Museum fur Volkerkunde in Hamburg for the duration of the 2006 FIFA World Cup. The Mary Queen of Scot’s ball took centre spot in an exhibit which also featured a pie stand—though not pork pies—from Hibernian Football Club (Strang). In terms of publicity and raising awareness of the Scots’ role in the game’s historical development, the installation was an unrivalled success for the Scottish Football Museum (McBrearty). It did, however, very little for the pig. Heads, not Tails In 2002, the pig or rather the head of a pig, bounced and rolled back into football’s limelight. For five years Luis Figo, Portugal’s most capped international player, led FC Barcelona to domestic and European success. In 2000, he had been lured to bitter rivals Real Madrid CF for a then-world record fee of around £37 million (Nash). On his return to the Catalan Camp Nou, wearing the shimmering white of Real Madrid CF, he was showered with beer cans, lighters, bottles and golf balls. Among the objects thrown, a suckling pig’s head chimed a psychological nod to the spear with two sharp ends in William Golding’s story. Play was suspended for sixteen minutes while police tried to quell the commotion (Lowe). In 2009, another pig’s head made its way into football for different reasons. Tightly held in the greasy fingers of an Orlando Pirates fan, it was described as a symbol of the ‘roasting’ his team would give the Kaiser Chiefs. After the game, he and his friend planned to eat their mascot and celebrate victory over their team’s most reviled competitors (Edwards). The game ended in a nil-all draw. Prior to the 2010 FIFA World Cup, it was not uncommon for a range of objects that European fans might find bizarre, to be allowed into South African league matches. They signified luck and good feeling, and in some cases even witchcraft. Cabbages, known locally for their medicinal qualities, were very common—common enough for both sets of fans to take them (Edwards). FIFA, an organisation which has more members than the United Nations (McGregor), impressed their values on the South African Government. The VuVuZela was fine to take to games; indeed, it became a cultural artefact. Very little else would be accepted. Armed with their economy-altering engine, the world’s most watched tournament has a tendency to get what it wants. And the crowd respond accordingly. Incidentally, the ‘Jabulani’—the ball developed for the 2010 tournament—is the most consistent football ever designed. In an exhaustive series of tests, engineers at Loughborough University, England, learned, among other things, the added golf ball-like grooves on its surface made the ball’s flight more symmetrical and more controlled. The Jabulani is more reliable or, if you will, more predictable than any predecessor (Ghosh). Spanish Ham Through support from their Governing body, the Real Federación Española de Fútbol, Spain have built a national side with experience, and an unparalleled number of talented individuals, around the core of the current FC Barcelona club side. Their strength as a team is founded on the bond between those playing on a weekly basis at the Catalan club. Their style has allowed them to create and maintain momentum on the international stage. Victorious in the 2008 UEFA European Football Championship and undefeated in their run through the qualifying stages into the World Cup Finals in South Africa, they were tournament favourites before a Jabulani was rolled into touch. As Tim Parks noted in his New York Review of Books article, “The Shame of the World Cup”, “the Spanish were superior to an extent one rarely sees in the final stages of a major competition” (2010 par. 15). They have a “remarkable ability to control, hold and hide the ball under intense pressure,” and play “a passing game of great subtlety [ ... to] patiently wear down an opposing team” (Parks par. 16). Spain won the tournament having scored fewer goals per game than any previous winner. Perhaps, as Parks suggests, they scored as often as they needed to. They found the net eight times in their seven matches (Fletcher). This was the first time that Spain had won the prestigious trophy, and the first time a European country has won the tournament on a different continent. In this, they have broken the stranglehold of superpowers like Germany, Italy and Brazil. The Spanish brand of passing football is the new benchmark. Beautiful to watch, it has grace, flow and high entertainment value, but seems to lack something of an organic nature: that is, it lacks the chance for things to go wrong. An element of robotic aptitude has crept in. This occurred on a lesser scale across the 2010 FIFA World Cup finals, but it is possible to argue that teams and players, regardless of nation, have become interchangeable, that the world’s best players and the way they play have become identikits, formulas to be followed and manipulated by master tacticians. There was a great deal of concern in early rounds about boring matches. The world’s media focused on an octopus that successfully chose the winner of each of Germany’s matches and the winner of the final. Perhaps, in shaping the ‘most’ perfect ball and the ‘most’ perfect football, the World Cup has become the most predictable of tournaments. In Conclusion The origins of the ball, Orsi’s unrepeatable winner and the swerving free kick, popular for the best part of fifty years, are worth remembering. These issues ask the powers of football to turn back before the game is smothered by the hunt for faultlessness. The unpredictability of the ball goes hand in hand with the game. Its flaws underline its beauty. Football has so much more transformative power than lucrative evolutionary accretion. While the pig’s head was an ugly statement in European football, it is a symbol of hope in its South African counterpart. Either way its removal is a reminder of Golding’s message and the threat of homogeneity; a nod to the absence of the irregular in the modern era. Removing the curve from the free kick echoes the removal of the pig’s bladder from the ball. The fun is in the imperfection. Where will the game go when it becomes indefectible? Where does it go from here? Can there really be any validity in claiming yet another ‘roundest ball ever’? Chip technology will be introduced. The ball’s future replacements will be tracked by satellite and digitally-fed, reassured referees will determine the outcome of difficult decisions. Victory for the passing game underlines the notion that despite technological advancement, the game has changed very little since those pioneering Scotsmen took to the field. Shouldn’t we leave things the way they were? Like the pigs at Woodside Wildlife and Falconry Park, the level of improvement seems determined by the level of incentive. The pigs, at least, are playing to feed themselves. Acknowledgments The author thanks editors, Donna Lee Brien and Adele Wessell, and the two blind peer reviewers, for their constructive feedback and reflective insights. The remaining mistakes are his own. References “Adidas unveils Golden Ball for 2006 FIFA World Cup Final” Adidas. 18 Apr. 2006. 23 Aug. 2010 . Bray, Ken. “The science behind the swerve.” BBC News 5 Jun. 2006. 19 Aug. 2010 http://news.bbc.co.uk/2/hi/uk_news/magazine/5048238.stm>. Edwards, Piers. “Cabbage and Roasted Pig.” BBC Fast Track Soweto, BBC News 3 Nov. 2009. 23 Aug. 2010 . FIFA. “The Footballs during the FIFA World Cup™” FIFA.com. 18 Aug. 2010 .20 Fish, Robert L., and Pele. My Life and the Beautiful Game. New York: Bantam Dell, 1977. Fletcher, Paul. “Match report on 2010 FIFA World Cup Final between Spain and Netherlands”. BBC News—Sports 12 Jul. 2010 . Ghosh, Pallab. “Engineers defend World Cup football amid criticism.” BBC News—Science and Environment 4 Jun. 2010. 19 Aug. 2010 . Gill, Victoria. “Roberto Carlos wonder goal ‘no fluke’, say physicists.” BBC News—Science and Environment 2 Sep. 2010 . Hawkesley, Simon. Richard Lindon 22 Aug. 2010 . “History of Football” FIFA.com. Classic Football. 20 Aug. 2010 . Kay, Billy. The Scottish World: A Journey into the Scottish Diaspora. London: Mainstream, 2008. Lowe, Sid. “Peace for Figo? And pigs might fly ...” The Guardian (London). 25 Nov. 2002. 20 Aug. 2010 . “Mary, Queen of Scots (r.1542-1567)”. The Official Website of the British Monarchy. 20 Jul. 2010 . McBrearty, Richard. Personal Interview. 12 Jul. 2010. McGinnes, Michael. Smiths Art Gallery and Museum. Visited 14 Jul. 2010 . McGregor, Karen. “FIFA—Building a transnational football community. University World News 13 Jun. 2010. 19 Jul. 2010 . Nash, Elizabeth. “Figo defects to Real Madrid for record £36.2m." The Independent (London) 25 Jul. 2000. 20 Aug. 2010 . “Oldest football to take cup trip” 25 Apr. 2006. 20 Jul. 2010 . Parks, Tim. “The Shame of the World Cup”. New York Review of Books 19 Aug. 2010. 23 Aug. 2010 < http://nybooks.com/articles/archives/2010/aug/19/shame-world-cup/>. “Pig football scores a hit at centre.” BBC News 4 Aug. 2009. August 20 2010 . Price, D. S., Jones, R. Harland, A. R. “Computational modelling of manually stitched footballs.” Proceedings of the Institution of Mechanical Engineers, Part L. Journal of Materials: Design & Applications 220 (2006): 259-268. Rhoads, Christopher. “Forget That Trip You Had Planned to the National Soccer Hall of Fame.” Wall Street Journal 26 Jun. 2010. 22 Sep. 2010 . “Roberto Carlos Impossible Goal”. News coverage posted on You Tube, 27 May 2007. 23 Aug. 2010 . Sanders, Richard. Beastly Fury. London: Bantam, 2009. “Soccer to become football in Australia”. Sydney Morning Herald 17 Dec. 2004. 21 Aug. 2010 . Springer, Will. “World’s oldest football – fit for a Queen.” The Scotsman. 13 Mar. 2006. 19 Aug. 2010 < http://heritage.scotsman.com/willspringer/Worlds-oldest-football-fit.2758469.jp >. Stevenson, R. “Pigs Play Football at Wildlife Centre”. Lincolnshire Echo 3 Aug. 2009. 20 Aug. 2010 . Strang, Kenny. Personal Interview. 12 Jul. 2010. “The Execution of Mary Queen of Scots February 8, 1857”. Tudor History 21 Jul. 2010 http://tudorhistory.org/primary/exmary.html>. “The History of the FA.” The FA. 20 Jul. 2010 “World’s Oldest Ball”. World Cup South Africa 2010 Blog. 22 Jul. 2010 . “World’s Oldest Soccer Ball by Charles Goodyear”. 18 Mar. 2010. 20 Jul. 2010 .
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Hackett, Lisa J., e Jo Coghlan. "Why <em>Monopoly</em> Monopolises Popular Culture Board Games". M/C Journal 26, n. 2 (26 aprile 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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Tesi sul tema "Tournaments, 1873"

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Souza, Junior Celso Vila Nova de. "Tournaments in the public sector". Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/22538.

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Greene, Ryan A. "The economic impact of the 2000 Bellsouth Atlanta Golf Classic". Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/28643.

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MacKenzie, Ian A. "On the initial allocation of tradeable pollution permits". Thesis, University of Stirling, 2007. http://hdl.handle.net/1893/241.

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The objective of this thesis is to investigate the initial allocation of pollution permits in a dynamic tradeable market. Tradeable pollution permit markets are an increasingly common method of environmental regulation and it is apparent that future schemes may have a number of repeated compliance periods. It is important to consider how and to what extent the dynamic allocation of pollution permits determines the market efficiency at the equilibrium. This objective is developed in three parts. First, Part I introduces the topic and sets out the current relationships that exist between the initial allocation of permits and market efficiency and finds strong links between the two. It is shown that markets with imperfect competition, transaction costs or multiple periods can result in links between the initial allocation and market efficiency. In Part II, a generalised model is created to investigate the optimality of dynamic permit allocations and finds the dynamic use of grandfathering (free allocation based on emissions information) permits is, in general, sub-optimal. It is argued that alternative dynamic mechanisms should be considered, such as auctions and other relative performance mechanisms. Part II is concluded by an investigation into the link between market efficiency, dynamic initial allocations and firms' lobbying over a permit allocation. Firms have the ability to determine their permit allocation by their choice of emissions and lobbying activity. It is shown that in some circumstances, lobbying activity may alter market efficiency and may result in reductions in social welfare. In Part III, an alternative dynamic allocation mechanism is considered, namely a rank-ordered contest, which can optimally allocate permits and simultaneously accomplish a predetermined secondary policy objective. The thesis concludes with a discussion of the policy implications and future work associated with this research.
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Libri sul tema "Tournaments, 1873"

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Schwede, Constantin. Der erste Wiener internationale Schachkongress im Jahre 1873. Zürich: Edition Olms, 1986.

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Urcan, Olimpiu G. Julius Finn: A chess master's life in America, 1871-1931. Jefferson, N.C: McFarland & Co., 2010.

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Urcan, Olimpiu G. Adolf Albin in America: A European chess master's sojourn, 1893-1895. Jefferson, NC: McFarland, 2008.

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Urcan, Olimpiu G. Adolf Albin in America: A European chess master's sojourn in America, 1893-1895. Jefferson, NC: McFarland, 2008.

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5

Siegbert, Tarrasch. Die Verteidigung des Damengambits. Zürich: Olms, 1986.

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6

Smith, Rick. Cricket with the Kiwis: Tasmania in New Zealand 1883-84 : based on the account of the team's captain JG Davies. [Prospect,] Tas: Apple Books, 2008.

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Smith, Rick. Cricket with the Kiwis: Tasmania in New Zealand 1883-84 : based on the account of the team's captain JG Davies. [Prospect,] Tas: Apple Books, 2008.

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8

St. Andrews Open Championship, 1873-2000. HarperCollins Publishers Limited, 2000.

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9

Die Schachkongresse zu Crefeld 1871, Düsseldorf 1876, Köln 1877 und Frankfurt a.m. 1878 (Tschaturanga). Olms, 1985.

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10

AG, Georg Olms Verlag. The Second, Third and Fourth American Chess Congress: Cleveland 1871, Chicago 1874, Philadelphia 1876. Georg Olms Verlag AG, 2003.

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Capitoli di libri sul tema "Tournaments, 1873"

1

Anderson, Ian. "Steiner systems". In Combinatorial Designs and Tournaments, 125–47. Oxford University PressOxford, 1997. http://dx.doi.org/10.1093/oso/9780198500292.003.0006.

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Abstract A Steiner triple system is simply a block design with k = 3 and λ= 1. This choice of parameters is one of the simplest which could be made, and the corresponding designs form one of the first families of designs for which existence was established. Without knowing of Kirkman’s work. Steiner came across the problem of the existence of such designs in a geometrical context in 1853, and publicized the problem. The designs were therefore to become known as Steiner triple systems. This is particularly unfair on Kirkman, since not only did Kirkman provide an existence proof, but Steiner did not. Reiss published a proof shortly afterwards which is essentially identical to Kirkman’s, and later on many other mathematicians, beginning with Moore in 1893, gave a variety of different proofs. Kirkman’s own proof has been undeservedly neglected.
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Mills, Dorothy Seymour, e Harold Seymour. "Wider Horizons Down Home". In Baseball, 199–212. Oxford University PressNew York, NY, 1990. http://dx.doi.org/10.1093/oso/9780195038903.003.0014.

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Abstract As Soon As Conditions Permitted, town Teams Began to Arrange More Regular Playing Schedules and to Sharpen Competition By Holding tournatments and Organizing Leagues. Even Before The Civil War California Teams Dramatized Their Natural Rivalry By Holding A tournament. in Western New York Several town Teams, At Auburn’s instigation, Staged A tournament in 1866 Among The Buffalo Niagaras, Albany Knickerbockers, and Two Rochester Teams. According to Researcher Joseph M. Overfield, “Chicanery”; On The Part of The Two Rochester Clubs Resulted in Victory For The Niagaras, Who Also Won The Following Year. By 1877 Teams in New York Had Convened to Set Up A State Championship, Deciding That For A Ten-Dollar Fee Participating Teams Would Play Four Games With Each Other. That Same Year Iowa town Teams Held A Convention At Cedar Rapids to Form A State League and Play For A Championship.
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"1873: Autumn and Spring The Last Tournament, Gareth and Lynette". In Tennyson’s Camelot, 98–133. Wilfrid Laurier Press, 2010. http://dx.doi.org/10.51644/9780889205987-006.

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Pope, S. W. "The National Pastime". In Patriotic Games, 59–90. Oxford University PressNew York, NY, 1997. http://dx.doi.org/10.1093/oso/9780195091335.003.0004.

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Abstract Unlike all other major American team sports, professional major-league baseball gained cultural primacy in the United States long before the amateur and semiprofessional games. Although amateur and semiprofessional play sustained the game as the national pastime for more than a century, professional baseball fundamentally shaped the way that most Americans have played and thought about the sport. The creation of the National League in 1876 spawned the key elements-league structure; territorial franchise monopolies; annual championship tournaments; the “reserve clause”; assignment of game officials; and revenue sharing-that dominated commercialized American sports for more than a century. Given the fact that basketball was not invented until 1891 and that professional football only materialized in institutional form in the 1920s, baseball was the only leading American professional sport until after World War I. Despite the ascendancy of amateurism during the late nineteenth century, professional baseball, although an anomaly for its time, provided a model for Americans in understanding big-time commercialized sports.
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Atkins, Lee. "7 The Literary Olympic and Riddle Tournament: Competition and Community in Young Folks Paper (1871–1897)". In The Edinburgh History of Children's Periodicals, 137–52. Edinburgh University Press, 2024. http://dx.doi.org/10.1515/9781399506663-012.

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