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1

Oceja, Jorge, and Natalia González-Fernández. "Estudiantes universitarios y videojuegos: Cultura del medio percibida, uso y preferencias en función del género." education policy analysis archives 28 (April 20, 2020): 66. http://dx.doi.org/10.14507/epaa.28.4181.

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This work analyses the video game culture in terms of perceptions, use, and preferences towards video games for a group of 610 university students, focusing on the impact of gender. The study is quantitative in nature, based on a cross-sectional survey and the subsequent statistical analysis of the data. Results show that students at this stage of life play video games and that they have – to a discernible degree – a video game culture, even though differences exist between men and women. Explanations for these differences, which affect other aspects like the platforms they use and their favourite games, are explored in the final part of the article. It seems that, besides their possibilities as an emergent media, video games are cultural products permeable and embedded in a context of gender inequity. This work aims to be a starting point for designing educational projects and policies that use video games in higher education while taking advantage of the diversity that this media can offer.
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2

Abinzano, Isabel, Luis Muga, and Rafael Santamaria. "Game, set and match: the favourite-long shot bias in tennis betting exchanges." Applied Economics Letters 23, no. 8 (September 23, 2015): 605–8. http://dx.doi.org/10.1080/13504851.2015.1093074.

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3

Walker, Alexander C., Martin Harry Turpin, Jonathan A. Fugelsang, and Derek J. Koehler. "Intuition speed as a predictor of choice and confidence in point spread predictions." Judgment and Decision Making 14, no. 2 (March 2019): 148–55. http://dx.doi.org/10.1017/s1930297500003387.

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AbstractPrevious research has revealed that intuitive confidence is an important predictor of how people choose between an intuitive and non-intuitive alternative when faced with information that opposes the intuitive response. In the current study, we investigated the speed of intuition generation as a predictor of intuitive confidence and participant choice in choice conflict situations. Participants predicted the outcomes of several National Basketball Association games, both with and without reference to a point spread. As hypothesized, the faster participants were to predict the outright winner of a game (i.e., generate an intuition) the more likely they were to predict the favourite against the point spread for that game (i.e., endorse the intuitive response). Overall, our findings are consistent with the notion that the speed of intuition generation acts as a determinant of intuitive confidence and a predictor of choice in situations featuring equally valid intuitive and non-intuitive alternatives.
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4

Veldsman, D. P. "Dobbelary: Om van baie verloorders te maak en van min wenners?" Verbum et Ecclesia 14, no. 2 (July 19, 1993): 305–14. http://dx.doi.org/10.4102/ve.v14i2.1075.

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Gambling: Making losers of many and winners of few?The question of the desirability of legalising gambling in South Africa and the affirmative proposal by the Howard Commission Report (March 1993) to this extent, is critically addressed in this short paper. Gambling, being a game of chance - and certainly already a well established and favourite pastime in South Africa - invites an understanding of the element of chance.
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5

Lannen, Brian. "International Perspectives: Cat and Mouse." Mathematics Teaching in the Middle School 4, no. 7 (April 1999): 456–59. http://dx.doi.org/10.5951/mtms.4.7.0456.

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Here is a story about “That Favourite Teaching Resource,” which, despite its simplicity, I believe helps address some serious issues in mathematics education. I obtained it from AAMT [Australian Association of Mathematics Teachers], and I am pleased to offer it back to our readers with some feedback on my experience with it. The resource is a game, widely applicable and easy to implement. You could be using it today!
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6

Toufexis, Jesse. "“Westmount’s Sinai”: Projecting a Jewish Landscape onto Montreal through Fiction." Canadian Jewish Studies / Études juives canadiennes 31 (May 18, 2021): 148–58. http://dx.doi.org/10.25071/1916-0925.40216.

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For Canadian Jewish authors, every peak and every valley, every lake and every island, every forest and every plain, is a potential locus for mythic energy. In this brief article, I wish to offer a glimpse into the implicit means by which Jewish authors project a specifically Jewish landscape onto their surroundings. Through a short study of Chava Rosenfarb’s Edgia’s Revenge and Leonard Cohen’s The Favourite Game, I will explore both authors’ uses of Mount Royal and the Laurentian Mountains as sacred spaces in the tradition of earlier Jewish stories involving mountains and wilderness. These similarities are especially poignant when we consider Cohen and Rosenfarb’s very different experiences of being Jewish in the world—one a wealthy uptown Jew from Montreal and the other a survivor of the Holocaust.Pour les auteurs juifs canadiens, chaque sommet et vallée, chaque lac et île, chaque forêt et plaine, est un lieu potentiel d’énergie mythique. Dans ce bref article, je souhaite offrir un aperçu des moyens implicites par lesquels les auteurs juifs projettent un paysage spécifiquement juif sur leur environnement. À travers une brève étude d’Edgia’s Revenge de Chava Rosenfarb et The Favourite Game de Leonard Cohen, j’explorerai les usages par les deux auteurs du Mont Royal et des Laurentides en tant qu’espaces sacrés dans la tradition d’histoires juives antérieures sur les montagnes et la nature. Ces similitudes sont particulièrement probantes lorsque nous considérons les expériences très différentes de Cohen et Rosenfarb de vivre leur judéité — l’un un juif nanti élevé à Westmount et l’autre une survivante de l’Holocauste.
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7

Tian, Zhengyu. "Analysis of Two Favorites Based on Tableau." BCP Social Sciences & Humanities 19 (August 30, 2022): 471–77. http://dx.doi.org/10.54691/bcpssh.v19i.1731.

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Recent years have witnessed the boom of the NBA, so there are increasingly more number of people watching and following it, no matter where they come from. And everyone has their own favourite team. Through access to information, it is widely known that the Los Angeles Clippers and the Brooklyn Nets are two favorites to win the game. Due to some reasons such as geographical reasons, “superstar effect” and others, a host of fans recognize that Clippers and Nets will meet in the finals. Additionally, they even believe that the brilliance of the game between the two teams can be beyond expectation. This work aimed to analyze and predict the winner. But there is an old saying, “There are a thousand Hamlets in a thousand people's eyes.” Thus, viewers are subjective to some degree. And most current papers use some machine learning algorithms to judge and predict the trend of the game. However, basketball game changes rapidly. Especially for such popular teams, the performance of the superstars largely determines whether the game can be won or not. This article presents some simpler and clearer aspects based on data visualization to analyze and predict the result. Finally, after analyzing the strength of the overall teams and the superstars, I draw a conclusion that Nets have a relatively large win rate.
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8

Polcyn, Sylwia. "The evolution of free time throughout history. Video games as a modern leisure activity." Biuletyn Historii Wychowania, no. 38 (October 11, 2019): 187–200. http://dx.doi.org/10.14746/bhw.2018.38.12.

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Against the background of civilizational development, the 21st century appears as a time of great opportunities of self-development and general progress but also as a time of various new leisure activities. Thanks to the society’s prosperity, as a consequence of scientific and technological research as well as technological progress, our lives have been improving on a daily basis, evolving towards “excellence”. A similar evolution has taken place in terms of leisure activities that have been known since antiquity. Some of them have slipped into oblivion, giving way to more interesting and controversial forms of leisure, including computer games. Computer games have become a part of our society; the role they have played in the 21st century is immense. Both children and teenagers are involved in this sort of pastime on a daily basis. To many of them, a day without their favourite game or virtual hero is hard to imagine. When asked about computer games, most adolescents will flood you with information on the subject. To children and teenagers, games are a source of lively colours, sounds and great opportunities. They offer a world beyond a child’s common experience. Games make a child feel needed. Most of all, computer games are more attractive and more easily accessible than other leisure activities.
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9

Toft-Nielsen, Claus. "Going home again?" MedieKultur: Journal of media and communication research 35, no. 66 (October 22, 2019): 003–17. http://dx.doi.org/10.7146/mediekultur.v35i66.106494.

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Since its release in 2004, World of Warcraft (WoW) has regularly changed the game and the play experience in signifi cant ways. Recently, Blizzard, the developer of WoW, announced the upcoming game WoW Classic: “an authentic, Blizzard-quality classic experience”. Drawing on interviews with adult WoW fans and gamers, the article examines the game as an ‘aff ective space’ (Hills, 2002) of fandom that cannot be separated from the fan narratives and experiences it mediates. A key component in this aff ective space is the notion of fan nostalgia. The nostalgic relationship between a fan and a favourite text is often imbued with an imagined history, conjoining aff ect and meaning, belief and knowledge, and making nostalgia “both a way of knowing worlds – and a discourse of knowledge” (Radstone, 2010, p. 188). The article traces diff erent and often contradictory modes of fan nostalgia connected to WoW, such as tactile feelings of technostalgia (Bolin, 2015), deeply personal and anchoring types of nostalgia in the form of totemic objects (Proctor, 2017), manifested through fan practices of collecting digital items and souvenirs (Geraghty, 2014), and interwoven with desirable and appropriate self-identity and self-narrative (Williams, 2014). In reading these modes of nostalgia, the article argues that they ultimately function as a sort of ‘homecoming’, as the gamers’ many different experiences of the game and media texts surrounding the game all come together as complex attempts of memory work, creating the possibility of establishing a home within their fandom.
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10

Rivals, F., S. Kacimi, and J. Moutoussamy. "Artiodactyls, favourite game of prehistoric hunters at the Caune de l?Arago Cave (Tautavel, France). Opportunistic or selective hunting strategies?" European Journal of Wildlife Research 50, no. 1 (March 1, 2004): 25–32. http://dx.doi.org/10.1007/s10344-003-0030-z.

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11

Na, Sangwon, Yiran Su, and Thilo Kunkel. "Do not bet on your favourite football team: the influence of fan identity-based biases and sport context knowledge on game prediction accuracy." European Sport Management Quarterly 19, no. 3 (October 30, 2018): 396–418. http://dx.doi.org/10.1080/16184742.2018.1530689.

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12

Palangngan, Sukmawati Tono, Haryanto Atmowardoyo, and Sukardi Weda. "English Listening Lesson Library Online (ELLLO) as a Supporting Media in Learning Listening." ELT Worldwide: Journal of English Language Teaching 3, no. 1 (May 12, 2016): 51. http://dx.doi.org/10.26858/eltww.v3i1.1880.

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This research aims to find out: (1) whether the use of English Listening Lesson Library Online (ELLLO) affects the students’ Listening comprehension achievement and (2) students’ perception tow Engish Listening Lesson Library Online (ELLLLO). This research employed Quan-Qual method with a type of quasi-experimental design namely regression discontinuity design. The population was the second year students of SMAN 3 Palopo which consisting of nine classes in 2014/2015 academic year. The total number of population was 270 students. This research used the combination of random sampling and nonrandom sampling technique, random sampling to decide the sample of the quantitative analysis and nonrandom sampling to decide the qualitative analysis. The data were collected by two instruments namely a listening test and interview. The description of data collected through the listening comprehension test showed that ELLLO (English Listening Lesson Library Online) is significantly affecting the students listening comprehension. All students agree that English listening Lesson Library Online (ELLLO) is a good supporting media since they have used it for about six weeks and their favourite activity is game activities. Keywords: effect, ELLLO, listening
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13

Ranuharja, Fadhli, Ganefri Ganefri, Bayu Ramadhani Fajri, Febri Prasetya, and Agariadne Dwinggo Samala. "DEVELOPMENT OF INTERACTIVE LEARNING MEDIA EDUGAME USING ADDIE MODEL." Jurnal Teknologi Informasi dan Pendidikan 14, no. 1 (May 24, 2021): 53–59. http://dx.doi.org/10.24036/tip.v14i1.412.

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In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.
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14

Dey, Oindrila. "Leniency, Status and Output Informativeness." Review of Market Integration 10, no. 1 (April 2018): 1–18. http://dx.doi.org/10.1177/0974929218764045.

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The article identifies the condition under which it is beneficial for the principal to be a lenient performance evaluator towards his/her favourite agent. It provides the game theoretic foundation behind the decision of choosing leniency (biased) over stringency (fair). The emergence of an influential literature captures the different aspects of status as a non-monetary incentive and its significance in organisational theory. However, the interplay between status and evaluation system has not been studied much. The article is built over an article by Dey and Banerjee (2014a) to understand the role of status incentive with the leniency of evaluation. Analysis of the interplay between status and leniency shows that when status is valued more, the principal benefits from this form of biasness. Interestingly, this article also provides a linkage between informativeness of output signal with this form of biasness. Using moral hazard framework with limited liability in a discrete effort framework, it is suggested that a weak output signal can act as an instrument in reducing the emergence of a lenient evaluation. JEL: D86, L14, L20
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15

Adamskich, Karolina. "Echoes of the Holocaust in Leonard Cohen’s art." Scripta Neophilologica Posnaniensia, no. 18 (February 7, 2019): 279–91. http://dx.doi.org/10.14746/snp.2018.18.24.

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Leonard Cohen is mostly known as a singer-songwriter. Although his poems and novels are not as widely recognized as his music, it has been frequently argued that The Favourite Game (1963) and Beautiful Losers (1966) can be viewed as the most innovative and experimental novels to be published in Canada. They are also among the first representatives of Canadian postmodernism in literature. The main purpose of this article was to explore echoes of the Holocaust in Cohen’s novels, as well as in his book of poetry Flowers for Hitler (1964). Despite the fact that the links and allusions to Judaism made by him have been often stressed by the critics, what is demonstrated here is the fact that for Cohen, his Jewish heritage was not only a source of inspiration but also doubt and anger. This paper, apart from presenting the artist’s cultural and spiritual background, aims at demonstrating ethical ambivalences in Leonard Cohen’s art and examining the reasons behind the ambivalence, as well as discussing his works in the context of postmodern ethical theory.
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16

Balzan, Mario V., and Iain Debono. "Assessing urban recreation ecosystem services through the use of geocache visitation and preference data: a case-study from an urbanised island environment." One Ecosystem 3 (June 5, 2018): e24490. http://dx.doi.org/10.3897/oneeco.3.e24490.

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Recreation is an important cultural ecosystem service and is one way in which communities experience the direct and indirect benefits arising from the experiential use of their environment. The recent rise in popularity of Global Positioning System (GPS) game applications, which combine information technology with an activity that increases mobility and encourages outdoor enjoyment, provides ecosystem service practitioners with an opportunity to make use of this georeferenced data to assess recreational ecosystem services. Geocaching is one such worldwide outdoor game. It has fixed points of incursion where people can hide and look for caches. This study explores the possibility of using geocaching data as a proxy for recreational ecosystems services in the Maltese Islands. A quantitative analysis of the georeferenced caches was used together with their visit rates and number of favourite points. This was supplemented by two questionnaires that investigated the preferences and experiences of both geocache placers (n=39) and hunters (n=21). Results show that the highest number of caches were placed and searched for in urban areas and that geocaching is strongly associated with the presence and accessibility of urban green infrastructure. The number of geocachers who stated preference for experiences in nature did not translate into high visit rates to sites of high conservation value (protected areas) but landscape value was significantly associated with recreational ecosystem services flow. The results presented here provide evidence that geocaching spatial data can act as an indicator for assessing and mapping recreational ecosystem services in urban environments and in cultural landscapes.
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17

Suhonen, Niko, and Mikael Linden. "UNFAIR GAMES, SUBJECTIVE PROBABILITIES, AND FAVOURITE-LONGSHOT BIAS IN FINNISH HORSE RACING." Journal of Gambling Business and Economics 4, no. 2 (January 2, 2013): 43–62. http://dx.doi.org/10.5750/jgbe.v4i2.555.

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This paper discusses risky and uncertain decision-making in the framework of gambling. The well-known anomaly of favourite-longshot bias is considered. We argue that gambling behaviour can be seen as consumption. Thus, gambling behaviour is more than a risky choice. It is reasonable to assume that the price of gambling is the take-out rate or the expected loss. We illustrate, with some elementary gambling, that the gambling markets constitute an environment where risky choices can be measured only with probabilities. Typical gambling behaviour (e.g. horse betting) is modelled by an approach that includes the attractiveness of risk, subjective probability, and the utility of money. We tested the favourite-longshot bias with a large accumulated dataset from Finnish horse race tracks that monitored more than 27,000 races over a five-year period. The empirical results indicate that Finnish gamblers’ behaviour is biased: they gamble too little on favourites and too much on longshots. Our results confirm the universality of the favourite-longshot bias that can be found in Western Europe, Australia and the USA.
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18

Borghesi, Richard. "THE IMPLICATIONS OF A REVERSE FAVOURITE-LONGSHOT BIAS IN A PREDICTION MARKET." Journal of Prediction Markets 6, no. 2 (December 19, 2012): 12–21. http://dx.doi.org/10.5750/jpm.v6i2.499.

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We examine 330,857 trades of prediction market contracts, the values of which are based on against-the-spread outcomes of NFL games, and find the presence of a significant reverse favourite-longshot bias. Surprisingly, the timing of this bias is identical to that observed in traditional casino-style NFL betting markets. That is, late-season away favourites so profoundly underperform expectations that the set of all favourites underperforms on average. Prior research shows that in prediction markets having asset prices ranging from $0 to $100, win rates are below (above) expectations when prices are low (high). However, we show that observed win rates for contracts on late-season away favourites are below expectations across all prices. The presence of a strong RFL bias in a prediction market provides evidence against the theories that this bias is caused by line shading or due to the effects of unpredicted weather variables on team performance.
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19

Millamena, Kian, Alvin Kwan, and Nicolei Panlilio. "University Students’ Video Gaming - Reasons, Preferences, and Behavioural Effects." European Conference on Games Based Learning 16, no. 1 (September 29, 2022): 732–41. http://dx.doi.org/10.34190/ecgbl.16.1.856.

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Research on players’ reasons for video gaming, their video game preferences, and the behavioural effects of video gaming on the players tends to study those issues separately. This study attempts to explore all those issues collectively with the aim of facilitating game designers to develop appealing educational games for university students without inflicting negative behavioural impacts on the students. Relevant data from 100 undergraduates were collected from an online survey. Cluster analysis of the eight major reasons for playing video games resulted in grouping the respondents into five clusters. The cluster that rated peer effect as the major reason for playing is male-dominated whereas the cluster that rated family influence as the major reason is female-dominated. A similar analysis of the respondents’ video game genre preferences reveals that the cluster favouring fighting and battle games is male-dominated, whereas the cluster favouring family entertainment games is female-dominated. Both genders enjoy playing challenging adventure-strategy games. Most respondents perceived that their cognitive functioning had improved through video gaming, but no conclusion can be drawn as to whether video gaming can improve their social and psychological functioning. Except for poor sleeping habits, most respondents had not experienced any significant negative effects from playing video games. No statistical evidence supports that playing violent video games would induce aggressive behaviours. As games that involve a high demand for players’ motor skills may not be a good choice for educational games and violent games may induce poor sleep quality, it is concluded that challenging adventure games and strategy games are suitable educational game genres for undergraduate students.
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20

Hutchinson, Allan C. "If Derrida Had Played Football." German Law Journal 6, no. 1 (January 1, 2005): 53–63. http://dx.doi.org/10.1017/s2071832200013468.

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In a candid interview in 1991, when he was 60, Jacques Derrida let the cat out of the bag. For all his academic achievements and popular acclaim, his abiding dream for himself remained that of his youth “becoming a professional footballer.” In this mere aside, Derrida revealed as much about himself as both philosopher and person (if they can be separated) as in almost all his voluminous writings, speeches, reviews, and interviews. How fitting, therefore, that this passing remark should take us from the expressive margin into the subversive heart of this man of thought and reveal him as a frustrated man of action; the philosophical life was only a consolation for a more fulfilled life as sporting hero. Yet, in so many ways, so much can be learned and understood about the Derridean oeuvre by treating its author as a footballer, as someone who plied his trade on the fields of sporting endeavour than in the classrooms and libraries of the world. Indeed, if Derrida had played football, both philosophy and life might have been the better for it. Not because he would have spared the world his philosophical interrogations, but because he might have made even more of an impression on the sensibilities and senses of his times. It is as a footballer of attacking flair, not as an intellectual of defensive legend, that I will remember Derrida best. While it is hard to imagine the suave Derrida in the garishly-coloured synthetic shirt of his favourite team with a number “7” and “Derrida” emblazoned on the back, there is a genuine excitement at the prospect of him tantalising and tormenting the opposition in his own version of “the beautiful game.” He knew that those who knew nothing of football knew nothing of life.
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Caselli, Stefano, Farah Polato, and Mauro Salvador. "Journeying to the actual World through digital games: The Urban Histories Reloaded project." Mutual Images Journal, no. 10 (December 20, 2021): 271–94. http://dx.doi.org/10.32926/2021.10.cas.urban.

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The paper aims at reflecting on the potential of digital games to convey meaning, tell stories and, most importantly, become a tool to discover and experience the actual world. Using as a case study the experience of the Urban Histories Reloaded. Creatività videoludica per azioni di cittadinanza (Urban Histories Reloaded. Digital Game Creativity for citizenship actions) project (UHR), we will discuss the role digital games can play in activating territorial processes, by favouring the engagement with the actual world as well as with playful approaches to city living. In particular, we will focus on the artist residency for game designers, game artists, and game programmers held in Padua between September and October 2020 within the frame of the project and on its main outcome, the mobile game MostaScene. MostaScene consists of a fifteen-minute mobile game set in District 5 Armistizio-Savonarola of Padua. Both its design and its overall content have intertwined with the urban space since the very beginning. Above all, we will inspect the use of digital games for city-making actions via two different paths: on the one hand, through the involvement of stakeholders (public institutions and specific groups, but also and most importantly citizens) as co-designers; on the other hand, using digital games as non-functional experiences that may encourage innovative interpretations of the urban space for player. From a theoretical perspective, this research requires us to look at digital games as both fictional worlds that involve imagination and interpretation, as well as digital worlds that are experienced as part of reality in a phenomenological sense. Once this is acknowledged, we can provide an overview of how games can tackle reality and engage with the actual world.
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22

Long, A. A. "Epictetus as Socratic mentor." Proceedings of the Cambridge Philological Society 46 (2001): 79–98. http://dx.doi.org/10.1017/s0068673500002455.

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In Tom Wolfe's most recent novel, A Man In Full, a young Californian, down on his luck, converts a macho sixty-year old tycoon, facing financial ruin, to Stoicism. The young man, Conrad, has miraculously escaped from the Santa Rita gaol as a result of an earthquake. Shortly before, he had discovered Epictetus in a book called The Stoics, a book he had been sent mistakenly in place of a riveting thriller by his favourite author with the title, The Stoics' Game. He rapidly comes across this passage: ‘I [Zeus] gave you a portion of our divinity, a spark from our own fire, the power to act and not to act, the will to get and the will to avoid. If you pay heed to this, you will not groan, you will blame no man, you will flatter none’ (p. 398). Conrad is hooked. An innocent among a bunch of hideous felons, he asks himself: ‘What would Epictetus have done with this bunch? What could he have done? How could you apply his lessons two thousand years later, in this grimy gray pod, this pigsty full of beasts who grunted about mother-fuckin this and mother-fuckin that?’ (p. 410). Conrad memorises chunks of Epictetus. He refers a series of challenges to Zeus, overcomes a thug twice his size, and radiates Stoic strength. At the end, hired as a male nurse in Atlanta for the massive but now ailing Croker, the about-to-be ruined tycoon, Conrad tells Croker about the Stoic Zeus and Epictetus. Croker was on the point of clinching a deal that would have saved him from bankruptcy at the cost of compromising his Georgian sense of honour. Instead, he gives a press conference, disavows all interest in wealth, parrots Epictetus to the bemused Atlanta elite, and walks away from everything that had previously defined his life. At the end we learn that he has become a highly successful televangelist, with a programme called ‘The Stoic's Hour’.
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Galván-Pérez, Laura, Tania Ouariachi, M. ª. Pozo-Llorente, and José Gutiérrez-Pérez. "Outstanding Videogames on Water: A Quality Assessment Review Based on Evidence of Narrative, Gameplay and Educational Criteria." Water 10, no. 10 (October 9, 2018): 1404. http://dx.doi.org/10.3390/w10101404.

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Videogames have become educational, communicative and social tools among the young, favouring the acquisition of skills, abilities and values, encompassing an endless number of themes, and helping them to experience and to face, in the first person, a great diversity of environmental situations and ecology problems. Thus, the present article aims: (a) to evaluate a sample of 20 educational videogames about water, making use of some empirical criteria of quality; and (b) to design, validate and apply an integrated quality indicator of educational videogames on water, based on the aspects of narrative, gameplay and education, which allows us to obtain a ranking. The findings reflect a ranking of games allowing us to suggest that the nature of the game (simulation, adventures, platforms or questions) does not determine the quality of the game, although generally simulations and adventure games are placed in a range of medium- or high-quality, as well as those games that pursue objectives related to the design and management of a territory in a sustainable way. The paper provides teachers with quality criteria based on narrative and gameplay that complement and enrich the pedagogical dimension.
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24

Stewart, Doug. "Smart-Alec Journalism: The Press Mishandles the Australia Games." Media Information Australia 39, no. 1 (February 1986): 29–32. http://dx.doi.org/10.1177/1329878x8603900110.

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A small group of influential Australians — sportswriters and columnists — were able to indulge in their favourite intellectual sports of knocking, sniping, cringing and swiping at tall poppies when the inaugural Australia Games were held in Melbourne from 26 January to 3 February 1985.
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Dumnić, Slaviša, Đorđije Dupljanin, Vladimir Božović, and Dubravko Ćulibrk. "PathGame: Crowdsourcing Time-Constrained Human Solutions for the Travelling Salesperson Problem." Computational Intelligence and Neuroscience 2019 (May 13, 2019): 1–9. http://dx.doi.org/10.1155/2019/2351591.

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Human strategies for solving the travelling salesperson problem (TSP) continue to draw the attention of the researcher community, both to further understanding of human decision-making and inspiration for the design of automated solvers. Online games represent an efficient way of collecting large amounts of human solutions to the TSP, and PathGame is a game focusing on non-Euclideanclosed-form TSP. To capture the instinctive decision-making process of the users, PathGame requires users to solve the problem as quickly as possible, while still favouring more efficient tours. In the initial study presented here, we have used PathGame to collect a dataset of over 16,000 tours, containing over 22,000,000 destinations. Our analysis of the data revealed new insights related to ways in which humans solve TSP and the time it takes them when forced to solve TSPs of large complexity quickly.
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26

Webber, Don J., Ian Milliner, and Paul White. "A STATISTICAL DEVELOPMENT OF FIXED ODDS BETTING RULES IN SOCCER." Journal of Gambling Business and Economics 3, no. 1 (January 2, 2013): 89–99. http://dx.doi.org/10.5750/jgbe.v3i1.543.

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Two simple but seemingly profitable betting rules for betting on the away win in association football are developed. One rule is consistent with avoiding those games in which there is a clear favourite. The second rule is based directly on modelling bookmaker odds and assessing the residuals under the fitted model. Contrary to previous research the betting rule using the residuals suggests avoiding betting on those games where there are large discrepancies between bookmaker odds and predicted-model odds.
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27

Wilson, Virginia. "Boys are Reading, but their Choices are not Valued by Teachers and Librarians." Evidence Based Library and Information Practice 4, no. 3 (September 21, 2009): 46. http://dx.doi.org/10.18438/b8h91w.

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A Review of: McKechnie, Lynne (E.F.). “ ‘Spiderman is not for Babies’ (Peter, 4 Years): The ‘Boys and Reading Problem’ from the Perspective of the Boys Themselves.” The Canadian Journal of Information and Library Science 30.1/2 (2006): 57-67. Objective – This study looks at what constitutes legitimate reading material for boys and how this material is defined in light of assessed gender differences in reading, and is part of a larger, ongoing research project on the role of public libraries in the development of youth as readers. Design – Semi-structured, qualitative interviews and book inventories. Setting – The research originated from the MLIS 566 (Literature for Children and Young Adults) class at the Faculty of Information and Media Studies, University of Western Ontario, London, Ontario, Canada. Subjects – Forty-three boys, ages four through twelve, were interviewed. Most of the boys lived in Ontario, although a few came from other Canadian provinces. Methods – Library school students who were registered in a Literature for Children and Young Adults class interviewed children and young adults about their reading and information practice as part of a “Book Ownership Case Study” assignment. The researcher also interviewed children and young adults, for a total of 137 case studies. For the purpose of this article, a data subset for the 43 boys included in the larger project was analyzed. The boys ranged in age from four to twelve years. The mean age was eight and the median age was nine. The theoretical perspective of reader response theory was used to situate the study. This theory has the relationship between the text and the reader as its focus, and it suggests that to understand the reading habits of boys, there needs to be recognition that the experts about their reading are the boys themselves. The interviews, which explored reading preferences and practices, were qualitative, semi-structured, and took thirty minutes to complete. In addition to the interview, each boy’s personal book and information material collection was inventoried. The researcher used a grounded theory approach to analyze the inventory and interview data to pull out themes related to the research questions. Grounded theory “uses a prescribed set of procedures for analyzing data and constructing a theoretical model” from the data (Leedy and Ormrod 154). Main Results – The collection inventories revealed that all 43 study participants had personal collections of reading materials. The collections ranged from eight volumes to 398 volumes. There was a mean volume total of 108 and a median of 98 books per boy. In addition to books, other materials were in the collections. Video recordings were owned by 36 (83.7%) of the boys, 28 (65.1%) of participants had computer software, 28 (65.1%) owned audio recordings, and 21 (48.8%) of the collections also included magazines. In the interview data analysis, a number of themes were revealed. All of the boys except one owned fiction. Some genres appeared frequently and were different than the ones found in the inventories taken of the girls in the larger study. Genres in the boys’ collections included fantasy, science fiction, sports stories, and humorous stories. The boys also discussed genres they did not enjoy: classic children’s fiction, such as The Adventures of Robin Hood, love stories, and “books about groups of girls” (61). All but five boys had series books such as Animorphs, Captain Underpants, Redwall, and Magic Treehouse in their collections. All study participants except for one owned non-fiction titles. When asked what their favourite book was, many of the boys chose a non-fiction title. Holdings included subjects such as “jokes, magic, sports, survival guides, crafts, science, dictionaries, maps, nature, and dinosaurs” (62). In addition to books, the boys reported owning and reading a wide range of other materials. Comics, manga, magazines, pop-up and other toy books, sticker books, colouring books, puzzle books, and catalogues were among the collection inventories. Only one boy read the newspaper. Another theme that emerged from the interview data was “gaming as story” (63). The boys who read video game manuals reported reading to learn about the game, and also reading to experience the game’s story. One boy’s enjoyment of the manual and the game came from the narrative found within. Various reading practices were explored in the interviews. Formats that featured non-linear reading were popular. Illustrations were important. Pragmatic reading, done to support other activities (e.g., Pokeman), was “both useful and pleasurable” (54). And finally, the issue of what counts as reading emerged from the data. Many boys discounted the reading that “they liked the best as not really being reading” (65). Some of the boys felt that reading novels constituted reading but that the reading of computer manuals or items such as science fair project books was “not really reading” (65). A distinction was made between real books and information books by the boys. Conclusions – The researcher explored what has been labelled as the “problem” of boys reading in this paper. She found that the 43 boys in this study are reading, but what they are reading has been undervalued by society and by the boys themselves. Collection inventories found a large number of non-fiction books, computer magazines, comic books, graphic novels, and role-playing game manuals—items not necessarily privileged by libraries, schools, or even by the boys themselves. The researcher suggests that “part of the ‘boys and reading problem’ then lies in what we count as reading” (66). By keeping what boys are actually reading in mind when it comes to collection development and library programming, children’s librarians can “play a central role in legitimizing the reading practices of boys” (66).
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Santos, Victor Pontes, Yuri Nekan Soares Fontes, Felipe Alves Holanda, Tiago Halliday Goiana, João Carlos Machado Luz Simões, Davi Lopes Teixeira, and Maria Andréia Formico Rodrigues. "Viral.izo: A game-based learning to foster resource management skills against emerging viral attacks." Journal on Interactive Systems 13, no. 1 (December 7, 2022): 350–63. http://dx.doi.org/10.5753/jis.2022.2678.

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This work presents Viral.izo 2.0, a casual educational game favouring world health by acting against emerging viral attacks. It extends our previous work by including three new game levels of progressive difficulty and two new minigames. In addition, we created three new variants beyond the original virus. Each variant has a specific visual design, attack behaviour (damage power and speed of spread), and visual effects. Knowing how to manage resources against the unpredictability of the virus and its variants is crucial for survival. We also developed a ranking system and new menu options to increase player engagement and game competitiveness. Moreover, we conducted new evaluations using a metric for assessment of user experience, showing that Viral.izo is capable of educating while challenging the player.
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Singh, Swati, Sudhir Naib, and Kartikeya Singh. "Wow Momo Foods Pvt. Ltd.: in search of new growth drivers." Emerald Emerging Markets Case Studies 10, no. 4 (November 23, 2020): 1–25. http://dx.doi.org/10.1108/eemcs-02-2020-0034.

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Learning outcomes The case presents an ideal platform for discussing the branding strategy, brand elements and the factors that contributed to success of an entrepreneurial venture in the quick-service restaurant (QSR) segment. Further, it enables students to discuss changes that are necessitated as the firm looks for new growth avenues. After working through the case and assignment questions, students will be able to analyze the entrepreneurial journey of a startup in red ocean markets by assessing the factors that contributed to its success; comprehend the importance of branding strategy for small business – choosing/designing of brand elements and selecting the positioning strategy; and assess changes needed in the branding strategy over time and devise strategies for the continued success of the firm. Case overview/synopsis Kolkata-based QSR chain Wow! Momo was bootstrapped with a meager INR 30,000 in 2008 by two school friends Sagar Daryani and Binod Kumar. It went on to become India’s Wow! Momo very first QSR specializing in momos. By the year 2019, Wow! Momo was dishing out India’s favourite street food, “momos” from 300 outlets across 15 cities. It also claimed to have captured 90% market share in the organized momo business. The startup grew at a CAGR of over 50% between 2015 and 2019 and reported INR 1.19bn revenue in financial year 2019 with an EBITDA of 9.3%. Wow Momo Foods Pvt. Ltd (WMF), the parent company of Wow! Momo, had tasted stupendous success within a short period and set an ambitious goal of achieving revenue of INR 10bn by 2023–2024. Wow! Momo had achieved top of mind recall among the target customers and was also vying for the same share of wallet as formidable international giants such as McDonald’s, Domino’s, Burger King and KFC. However, compared to these large players, Wow! Momo offered a limited menu and a smaller average ticket size. At the same time, Wow! Momo’s market share was also threatened by a host of branded momo players that offered a similar menu and pricing. Both these factors did not argue well for WMF’s mammoth growth objective. Achieving revenue of INR 1.19bn in a matter of just 10 years was no small feat, but reaching targeted INR 10bn in half that time needed a different game plan altogether. The founders clearly needed to rethink their strategies for the next phase of growth. What would be the next growth driver for the company? Should it look for greener pastures outside India? Was it time to diversify the menu and think beyond momos? If so, then should new items be added to existing menu or a new brand be launched altogether? The case maps the journey of two entrepreneurs as they went on to set up a successful QSR chain. It examines their trials and tribulations as well as successful implementation of marketing strategy. It also looks at the dilemmas faced by a startup as it searches for new avenues for growth. Complexity academic level Graduate and postgraduate courses in Management. Supplementary materials Teaching Notes are available for educators only. Subject code CSS 8: Marketing.
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Bușe, Paul, and Luminița Georgescu. "The Effect of Swimming on Blood Lactate and Sleep, after Intense Efforts in Handball Players." Revista Romaneasca pentru Educatie Multidimensionala 14, no. 4 (December 6, 2022): 490–505. http://dx.doi.org/10.18662/rrem/14.4/653.

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Handball is a dynamic game and requires from the subjects an intense physical effort and a great psychic commitment. The handball training process has to solve a whole series of performance skills that are found in the handball game, in this respect in order to achieve both the offensive actions with accuracy and speed and to block the actions of the opposing team. The sooner handball players recover after training or matches, the more work can be done, and the increased levels of training translate into more efficient games. Swimming in general is associated with performance sports but also as a means of recreation and improvement of the quality of life, the horizontal position favouring this. In this regard we have investigated the efficiency of swimming in eliminating lactate from the blood, and increasing the quality of sleep after intense efforts, in the sense of optimizing sports efficiency. The study carried out on twenty amateur athletes handball players, aged between 19 and 25 years, being divided into two equal groups. The experiment group (Group 1), after intense effort, performed an active recovery with specific elements of swimming for 20 minutes at an intensity of 55-60% relative to the maximum heart rate, and the control group (Group 2) during this time achieved a passive recovery. The results of the study have shown that specific elements of swimming, after intense efforts, cause significant changes in the elimination of lactate from the blood and provide a quieter sleep for amateur athlete’s handball players members of the experiment group.
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31

Gandar, J. M., Richard A. Zuber, R. S. Johnson, and W. Dare. "Re-examining the betting market on Major League Baseball games: is there a reverse favourite-longshot bias?" Applied Economics 34, no. 10 (July 2002): 1309–17. http://dx.doi.org/10.1080/00036840110095427.

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32

Tie, Anna-Lisa. "Copyright law issues in the context of video game Let's Plays and livestreams." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 121–30. http://dx.doi.org/10.4337/ielr.2020.02.04.

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Video game content has grown increasingly popular on internet service providers such as YouTube and Twitch. This genre of uploaded material includes the gameplay of internet users, in the form of pre-recorded ‘Let's Play’ videos, as well as livestreamed playthroughs. However, the application of current copyright law principles to these kinds of content is still a grey area. This legal uncertainty can be attributed to the absence of binding judicial precedent on whether video game Let's Plays and livestreams constitute copyright infringement or fair use. More recent legislative provisions intended to update copyright law for current digital technology provide little assistance, as their implementation by internet platforms has perpetuated a practice of favouring the interests of game developers over users who produce Let's Plays and livestreams. This article discusses the problems of applying existing copyright law to video game playthroughs uploaded online, as well as the drawbacks of the automated tools YouTube and Twitch have developed to manage these types of content in their systems. In order to address these issues, suggestions for copyright law reform will be explored. However, in the absence of imminent legislative amendments, I conclude that compulsory licensing arrangements, and making modifications to YouTube's and Twitch's content scanning tools are the most viable means of achieving a better balance between the interests of game developers, the internet platforms, and Let's Play creators and game streamers.
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33

Tie, Anna-Lisa. "Copyright law issues in the context of video game Let's Plays and livestreams." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 121–30. http://dx.doi.org/10.4337/ielr.2020.02.04.

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Анотація:
Video game content has grown increasingly popular on internet service providers such as YouTube and Twitch. This genre of uploaded material includes the gameplay of internet users, in the form of pre-recorded ‘Let's Play’ videos, as well as livestreamed playthroughs. However, the application of current copyright law principles to these kinds of content is still a grey area. This legal uncertainty can be attributed to the absence of binding judicial precedent on whether video game Let's Plays and livestreams constitute copyright infringement or fair use. More recent legislative provisions intended to update copyright law for current digital technology provide little assistance, as their implementation by internet platforms has perpetuated a practice of favouring the interests of game developers over users who produce Let's Plays and livestreams. This article discusses the problems of applying existing copyright law to video game playthroughs uploaded online, as well as the drawbacks of the automated tools YouTube and Twitch have developed to manage these types of content in their systems. In order to address these issues, suggestions for copyright law reform will be explored. However, in the absence of imminent legislative amendments, I conclude that compulsory licensing arrangements, and making modifications to YouTube's and Twitch's content scanning tools are the most viable means of achieving a better balance between the interests of game developers, the internet platforms, and Let's Play creators and game streamers.
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Hautbois, Christopher, and Patrick Bouchet. "Segmenting the spectators of national team sports: the case of a pre-competition match." International Journal of Sports Marketing and Sponsorship 16, no. 4 (July 1, 2015): 67–82. http://dx.doi.org/10.1108/ijsms-16-04-2015-b006.

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It has become common for academics and sports marketing professionals to study and explain the heterogeneity and complexity of sports spectators' behaviours and attitudes, with numerous works addressing this topic But these surveys are more about fans of professional sports clubs (soccer, basketball, baseball, hockey, etc) who attend regular season games in their favourite teams' home stadium or arena. To our knowledge, very few studies have been conducted into spectators of national teams. It is these spectators who are of the focus of this paper.
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35

Mujahidin, Endin, Bahagia Bahagia, Fachruddin Majeri Mangunjaya, and Rimun Wibowo. "The Impact and Strategy for Combating the Outbreak Covid-19 in Student." Jurnal Basicedu 5, no. 4 (July 13, 2021): 2145–55. http://dx.doi.org/10.31004/basicedu.v5i4.1057.

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This study aims to find the social impact, morals, and strategies for dealing with COVID-19 among students. Another goal is to find out the social, religious and psychological impact of COVID-19 on students at Ibn Khaldun University, Bogor. The research method approach uses a descriptive qualitative approach. Data were collected by in-depth interviews with the head of the student class. The sample was selected through a purposive technique. The results were carefully examined through triangulation. The results showed that students could not establish social relations between students and did not participate in campus social organizations. Another finding, the Covid-19 outbreak has an impact on student morals because online meetings are more difficult to foster student morals because teachers do not meet students. In addition, students experience various stresses due to piling tasks and online learning does not face various obstacles such as difficulty communicating with lecturers and not understanding the material. Students take various ways to overcome stress such as listening to favourite music, watching YouTube, playing games, getting enough rest, eating favourite foods such as eating meatballs, straightening intentions, and also strengthening worship and getting closer to God.
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36

Abdin, Talaat, Hosam Mahmoud, Arian Modarres, and Kai Wang. "An index for betting with examples from games and sports." Mathematical Gazette 106, no. 565 (February 24, 2022): 32–40. http://dx.doi.org/10.1017/mag.2022.7.

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It is tempting to accept bets when the outcome has a positive expectation favouring the bettor. We examine situations where this is not enough of a criterion as a basis for betting. The argument we present shows that the probability of winning the bets in the long run has to be qualified in a certain way beyond positive expectation. We introduce an alternative index as a criterion to recommend to bettors.
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37

Di Domizio, Marco, and Raul Caruso. "Hooliganism and Demand for Football in Italy: Attendance and Counterviolence Policy Evaluation." German Economic Review 16, no. 2 (May 1, 2015): 123–37. http://dx.doi.org/10.1111/geer.12051.

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Abstract This paper empirically investigates the relationship between stadium attendance, hooliganism and counter-violence policy measures in Italian Serie A. In particular, this paper analyses the impact of counter-hooliganism policies adopted in 2007 on the quantity of game tickets sold. The counter-hooliganism measures, grounded on an entry card, namely a ‘fidelity card’, were designed to keep out hooligans from stadiums so favouring the attendance of either occasional spectators or uncommitted fans. According to our econometric investigation the expected substitution between committed fans and uncommitted fans did not take shape. In sum, the ‘fidelity card’ did not turn to be successful if evaluated on the average attendance perspective.
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38

Lamerichs, Nicolle. "Costuming as subculture: The multiple bodies of cosplay." Scene 2, no. 1 (October 1, 2014): 113–25. http://dx.doi.org/10.1386/scene.2.1-2.113_1.

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This article explores the subculture of cosplay, short for ‘costume play’. In this particular practice, fans create and wear costumes that allow them to re-enact existing fictional characters from popular culture. These outfits and subsequent performances are a physical manifestation of their immersion into the fictional realms of television, games and movies, among others. Cosplay can be understood as the culture of costuming that occurs beyond the institutional remit of the theatre. Especially in western countries, cosplay is intimately connected to the carnivalesque space of the fan convention, where fans gather and re-enact their favourite characters. I argue that embodiment plays a unique role in cosplay that should be interrogated closely. The fan performer relies on multiple bodies and repertoires that are intimately connected to the fan’s identity and the performed character.
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39

Yao, Jing, Hye-Won Moon, and Xiaomei Qu. "Binocular game versus part-time patching for treatment of anisometropic amblyopia in Chinese children: a randomised clinical trial." British Journal of Ophthalmology 104, no. 3 (July 4, 2019): 369–75. http://dx.doi.org/10.1136/bjophthalmol-2018-313815.

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AimsTo compare amblyopic-eye visual acuity (VA) and binocularity improvement of a binocular game with part-time patching in the treatment of Chinese children with anisometropic amblyopia.Methods103 Chinese children aged 3–13 years with anisometropic amblyopia were recruited in a randomised clinical trial. Eligible participants were randomly assigned to the binocular, patching and combined groups. Primary outcome was amblyopic-eye VA improvement at 3 months. Secondary outcomes included reduction of suppression and change of stereoacuity.ResultsOf 85 completed participants, 44 (52%) were women and mean (SD) age was 5.99 (2.33) years. At 3 months, mean (95% CI) amblyopic-eye VA improved 0.18 (0.10–0.26), 0.28 (0.19–0.36) and 0.30 (0.21–0.39) logarithm of the minimum angle of resolution in the binocular, patching and combined groups, respectively. After adjusting for baseline VA, the difference was statistically significant (F=6.29, p=0.003), favouring as follows: the combined group, the patching group and the binocular group. After treatment, Titmus (x2binocular=9.75, p=0.007; x2combined=9.35, p=0.009) and dynamic stereoacuity (x2binocular=12.56, p=0.01; x2combined=12.66, p=0.01) improved only in the binocular and combined groups. Among groups, only Titmus improvement differed significantly (F=49.55, p<0.001). Changes of other types of stereoacuity and interocular suppression were similar.ConclusionsThe binocular game used in this study could improve amblyopic-eye VA and binocularity in Chinese children with anisometropic amblyopia, but it was less effective than patching in amblyopic-eye VA improvement and showed no superiority in binocularity over patching. It remains unclear whether the low treatment response of this binocular game was due to limitations of the study or its low treatment effect.
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Huang, Mike Chia-Yu. "A New Game Started? China’s ‘Overseas Strategic Pivots’ in the Indian Ocean Region." China Report 54, no. 3 (July 2, 2018): 267–84. http://dx.doi.org/10.1177/0009445518779164.

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China’s port facility construction projects in the Indian Ocean (IO) region, particularly those in Gwadar and Djibouti, have led to a heated debate among strategists over whether the country has been carrying out a ‘string of pearls’ strategy, an alleged Chinese scheme to challenge America’s military predominance in South Asia. Although Beijing has denied the existence of such a strategy, it has enhanced its strategic ties with littoral countries in the IO region over the past few years. This article discusses the evolution of Beijing’s IO strategy and examines the nature of these Chinese port projects. It argues that rather than simply copying the American model of developing military bases overseas, China has been deliberating a more sophisticated plan for its physical presence there—creating a new set of ‘overseas strategic pivots’. These ‘pivots’ are designed to help Beijing sustain its anti-piracy campaign and serve as forward stations for the transportation of China’s imported energy and merchandise while, with a relatively low-key stance, reducing any unnecessary opposing actions by rival powers. In addition, their political and economic functions are to a certain extent greater than their military functions despite the fact that they appear to be military bases. More importantly, these ‘pivots’ can help China create closer partnerships with littoral governments in the IO region, which suggests that the country is trying to create a friendly international environment favouring its plan to step into the global maritime domain.
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Singh Abrol, Ekas, Puneet Singh Lamba, and Achin Jain. "Visualizing the Impact of Home Advantage in National Basketball Association-NBA." Computer Applications: An International Journal 08, no. 03 (August 30, 2021): 09–17. http://dx.doi.org/10.5121/caij.2021.8302.

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In sports, home advantage describes the benefits that the home team enjoys over the away team. These benefits are manifested due to cognitive effects that the local home crowd may have over the competitors or umpires, advantages of playing in familiar situations resulting in better adaptability, specific rules favouring the home team directly or indirectly, the away teams often suffer from jet lag due to change in time zones or from the tenacity of travel, etc. In this paper, various exploratory data visualization techniques have been utilized to observe the impact of home advantage in professional basketball association league NBA- National Basketball Association. Further the factors attributing to home advantage in sports are analysed. It was observed that when the team had performed well at home games, the results reflected the same for away games; however, home advantage was still distinctively visible.
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42

Tremblay, Nicolas, Wesley Freppel, Aïssatou Aïcha Sow, and Laurent Chatel-Chaix. "The Interplay between Dengue Virus and the Human Innate Immune System: A Game of Hide and Seek." Vaccines 7, no. 4 (October 10, 2019): 145. http://dx.doi.org/10.3390/vaccines7040145.

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With 40% of the world population at risk, infections with dengue virus (DENV) constitute a serious threat to public health. While there is no antiviral therapy available against this potentially lethal disease, the efficacy of the only approved vaccine is not optimal and its safety has been recently questioned. In order to develop better vaccines based on attenuated and/or chimeric viruses, one must consider how the human immune system is engaged during DENV infection. The activation of the innate immunity through the detection of viruses by cellular sensors is the first line of defence against those pathogens. This triggers a cascade of events which establishes an antiviral state at the cell level and leads to a global immunological response. However, DENV has evolved to interfere with the innate immune signalling at multiple levels, hence dampening antiviral responses and favouring viral replication and dissemination. This review elaborates on the interplay between DENV and the innate immune system. A special focus is given on the viral countermeasure mechanisms reported over the last decade which should be taken into consideration during vaccine development.
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Machado, Joana César, Carla Carvalho Martins, Frederico Correia Ferreira, Susana Costa e. Silva, and Paulo Alexandre Duarte. "Motives to engage with sports brands on Facebook and Instagram–The case of a Portuguese football club." International Journal of Sports Marketing and Sponsorship 21, no. 2 (April 2, 2020): 325–49. http://dx.doi.org/10.1108/ijsms-06-2019-0066.

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PurposeSocial network sites are key marketing tools that allow brands to connect and engage with consumers. However, there is still a lack of evidence of their value for football brands. This research aims to understand the motivations for fans to engage with their favourite football brands on Facebook and Instagram.Design/methodology/approachAn online survey was performed, resulting in 214 valid responses. As the social media strategy followed by the football brand analysed was built around games, the authors divided fans into two groups based on the main method in which the club's games are watched: in stadium versus mediated. Multiple linear regression analysis was used to explore the relationship between motivations and fans' engagement, through content consumption and contribution, on Facebook and Instagram. Analysis was performed first with the whole sample and then by group (stadium attendance vs mediated attendance fans).FindingsThe findings show that social influence, entertainment, searching for information and rewards are the most relevant motivations for consumers to engage with brand-related content on Facebook. Entertainment, rewards and social influence are the main motivations influencing consumer interactions on Instagram. Group moderation was only confirmed in the impact of social influence on Facebook page content consumption.Originality/valueThe results provide valuable insights into the social media marketing activities of sports brands, which will assist brand managers to develop strategies for effectively stimulating engagement with the different groups of fans.
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Ibbotson, Paul, Cristian Jimenez-Romero, and Karen M. Page. "Dying to cooperate: the role of environmental harshness in human collaboration." Behavioral Ecology 33, no. 1 (November 12, 2021): 190–201. http://dx.doi.org/10.1093/beheco/arab125.

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Abstract It has been proposed that environmental stress acted as a selection pressure on the evolution of human cooperation. Through agent-based evolutionary modelling, mathematical analysis, and human experimental data we illuminate the mechanisms by which the environment influences cooperative success and decision making in a Stag Hunt game. The modelling and mathematical results show that only cooperative foraging phenotypes survive the harshest of environments but pay a penalty for miscoordination in favourable environments. When agents are allowed to coordinate their hunting intentions by communicating, cooperative phenotypes outcompete those who pursue individual strategies in almost all environmental and payoff scenarios examined. Data from human participants show flexible decision-making in face of cooperative uncertainty, favouring high-risk, high-reward strategy when environments are harsher and starvation is imminent. Converging lines of evidence from the three approaches indicate a significant role for environmental variability in human cooperative dynamics and the species-unique cognition designed to support it.
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Bueltmann, Tanja. "Manly Games, Athletic Sports and the Commodification of Scottish Identity: Caledonian Gatherings in New Zealand to 1915." Scottish Historical Review 89, no. 2 (October 2010): 224–47. http://dx.doi.org/10.3366/shr.2010.0206.

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This article explores the development of Caledonian Gatherings in New Zealand from their first emergence in the 1860s until 1915. As one of the defining features of Scottish immigrant community life in the Diaspora, the Gatherings are a global phenomenon. In New Zealand, their development is intrinsically bound to that of Scottish associations, with Caledonian Games being, in fact, the crucial motor for the associations’ rise. The assessment of Caledonian Gatherings hence provides the key to understandig the Scots’ associational culture in New Zealand. At the same time, however, the Gatherings were not an exclusive Scottish event, the article documenting their wider community relevance. Outside of the tighter circle of Scots intent on the promotion of Caledonian sports, the Gatherings soon became a favourite holiday pastime throughout New Zealand. From the late 1880s, greater emphasis was placed on the athletic components of the programme. This is suggestive of the the tensions between Scottish traditionalists keen on maintaining the Games’ authentic character, and those seeking to promote them as amateur or professional athletic gatherings. By scrutinising the ways in which ‘Caledonia’ was commodified, and developed as a successful brand, the article explores the Gatherings’ dual purpose. Though born out of an ethnic tradition – hence serving as a site of memory – the article argues that Caledonian Gatherings were a central means for the Scots involved in their organisation to claim respectability in civic life.
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Vilkonis, Rytis. "LEARNING GEOGRAPHY THROUGH PLAY." GAMTAMOKSLINIS UGDYMAS / NATURAL SCIENCE EDUCATION 3, no. 2 (August 15, 2006): 58–59. http://dx.doi.org/10.48127/gu-nse/06.3.58a.

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In modern world geography becomes an integral part of mankind’s culture and everyday life, and the significance and topicality of geography teaching in a secondary school increases. However, anyway geography as a subject is not particularly favourite to the Lithuanian pupils and this is easy to explain – conveying, oral methods of teaching dominate at school, the educational process is mainly concentrated not on the quality of knowledge and the ability to apply knowledge in practice but to quantity, often ignoring the development of pupils’ favourable attitude to geography. The evaluation of the ability to orientate on the map often reminds of physical education classes when attention is concentrated on seconds, i.e. the time factor, and not on the sense and practical value of orientating on the map. Meanwhile the modern conception of education emphasises meaningful learning, the wish to learn, satisfaction with the learning process, the ability to apply knowledge and use it in daily life. On the other hand, methodical aids, assisting teachers to change geography lessons currently are not numerous in Lithuania. Considering the existing situation the new book by Dr. L.Railienė and Dr. V.Lamanauskas for primary class and geography teachers “Mokomės geografijos žaisdami“ (We Learn Geography through Play) is topical and useful methodical publication to be used in educational practice. The authors present a particularly large variety of geographical games. These include communication games, labyrinths, rebuses, tasks-tables, code tasks, etc.
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Runtić, Blanka. "Glagoljične preferencije učenika polaznika izvannastavne aktivnosti mali glagoljaši u razrednoj nastavi." Magistra Iadertina 14, no. 1 (May 20, 2020): 19–36. http://dx.doi.org/10.15291/magistra.2958.

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In today's age of globalization and intercultural communication, the importance of preserving the glagolitic heritage as an important part of the Croatian identity and culture is becoming increasingly important. In recent years, it has been present in the social consciousness, science, art, entrepreneurship, but also education. However, acording to present knowledge, glagolitic extracurricular activities are still extremely rare among young school-aged children. The aim of this research was to determine attitudes of pupils included in Little Glagolitics extracurricular activity in the fourth grade of elementary school towards that extracurricular activity and their glagolitic preferences toward the teaching units. It has been found that respondents have a very positive attitude towards extracurricular activity Little Glagolitics (93%), and that their favourite teaching units were Glagolitic Games and Creative Workshops. The pupils also expressed a positive attitude toward the units Writing Numbers and Glagolitic Calligraphy. The respondents didn't express any negative attitude towards any of the units, but they liked the Reading Exercises and Introduction to Glagolitics little less than the others. The results of this research justify the establishment of the glagolitic groups in the first four grades of elementary school and the inclusion of some glagolitic teaching units or their parts in the subject curriculum and curriculum of cross-curricular themes.
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Andziule, Vita, Vilmante Aleksiene, and Sigita Lesinskiene. "MUSIC THERAPY IN RETT SYNDROME CASES." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 3 (May 25, 2018): 17. http://dx.doi.org/10.17770/sie2018vol3.3416.

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Rett syndrome is a rare (0,01%) genetic disorder affecting girls' development. Individuals with Rett syndrome experience a full range of health problems that severely influence and complicate their mobility, intellect, communication, learning, and entire lifestyle. The treatment of Rett's syndrome is still aimed at investigating new pathways to ensure the best possible patient’s development and quality of life. The distinctive feature of Rett syndrome is the two main sensations with little damage: hearing and vision. Therefore, music therapy plays an exceptional role in the treatment and special education of children with Rett syndrome. The goal of this study is to find the most effective music therapy techniques and their specific indications whilst working with individuals with Rett syndrome. Research method used: music therapists’ online survey conducted internationally. The research suggests that the most effective methods in Rett syndrome cases are structured musical games that promote targeted hands-on movements, as well as listening to the songs and choice of favourite songs using pictures or other symbols. Music therapy can be applied for various health needs of individuals with Rett syndrome, especially to enhance hand functions as well as to improve non-verbal communication and to help individuals experience togetherness and joy.
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Ghimire, Nanibabu. "Veracities of teaching listening in Nepal." Journal of NELTA 24, no. 1-2 (November 30, 2019): 178–90. http://dx.doi.org/10.3126/nelta.v24i1-2.27687.

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This study explores realities, problems and their solutions of teaching listening in English in secondary level education in Nepal. As it is a narrative inquiry, I chose three English teachers and six students from three different secondary level community schools of Kamalamai Municipality of Sindhuli district, Nepal as the participants of the study using purposive sampling procedure. The findings demonstrated that the listening skill is the neglected skill in our school education. The teachers do not pay much more attention to teach this skill in our community school by thinking teaching listening is not important for examination purpose. There is scarcity of audio-visual devices, the classroom is not techno-friendly, teachers are not dedicated and trained, monitoring strategies of concerned authority is not effective for teaching listening. Recommended solutions include - the students should be proactive and the school administration has to be responsible for making availability of listening equipment and materials. Similarly, the teachers should use various interactive and cooperative activities such as role-play, pair work, group work and communication games using authentic materials such as English films, favourite songs, funny short stories, some exciting programmes on radio, TV or the internet for the effectual teaching of listening.
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Flewitt, Rosie, and Alison Clark. "Porous boundaries: Reconceptualising the home literacy environment as a digitally networked space for 0–3 year olds." Journal of Early Childhood Literacy 20, no. 3 (September 2020): 447–71. http://dx.doi.org/10.1177/1468798420938116.

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Most children growing up in contemporary homes in post-industrial countries use digital media as part of everyday literacy activities, such as to connect with distant family and friends, watch their favourite programmes, play games and find information. However, conceptualizations of the Home Literacy Environment (HLE) have not yet adapted to the implications of these comparatively new practices for young children’s knowledge about literacy or the ways in which they negotiate affectively intense relationships in digital networks. Furthermore, the digital activity of very young children aged 0-3 years and the diversity of print and digital technologies they use remain under-researched. Reporting on detailed case studies of a two-year-old boy and a one-year-old girl in England, which formed part of an EU-wide qualitative study of 0-3-year-olds’ digital literacy practices at home, we problematise the relevance of conventional definitions of the HLE for contemporary homes. Building on nascent research in this field, we argue for the need to reconceptualise the HLE as a digitally networked space, with porous boundaries that enable the very youngest children to negotiate affectively intense relationships and express meaning across diverse modes and media as they connect with distant others in a digitally mediated world.
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