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Статті в журналах з теми "Spectator Game":

1

Brissette-Gendron, Raphaëlle, Pierre-Majorique Léger, François Courtemanche, Shang Lin Chen, Marouane Ouhnana, and Sylvain Sénécal. "The Response to Impactful Interactivity on Spectators’ Engagement in a Digital Game." Multimodal Technologies and Interaction 4, no. 4 (December 4, 2020): 89. http://dx.doi.org/10.3390/mti4040089.

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As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators’ engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact on engagement via arousal measures were analyzed. Spectator influence on the game was accomplished via smartphone, where 78 participants put in different audience compositions (alongside friends or strangers) were tested. We found that when the spectators had an impact on the game, higher levels of emotional arousal were recorded, which generated an increase in engagement. These results provide a suggestion of design that could be used by game designers who wish to engage their spectatorship, a segment of their target market that is becoming impossible to ignore.
2

Crossman, Jane E. "Age of Spectators as a Factor Influencing Behavior at Minor League Hockey and Baseball Games." Perceptual and Motor Skills 62, no. 2 (April 1986): 639–48. http://dx.doi.org/10.2466/pms.1986.62.2.639.

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To assess the behavior of 10 age groups of spectators while viewing children's minor league hockey and baseball games the behavior of 272 (males = 142, females = 130) randomly selected hockey spectators and 90 (male = 46, female = 44) randomly selected baseball spectators was assessed on the Spectator Observation Code. The predominant behavior emitted during each 10-sec. observation interval was recorded. During each session, three subjects were observed in serial order for the duration of the hockey or baseball game. Data were analyzed by one-way analysis of variance and Newman-Keuls comparison tests. Significant differences existed for some spectator behaviors when the age of spectator varied.
3

Qian, Tyreal Yizhou, James Jianhui Zhang, Jerred Junqi Wang, and John Hulland. "Beyond the Game: Dimensions of Esports Online Spectator Demand." Communication & Sport 8, no. 6 (April 1, 2019): 825–51. http://dx.doi.org/10.1177/2167479519839436.

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This study explored and evaluated the dimensions and consequences of esports online spectator demand. In doing so, we identified preliminary dimensions of esports online spectator demand based on semistructured interviews and online open-ended surveys. Findings resulted from the qualitative study were adopted as the foundation to develop the Scale for Esports Spectator Demand (SESD). To validate the SESD and assess the impact of the SESD factors on consumers’ cognitive and behavioral outcomes, a sample of esports online spectators ( N = 1,309) responded to a survey containing the SESD, which was randomly split into two halves, with one half for an exploratory factor analysis and the other half for a confirmatory factor analysis and structural equation modeling analyses. A total of 32 items under eight SESD factors were confirmed. While demand factors including commentary features, player characteristics, event attractiveness, and schedule convenience have been found in traditional sport contexts, chat room, streamer traits, stream quality, and virtual rewards appeared to be unique in esports. All eight SESD factors, excluding schedule convenience, were significantly predictive of one or more of the outcomes associated with esports consumption.
4

Crossman, Jane E. "Spectators' Behavior at Minor League Hockey Games: An Exploratory Study." Perceptual and Motor Skills 63, no. 2 (October 1986): 803–12. http://dx.doi.org/10.2466/pms.1986.63.2.803.

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The purpose of this study was to assess the behavior of spectators viewing minor league hockey in Thunder Bay, Ontario, Canada. The behavior of 272 (142 men, 130 women) randomly selected spectators was assessed using a special code. Spectators were observed for 10-sec. time blocks and the predominant behavior they were emitting was recorded. During each observation session, three subjects were observed in serial order for the duration of the hockey game. Significant differences were found for some behaviors of the spectators when the level of the athletes in the competition, the importance of the contest, and the sex of the spectator were considered. Spectators viewing hockey played at older ages (Bantam, Midget) watched the game more and were more negative toward the athletes. Spectators seemed to be more attentive to the game during houseleague games than to tournament and play-off games. Males tended to watch the game more than females who interacted with other spectators. The findings did not support the popular notion that spectators viewing minor league hockey are a verbally abusive group.
5

Ma, Shang-Chun, Kevin K. Byon, Wooyoung (William) Jang, Shang-Min Ma, and Tsung-Nan Huang. "Esports Spectating Motives and Streaming Consumption: Moderating Effect of Game Genres and Live-Streaming Types." Sustainability 13, no. 8 (April 8, 2021): 4164. http://dx.doi.org/10.3390/su13084164.

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Previous studies have paid little attention to spectators’ consumption behaviors and motives for watching different types of esports live-streaming and game genres. This study, therefore, investigates spectator motives and consumption behaviors based on the interaction effects of live-streaming types and game genres. Convenience sampling was conducted to collect 312 responses from Taiwanese individuals via the Professional Technology Temple. The measurement tools include the motivation scale for sport consumption, esports streaming consumption behaviors, and two moderators (i.e., game genres and live-streaming types). The moderating effects were examined using the PROCESS macro. The results showed that esports spectating motives and consumption behaviors are determined by different types of live-streaming and game genres. A matrix of esports spectator segments was developed to illustrate the findings and managerial implications. The study’s findings broaden our understanding of esports consumption behaviors and can contribute to the fast-growing esports marketing literature. In addition, the results are expected to help practitioners better segment their consumer groups to develop more tailored marketing programs.
6

Duncan, Margaret Carlisle, and Barry Brummett. "Liberal and Radical Sources of Female Empowerment in Sport Media." Sociology of Sport Journal 10, no. 1 (March 1993): 57–72. http://dx.doi.org/10.1123/ssj.10.1.57.

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This study of spectator groups viewing televised professional football revealed that spectators, particularly women, acted upon sport texts to empower themselves. Radical empowerment for women occurred when female spectators subverted the premises of the televised football spectacle, using irony, sarcasm, and limited commitment to the game to refuse the preferred (patriarchal) readings of the text. Liberal empowerment occurred when women (and men) used mediation as a way of extending the self into the game. While men often availed themselves of mediation in this way, women did so less often, perhaps because liberal empowerment is ultimately disempowering to women.
7

Patibanda, Rakesh, Aryan Saini, Nathalie Overdevest, Maria F. Montoya, Xiang Li, Yuzheng Chen, Shreyas Nisal, et al. "Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (September 29, 2023): 769–802. http://dx.doi.org/10.1145/3611049.

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Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.
8

Stahlke, Samantha, James Robb, and Pejman Mirza-Babaei. "The Fall of the Fourth Wall." International Journal of Gaming and Computer-Mediated Simulations 10, no. 1 (January 2018): 42–62. http://dx.doi.org/10.4018/ijgcms.2018010103.

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Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.
9

Schreyer, Dominik, Sascha L. Schmidt, and Benno Torgler. "Game Outcome Uncertainty in the English Premier League." Journal of Sports Economics 19, no. 5 (November 15, 2016): 625–44. http://dx.doi.org/10.1177/1527002516673406.

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Despite the increasing internationalization of marketing activities by professional sporting clubs, previous research exploring the role of game outcome uncertainty (GOU) in spectator demand has been exclusively conducted within national contexts. As a consequence, very little is known about the preferences of international television (TV) spectators watching games from abroad. Hence, this study analyzes all 571 English Premier League (EPL) games broadcast in Germany between the seasons 2011-2012 and 2015-2016 in order to explore whether TV demand for transnational football games is affected by GOU. In line with the prominent uncertainty of outcome hypothesis, the results of this analysis reveal a significant and positive relation between German EPL demand and GOU. This result, however, is not consistent for male and female spectators.
10

이창현. "Liability to Spectator at ProfessionalBaseball Game." Korean Lawyers Association Journal 64, no. 2 (February 2015): 219–74. http://dx.doi.org/10.17007/klaj.2015.64.2.005.

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Дисертації з теми "Spectator Game":

1

Tseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.

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Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice.
Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
2

Wilson, Shana M. "The Relationship between Superstitious Behaviors of Sports Fans, Team Identification, Team Location, and Game Outcome." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1056.

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The present study examined how a fan's desire to participate in superstitious behaviors depends on team identification, team location, and game outcome. The study is a 2 (team identification: high vs. low) x 2 (game outcome: close game vs. blowout) x 2 (location of team: local vs. distant) between subjects factorial design. Participants for the current study included 234 students, recruited from undergraduate psychology classes at Western Kentucky University. Participants completed the Sport Spectator Identification Scale, read a randomly assigned vignette differing in team location and game outcome, and filled out the Superstition Questionnaire to measure their desire to complete superstitious behaviors based on the vignette. They also filled out the Desirability of Control Scale, and the Depression Anxiety Stress Scales to account for the possible covariates of desirability of control and anxiety level. An analysis of the covariates showed that there were no significant correlations between desirability of control or anxiety level and the desire to complete superstitious behaviors. Results indicated that highly identified fans reported wanting to perform more superstitious behaviors than low identified fans. However, no main effect was found for game outcome or team location, and there were no interactions. This finding reiterated the importance of team identification and its effects on the fan. The study also brought new variables to the table, game type and team type, that could be used in future research.
3

Nourse, Howard Francis. "A process for determining the influence of television advertising, promoting game attendance for a specific Division I women's basketball program, upon individual spectator decisions to attend a home contest at that institution /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487267546981021.

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4

Caron, Elsa. "L'école du spectateur en français langue étrangère. Pratiques créatives du langage dans le rapport à la théâtralité." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEN022.

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Démarche d’accompagnement au spectacle vivant, l’école du spectateur incite à appréhender le théâtre comme une pratique artistique vivante à travers la représentation. Le travail proposé dans cette recherche envisage le spectateur dans son rapport à la langue étrangère dans l’expérience de la théâtralité. Il s’agit de comprendre comment la langue des apprenants se construit dans la confrontation avec les langages de la scène. Dans un premier temps, nous situons l’école du spectateur en tant que pratique de la théâtralité envisagée comme ce qui fait la spécificité de l’énonciation théâtrale, nous en définissons les enjeux pour un apprentissage de la langue étrangère. Notre cadre méthodologique confronte perspective interactionniste dans la réception collective des pièces, analyse du discours et de la gestuelle, notamment dans le jeu dramatique. Nos analyses montrent comment les apprenants s’approprient le spectacle en le co-reconstruisant dans les interactions et en s’appuyant sur une forme de mémoire collective. Nous envisageons ensuite le rôle des émotions et des perceptions dans la réception ainsi que dans la construction de langages pluriels, soulignant la relation esthétique qui s’instaure avec les spectacles. Nous analysons dans quelle mesure la subjectivité de l’apprenant se construit, notamment à travers les phénomènes d’identification. L’école du spectateur est enfin envisagée comme lieu d’exploration et d’expérimentation des langages dans le retravail créatif du texte scénique, travail qui fait émerger une troisième voix dans le croisement de différentes formes d’énonciation, créant des procédés d’interdiscursivité produits par la réception toujours active des spectacles
Considered as a tool to understand living performance, the school of the spectator encourages participants to apprehend drama as a living artistic practice through representation. This work considers the spectator in his or her relation to the foreign language through the experiment of theatricality. The targeted language of learners builds up through the confrontation with the languages of the stage. First, we define the school of the spectator as a practice of theatricality considered as the specificity of theater enunciation, the issues are then considered within the context of French as a foreign language acquisition. Our methodology confronts interactionist perspectives in the collective reception of plays, discourses and gestures analysis, in particular in dramatic play. The study demonstrates how the learners take ownership of the performance by co-rebuilding it through interactions and by leaning on a form of collective memory. We then examine the role of emotions and perceptions in the reception and construction of several languages, underlining the aesthetic relationship built between participants and the performances. We analyze how the subjectivity of learners grows, especially through the identification process. Finally, the school of the spectator is considered as a place for the exploration and experimentation of languages through the creative re-working of the scenic language. This practice allows a third voice to emerge in the crossing of various forms of enunciation, creating interdiscursivity processes produced by the always active reception of performances by spectators
5

Merritt, Juliette. "Beyond spectacle : Eliza Haywood's female spectators /." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0014/NQ42865.pdf.

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6

Shobian, Mohanned Sameer Jr. "Factors Affecting Spectators' Decision in in Attending Minor League Baseball Home Games." Cleveland State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=csu1486481839641167.

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7

O'Neil, Daniel Arthur. "An integrated decision support system for spectator transportation planning for the 1996 Summer Olympics." Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/24540.

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8

Comeau, Troy O. "Fantasy football participation and media usage." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4726.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 31, 2008) Vita. Includes bibliographical references.
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Olguin, Jidebom Isabel, and Elizabeth Zhang. "Ambush Marketing From a Swedish Consumer Perspective : Spectators and Fanatics Opinion Towards companies' ´Free Riding´Strategy." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-12737.

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Wherever we go, marketing is all around us. Sport events are no exception. Sport events have during the last years become a platform and a communication tool for marketing companies. The major reason for the increasing attraction of sport games is because of its’ enormously attraction of audience. A company that uses sport games in order to market itself is usually a sponsor for a sport association or team. A sponsoring company is provided with the opportunity to associate itself with a team and/or a game. Sponsoring and non-sponsoring companies utilize the amount of audience to reach as many customers as possible. The sponsoring companies need to pay a sponsorship fee. The non-sponsoring companies free ride at the expense of the sponsors, by not paying any fees. The ambushing companies aim, is to draw the consumers’ attention away from the sponsors and onto themselves. The purpose of this research is to study the consumers’ acceptance regarding marketing from non-sponsoring companies in sport games. It is interesting to study a consumer perspective of ambush marketing since the research field is not very explored. A qualitative study with quantitative elements has been used in order to capture the consumers’ opinions. The method used resulted in comprehensive findings. The results show distinct differences within the quantitative and the qualitative findings. The conclusion of this research is that consumers somehow accept the free riding strategy. Consumers believe that they do not lack knowledge regarding sponsoring companies. However, the consumers may lack knowledge concerning the harm ambush marketing causes the sponsoring companies.
10

Oh, Miyoung. "Sport spectacle, globalisation and nation : a case study of South Korean women's narratives of the 2004 Olympic Games and the 2006 FIFA World Cup." Thesis, University of Roehampton, 2007. https://pure.roehampton.ac.uk/portal/en/studentthesis/sport-spectacle-globalisation-and-nation(4b4ae300-25c7-4fc1-8841-e50938b6431d).html.

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This research interrogates South Korean women’s gender, ethnic and national identity construction revealed through sport spectacle. Two phases of the interviews were conducted for the research: focus group interviews during the 2004 Athens Olympics and individual interviews between March and April 2005, the period of the final qualifying stage for the 2006 FIFA World Cup. Newspaper extracts on the Olympics and the football matches were presented in the interviews. The analysis of the women’s identity construction was contextualized in relation to South Korea’s socio-cultural, historical and political networks. Globalisation provides the overall framework for the research. Globalisation has dramatically transformed the way people construct their relations to themselves, others and their nation. The research explored how the interviewed women produced and reproduced the meanings and values of the sport events and sport games in search for a sense of security and certainty in the ever-shifting global context. Their struggles to ‘live’ in the new social milieu, a process of reterritorialisation, were also analysed. Moreover, the women’s relationships with North Korea were examined based on the concepts of the ethnic identity and also of the nation as a historical community with shared culture, tradition and history. Although infamously labeled internationally as part of the ‘axis of evil’, North Korea provided a source of ambiguous identity to the interviewees. The women’s perceptions of Japan, South Korea’s old enemy, were also investigated around the themes of postcolonial identities. In addition, the research demonstrated the women’s gendered perceptions of sportswomen and sportsmen and an idea of nationhood represented by them.

Книги з теми "Spectator Game":

1

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

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2

Commonwealth Games. (19th 2010 Delhi, India). Spectator guide: Delhi 2010, XIX Commonwealth Games. New Delhi: Organising Committee, Commonwealth Games, 2010.

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3

Games, Commonwealth, ed. Official spectator guide: 2002 Manchester Commonwealth Games. [Manchester: Manchester City Council?, 2002.

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4

Moynahan, John K. 50 years at the game: A sports traveler's journey. New York: Vantage Press, 1997.

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5

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

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6

Casetti, Francesco. Inside the gaze: The fiction film and its spectator. Bloomington, Ind: Indiana University Press, 1998.

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7

Quirk, Kevin. Not now, honey, I'm watching the game: What to do when sports come between you and your mate. New York: Fireside Books, 1997.

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8

1937-, Lawson James R., ed. Pocket billiard guidebook for pool players, tournament directors, and spectators. Manteca, Calif: Que House, 1994.

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9

Perron, Daniel. Dancing Gabe: One step at a time. Winnipeg, MB: Daniel Perron & Associates, 2015.

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10

1971-, Warner Kurt, ed. Friday night light: Inspiration for the game of life. Grand Rapids, Mich: Zondervan, 2009.

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Частини книг з теми "Spectator Game":

1

Herrewijn, Laura, and Sven Charleer. "Power to the Spectator: Towards an Enhanced Video Game Stream Discovery Experience." In Communications in Computer and Information Science, 349–60. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49368-3_22.

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2

Woodward, Kath. "Spectacles and Spectators." In Sex Power and the Games, 100–121. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137023049_5.

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3

Dolan, Jill. "The Hunger Games." In The Feminist Spectator in Action, 84–91. London: Macmillan Education UK, 2013. http://dx.doi.org/10.1007/978-1-137-03291-1_15.

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4

Wang, Yixi, and Xinwei Chang. "Enticing Spectators into Playing: How to Improve the Spectator Experience in Commercial Games Streaming." In HCI International 2021 - Posters, 196–204. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78645-8_25.

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5

Papakonstantinou, Zinon. "Games, spectators and communal identities." In Sport and Identity in Ancient Greece, 62–88. Abingdon, Oxon ; New York : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315610405-3.

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Wakefield, Kirk L., and George W. Stone. "Why Do Spectators Go to the Game?" In Proceedings of the 1994 Academy of Marketing Science (AMS) Annual Conference, 61. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-13162-7_15.

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7

Horton, Matthew, Janet C. Read, and Christopher Willitts. "InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games." In Lecture Notes in Computer Science, 97–116. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50164-8_7.

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8

Anthony, Miki Nørgaard, Byung-Chull Bae, and Yun-Gyung Cheong. "Comparison of Narrative Comprehension between Players and Spectators in a Story-Driven Game." In Interactive Storytelling, 208–11. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12337-0_22.

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Zhang, Zhigang, Hao Luo, and Zi Zheng. "Research on the Quantization of User Experience of Spectator Mode in Moba Games." In Lecture Notes in Computer Science, 133–42. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_11.

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10

Méndez Baiges, Maite. "“We are all Demoiselles d’Avignon” or the Breaching of the Dominant Gaze." In Les Demoiselles d'Avignon and Modernism, 67–101. Florence: Firenze University Press, 2022. http://dx.doi.org/10.36253/978-88-5518-656-8.07.

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In his thesis on Les Demoiselles d'Avignon, Steinberg postulated the fundamental role of the spectator (object of the appealing gazes of the five young nudes in the painting) as the catalyst of the meanings in the painting. From then on new critical perspectives would speculate about this subject, targeted by the personages in the painting, who bears so much responsibility in articulating the interpretation of the scene. Doubts were raised about the universal character of the gaze, the universal character of the receptor of the work of art and of Modern Art. From the end of the 20th century and activated by the most recent methodological approaches such as feminism and post-colonialism, new critical voices provoked the breaching of the dominating gaze. This chapter broaches the interpretations of this paradigmatic work of Modern Art made by feminist and post-colonial and subaltern theories, questioning the very proposals of Modernism. Feminism shows how gender conditioning affects the reception of a work of art. And allied with this, post-colonialism and subaltern theory begin to seriously question the way historiography has considered, or not, the relevance of Art négre in the avant-guard eclosion.

Тези доповідей конференцій з теми "Spectator Game":

1

Olarewaju, Oluseyi, Athanasios V. Kokkinakis, Simon Demediuk, Justus Roberstson, Isabelle Nölle, Sagarika Patra, Daniel Slawson, et al. "Automatic Generation of Text for Match Recaps using Esport Caster Commentaries." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101810.

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Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as the basis of novel text-based spectator experiences. We present a study that investigates if users perceive text generated by the NLG system as an accurate recap of highlight moments. We also explore how the text generated supported viewer understanding of highlight moments in two scenarios: i) text as an alternative way to spectate a match, instead of viewing the main broadcast; and ii) text as an additional information resource to be consumed while viewing the main broadcast. Our study provided insights on the implications of the presentation strategies for use of text in recapping highlight moments to Dota 2 spectators.
2

Sagot-Duvauroux, Rémi, Nils Quaetaert, François Garnier, and Rémi Ronfard. "The Hitchcock Experience - a Spatial Montage project." In 28th International Symposium on Electronic Art. Paris: Ecole des arts decoratifs - PSL, 2024. http://dx.doi.org/10.69564/isea2023-82-full-sagot-duvauroux-et-al-the-hitchcock-experience.

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This paper describes an ongoing art project exploring the generalization of classical montage theory to the emerging technology of “room scale VR”. We take the emblematic “crop duster” scene in Alfred Hitchcock's North by Northwest and invite the spectator to experience it “from the inside”. This raises interesting research issues. How to inhabit this cinematic story world? How can the traditional tools of cinematography and montage be used to direct the audience in this new kind of experience? How can the rhythm of the spectator's body be matched to the rhythm of George Tomasini’s (Hitchcock’s editor) fast pace editing? And what form can this montage take and for what aesthetic and dramaturgical effects? To answer these questions, we propose the experiment of a montage that adapts in real time to the displacements of the body and the gaze of the spectator, engaging a dialectic between narrative rhythm and bodily rhythm. We propose new algorithmic tools to transport the audience into the story as originally planned by Hitchcock while at the same time respecting the behaviors of the audience to guide the experience. In doing so, we seek to create a new form of relationship between the author of a narrative experience in virtual reality and the spectator who explores and activates the experience with his own body.
3

Galvanovskis, Agris, Pauls Gustavs Miglinieks, and Rihards Parandjuks. "Impact of Sound on the Performance of Basketball Free Throw." In 80th International Scientific Conference of the University of Latvia. University of Latvia Press, 2022. http://dx.doi.org/10.22364/htqe.2022.76.

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Various factors determine the quality of basketball and the overall result. The game consists of different situations – three-point shots, rebounds, and many more. In intense games, free throws play a decisive role in determining the winning team. The player has the opportunity to prepare for their performance. Due to the global Covid-19 pandemic, many basketball games occur without spectators and, therefore, without additional noise. The study’s authors analyzed the statistics of free throws in Euroleague and National Basketball Association games – with and without spectators. The study’s authors emphasize significant trends in exploring the world’s strongest leagues. The accuracy of tree throws better in games when the presence of visitors is not allowed. The presented free throw statistics confirm that the players could take a free throw better without additional psychological stress. A pilot study with ten respondents was also conducted. As part of this, the basketball players took free throw shots with and without an additional external sound effect. The presented results showed that it is possible to take a free throw more accurately without sound. The statistical data collection method and the performance of basketball free throw tests were used within the research framework. Data was compiled with the Microsoft Exel program.
4

Skender, Lana. "THE SPECTATOR PHENOMENON AND THE POWER OF THE GAZE." In European realities - Power : 5th International Scientific Conference. Academy of Arts and Culture in Osijek, J. J. Strossmayer University of Osijek, 2023. http://dx.doi.org/10.59014/gonk4945.

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This paper explores the relevant knowledge in philosophy, psychology, art theory, and visual culture dealing with the phenomenon of the spectator. Spectatorship is explored through complex relationships between authors, works, observers, and the environment, which condition the view and consider how social and cultural patterns mediate the image. In this approach, interest is no longer primarily focused on the visual object but on visuality, a complex set of conditions in which a work of art is created, observed, and interpreted, researching the history of the gaze theory: perception and its physiological and cultural conditioning, the implicitness of the observer in the aesthetics of the reception, psychoanalytic theories about the constitution of the subject with a gaze, feminist ideas of voyeurism, and the male gaze, theories on technological and cultural conditioning of the scopic regimes, the cultural history of gaze and the gaze politics that approach viewing as possession of power. An analysis of the theory shows that the role of the body as a perceiving mechanism is present in the naturalistic approach to observation but is avoided due to its subjectivity and relativity. Although it was created in the 1960s, the theory of gaze has roots in the hermeneutics of art history and the aesthetics of reception. The cultural determination of gaze, its dependence on social norms, and the technological conditions of the medium indicate that our view of art and the visual world has been learned, which opens spaces for the acceptance of other gazes that are equally valuable.
5

Hartmann, Jeremy, and Daniel Vogel. "Enhanced Videogame Livestreaming by Reconstructing an Interactive 3D Game View for Spectators." In CHI '22: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3491102.3517521.

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6

Jeon, Seongsin, Choung Hun Lee, and Won-Hyung Lee. "Measuring Presence to Enhance the Spectators' Participation on the Moving Images using EEG, IDQS and PQS." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.26.

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7

Austin, Haley, Abigail Freed, Alexandra Labus, Brendan Lynch, Joseph Mastrullo, Julia Sharff, and Robert J. Riggs. "A Systems Approach to Improving the Spectator Experience at Collegiate Football Games." In 2023 Systems and Information Engineering Design Symposium (SIEDS). IEEE, 2023. http://dx.doi.org/10.1109/sieds58326.2023.10137886.

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8

Roy, B. C., and R. Ekambaram. "Condition assessment, rehabilitation and upgradation of stadia in Delhi using modern technology." In IABSE Congress, Ghent 2021: Structural Engineering for Future Societal Needs. Zurich, Switzerland: International Association for Bridge and Structural Engineering (IABSE), 2021. http://dx.doi.org/10.2749/ghent.2021.1761.

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<p>India organized the Commonwealth Games in New Delhi in 2010 for which some new stadia were built while some others were renovated. Delhi organized the Asian Games in 1982 successfully building new stadiums. The intervening period of over 25 years had witnessed major advancement in sports technology. Upgrading the stadia using advanced assessment methods and satisfy more stringent requirements were major challenges to ensure that their service lives are extended and that they remain versatile.</p><p>The stadia remodelled/retrofitted were Jawaharlal Nehru Stadium (JNS), Dr. S. P. Mukherjee Swimming Pool Complex, (SPM), Indira Gandhi Indoor Stadium Complex (IG), and Major Dhyan Chand Stadium. In JNS, the centrepiece of the Games, the open spectator stands needed to be covered accommodating the constraints imposed by the existing playing field. SPM, which was open to sky, required an indoor facility. The IG indoor stadium, hosting gymnastics, required major repair and retrofitting. The paper details these efforts</p>
9

Roy, B. C., and R. Ekambaram. "Condition assessment, rehabilitation and upgradation of stadia in Delhi using modern technology." In IABSE Congress, Ghent 2021: Structural Engineering for Future Societal Needs. Zurich, Switzerland: International Association for Bridge and Structural Engineering (IABSE), 2021. http://dx.doi.org/10.2749/ghent.2021.1761.

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<p>India organized the Commonwealth Games in New Delhi in 2010 for which some new stadia were built while some others were renovated. Delhi organized the Asian Games in 1982 successfully building new stadiums. The intervening period of over 25 years had witnessed major advancement in sports technology. Upgrading the stadia using advanced assessment methods and satisfy more stringent requirements were major challenges to ensure that their service lives are extended and that they remain versatile.</p><p>The stadia remodelled/retrofitted were Jawaharlal Nehru Stadium (JNS), Dr. S. P. Mukherjee Swimming Pool Complex, (SPM), Indira Gandhi Indoor Stadium Complex (IG), and Major Dhyan Chand Stadium. In JNS, the centrepiece of the Games, the open spectator stands needed to be covered accommodating the constraints imposed by the existing playing field. SPM, which was open to sky, required an indoor facility. The IG indoor stadium, hosting gymnastics, required major repair and retrofitting. The paper details these efforts</p>
10

Abdullah, Febri, Mury F. Dewantoro, Ruck Thawonmas, and Fitra A. Bachtiar. "Science Birds Gameplay With a Smile Interface to Promote the Spectator’s Emotion." In 2022 IEEE Conference on Games (CoG). IEEE, 2022. http://dx.doi.org/10.1109/cog51982.2022.9893545.

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