480,584 research outputs found

    Crossing the Boundary: a study of the nature and extent of racism in local league cricket

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    Since the start of the 1993/4 football season the 'Let's Kick Racism Out of Football’ has had some success in persuading clubs and players to recognise racism in the game and act to counter it. This summer, following our own research (Long et al, 1995) the Rugby Football League and the Commission for Racial Equality launched a 13-point Action Plan for professional clubs to adopt. Within cricket 'Hit Racism for Six' (HR46) was set-up last year to act as a pressure group to stimulate discussion about racism in cricket. Issues of race and racism in sport have recently attracted considerable media attention and stimulated popular debate. Emotion has run high over the articles by Robert Henderson (1995) and Roger Bannister (Connor 1995), the continuing confrontation between Raymond Illingworth and Devon Malcolm, the Botham/Lamb v Khan court case and the trouble on the terraces at Headingley during the summer of 1996. The balance attempted by programmes in the Radio 5 series on ‘Race around the UK’ represented one attempt to encourage a more considered approach, but throughout it has been clear that there is still a shortage of substantive research on race in sport. The Carnegie National Sports Development Centre conducted a study of black and ethnic minorities in cricket in Yorkshire that focused on issues of participation and sports development. Following the success of our rugby league project, Leeds City Council were keen for us to try to explore the more sensitive issues around race and racism. While the study of rugby league had been on the professional game this study of cricket was to be of local league cricket. Within the region this is how most people experience their cricket with some 1,300 teams affiliated to the Yorkshire Cricket Association. To establish views on race and racism we sought responses from: a) the secretaries of local league clubs b) Asian, black and white players in the leagues c) league umpire

    "Game" in history, historical in "game"

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    This paper is considered with relation between game and the History, in three various aspects: first part is dedicated to the meaning of noun "game" from its early stages till today, the second part relates to influences of game on human development and the third part deals with objectivity of historical facts in computer games

    Human factors in entertainment computing: designing for diversity

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    Although several casual gaming systems have been developed during the past years, little research examining the impact of human factors on the design and use of digital games has been carried out, and commercially available games are only partially suitable for audiences with special needs. The research project described within this paper aims to analyze and explore design guidelines for diverse audiences and results of focus group gaming sessions to develop a research toolbox allowing for the easy creation of adaptable and accessible game scenarios. Thereby, a controllable environment for the detailed evaluation of the interrelations between human factors and entertainment systems is provided. Results obtained by further testing will be integrated in the toolbox, and may foster the development of accessible games, thus opening up new opportunities for diverse audiences and allowing them to further engage in digital games. Copyright 2011 ACM

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam

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    Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic

    What’s the Difference: A Study of the Nature and Extent of Racism in Rugby League

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    At the start of the 1993/4 season the Commission for Racial Equality (CRE) and the Professional Footballers' Association launched the 'Let's Kick Racism Out of Football' campaign which subsequently gained the support of the Football Association, the FA Premier, the Endsleigh League and the Football Trust (CRE/PFA, 1994). That campaign led to discussions between the Rugby Football League (RFL), Leeds City Council and the Commission for Racial Equality (CRE) with a view to taking action to address racism in rugby league. Some sports though have become renowned as being sites for racialist confrontations, most notably football, as recorded in Hill's (1989) account of John Barnes' experiences and Holland's (1994) work on the terraces at Newcastle, Leeds and Bolton. General impressions suggested that the position in rugby league was not as bad as in football, but racist abuse and occasional incidents of banana throwing and monkey chants have all been recorded at rugby league matches. Concern about racism at matches has also been expressed recently in the letters pages of the rugby league press and players have talked about their own experiences on television. Since we live in a racist society it would be remarkable if there was no evidence of racism in sport. Nonetheless, as the National Governing Body of the sport, the RFL recognised that this was not a reason for taking no action if it were demonstrated that there are cases of racism in rugby league. However, before embarking on direct action it was decided that information was needed on the nature and extent of racism within the game. To that end Leeds Metropolitan University was asked to survey attitudes and it was agreed that this investigation should have three main components: a) the attitudes of the clubs b) the attitudes of (black and white) players c) the attitudes of spectators At this stage we have been concerned only with the professional game, thou
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