Abt, C. C. (1987). Serious games. University press of America.
Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3 (2) . pp. 77-101.
Charsky, D. (2010). From edutainment to serious games: A change in the use of game characteristics. Games and culture, 5(2) , 177-198.
Daily Mail Online (2010). “Fake Swedish air pilot flies passenger jets for THIRTEEN YEARS without a licence... and is fined just £1,700” (Retrieved 26/07/2017) from: http
Peter Mozelius, Wilfredo Hernandez, Johan Sällström and Andreas Hellerstedt
Admiraal, W., Huizenga, J., Akkerman, S., & Ten Dam, G. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3) , 1185-1194.
Braun, V. & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2) , 77-101.
Breuer, J. S. & Bente, G. (2010). Why so serious? On the relation of serious games and learning. Eludamos. Journal for Computer Game Culture, 4(1) , 7-24.
Bryman, A. (2006). Integrating quantitative and qualitative research: how is it done
The problem of the native player in the Romanian basketball generated a lot of pros and cons. To take a stand in this issue, in order to protect the Romanian player, starting with the 2015-2016 season, the Romanian Basketball Federation introduced the rule of presence of the local player on the court at each official match. Thus, at Romanian Cup matches, at least two Romanian players must be permanently on the court, and at the National League matches there must be at least one Romanian player at all times.
Starting from the hypothesis that the value of the national team increases through the first echelon, this study aims to analyze and compare the game parameters registered in the National Men’s Basketball League (LNBM) and those made by the national team of Romania at Eurobasket 2017.
Entrepreneurship Education: Conceptual and Empirical Insights. Journal of Small Business Management, 51(3), 352-369. doi: 10.1111/ jsbm.12023
 Osterwlader, A and Pigneur, Y. (2010). Business Model Generation: A Handbook for Visionaries, Game Changers and Challengers. New Jersey: John Wiley and Sons.
 Pawlowski, J. M., & Holtkamp, P. (2012). Towards an Internationalization of the Information Systems
 Curriculum. In: Proc. of MKWI 2012 (Multi Conference Business Information Systems), Braunschweig, March 2012
The following article is about the presence of English loanwords in the language used by young gamers. It is of research nature - it is based on the recognition, around the mother tongue, of primary and secondary school students. It emerges from survey research whose aim was to examine how the language of young Poles is influenced by information technology, especially computer games and films related to gaming. The most important aim of the research was to diagnose to what extent and in what form English vocabulary used in computer games penetrates everyday language of students. It was also important to establish the way in which Polish absorbs loaned vocabulary in natural communication and adjusts it to its rules (inflexion, syntax, word building). The questions prepared for the purpose of the survey examined linguistic intuition of students who had the possibility to choose the lexicon (English word and its Polish equivalent), as well as show the understanding of words typical of computer games which derive from English and are also changed in some way. The research tool also examined the student's lexical competence which was supposed to be directly related to the environment of new technology and computer games as well as examined the use of given lexicon in various syntactic constructs. The foundation for the described results and the topic discussed in this article were the thoughts regarding the role and the influence of new technological and socio-cultural reality and their influence on the changes in the language.
In our present paper we will try to illustrate, for the benefit of those directly involved such as players, teachers and game leaders - some aspects that, by defining new game and training concepts dedicated to juniors II, could prove essential to the progress and present development of volleyball.
Based on existing facts, we consider that our present research is necessary and modern at the same time, because of the evolution of volleyball as a sport, and due to the belief that our hypothesis has both theoretical value with consistent chances of generalization, and practical value with immediate applicability, too. Another argument would be the fact that finding adequate solutions for increasing defence efficiency could also lead to great results, since a proper defence strategy has, in most cases, a decisive influence upon the results at the end of the game.
Our present endeavour falls into the categories of volleyball theory and method, and we pledge to bring our modest contribution to the development of theoretical material useful to volleyball specialists, that could also help reinventing this particular sport discipline in our country.
recreational video game play on children’s and adolescents’ cognition. New Directions for Child & Adolescent Development , 139, 41-50.
Bodill, K., & Roberts, L. D. (2013). Implicit theories of intelligence and academic locus of control as predictors of studying behaviour. Learning & Individual Differences , 27, 163-166.
Chamorro-Premuzic, T., & Furnham, A. (2003). Personality predicts academic performance: Evidence from two longitudinal university samples. Journal of Research in Personality , 37(4), 319.
Cheng, M.-T., & Annetta, L. (2012). Students
Evolution of the handball game has brought a different approach in terms of the pivot player game. Since the main task of delaying the lateral movement of defenders to create opportunities for the back players or receive the ball and score against defending 6:0, was reached to the much more varied tasks and responsibilities imposed by the much larger spaces offered by the new defense systems. Many of the game actions are based to the pivot player movements, finding an optimal solution to score by the back or wing player being the result of her screening and sliding. To achieve more efficient realisation of this tasks the pivot player must have qualities such as: motor skills, power, speed and a good mental balance.
 Eagly, A. & Chaiken, S. (1993). The psychology of attitudes. New York: HBJ.
 Fang, X., Chan, S., Brzezinski, J. & Nair, C. (2010). Development of an Instrument to Measure Enjoyment of Computer Game Play. International Journal of Human-Computer Interaction, 26, 868-886.
 Frick, J., Kaiser, F. G., & Wilson, M. (2004). Environmental knowledge and conservation behavior: exploring prevalence and structure in a representative sample. Personality and Individual Differences, 37(8), 1597-1613.
 Fu, F., Su, R