Search results for "GAME"
showing 10 items of 1663 documents
Ringetteä ajatellen ja ymmärtäen : pelikäsitystä painottavan opetuksen tutkimus koululiikunnassa
2008
Wyjątkowość doświadczenia śmierci w artystycznych grach wideo
2015
Video games present different meanings of death than those conditioned by social and cultural contexts. Most games treat the motif of death instrumentally. Therefore, death is usually a norm and a rule in typical video games. However, art games present a different sense of death, one that defies its conventional meanings. The article analyses the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy, 2013). These productions prove that video games are an excellent medium to offer players a deep emotional experience, which can also encourage taking a fundamental and more prof…
Strategic interactions on differentiated markets and public policies
2017
In economy, the competition analysis among firms have a significance importance because of the complexity of some elements. This thesis examines the strategic interactions on differentiated markets in general equilibrium while proposing the public policies to reduce the distortions due to the imperfect behaviors. This thesis takes into account the differentiation of products in order to obtain the new conclusions and/or to extend those existing. We thus pursues two objectives. Fisrt, the construction of a model of imperfect competition on differentiated markets in a general equilibrium framework. Second, the evaluation of the consequences of the model in terms of economic policies. At begin…
Teachers’ beliefs about gamification and competencies development: A concept mapping approach
2020
Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers’ beliefs regarding the use of gamification to develop students’ competencies. To fill this research gap, concept mapping was used to cluster teachers’ beliefs in 4 dimensions regarding the use of gamification to develop students’ competencies. Our findings suggest that teachers believe that gamification encourages team working and oral communication skills. Moreover, critical thinking and social skills development were also found as some of the benefits that teachers believe the use of gamification can provide to the development of students’ co…
Exploring the experiences concerning leadership communication in online gaming groups
2009
This paper looks at leadership communication in the context of multiplayer computer games and the groups that operate within them. In multiplayer games promoting teamwork and long-term cooperation, issues of management and leadership are prevalent. The paper explores the experiences that members of multiplayer communities have towards leadership communication in multiplayer games by looking at one specific case of organized team play within the framework of a turn-based online strategy game. The data utilized in this study consists of themed player interviews conducted via e-mail. The analysis proposes three central dimensions that emerged from the data. These were labeled: 1) the leader as…
Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor
2020
Abstract Video games are part of the technological revolution, and it is possible nowadays to play video games anytime and anywhere as a primary source of youth entertainment. The research question of this study refers to which are the patterns of video game usage by Spanish school adolescents. In particular, it analyzes the time and money spent on video games among Spanish teenage students of 11–19 years old (M = 13.98; SD ± 1.397), as well as the game platform and the type of video games used, according to type of day and, especially, gender of the player. A survey was applied to a representative sample of adolescent students (n = 1502) from Valencian Region (Spain). The results showed an…
A model of adaptive decision-making from representation of information environment by quantum fields
2017
We present the mathematical model of decision making (DM) of agents acting in a complex and uncertain environment (combining huge variety of economical, financial, behavioral, and geo-political factors). To describe interaction of agents with it, we apply the formalism of quantum field theory (QTF). Quantum fields are of the purely informational nature. The QFT-model can be treated as a far relative of the expected utility theory, where the role of utility is played by adaptivity to an environment (bath). However, this sort of utility-adaptivity cannot be represented simply as a numerical function. The operator representation in Hilbert space is used and adaptivity is described as in quantu…
Random Tanglegram Partitions (Random TaPas): An Alexandrian Approach to the Cophylogenetic Gordian Knot
2018
Abstract Symbiosis is a key driver of evolutionary novelty and ecological diversity, but our understanding of how macroevolutionary processes originate extant symbiotic associations is still very incomplete. Cophylogenetic tools are used to assess the congruence between the phylogenies of two groups of organisms related by extant associations. If phylogenetic congruence is higher than expected by chance, we conclude that there is cophylogenetic signal in the system under study. However, how to quantify cophylogenetic signal is still an open issue. We present a novel approach, Random Tanglegram Partitions (Random TaPas) that applies a given global-fit method to random partial tanglegrams of …
WITHIN-TEAM COMPETITION IN THE MINIMUM EFFORT COORDINATION GAME
2006
. We report the results of an experiment on a continuous version of the minimum effort coordination game. The introduction of within-team competition significantly increases effort levels relative to a baseline with no competition and increases coordination relative to a secure treatment where the pay-off-dominant equilibrium strategy weakly dominates all other actions. Nonetheless, within-team competition does not prevent subjects from polarizing both in the efficient and the inefficient equilibria.
Convex semi-infinite games
1986
This paper introduces a generalization of semi-infinite games. The pure strategies for player I involve choosing one function from an infinite family of convex functions, while the set of mixed strategies for player II is a closed convex setC inRn. The minimax theorem applies under a condition which limits the directions of recession ofC. Player II always has optimal strategies. These are shown to exist for player I also if a certain infinite system verifies the property of Farkas-Minkowski. The paper also studies certain conditions that guarantee the finiteness of the value of the game and the existence of optimal pure strategies for player I.