Search results for "GAME"

showing 10 items of 1663 documents

Agglomeration without trade: how non-traded goods shape the space-economy

2004

Abstract We develop a spatial general equilibrium model in which the absence of interregional trade is an endogenous outcome. Extending the model developed by Ottaviano, Tabuchi, and Thisse (Int. Econ. Rev. 43 (2002) 409), we show that equilibria without trade differ significantly from those obtained in the presence of trade, which suggests that the presence of non-traded goods has a significant impact on spatial structures. Somewhat surprisingly, equilibrium structures without trade are richer than those with trade because partial agglomeration becomes a feasible outcome. Equilibria now depend on the ratio of mobile to immobile factors and an increase in that ratio triggers a process of sp…

Urban StudiesMicroeconomicsEconomics and EconometricsMonopolistic competitionGeneral equilibrium theoryEconomies of agglomerationEconomicsSpace (commercial competition)Outcome (game theory)Journal of Urban Economics
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A Gamified Mobility Experience

2020

We believe in the use of urban games to define new enjoyable experiences, change citizens’ unsustainable habits and educate them to new environment-and social-friendly ones. This paper presents MUV, an innovative action that has the power to engage citizens and foster sustainable mobility behaviors. MUV complements engaging HMIs with a participatory method within an iterative innovation process called the virtuous cycle (understand, involve, co-create, implement, experiment). The innovation process has led to a new game dynamic: Mobility as a Sport. It results in a rewarding personal mobility experience; the same rewarding sensations the athletes feel when they improve their results.

Urban gamePersonal mobility0211 other engineering and technologies02 engineering and technologyPower (social and political)Human-Machine InteractionUrban Mobility0502 economics and businessSettore ICAR/13 - Disegno IndustrialeSociologyUrban mobility050210 logistics & transportationbiologyAthletesbusiness.industry05 social sciencesInnovation process021107 urban & regional planningCitizen journalismPublic relationsbiology.organism_classificationVirtuous circle and vicious circleSustainabilityAction (philosophy)SustainabilityUrban Gamesbusiness
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Children's Involvement in the Design of Game-Based Learning Environments

2008

User involvementApplied psychologyGame based learningInteraction designPsychologyQuestionnaire response
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Accelerated Bayesian learning for decentralized two-armed bandit based decision making with applications to the Goore Game

2012

Published version of an article in the journal: Applied Intelligence. Also available from the publisher at: http://dx.doi.org/10.1007/s10489-012-0346-z The two-armed bandit problem is a classical optimization problem where a decision maker sequentially pulls one of two arms attached to a gambling machine, with each pull resulting in a random reward. The reward distributions are unknown, and thus, one must balance between exploiting existing knowledge about the arms, and obtaining new information. Bandit problems are particularly fascinating because a large class of real world problems, including routing, Quality of Service (QoS) control, game playing, and resource allocation, can be solved …

VDP::Mathematics and natural science: 400::Mathematics: 410::Applied mathematics: 413Bayesian learningVDP::Technology: 500::Information and communication technology: 550::Computer technology: 551Optimization problembusiness.industryComputer scienceGoore GameBayesian inferenceMulti-armed banditquality of service controldecentralized decision makingArtificial IntelligenceInfluence diagramResource allocationArtificial intelligencebandit problemswireless sensor networksbusinessWireless sensor networkOptimal decisionApplied Intelligence
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Motivating Physical Activity for Individuals with Intellectual Disability through Indoor Bike Cycling and Exergaming.

2022

People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The develop…

VDP::Medisinske Fag: 700::Helsefag: 800Health Toxicology and MutagenesisIntellectual DisabilityPublic Health Environmental and Occupational HealthHumansintellectual disability; physical activity; mHealth; exergames; gamificationExerciseExergamingBicyclingInternational journal of environmental research and public health
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Is It Possible to Predict an Athlete’s Behavior? The Use of Polar Coordinates to Identify Key Patterns in Taekwondo

2019

Elite sport psychologists help athletes develop planned competition strategies from a technical-tactical perspective, through the observation and analysis of previous performances. The aim of this study was to analyze the behavioral patterns used to score points in the 2012 London Olympic Games, by using a mixed observational methodology through a polar coordinate analysis. This analysis is a representation made into four quadrants of the relationships found between focal behavior [i.e., giving score points, (SC)] and conditioned behaviors considered as key factors in taekwondo, occurring before and after the focal behavior (i.e., retrospective/prospective behavior as indicated for each qua…

VDP::Medisinske Fag: 700::Idrettsmedisinske fag: 850::Treningslære: 851mixed methodslcsh:BF1-990Applied psychology050105 experimental psychology03 medical and health sciences0302 clinical medicinebehavioral patternsPsychology0501 psychology and cognitive sciencesAssociation (psychology)General PsychologyOriginal ResearchbiologyAthletes05 social sciencesPerspective (graphical)Behavioral patternbiology.organism_classificationTrunkPeer reviewtaekwondolcsh:PsychologyOlympic GamesLateralityObservational studyobservational methodologyPsychology030217 neurology & neurosurgery
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The whip and the Bible : punishment versus internalization

2021

First published online: 27 August 2021 A variety of experimental and empirical research indicate that prosocial behavior is important for economic success. There are two sources of prosocial behavior: incentives and preferences. The latter, the willingness of individuals to “do their bit” for the group, we refer to as internalization, because we view it as something that a group can influence by appropriate investment. This implies that there is a trade-off between using incentives and internalization to encourage prosocial behavior. By examining this trade-off we shed light on the connection between social norms observed inside the laboratory and those observed outside in the field. For ex…

Value (ethics)Economics and EconometricsSociology and Political SciencePunishment (psychology)Whip (politics)Investment (macroeconomics)Ultimatum GameVariety (cybernetics)MicroeconomicsIncentiveEmpirical researchProsocial behaviorPunishmentEconomicsGuilt AversionSettore SECS-P/01 - Economia PoliticaFinance
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Reward-based crowdfunding campaigns: Informational value and access to venture capital

2018

We consider an entrepreneur who designs a reward-based crowdfunding campaign when the campaign provides a signal about the future demand for the product and subsequent venture capital is needed. We find that both the informativeness of the campaign and considerations related to gaining access to venture capital funding affect the entrepreneur’s choice of campaign instruments, as well as her decision of whether to run a campaign. In particular, entrepreneurs should launch the campaign either when it is highly informative or when it is not informative at all. For relatively low levels of informativeness, but not so low that the venture capitalist (VC) completely ignores the campaign outcome …

Value (ethics)Information acquisitionInformation Systems and ManagementComputer Networks and CommunicationsInformation SystemLibrary and Information SciencesOutcome (game theory)Management Information Systems0502 economics and businessManagement Information SystemInformation acquisitionMarketingReward-based crowdfundingbusiness.industry05 social sciencesVenture capitalSettore ING-IND/35 - Ingegneria Economico-GestionalePreferenceVenture capitalProduct (business)Computer Networks and CommunicationNew product developmentNew product development050211 marketingbusiness050203 business & managementInformation Systems
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Nursing students' perceptions of a video-based serious game's educational value: A pilot study.

2018

Abstract Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinica…

Value (ethics)Male020205 medical informaticsmedia_common.quotation_subjectE-learning (theory)educationPilot Projects02 engineering and technologySerious gameEducationInformationSystems_GENERAL03 medical and health sciencesYoung AdultNursingPerceptionSurveys and QuestionnairesHealth careComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringHumansLearningComputer SimulationNurse educationEducation NursingGeneral NursingProblem Solvingmedia_common030504 nursingbusiness.industryConstruct validityUsabilityNursing Education ResearchVideo GamesFemaleStudents NursingClinical Competence0305 other medical sciencebusinessPsychologyNurse education today
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The Economic Value of Creativity: How Much, for Whom, and What for?

2017

The following chapter deals with the value od creativity in media management. The first part is a literature-based reflection on different perspectives on the value of creativity. While creativity generally is considered a core value of media products, I will argue that not all aspects of creativity are equally economically valuable and, thus, it is not in the best interest of media managers to maximize creative value. I will then change perspectives and address the question of the value of creativity for the individual media worker. The second part of this chapter combines the perspectives of the predominantly economically oriented media managers with that of the predominantly culturally o…

Value (ethics)Media managementCore (game theory)media_common.quotation_subjectCreative writingJob satisfactionSociologySalaryMarketingCreativityCreative classComputingMilieux_MISCELLANEOUSmedia_common
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