Search results for "GAME"

showing 10 items of 1663 documents

BIOPHARMACEUTICAL ALLIANCES AND COMPETITION: A REAL OPTIONS GAMES APPROACH

2013

The competitive landscape where pharmaceutical and biotechnology companies operate has changed radically due to a scientific/technological progress that has revolutionised the process by which drugs are developed. In fact, pharmaceutical industry more and more relies on advances in biochemistry and molecular biology. As a consequence, the number of partnerships between pharmaceutical and biotech firms has grown significantly. Research contributions addressing the biopharmaceutical alliances design have also focused on the optimal timing to sign a partnership. In this paper, we introduce and analyse the effect of competition in biotechnology industry by modelling the decisions of whether and…

business.industryTechnological changeProcess (engineering)Strategy and ManagementSettore ING-IND/35 - Ingegneria Economico-Gestionalereal options games.Biopharmaceutical alliances competition real options gamesCompetition (economics)AllianceBiopharmaceuticalBiopharmaceutical allianceManagement of Technology and InnovationGeneral partnershipEconomicsFirst-mover advantageBusiness and International ManagementMarketingbusinesscompetitionPharmaceutical industryInternational Journal of Innovation Management
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Product Placement in Video Games as a Marketing Strategy: An Attempt to Analysis in Disney Company

2011

What is the best marketing strategy in video games? The literature is not unanimous in upholding the best strategy. Researchers investigating advertising effectiveness disagree on the value of product placement in video games and the methods firms should use with product placement strategies. The state of the question now must figure out the dichotomy between two perspectives: to identify the differences in the effectiveness of product placement in video games when using “traditional placement approaches” compared to the “branded entertainment approach”. The “traditional approach” to product placement in video games involves the product appearing as a visual object that is passive, used by …

business.industrymedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGAdvertisingArtMarketing strategyObject (philosophy)EntertainmentPlot (narrative)Product (category theory)Brand equitybusinessTheme (computing)Video gameComputingMilieux_MISCELLANEOUSmedia_common
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Distopía, eutopía y crisis social en el cine mainstream (Los casos de Los juegos del hambre y Del revés)

2018

espanolEn el marco de un mundo globalizado, la aparente "desideologizacion" que acompana a los bienes culturales actuales, sirve a los propositos de reproduccion del sistema capitalista, entendido este dentro de su vertiente cultural actual como un sistema omnipresente y omniabarcante. En este sentido, los productos culturales del mainstream estadounidense, continuan constituyendo, aun a dia de hoy, uno de los principales pilares a traves de los cuales el sistema se representa a si mismo, proponiendo y defendiendo determinados modos de vida, en concreto, el American Way of Life. En el actual contexto, el mainstream cinematografico, a traves de productos como “Los Juegos del Hambre” (The Hun…

business.industrymedia_common.quotation_subjectGeneral Social SciencesFace (sociological concept)Context (language use)Cultural industryMovie theaterCapitalist systemMainstreamIdeologySociologybusinessHumanitiesmedia_commonThe Hunger GamesRevista Austral de Ciencias Sociales
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Operazioni di pagamento tramite wallet e responsabilità da omessa applicazione della strong customer authentication

2022

Lo scritto commenta una recente decisione del Collegio di Coordinamento ABF a proposito del riparto di responsabilità tra intermediario emittente una carta di pagamento e cliente, in caso di operazioni abusivamente realizzate da terzi tramite «wallet». Il Collegio, analizzando la disciplina in tema di servizi di pagamento elettronici e di « Strong Customer Authentication », precisa come l’indagine del caso vada in primo luogo condotta verificando che l’intermediario abbia fornito la prova della corretta applicazione dell’autenticazione forte in ogni fase delle transazioni abusivamente compiute. Ove tale prova non sia fornita, egli dovrà restituire quanto dal cliente abusivamente versato. Th…

carte di pagamento operazioni contactless digitalizzazione su wallet wallet provider SCA prova oneri del prestatore del servizio di pagamentoSettore IUS/04 - Diritto Commerciale
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The next level of research on electronic play : potential benefits and contextual influences for children and adolescents

2005

Most research on electronic play has focused on its possible negative effects for children and adolescents, and contextual factors such as socioeconomic status (SES) and culture are rarely considered. This article considers the potential benefits of electronic play from a psychological perspective, as well as individual and contextual factors that may shape the influence of electronic play for children and adolescents. Demographics of players and the games themselves are presented, and recommendations for research and policy are discussed.

child developmentelectronic playvideopelitvideo gameselektroniset pelitcontextculture
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Utilizing content analysis in teaching materials for children with autism spectrum disorder

2019

It is important to look at how education materials for students with disability view disability itself. Raising the general public's awareness on autism is crucial because of the rise in the antivaxx and anti-science movements, particularly in the United States. This thesis utilizes Content Analysis to explore how a set of teaching materials for students with Autism Spectrum Disorder (ASD) understands ASD and the agency of the ASD child and creates trust with the readers. I analyze two argumentation styles to understand how those forms of argumentation create trust with the readers. This study is qualitative and relies on philosophical and cultural definitions of agency and personhood. In a…

children (age groups)autism spectrum disorderschildren (family members)autismparentslapset (ikäryhmät)autismikirjon häiriötasdleikitopetusfamily relationsvanhemmatautismiperhesuhteetteaching and instructionstudy materialplays and gameslapset (perheenjäsenet)oppimateriaali
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Response to computer-assisted intervention in children most at risk for mathematics difficulties

2015

Evidence of an association between poor early number skills and a high risk for later difficulties in mathematics manifests a need for both early identification of risk and effective prevention of difficulties. However, only a few theory-based assessment and progress monitoring tools, and intervention methods are avail able for this purpose in Finnish pre-primary education. This thesis aimed to examine to what extent a theory-based computer-assisted intervention method (GraphoGame Math, GGM) can support early number skills development in children (6௅7-year-olds) most at risk for mathematics difficulties (MD; defined as performance below the 10th percentile). The specific aims were threefold…

children most at risk for MDGrapho-Game Math (GGM)tietokoneavusteinen opetusvaikuttavuuslaskemisen erityisvaikeusoppimispelitcomputer-assisted intervention (CAI)oppimisvaikeudetEkapeli-Matikkariskiryhmätesikouluikäisetmathematics difficulties (MD)responsiveness to interventionearly number skills developmentmatemaattiset taidotopetusteknologialapset
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Jaunākā pirmsskolas vecuma bērnu vārdu krājuma bagātināšana didaktiskajās rotaļās

2018

Bakalaura darba tēma – “Jaunākā pirmsskolas vecuma bērnu vārdu krājuma bagātināšana didaktiskajās rotaļās”. Bakalaura darba autore: Indra Tišanova. Izvēlētās tēmas aktualitāte pamatojama ar to, ka didaktiskās rotaļas pirmsskolas vecuma bērniem rada patīkamas izjūtas, veicina sadarbības un citas nepieciešamās prasmes, tādēļ svarīgi izpētīt, kā ar rotaļu palīdzību var bagātināt bērnu vārdu krājumu. Pētījuma mērķis – teorētiski un praktiski izzināt vārdu krājuma bagātināšanas iespējas didaktiskajās rotaļās jaunākā pirmsskolas vecuma bērniem. Pētījums sastāv no divām daļām – teorētiskā un empīriskā pētījuma. Teorētiskajā daļā pētīti un izzināti latviešu un ārvalstu pedagoģijas un psiholoģijas p…

children of youngerdidactic gamesSkolas pedagoģijavocabularypedagogical activity
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Playing games in the cultural transformations in the second half of the twentieth century

2013

children's developmenttoysamusementplaying gamesdeucation and rearinggamesActa Humanica : časopis katedry pedagogických štúdií­
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Social integration in sports clubs: individual and organisational factors in a European context

2019

Sports clubs are often perceived as important mediums for social integration, but the empirical evidence to support this claim is limited. This article sets out to identify individual and organisational characteristics that are conducive to social integration of members and volunteers. Drawing on survey data from 13,000 members and volunteers in ten European countries, an exploratory factor analysis identified three dimensions of social integration. They match the overall conceptual distinction between socio-cultural and socio-affective integration and the sub-division of socio-affective integration into ‘interaction’ and ‘identification’. Multilevel regression analyses examined the relevan…

club membersSociology and Political Sciencebusiness.industry300 Social sciences sociology & anthropology05 social sciencesPhysical Therapy Sports Therapy and RehabilitationContext (language use)790 Sports games & entertainment030229 sport sciencesPublic relationsSocial integrationPeer reviewsocio-cultural integrationsports clubs03 medical and health sciences0302 clinical medicineSocial integration0502 economics and businessOrthopedics and Sports MedicineSociologybusinessEmpirical evidencehuman activities050212 sport leisure & tourismsocio-affective integrationEuropean Journal for Sport and Society
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