Search results for "GAME"

showing 10 items of 1663 documents

Expectations as Reference Points: Field Evidence from Professional Soccer

2015

We show that professional soccer players and their coaches exhibit reference-dependent behavior during matches. Controlling for the state of the match and for unobserved heterogeneity, we show on a minute-by-minute basis that players breach the rules of the game, measured by the referee’s assignment of cards, significantly more often if their teams are behind the expected match outcome, measured by preplay betting odds of large professional bookmakers. We further show that coaches implement significantly more offensive substitutions if their teams are behind expectations. Both types of behaviors impair the expected ultimate match outcome of the team, which shows that our findings do not si…

jel:D81HFjel:D84Strategy and ManagementHBfield dataBFjel:C23Management Science and Operations ResearchLeagueBehavioral economicsHGOutcome (game theory)BDOddsjel:D03German10007 Department of EconomicsEconomics1408 Strategy and ManagementReference pointsMarketingreference points expectations experience high stakes competitionField (Bourdieu)Offensive1803 Management Science and Operations Researchlanguage.human_language330 EconomicsIncentivelanguageSocial psychologyexpectations
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Kohut ja moraalipaniikit pelimedian kulttuurisina siirtymäriitteinä

2018

julkinen keskustelugaming controversypolemiikkisosiaaliset normitdigitaalinen mediapelikulttuuripelitutkimussosiaalinen asemagame violencepelitmoraalimediakulttuuripopulaarikulttuuriuusmediamoraalinen paniikkiyhteiskunnallinen asemaväkivaltaviihdegame studiesdigitaaliset pelitgaming culture
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Beyond the pale : gaming controversies and moral panics as rites of passage

2017

Throughout the history of Western popular culture, new emerging forms of media have been perceived as threats to social norms, societal order and moral foundations. The present compilation dissertation situates the medium of digital games into this centuries-old continuum. This study contents that controversies and moral panics that originate from the aforementioned concerns should be perceived as cultural rites of passage for new media, which indicate their transition from one state into another, from periphery into mainstream. This study demonstrates that gaming controversies and moral panics are rarely situational or random events. Rather, they are manufactured through social interaction…

julkinen keskustelumoral panicdigital gamesgaming controversypolemiikkisosiaaliset normitdigitaalinen mediapelikulttuuripelitutkimussosiaalinen asemagame violencepelitmoraalimediakulttuuripopulaarikulttuuriuusmediamoraalinen paniikkiyhteiskunnallinen asemaväkivaltaviihdegame studiesdigitaaliset pelitgaming culture
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Building trust in the sharing economy: Current approaches and future considerations

2021

The sharing economy could be an answer to the challenge of sustainability; it can facilitate the sharing and reuse of resources, create new ways of earning money, and enhance social connections. For example, by reducing the use of natural resources without having to acquire or own everything, the sharing economy can positively affect sustainability. At the core of this type of economy lies trust among users and between users and the platform—the system cannot reach its full potential without trust. In fact, businesses or organizations in the sharing economy can even fail due to trust issues, although more information is needed to make better use of the existing platforms. The aim of this sy…

kestävä kulutusKnowledge management020209 energyStrategy and ManagementContext (language use)02 engineering and technologyReuseIndustrial and Manufacturing EngineeringSharing economy0202 electrical engineering electronic engineering information engineeringsystemaattiset kirjallisuuskatsaukset0505 lawGeneral Environmental SciencealustatalousRenewable Energy Sustainability and the Environmentbusiness.industry05 social sciencessystematic literature reviewtrustsharing economysustainabilityNatural resourcejakamistalousCore (game theory)Systematic reviewluottamusSustainability050501 criminologyBusiness
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Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge

2020

This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a DGBVL task for acquiring ten low-frequent inanimate object names, or lexical nouns, by playing a commercial adventure game. The control group participants practiced the same words in a fill-in-the-blank vocabulary acquisition exercise. In brief, first, all participants sat for a word-checklist and a proficiency test; next, they completed their tasks,…

kieli ja kielet050101 languages & linguisticsLinguistics and LanguageoppiminenComputer sciencecomputer.software_genreLanguage and LinguisticsTask (project management)Word knowledgekielen omaksuminen0501 psychology and cognitive sciencessanatPersianpelaaminenbusiness.industry05 social sciences050301 educationVocabulary learninglanguage.human_languageComputer Science ApplicationslanguageGame basedArtificial intelligencebusiness0503 educationcomputerdigitaaliset pelitNatural language processingComputer Assisted Language Learning
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On the impact of computer science outreach events on K-12 students

2016

Many countries have begun to adopt computer science (CS) and computational thinking (CT) into national curricula of compulsory education and upper secondary education. It is argued that learning rigorous CS concepts not only secures a workforce for the future’s digital industries but also benefits all students by improving their problem-solving and logical reasoning skills. However, the popularity of CS as a university major declined in the beginning of the 21st century, resulting in the development of a range of student outreach activities to engage young students in the study of computing. This thesis originated from this need to attract and retain students in the CS field. The focus of thi…

kiinnostuskoululaiseturanvalintatietotekniikkakerhotoimintaopetuskerhottyöpajatgame programminglukiolaisetpeliohjelmointiComputingMilieux_COMPUTERSANDEDUCATIONkorkeakouluopiskeluK-12kesäyliopistotcomputer science educationoutreachkurssitohjelmointitietotekniikka-alatietojenkäsittelyoppi
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Fans and Videogames : Histories, Fandom, Archives

2018

Kirja-arvio teoksesta Melanie Swalwell, Helen Stuckey ja Angela Ndalianis, toim. (2017). Fans and Videogames. Histories, Fandom, Archives. New York: Routledge. nonPeerReviewed

kirja-arvostelutvideopelitbook reviewsvideo games
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Serious Games: A new Approach to Foster Information and Practices About Covid-19?

2022

The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies h…

knowledgeArtificial IntelligencepracticesCOVID-19COVID-19 information knowledge practices serious gameserious gameComputer Science Applicationsinformation
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Influence of grade one Zambian teachers and GraphoGame on initial literacy acquisition : Lusaka district

2014

koulutulokkaatteachersEkapeliSambiaZambiaGraphoGameopettajatlukeminenoppimispelitalakouluopetustaitomotivationpersonal theories of teachinglukutaitoopetusmenetelmätliteracy curriculumteaching approachesopettaja-oppilassuhdefirst grade learners
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Language acquisition through interaction between gamers in digital gaming environments

2014

Internetin kautta pelattavat moninpelit tarjoavat monenlaisia mahdollisuuksia harjoitella Englannin kielitaitoa, sekä käyttää sitä hyväksi erilaisissa kommunikointitilanteissa. Pelien hyötyä kieltenoppimisessa on jo jonkin verran tutkittu, mutta tutkimus rajoittuu suurelta osin itse pelien sisältöihin. Lähivuosina internetin kautta pelaaminen yhdessä toisten pelaajien kanssa on yleistynyt, mikä on avannut keskustelua myös pelien interaktiivisuuden vaikutuksista kielitaitoon. Internetissä tapaa usein pelaajia monista erilaisista kulttuureista ja taustoista, mikä rikastuttaa kielikulttuuria sekä mahdollistaa kielenkäytön harjoittelun matalan kynnyksen tilanteissa. Suomalaiset pelaavat interne…

language acquisitiononline gaminglearningplayingdigital gamesEFLinteractionextramuralthe English language
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