Search results for "Games"

showing 10 items of 429 documents

On Capturing Oil Rents with a National Excise Tax Revisited

2004

In this paper the scope of Bergstrom’s (1982) results is studied. Moreover, his analysis is extended assuming that extraction cost is directly related to accumulated extractions. For the case of a competitive market it is found that the optimal policy is a constant tariff if extraction is costless. However, with depletion effects, the optimal tariff must ultimately be decreasing. For the case of a monopolistic market the results depend crucially on the kind of strategies the importing country governments can play and on whether the monopolist chooses the price or extraction rate. For a price-setting monopolist it is shown that the importing countries cannot use a tariff to capture monopoly …

jel:D41media_common.quotation_subjectEconomic rentjel:C73Tariffjel:D42Tariffs Tariff agreements Non renewable resources Depletion effects Price-setting monopolist Quantity-setting monopolist Differential games Open-loop strategies Linear strategies Markov-perfect Nash equilibrium Markov-perfect Stackelberg equilibriumjel:F02jel:H20MicroeconomicsMonopolistic competitionResource (project management)EconomicsPerfect competitionExciseMonopolyNon-renewable resourcejel:Q38media_commonSSRN Electronic Journal
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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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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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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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English elements in the spoken discourse of Finnish teenagers playing an English video game

2008

language alternationimmersionkoodinvaihtoconversation analysisnuoretvuoropuheluvideo gamescode-switchingenglannin kielitietokonepelitborrowing
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Language and Culture in Videogames

2020

languagereception studieslocalisationfan studiestranslationvideogames[SHS] Humanities and Social Sciences[SHS.LANGUE] Humanities and Social Sciences/Linguisticsculture
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6 – 7 gadu pirmsskolas vecuma bērnu lasītprasmes apguves sekmēšana izmantojot didaktiskās spēles un rotaļas

2021

Diplomdarba “6-7 gadu pirmsskolas vecuma bērnu lasītprasmes sekmēšana, izmantojot didaktiskās spēles un rotaļas” mērķis ir izpētīt didaktisko rotaļu un spēļu izmantošanas iespējas lasītprasmes apguves sekmēšanā 6 – 7 gadus veciem bērniem. Diplomdarba teorētiskajā daļā ir tiek analizētas zinātniskā literatūra, pedagoģiskās atziņas par lasītprasmi, tās apguves iespējām, 6 - 7 gadus vecu bērnu raksturojumu, par didaktiskajām spēlēm un rotaļām un iespējām tās izmantot lasītprasmes sekmēšanā. Empīriskajā daļā tiek aprakstīts veiktais pētījums, pētāmās grupas raksturojums, izvirzīti vērtēšanas kritēriji, pēc kuriem pētāmā grupa tika vērtēta gan pētījuma sākumā, gan noslēdzot to. Pētījumā piedalīj…

lasītprasmedidaktiskās rotaļas un spēlesPedagoģijadidactic gamesliteracy6 - 7 gadus veci bērni
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Tratamiento cognitivo-conductual de la adicción a videojuegos de rol online: fundamentos de propuesta de tratamiento y estudio de caso

2014

Resumen: El proposito de este trabajo es presentar una propuesta de tratamiento cognitivo-conductual para la intervencion en la adiccion a videojuegos. Se presenta el caso de un varon de 21 anos con problemas con el uso de los videojuegos. Se expone el procedimiento en cada una de las fases de las que consta el tratamiento, asi como los resultados de su eficacia en un estudio de caso. Despues de trece semanas de intervencion se aprecian importantes cambios en el nivel de dependencia. Los resultados muestran una disminucion significativa del tiempo de uso del ordenador y de juego, asi como una mejoria del funcionamiento personal y social del paciente. Palabras clave: Adiccion a videojuegos; …

lcsh:BF1-990Massively Multiplayer Online Role Playing Games (MMORPGs)terapia cognitivo-conductalTerapia cognitivo-conductual159.9 - Psicologíalcsh:Psychologyaducciones tecnológicasAdicción a videojuegosPsychologyHumanitiesMMORPGGeneral PsychologyAdicciones tecnológicas
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Boost Me: Prevalence and Reasons for the Use of Stimulant Containing Pre Workout Supplements Among Fitness Studio Visitors in Mainz (Germany).

2018

The rapidly increasing interest in fitness related sports over the past few years has been accompanied by a booming industry of nutritional supplements. Many of these substances have unproven benefits and are even potentially harmful to the user. The aim of this study was to determine the prevalence and reasons for nutritional supplement (NS) use among fitness studio visitors in Mainz (Germany), emphasizing new multi-ingredient based supplements such as pre workout boosters (PWBs). Some of the PWBs contain stimulants such as DMAA, N,α-DEPEA, DMAE and DMBA with so far unknown risks, harms and benefits. Four-Hundred and Ninety Two participants in 13 fitness studios completed a questionnaire o…

lcsh:Psychology796 Sportpre workout boosterstimulantslcsh:BF1-990prevalencenutritional supplementsPsychology796 Athletic and outdoor sports and gamesfitness studiosOriginal ResearchFrontiers in psychology
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Virtual Reality and Games

2018

The concept of Virtual Reality (VR) dates back to around 1930, where different technologies and concepts arise. For instance, in 1929 Edward Link created the Link Trainer (further patented in 1931), reported to be the first example of a commercial flight simulator, being entirely electromechanical. Also, in the 1930s, the visionary, science fiction writer Stanley G. Weinbaum brings a story (Pygmalion’s Spectacles) that introduces the early idea of a pair of goggles that makes the wearer experience a fictional world through holograms, smell, taste, and touch. Weinbaum describes uncanny experiences for those wearing the goggles, aligned with the modern experiences of VR. It is in the mid 1950…

lcsh:TComputer Networks and CommunicationsComputer science05 social sciencesNeuroscience (miscellaneous)050301 educationUNESCO::CIENCIAS ECONÓMICASVirtual reality:CIENCIAS ECONÓMICAS [UNESCO]lcsh:TechnologyComputer Science ApplicationsHuman-Computer Interactionn/aHuman–computer interactionvirtual realitylcsh:Q0501 psychology and cognitive scienceslcsh:Science0503 education050107 human factorsgamesMultimodal Technologies and Interaction
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