Search results for "games"
showing 10 items of 429 documents
Dynamic Models of International Environmental Agreements: A Differential Game Approach
2012
This article provides a survey of dynamic models of international environmental agreements (IEAs). The focus is on environmental problems that are caused by a stock pollutant as are the cases of the acid rain and climate change. For this reason, the survey only reviews the literature that utilizes dynamic state-space games to analyze the formation of international agreements to control pollution. The survey considers both the cooperative approach and the noncooperative approach. In the case of the latter, the survey distinguishes between the models that assume binding agreements and those that assume the contrary. An evaluation of the state of the art is presented in the conclusions along w…
A Web Application for Interactive Visualization of European Basketball Data
2020
The statistical analysis of basketball games is a fast-growing field. Certainly, basketball data are scientifically relevant because an appropriate analysis provides a great deal of information about the performance of both players and teams. The number of games played each season generates a large amount of data worth analyzing. Basketball analytics is well established in U.S. leagues. In Europe, however, it has not been duly developed. This study focuses on the top three European team competitions: the EuroLeague, the EuroCup, and the Spanish ACB (Association of Basketball Clubs, acronym in Spanish) league. Their official websites provide access to game data for anyone who is interested, …
EFECTOS DE LOS VIDEOJUEGOS EN LAS MARCAS EMPLAZADAS: LA TRANSMISIÓN DE EMOCIONES
2012
RESUMENDebido a que los medios tradicionales están saturados de mensajes publicitarios, las organizaciones buscan nuevos formatos de comunicación. Uno de ellos es el product placement en videojuegos. En esta investigación exploratoria se van a analizar las consecuencias de emplazar una marca en esta forma de ocio electrónico en cuanto a transferencia de imagen del videojuego a la marca a través de las emociones evocadas por el videojuego. Para tal fin, en el presente trabajo se desarrolla una escala de emociones adaptada al tema que ocupa esta investigación. Del mismo modo, se analizan las diferencias entre los tipos de product placement y sus efectos en la transferencia de imagen videojueg…
El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes
2020
El uso de los videojuegos entre los jóvenes ha generado una gran preocupación por sus posibles efectos negativos para su salud, socialización y rendimiento académico. Respecto a este último aspecto, existen estudios que apuntan a que los videojuegos son negativos para el rendimiento académico mientras que en otras investigaciones se encuentran efectos positivos. Por esto, el presente trabajo se ocupa de las relaciones entre el tiempo de uso de videojuegos y el rendimiento académico de los escolares adolescentes de la Comunidad Valenciana. Se utilizó un cuestionario ad hoc, validado a través de juicio de expertos (0,8 validez y confiabilidad) para realizar este estudio transversal ex post fa…
HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork
2015
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …
Virtual Worlds as Philosophical Tools : How to Philosophize with a Digital Hammer by Stefano Gualeni
2017
A book review of Stefano Gualeni. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer, Palgrave Macmillan, 2015, 194 pp., USD 64.65, ISBN 1137521775 nonPeerReviewed
Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…
2017
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…
Reducing the Cost of Being the Boss: Authentic Leadership Suppresses the Effect of Role Stereotype Conflict on Antisocial Behaviors in Leaders and En…
2021
What drives entrepreneurs to engage in antisocial economic behaviors? Without dismissing entrepreneurs’ agency in their decision-making processes, our study aims to answer this question by proposing that antisocial economic behaviors are a dysfunctional coping mechanism to reduce the psychological tension that entrepreneurs face in their day-to-day activities. Further, given the overlap between the male gender role stereotype and both leader and entrepreneur role stereotypes, this psychological tension should be stronger in female entrepreneurs (or any person who identifies with the female gender role). We argue that besides the well-established female gender role – leader role incongruence…
Two-Player Noncooperative Games over a Freight Transportation Network''
2004
A game between two players acting on the same road transportation network is considered in this paper. The first player aims at minimizing the transportation costs, whereas the second player aims at maximizing her profit (or, in general, her utility) that is proportional to the flow passing through the arcs under her control. We introduce bilevel linear programming formulations for this problem. We derive conditions of existence and properties of the equilibrium points and propose an algorithm finding a local optimal solution. Finally, we present an application of the model to a real system involving trucks travelling through Europe from a Middle Eastern country.
Barriers to Sport Participation Faced by Ethiopian and Eritrean Migrant Women in Switzerland
2021
Global migration (both forced and voluntary) has intensified the interaction between existing and emerging cultures. Sport has gained recognition as an effective tool for enhancing migrants’ overall wellbeing, active participation, and social integration. However, a growing number of studies have shown that migrant women have the lowest rate of sport participation, especially in organized clubs. These findings have brought the accessibility and inclusion of existing sport structure and culture in host countries into question. Using the six-factor model of constraints by Tsai and Coleman (1999), this study explored the barriers that hinder Ethiopian and Eritrea migrant women (EEMW) from part…