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…

Economics and Econometricsjel:D62Control (management)jel:C73Climate changejel:H41Management Monitoring Policy and LawPublic goodEnvironmental economicsMicroeconomicsjel:Q50Dynamic modelsAccountingDifferential gameEconomicsFinanceExternalityExternalities; public goods; pollution; international environmental agreements; state-space dynamic games; differential games; cooperative and noncooperative games; trigger strategies
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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, …

Electronic Data ProcessingModels StatisticalInformation Systems and ManagementBasketballbusiness.industryComputer scienceBasketballAthletic PerformanceWeb BrowserOnline SystemsData scienceField (computer science)Computer Science ApplicationsEuropeUser-Computer InterfaceHumansWeb applicationStatistical analysisBasketball gamesbusinessInteractive visualizationSoftwareBig data miningInformation SystemsBig Data
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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…

Emplazamiento de productosemocionesvideojuegosGeneral Earth and Planetary Sciencesconcept mappingProduct placementvideogamesemotionsGeneral Environmental ScienceRevista Española de Investigación de Marketing ESIC
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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…

EncuestaCultural StudiesApplied psychologyRendimiento académicoValidity050801 communication & media studiesSecondary educationAcademic achievementAcademic performanceAdolescentsAffect (psychology)ValencianEducationVideo gamesVideojuegos0508 media and communicationsGamersOcio tecnológicoVideojugadoresSurveyAdolescentesVideo gameEsportsEducación secundariaTICStudent populationDigital leisurePoint (typography)Communication05 social sciencesSocialization050301 educationlanguage.human_languageICTlanguagePsychology0503 educationJocs per ordinadorComunicar
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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 …

EngineeringProcess (engineering)media_common.quotation_subjectPhysical activityIncreased physical activityphysical activityentertainment; physical activity; video games; children; playgrounds; ubiquitous02 engineering and technologycomputer.software_genrelcsh:Chemical technologyBiochemistryArticleAnalytical ChemistryEntertainmentWearable Electronic DevicesNonverbal communicationentertainmentchildren0202 electrical engineering electronic engineering information engineeringHumansLearning0501 psychology and cognitive sciencesNarrativelcsh:TP1-1185Electrical and Electronic EngineeringExerciseInstrumentation050107 human factorsmedia_commonTeamworkSchoolsMultimediabusiness.industryCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTING020207 software engineeringvideo gamesCreativityMobile ApplicationsAtomic and Molecular Physics and OpticsubiquitousplaygroundsbusinesscomputerSensors; Volume 16; Issue 4; Pages: 586
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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

Engineeringbusiness.industryvideopelitbook reviewsvirtuaalisuusMetaverselaw.inventionVisual artskirja-arvostelutlawta616Artificial intelligenceHammervideogamesbusinessvirtualityta611Journal of the Philosophy of Games
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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…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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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…

Entrepreneurshipeconomic gamesentrepreneur role stereotypeCheatingmedia_common.quotation_subjectfemale entrepreneurshipStereotypeDysfunctional familyRole conflictantisocial behaviorsPsychologyGender roleGeneral PsychologyOriginal Researchmedia_commonLideratgeEmpreses Direcció i administracióEconomia Aspectes psicològicsBF1-990Authentic leadershipleader-entrepreneur role incongruencePsychologySocial psychologyLyinggender-entrepreneur role incongruenceFrontiers in Psychology
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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.

Equilibrium pointTrucknon-cooperative gamesComputer Science::Computer Science and Game TheoryNon-cooperative gameOperations researchLinear programmingComputer sciencebilevel programmingTransportationfreight transport; non-cooperative games; network; bilevel programmingFlow networkBilevel optimizationProfit (economics)Freight transportationNoncooperative gamesfreight transportBilevel programming; Freight transportation; Networks; Noncooperative gamesnon-cooperative gamenetworkNetworksGame theoryCivil and Structural Engineering
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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…

Ethiopian and Eritrean migrant womennaisetkotoutuminen (maahanmuuttajat)barriersetiopialaisetSveitsisocial integration790 Sports games & entertainmentliikuntamigrationesteetmaahanmuuttajat790 Sports games & entertainmentsport participationliikuntaharrastusertirealaisetSwitzerlandosallistuminen
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