Search results for "games"

showing 10 items of 429 documents

"Scrabble" spēles vides implementācija

2019

Šis dokuments ir Latvijas Universitātes Datorikas fakultātes pirmā līmeņa profesionālās augstākās izglītības studiju programmas “Programmēšana un datortīklu administrēšana” kvalifikācijas darba ietvaros izstrādātās ““Scrabble” spēles vides implementācija” tehniskā dokumentācija, kas ietver programmatūras prasību specifikāciju un programmatūras projektējuma aprakstu. ““Scrabble” spēles vides implementācijas” mērķis ir nodrošināt lietotājam iespēju spēlēt tradicionālo galda spēli “Scrabble” datora vidē un vienam pašam, lai praktizētu savas “Scrabble” prasmes.

galda spēlesDatorzinātneScrabbleboard games
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Premorbid Personality Traits as Risk Factors for Behavioral Addictions: A Systematic Review of a Vulnerability Hypothesis

2023

The debate on personality structure and behavioral addictions is an outstanding issue. According to some authors, behavioral addictions could arise from a premorbid personality, while for others, it could result from a pathological use of technological tools. The current study aims to investigate whether, in the latest literature, personality traits have been identified as predictors of behavioral addictions. A literature search was conducted under the PRISMA methodology, considering the most relevant studies of the five-factor model from the past 10 years. Overall, most studies on addiction, personality traits, and personality genetics proved that behavioral addiction may be an epiphenomen…

gamblingSettore M-PSI/01 - Psicologia GeneraleSettore M-PSI/02 - Psicobiologia E Psicologia FisiologicaPediatrics Perinatology and Child Healthinternet gaming disordervideo games addictionneuroticismbrain reward systempremorbid personalityChildren
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Seniors and gambling : pleasure or addiction. A French example

2016

International audience; The gambling industry has grown steadily in France, in particular since the new regulation of the online gambling in 2010. Seniors are commonly regarded as a high-risk population. Gaming indeed constitutes one of the most frequent leisure-time activities for seniors, who are an attractive target group for the gaming operators. If they have been much less described and analyzed than those of the younger generations, the seniors' playful practices can be as problematical. A sociological study was carried out in the Burgundy and Franche-Comte region to investigate the seniors' behaviors towards gambling and games of chance, through their representations, misbeliefs and …

gambling[SHS.SOCIO]Humanities and Social Sciences/Sociology[SHS.SOCIO] Humanities and Social Sciences/Sociologyplay practices[ SHS.SOCIO ] Humanities and Social Sciences/Sociologypleasureaddictiongames of chanceseniorsseniorfrench example
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The Association Between Video Gaming and Psychological Functioning

2019

Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, Mage = 23.06, SDage = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity…

game genrescopinglcsh:Psychologypsychological healthlcsh:BF1-990Psychologycomputer gamesvideo gaming behaviorOriginal ResearchFrontiers in Psychology
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Independent games : what they are and are they different

2008

game genrespelitindependent gamesgenretludologygame studiespelitutkimusgames
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Success factors of game industry crowdfunding campaigns

2017

Tutkimuksen tarkoituksena oli selvittää mitkä ovat pelialan joukkorahoituskampanjoiden menestystekijöitä. Aiempaan joukkorahoitukseen sekä pelialaan keskittyneiden tutkimusten perusteella luotiin teoreettinen malli kuvaamaan tärkeimpiä menestystekijöitä ja niiden suhteita. Tätä mallia testattiin haastattelemalla kolmen eri joukkorahoituskampanjan perustajia. Aiemman teorian sekä haastattelujen perusteella selvisi, että pelialan joukkorahoituskampanjoilla on kuusi selkeää menestystekijää: kampanjan palkkiot, kampanjan tavoitteet, kampanjan sekä tuotteen laatu, projektitiimi, joukkorahoittajien luoma yhteisö sekä suoritetut esivalmistelut. Tutkimustuloksia ja niiden perus…

game industryjoukkorahoituscrowdfundingviral marketingpelialamenestystekijätvideopelitvideo gamesviraalimarkkinointimenestystekijätsuccess factors
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Defining Role-Playing Games as Language-Games

2011

Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This def…

game researchdigital gamesComputingMilieux_PERSONALCOMPUTINGrole-playroolipelitdigitaaliset pelitpelitutkimus
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Theoretical Game Approach for Mobile Users Resource Management in a Vehicular Fog Computing Environment

2018

Vehicular Cloud Computing (VCC) is envisioned as a promising approach to increase computation capabilities of vehicle devices for emerging resource-hungry mobile applications. In this paper, we introduce the new concept of Vehicular Fog Computing (VFC). The Fog Computing (FC) paradigm evolved and is employed to enhance the quality of cloud computing services by extending it to the edge of the network using one or more collaborative end-user clients or near-user edge devices. The VFC is similar to the VCC concept but uses vehicles resources located at the edge of the network in order to serve only local on-demand mobile applications. The aim of this paper is to resolve the problem of admissi…

game theoryEdge deviceComputer science[SPI] Engineering Sciences [physics]Distributed computingmobile computingresource allocationCloud computing02 engineering and technologyFog ComputingVehicular Fog Computingdecision makingScheduling (computing)symbols.namesakeAuthor Keywords Cloud ComputingMobile applications0202 electrical engineering electronic engineering information engineeringResource managementEdge computing020203 distributed computingbusiness.industryQuality of service020208 electrical & electronic engineeringcloud computingComputational modelingAdmission controlEdge computingNash equilibriumPotential Game Theorysymbolsquality of servicevehicular ad hoc networksbusinessGamesGame theory
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Distributed $n$-player approachability and consensus in coalitional games

2015

We study a distributed allocation process where, at each time, every player: i) proposes a new bid based on the average utilities produced up to that time, ii) adjusts such allocations based on the inputs received from its neighbors, and iii) generates and allocates new utilities. The average allocations evolve according to a doubly (over time and space) averaging algorithm. We study conditions under which the average allocations reach consensus to any point within a predefined target set even in the presence of adversarial disturbances. Motivations arise in the context of coalitional games with transferable utilities (TU) where the target set is any set of allocations that makes the grand …

game theorydistributed control consensus game theory coalitional gamesdistributed controldistributed n-player approachability distributed n-player consensus coalitional games distributed allocation process utility allocation doubly averaging algorithm adversarial disturbance transferable utilities grand coalition stabilityOptimization and Control (math.OC)consensuFOS: MathematicsSettore MAT/09 - Ricerca OperativaMathematics - Optimization and Controlcoalitional games
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Game Theory with Engineering Applications

2016

Engineering systems are highly distributed collective systems—decisions, information, and objectives are distributed throughout—that have humans in the loop, and thus decisions may be influenced by socioeconomic factors. Engineering systems emphasize the potential of control and games beyond traditional applications. Game theory can be used to design incentives to obtain socially desirable behaviors on the part of the players, for example, a change in the consumption patterns on the part of the “prosumers” (producers-consumers) or better redistribution of traffic. This unique book addresses the foundations of game theory, with an emphasis on the physical intuition behind the concepts, an an…

game theorysocial networkstransportation systemsSettore ING-INF/04 - Automaticaproduction systemsdistribution systemssmart gridssocio-physical systemsControl EngineeringSettore MAT/09 - Ricerca OperativaGame Theory; Control Engineeringmean-field games
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