Academic literature on the topic 'Art game'

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Journal articles on the topic "Art game"

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Gintere, Ieva. "ART SPACE: AN EXPERIMENTAL DIGITAL ART GAME." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 649. http://dx.doi.org/10.17770/sie2020vol5.4817.

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The article examines the discourse concerning modern game theory and suggests a new method of research and knowledge transfer in the field of digital art game creation. The method is embodied in the new game Art Space that utilizes current research results in the field of contemporary aesthetics. Art Space is an experimental digital game that is being created in collaboration between researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Liepāja University, Latvia) within the framework of a post-doctoral project. The con
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Hoekema, Jim. "Art game." Interactions 24, no. 3 (2017): 26–35. http://dx.doi.org/10.1145/3064812.

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Gintere, Ieva. "A NEW DIGITAL ART GAME: THE ART OF THE FUTURE." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 4 (May 21, 2019): 346. http://dx.doi.org/10.17770/sie2019vol4.3674.

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The task of this study is to create an innovative digital art game of contemporary aesthetics on the basis of research. Research implies the analysis of digital art games and the historical background of their aesthetics, as well as their classification following the stylistic trends. Digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The new game would develop the creative skills of players and teach them the current trends in digital art. The game would project the inheritance of art from the age of modernism into the digital wo
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Nguyen, C. Thi. "Games and the Art of Agency." Philosophical Review 128, no. 4 (2019): 423–62. http://dx.doi.org/10.1215/00318108-7697863.

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Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of agency. Game-playing, then, illuminates a distinctive human capacity. We can take on ends temporarily for the sake of the experience of pu
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Vitytė, Birutė. "Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject." Pedagogika 123, no. 3 (2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.

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Digital games that involve entertainment, relaxation and technology are very attractive to modern students, while the traditional learning/teaching methods are inefficient and unattractive to them due to the change in learning habits. Surveys testify the successful incorporation of digital games into the curricula of Nature, Mathematics, Foreign Languages and other subjects and allow assuming that they might also be incorporated into the curriculum of the subject of Arts; therefore, this article investigates and reveals the possibilities of the application of digital games in the implementatio
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Szymański, Michał. "Computer Games in Art History. Traditional architecture and painting presented in virtual reality." E-methodology 5, no. 5 (2019): 84–99. http://dx.doi.org/10.15503/emet.v5i5.449.

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Aim. The aim of the research is to show the applications of art reception in computer games. Moreover it is important to show the game as a visual object worth to analysis for art historian, because of complex structure and relations with traditional artistic media like architecture and painting. Many disciplines, like ludology, narratology and culture study research computer games, but we can see a large lack in the state of research in visual aspects of games, which should be supplemented.
 Methods. The subject of study are five games belonging to different game genres. The first, Assas
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Durusoy, Murat. "In-Game Photography: Creating New Realities through Video Game Photography." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 42–47. http://dx.doi.org/10.47659/m4.042.art.

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Computers and photography has had a long and complicated relationship throughout the years. As image processing and manipulating capabilities advanced on the computer front, photography re-birthed itself with digital cameras and digital imaging techniques. Development of interconnected social sharing networks like Instagram and Twitter feeds the photographers’/users’ thirst to show off their momentaneous “been there/seen that – capture the moment/share the moment” instincts. One other unlikely front emerged as an image processing power of the consumer electronics improved is “video game worlds
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Hananto, Brian Alvin, and Jennifer Audiah. "ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’." Jurnal Bahasa Rupa 2, no. 2 (2019): 136–45. http://dx.doi.org/10.31598/bahasarupa.v2i2.367.

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Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the
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Novikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 1 (2018): 54–63. http://dx.doi.org/10.17816/vgik10154-63.

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Abstract: According to recent research, video games are recognized as a new kind of art in the 21st century. Is it possible to distinguish the concepts of "entertainment" and "art" when dealing with this phenomenon? The purpose of this article is to analyze the significance of the game in contemporary society, to characterize the dominant features of "personal management" of a work of art, and to consider the influence of game aesthetics on the language of up-to-date cinema. The digital age, new technologies, computer modeling, and virtual aesthetics modernized the classical thesis of "life as
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Novikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 2 (2018): 50–60. http://dx.doi.org/10.17816/vgik10250-60.

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According to recent research, video games are recognized as a new kind of art of the 21st century. Is it possible to distinguish the concepts of entertainment and art when dealing with this phenomenon? The purpose of this article is to analyze the significance of the game in contemporary society, to characterize the dominant features of personal management of a work of art, and to consider the influence of game aesthetics on the language of up-to-date cinema. The digital age, new technologies, computer modeling and virtual aesthetics modernized the classical thesis of the life as a game into a
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Dissertations / Theses on the topic "Art game"

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Harper, Todd L. "The Art of War: Fighting Games, Performativity, and Social Game Play." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1283180978.

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Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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Marques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.

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Orientador: Milton Terumitsu Sogabe<br>Resumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independe
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Strandell, Patrik. "Art of Balance : In context of complexity." Thesis, University of Skövde, School of Humanities and Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3364.

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<p>Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice.</p><br><p>Spelbalansering är komplext – det finns många faktorer som påverkar det som uppfattas som balans. I mitt verk unde
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Eklow, Joshua Ryan. "My second word was "game"." Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.

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Dispatched from deep within the Orbital Video Archive, Josh Eklow submits a follow-up to "My First Word Was Video". This thesis de caeli, entited, "My Second Word Was Game" focuses on the importance of the play element of art, hummus, stickers, exercise, and other fun things.
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Tingley, Edward. "Game of knowledge: The modern interpretation of art." Thesis, University of Ottawa (Canada), 1995. http://hdl.handle.net/10393/9820.

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Summation. A specifically modern approach to the interpretation of art is distinguished, rooted in the insight that cognitivity in interpretation must be oriented by sensitivity to the subject-object paradigm. It is shown that specific modern theory of interpretation has become established in twentieth-century theory and practice. That theory is demonstrated to be a set of interpretative rules. The hidden dependence of those rules on specific conceptions of the nature of a work of art (qua hermeneutic entity) is revealed. Three such conceptions of the work of art that are basic to modern art h
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Aspenfelt, Zebastian. "Game art workflow: Open-source and comercial programs." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12121.

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For years, game companies have been using different programs for the creation of the newest most inspiring games. A short presentation about different programs used for game art is provided with key aspects in developing art for games in character production. One aim is to showcase the potential of open-source programs. Two projects with two different characters were created for games testing the workflow between open-source, free application and also commercial programs. The results of the projects are discussed and then the document focuses on explaining what the negative side of open-source
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Mittra, Anirudh. "Libero." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/76688.

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Libero is a 2D video game that aims to explore the concepts of dealing with personal issues such as insomnia and anxiety. It is a 2D stealth puzzle game that takes influence from older dungeon-crawlers and rogue-likes from the 1990s as well as inspiration from modern games designed for mobile platforms such as iOS and Android phones. The game experiments with new 2D normal mapping technologies for a unique take on pixel art.<br>Master of Fine Arts
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Jensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Master of Visual Arts<br>Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive H
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Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.

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The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that spa
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Books on the topic "Art game"

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Gahan, Andrew. Game Art Complete. Elsevier Science, 2009.

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Henry, Jenkins, ed. Video Game Art. Assouline Publishing, 2005.

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Leo, Hartas, ed. Collins game art: The graphic art of computer games. Collins, 2003.

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Game art for teens. 2nd ed. Thomson Course Technology, 2006.

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Game art for teens. Thomson Course Technology/Premier Press, 2004.

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Ancona, George. Capoeira: Game! dance! martial art! Lee & Low Books, 2007.

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3D game textures: Create professional game art using Photoshop. Elsevier, 2009.

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3D game textures: Create professioal game art using Photoshop. 3rd ed. Focal Press, 2012.

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Sil, Strung, ed. The art of wild game cooking. Voyageur Press, 1995.

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Link, Bert. That Little Game. Coachwhip Publications, 2004.

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Book chapters on the topic "Art game"

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Compton, Kate. "Generative Art Toys." In Procedural Generation in Game Design. A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-18.

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Lu, Lilly. "Art Education Avatars in Action." In Serious Educational Game Assessment. SensePublishers, 2011. http://dx.doi.org/10.1007/978-94-6091-329-7_13.

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Habgood, Jacob, Nana Nielsen, Martin Rijks, and Kevin Crossley. "Of Mice and Pen: Pirate Art." In The Game Maker’s Companion. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2827-1_10.

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Ciesla, Robert. "The (Ancient) Art of Interactive Fiction." In Game Development with Ren'Py. Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4920-8_2.

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Byl, Penny de. "The Art of Programming Mechanics." In Holistic Game Development with Unity. CRC Press, 2019. http://dx.doi.org/10.1201/9781351053693-1.

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Wolff, Lutz-Christian. "Game Over for Law Teaching?" In The Art of Law Teaching. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-9148-8_18.

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Schell, Jesse. "Game Mechanics Support Puzzles." In Tenth Anniversary: The Art of Game Design. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22101-14.

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"Game Art." In Debugging Game History. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/10087.003.0021.

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"Concept Art." In Game Art Complete. Elsevier, 2009. http://dx.doi.org/10.1016/b978-0-240-81147-5.00005-2.

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Nguyen, C. Thi. "Agency as Art." In Games. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190052089.003.0001.

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Games are a distinctive art form. A game isn’t merely a designed environment. A game tells its players what abilities to use and what goals to pursue. A game, in other words, specifies a form of agency. This chapter proposes that games are the art form that works in the medium of agency. And to play a game, players temporarily submerge themselves in an alternate agency. This chapter focuses on what we learn, from the fact that we play games, about our motivational capacities. In many kinds of game playing, we are not playing to win. We are, instead, taking on a temporary interest in winning, for the sake of the struggle. Game playing is a motivational inversion of ordinary practical life. And we are beings that can invert our motivations, and take on temporary and disposable ends, for the sake of having a valuable struggle.
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Conference papers on the topic "Art game"

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Pearce, Celia, Robert Nideffer, Eddo Stern, Anne-Marie Schleiner, and Brody Condon. "Game art." In the 2003 symposium. ACM Press, 2003. http://dx.doi.org/10.1145/641480.641520.

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Jonsson, Staffan, and Annika Waern. "The art of game-mastering pervasive games." In the 2008 International Conference in Advances. ACM Press, 2008. http://dx.doi.org/10.1145/1501750.1501803.

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Eichhorn, Stephan, Tjark Ihmels, K. Ludwig John, and Michael Touma. "Art---an intelligent game." In the second ACM international conference. ACM Press, 1994. http://dx.doi.org/10.1145/192593.197452.

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Lee, Hae Young, and Won Hyung Lee. "The New Paradigm of Digital Art to apply Game Form: Digital Art Game." In Games and Graphics and 2014. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2014.46.50.

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Wai-keung Fung and Yun-hui Liu. "Repeated game analysis on ART adaptive categorization game." In Proceedings of the IEEE-INNS-ENNS International Joint Conference on Neural Networks. IJCNN 2000. Neural Computing: New Challenges and Perspectives for the New Millennium. IEEE, 2000. http://dx.doi.org/10.1109/ijcnn.2000.861524.

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Huang, Wengao. "Artificial life in art game." In International Conference on Simulation and Modeling Methodologies, Technologies and Applications. WIT Press, 2014. http://dx.doi.org/10.2495/smta140191.

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Dufilho, Karen. "Geri's game." In ACM SIGGRAPH 98 Electronic art and animation catalog. ACM Press, 1998. http://dx.doi.org/10.1145/281388.281876.

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"[Cover art]." In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE, 2008. http://dx.doi.org/10.1109/digitel.2008.54.

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"[Cover art]." In Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.59.

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"Game Monument Valley - Intersection of Mathematics and Art." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.106.

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Reports on the topic "Art game"

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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the
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Yafimava, Katja. Building new gas transportation infrastructure in the EU - what are the rules of the game? Oxford Institute for Energy Studies, 2018. http://dx.doi.org/10.26889/9781784671150.

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May, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada223289.

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Tomlinson, Brian. Total Official Support for Sustainable Development (TOSSD): Game changer or mirage? ActionAid, AidWatch Canada, Oxfam International, 2021. http://dx.doi.org/10.21201/2021.7390.

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Total Official Support for Sustainable Development, or TOSSD, is a new statistical metric that has been in the making for almost 10 years. It is meant to capture a broad range of global flows of public money in support of sustainable development. These include aid, loans on non-concessional terms, and public funds aimed at mobilising private finance for development. Metrics matter. It is essential to track the resources that the international community is allocating to turn the ambitions of Agenda 2030 and its Sustainable Development Goals (SDGs) into reality. Without such data, it is impossib
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Cantoni, Davide, David Yang, Noam Yuchtman, and Y. Jane Zhang. Are Protests Games of Strategic Complements or Substitutes? Experimental Evidence from Hong Kong's Democracy Movement. National Bureau of Economic Research, 2017. http://dx.doi.org/10.3386/w23110.

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Roschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, 2020. http://dx.doi.org/10.51388/20.500.12265/94.

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Many students struggle with mathematics in late elementary school, particularly on the topic of fractions. In a best evidence syntheses of research on increasing achievement in elementary school mathematics, Pelligrini et al. (2018) highlighted tutoring as a way to help students. Online tutoring is attractive because costs may be lower and logistics easier than with face-to-face tutoring. Cignition developed an approach that combines online 1:1 tutoring with a fractions game, called FogStone Isle. The game provides students with additional learning opportunities and provides tutors with inform
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Rodríguez Chatruc, Marisol, and Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003612.

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Can online experiences that illustrate the lives of vulnerable populations improve prosocial behaviors and reduce prejudice? We randomly assign 850 individuals to: i) an online game that immerses individuals in the life decisions of a Venezuelan migrant and ii) a documentary about the migration process of Venezuelans to Colombia. Both treatments effectively improve altruism and reduce prejudice towards migrants. The impacts of both treatments are not statistically different in any of the other outcomes that we examine. The effects of the game are mainly driven by changes in perspective-taking
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Forero-Alvarado, Santiago, Nicolás Moreno-Arias, and Juan J. Ospina-Tejeiro. Humans Against Virus or Humans Against Humans: A Game Theory Approach to the COVID-19 Pandemic. Banco de la República, 2021. http://dx.doi.org/10.32468/be.1160.

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Externalities and private information are key characteristics of an epidemic like the Covid-19 pandemic. We study the welfare costs stemming from the incomplete information environment that these characteristics foster. We develop a framework that embeds a game theory approach into a macro SIR model to analyze the role of information in determining the extent of the health-economy trade-off of a pandemic. We apply the model to the Covid-19 epidemic in the US and find that the costs of keeping health information private are between USD $5.9$ trillion and USD $6.7$ trillion. We then find an opti
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Lewis, Alain A. Some Aspects of Constructive Mathematics That Are Relevant to the Foundations of Neoclassical Mathematical Economics and the Theory of Games. Defense Technical Information Center, 1988. http://dx.doi.org/10.21236/ada198446.

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Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards a
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