Academic literature on the topic 'Classification of games'

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Journal articles on the topic "Classification of games":

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STOFFOVÁ, Veronika. "COMPUTER GAMES AND THEIR CLASSIFICATION." Trends in Education 9, no. 1 (July 1, 2016): 243–52. http://dx.doi.org/10.5507/tvv.2016.036.

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Piraveenan, Mahendra. "Applications of Game Theory in Project Management: A Structured Review and Analysis." Mathematics 7, no. 9 (September 17, 2019): 858. http://dx.doi.org/10.3390/math7090858.

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This paper provides a structured literature review and analysis of using game theory to model project management scenarios. We select and review thirty-two papers from Scopus, present a complex three-dimensional classification of the selected papers, and analyse the resultant citation network. According to the industry-based classification, the surveyed literature can be classified in terms of construction industry, ICT industry or unspecified industry. Based on the types of players, the literature can be classified into papers that use government-contractor games, contractor–contractor games, contractor-subcontractor games, subcontractor–subcontractor games or games involving other types of players. Based on the type of games used, papers using normal-form non-cooperative games, normal-form cooperative games, extensive-form non-cooperative games or extensive-form cooperative games are present. Also, we show that each of the above classifications plays a role in influencing which papers are likely to cite a particular paper, though the strongest influence is exerted by the type-of-game classification. Overall, the citation network in this field is sparse, implying that the awareness of authors in this field about studies by other academics is suboptimal. Our review suggests that game theory is a very useful tool for modelling project management scenarios, and that more work needs to be done focusing on project management in ICT domain, as well as by using extensive-form cooperative games where relevant.
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Paliokas, Ioannis. "Serious Games Classification for Digital Heritage." International Journal of Computational Methods in Heritage Science 3, no. 2 (July 2019): 58–72. http://dx.doi.org/10.4018/ijcmhs.2019070104.

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Gamification mechanics have been introduced in the philosophy of many modern user experience (UE) systems, including those used in museums, cultural sites and various other kinds of digital heritage (DH) applications. Gamified user experiences include on-site navigation, playful interaction with museum artefacts, virtual tours in ancient or modern times using virtual reality (VR) applications and more. Although the gamification principles have been well adopted in the DH domain, a common language used to describe and classify serious games (SG) and gamified applications in DH is still under development. The current work aims to discuss first the complementarity of existing classification approaches along their possible limitations and finally to propose a classification schema for SGs and game-like environments used in museum, galleries and other organizations of cultural and touristic interest. The proposed classification system is being presented with respect to the entertaining, informational and educational characteristics of the SGs under study.
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Cánovas, José S., and Antonio Linero. "Topological dynamic classification of duopoly games." Chaos, Solitons & Fractals 12, no. 7 (June 2001): 1259–66. http://dx.doi.org/10.1016/s0960-0779(00)00098-9.

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Apt, Krzysztof R., and Sunil Simon. "A classification of weakly acyclic games." Theory and Decision 78, no. 4 (May 2, 2014): 501–24. http://dx.doi.org/10.1007/s11238-014-9436-1.

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Kyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.

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The article presented the rationale and description of a universal classification model of computer games. The basis of its development was the principle of systematic and psychosemiotic approach that afforded considering both semantic and syntactic (formal) features of a game as factors mediating its effect on gamers. A computer game came under consideration as a system entity whose classification profile took shape following unique combination of thirty-four components that were interconnected in the manner of mutual cooperation. They combined into seven levels, two of which were: the game-play and setting — attributed to the fundamentals inherent to any game, while five were variable: the narrative, semantic, personal, communicative and ethic. Criteria to determine intensity of manifestation of the described components in a game that served as the basis for its expert evaluation, were presented. The results of investigation of «The Witcher 3: Wild Hunt» computer game were quoted. The study involved ten experts (8 men and 2 women) with a higher education and a great interactive gaming experience. The participants were made familiar with the classification algorithm of video games assessment and, in the process of complete ‘play-through’ of a game under consideration, categorized it into thirty-four components. Statistical processing of the data demonstrated high degree of consistency of the estimates: the value of α-Kronbach index amounted to 0.971. That afforded grounds to infer that the Master Form presented may serve as a reliable basis to analyze games and propose hypotheses about the nature of their effect on gamers.
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HIROSE, Katsuhiro, and Takashi KITAGAWA. "Basic Study on Classification of ball games." Japanese Journal of Sport Education Studies 19, no. 1 (1999): 101–11. http://dx.doi.org/10.7219/jjses.19.101.

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B�r�ny, I., J. Lee, and M. Shubik. "Classification of two-person ordinal bimatrix games." International Journal of Game Theory 21, no. 3 (September 1992): 267–90. http://dx.doi.org/10.1007/bf01258279.

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Myasnikova, М. А., and P. E. Arkhipov. "Video Games Differentiation in the Framework of the Culturological Research of the Media." Izvestia Ural Federal University Journal Series 1. Issues in Education, Science and Culture 27, no. 1 (2021): 12–22. http://dx.doi.org/10.15826/izv1.2021.27.1.002.

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The article examines various classifications of the video games by the Russian and foreign authors. Until present time, the existence of several approaches to this phenomenon studying has been recognized. Some rely on the social sciences, while others focus on the gaming industry studying. The described approach is culturological, but does not equate games with art. However, such an identification is observed in a number of modern studies. As a result, we propose our own classification of video games, based on the culture’s morphology system of elements.
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Gerber, Andreas, Markus Ulrich, Flurin X. Wäger, Marta Roca-Puigròs, João S. V. Gonçalves, and Patrick Wäger. "Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping." Sustainability 13, no. 4 (February 12, 2021): 1997. http://dx.doi.org/10.3390/su13041997.

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The challenges posed to humanity by climate change require innovative approaches. Well-designed games are powerful tools with the potential to support solving climate related challenges. In this article, we present a mapping review study of games that address climate change issues (climate games). In a search and selection process, we identified 115 climate games that were classified by applying a newly developed game typology. This allowed gaining an overview of existing climate games and identifying potentials for future game development. The game classification revealed that the majority of climate games (75%) were designed for learning purposes and addressed heterogeneous target audiences such as students, professionals, or the “general public”. The identified games covered a wide range of characteristics, e.g., regarding the topic addressed, player interaction, game-play, level of abstraction, or the media used for play. Nevertheless, we identified areas where only few or no games were found. These “gaps” provide opportunities where future games could help solving climate challenges and include, amongst others, games designed for professionals to address specific needs and games that create a direct impact outside the game environment. Regarding game design, experimenting with the abstraction of games is currently underexplored and offers potential for future developments.

Dissertations / Theses on the topic "Classification of games":

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Böörs, Mikael, and Tobias Wängberg. "Classification by Decomposition : A Partitioning of the Space of 2X2 Symmetric Games." Thesis, Linköpings universitet, Matematisk statistik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-137991.

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Game theory is the study of strategic interaction between rational agents. The need for understanding interaction arises in many different fields, such as: economics, psychology, philosophy, computer science and biology. The purpose of game theory is to analyse the outcomes and strategies of these interactions, in mathematical models called games. Some of these games have stood out from the rest, e.g. Prisoner's Dilemma, Chicken and Stag Hunt. These games, commonly referred to as the standard games, have attracted interest from many fields of research. In order to understand why these games are interesting and how they differ from each other and other games, many have attempted to sort games into interestingly different classes. In this thesis some already existing classifications are reviewed based on their mathematical structure and how well justified they are. Emphasis is put on mathematical simplicity because it makes the classification more generalisable to larger game spaces. From this review we conclude that none of the classifications captures both of these aspects. We therefore propose a classification of symmetric 2x2 games based on decomposition. We show that our proposed method captures everything that the previous classifications caputure. Our method arguably explains the interesting differences between the games, and we justify this claim by computer experiments. Moreover it has a simple mathematical structure. We also provide some results concerning the size of different game spaces.
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Cakan, Ali. "Determining the importance of nationality on the outcome of battles using classification trees." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FCakan.pdf.

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Thesis (M.S. in Operations Analysis)--Naval Postgraduate School, June 2003.
Thesis advisor(s): Thomas W. Lucas, Samuel E. Buttrey. Includes bibliographical references (p. 73). Also available online.
3

Osborn, F. E. Ann. "A computer-aided methodology for the analysis and classification of British-Canadian children's traditional singing games /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487265143147931.

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Sandbank, Daren. "ANALYTICAL SOLUTION, AGENT BEHAVIORAL TRANSITIONS AND CLASSIFICATION STRUCTURES IN N-PERSON SOCIAL DILEMMA GAMES." Diss., The University of Arizona, 2010. http://hdl.handle.net/10150/194612.

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This dissertation presents the analytical solution, agent behavioral transitions and classification structures in N-person social dilemma games. The specific model in this research uses Pavlovian agents making decisions in a cellular automaton environment with linear payoff functions. This effort culminated in four papers being submitted to journals that publish in this field of study. The first paper demonstrates that the analytical solution to the N-person Prisoners' Dilemma game discussed in previous literature fails when the learning factors are unequal. The paper then derives a more general analytical solution that corrects this issue. The second paper analyzes agent behavior and transitions extending over all social games. Three plateaus are identified. It is found that the agents in each plateau have a significantly different behavior. The transitions between these plateaus are analyzed. Previous literature indicates that there are indeed transitions, but offers no explanations. The third paper presents under what conditions the analytical solution is applicable. The previous literature implies the analytical solution is always applicable in the Prisoners' Dilemma game. This paper thoroughly analyzes for which games the analytical solution actually works and concludes that it applies in the Chicken game with the parameter S slightly negative. The fourth paper views the N-Person Social Dilemma model from a new perspective based on dynamic system theory. Thirteen cases or games are identified. These cases plot the state transition formula, which is a quadratic curve with linear payoff functions, versus the 45 degree line. From case diagrams the solution structures are readily apparent without the use of simulation. Also, additional information concerning proper selection of parameter values is provided above the traditional approach. The case diagrams can be used by modelers to easily develop and validate models for specific applications. There is no previous literature viewing N-person social dilemma games from this system theoretical perspective.
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Zschache, Johannes. "Melioration learning in two-person games." Universitätsbibliothek Leipzig, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-213943.

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Melioration learning is an empirically well-grounded model of reinforcement learning. By means of computer simulations, this paper derives predictions for several repeatedly played two-person games from this model. The results indicate a likely convergence to a pure Nash equilibrium of the game. If no pure equilibrium exists, the relative frequencies of choice may approach the predictions of the mixed Nash equilibrium. Yet in some games, no stable state is reached.
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Piskuric, Mojca. "Vector-Valued Markov Games." Doctoral thesis, Technische Universität Dresden, 2000. https://tud.qucosa.de/id/qucosa%3A24773.

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The subject of the thesis are vector-valued Markov Games. Chapter 1 presents the idea, that has led to the development of the theory of general stochastic games. The work of Lloyd S. Shapley is outlined, and the most important authors and bibliography are stated. Also, the motivation behind the research of vector-valued game-theoretic problems is presented. Chapter 2 develops a rigorous mathematical model of vector-valued N-person Markov games. The corresponding definitions are stated, and the notations, as well as the notion of a strategy are explained in detail. On the basis of these definitions a probability measure is constructed, in an appropriate probability space, which controls the stochastic game process. Furthermore, as in all models of stochastic control, a payoff is specified, in our case the expected discounted payoff. The principles of vector optimization are stated in Chapter 3, and the concept of optimality with recpect to some convex cone is developed. This leads to the generalization of Nash-equilibria from scalar- to vector-valued games, the so-called D-equilibria. Examples are provided to show, that this definition really is a generalization of the existing definitions for scalar-valued games. For a given convex cone D, necessary and sufficient conditions are found to show, when a strategy is also a D-equilibrium. Furthermore it is shown that a D-equilibrium in stationary strategies exists, as one could expect from the known results from the theory of scalar-valued stochastic games. The main result of this chapter is a generalization of an existing result for 2-person vector-valued Markov games to N-person Markov Games, namely that a D-equilibrium of an N-person Markov game is a subgradient of specially constructed support functions of the original payoff functions. To be able to develop solution procedures in the simplest case, that is, the 2-person zero-sum case, Chapter 4 introduces the Denardo dynamic programming formalism. In the space of all p-dimensional functions we define a dynamic programming operator H? to describe the solutions of Markov games. The first of the two main results in this chapter is the following: the expected overall payoff to player 1, f(??), for a fixed stationary strategy ??, is the fixed point of the operator H?. The second theorem then shows, that the latter result is exactly the vector-valued generalization of the famous Shapley result. These theorems are fundamental for the subsequent development of two algorithms, the successive approximations and the Hoffman-Karp algorithm. A numerical example for both algorithms is presented. Chapter 4 finishes with a discussion on other significant results, and the outline of the further research. The Appendix finally presents the main results from general Game Theory, most of which were used for developing both theoretic and algorithmic parts of this thesis.
Das Thema der vorliegenden Arbeit sind vektorwertige Markov-Spiele. Im Kapitel 1 wird die Idee vorgestellt, die zur Entwicklung genereller stochastischer Spiele geführt hat. Die Arbeit von Lloyd S. Shapley wird kurz dargestellt, und die wichtigsten Autoren und Literaturquellen werden genannt. Es wird weiter die Motivation für das Studium der vektorwertigen Spiele erklärt. Kapitel 2 entwickelt ein allgemeines mathematisches Modell vektorwertiger N-Personen Markov-Spiele. Die entsprechenden Definitionen werden angegeben, und es wird auf die Bezeichnungen, sowie den Begriff einer Strategie eingegangen. Weiter wird im entsprechenden Wahrscheinlichkeitsraum ein Wahrscheinlichkeitsmaß konstruiert, das den zugrunde liegenden stochastischen Prozeß steuert. Wie bei allen Modellen gesteuerter stochastischen Prozesse wird eine Auszahlung spezifiziert, konkret der erwartete diskontierte Gesamtertrag. Im Kapitel 3 werden die Prinzipien der Vektoroptimierung erläutert. Es wird der Begriff der Optimalität bezüglich gegebener konvexer Kegel entwickelt. Dieser Begriff wird weiter benutzt, um die Definition der Nash-Gleichgewichte für skalarwertige Spiele auf unser vektorwertiges Modell, die sogenannten D-Gleichgewichte, zu erweitern. Anhand mehrerer Beispiele wird gezeigt, dass diese Definition eine Verallgemeinerung der existierenden Definitionen für skalarwertige Spiele ist. Weiter werden notwendige und hinreichende Bedingungen hinsichtlich des Optimierungskegels D angegeben, wann eine Strategie ein D-Gleichgewicht ist. Anschließend wird gezeigt, dass man sich ? wie bei Markov'schen Entscheidungsprozessen und skalarwertigen stochastischen Spielen - beim Suchen der D-Gleichgewichte auf stationäre Strategien beschränken kann. Das Hauptresultat dieses Kapitels ist die Verallgemeinerung einer schon bekannten Aussage für 2-Personen Markov-Spiele auf N-Personen Markov-Spiele: Ein D-Gleichgewicht im N-Personen Markov-Spiel ist ein Subgradient speziell konstruierter Trägerfunktionen des Gesamtertrags der Spieler. Um im einfachsten Fall der Markov-Spiele, den Zwei-Personen Nullsummenspielen, ein Lösungskonzept entwickeln zu können, wird im Kapitel 4 die Methode des Dynamischen Programmierens benutzt. Es wird der Denardo-Formalismus übernommen, um einen Operator H? im Raum aller p-dimensionalen vektorwertigen Funktionen zu entwickeln. Die Haputresultate dieses Kapitels sind zwei Sätze über optimale Lösungen, bzw. D-Gleichgewichte. Der erste Satz zeigt, dass für eine fixierte stationäre Strategie ?? der erwartete diskontierte Gesamtertrag f(??) der Fixpunkt des Operators H? ist. Anschließend zeigt der zweite Satz, dass diese Lösung genau der vektorwertigen Erweiterung des Resultats von Shapley entspricht. Anhand dieser Resultate werden nun zwei Algorithmen entwickelt: sukzessive Approximationen und Hoffman-Karp-Algorithmus. Es wird ein numerisches Beispiel für beide Algorithmen berechnet. Kapitel 4 schließt mit dem Abschnitt über weitere Resultate und Ansätze für weitere Forschung. Im Anhang werden die Hauptresultate der statischen Spieltheorie vorgestellt, viele von denen werden in der vorliegenden Arbeit benutzt.
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Borchert, Otto Jerome. "Harnessing User Generated Multimedia Content in the Creation of Collaborative Classification Structures and Retrieval Learning Games." Diss., North Dakota State University, 2015. http://hdl.handle.net/10365/25238.

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This paper describes a software tool to assist groups of people in the classification and identification of real world objects called the Classification, Identification, and Retrieval-based Collaborative Learning Environment (CIRCLE). A thorough literature review identified current pedagogical theories that were synthesized into a series of five tasks: gathering, elaboration, classification, identification, and reinforcement through game play. This approach is detailed as part of an included peer reviewed paper. Motivation is increased through the use of formative and summative gamification; getting points completing important portions of the tasks and playing retrieval learning based games, respectively, which is also included as a peer-reviewed conference proceedings paper. Collaboration is integrated into the experience through specific tasks and communication mediums. Implementation focused on a REST-based client-server architecture. The client is a series of web-based interfaces to complete each of the tasks, support formal classroom interaction through faculty accounts and student tracking, and a module for peers to help each other. The server, developed using an in-house JavaMOO platform, stores relevant project data and serves data through a series of messages implemented as a JavaScript Object Notation Application Programming Interface (JSON API). Through a series of two beta tests and two experiments, it was discovered the second, elaboration, task requires considerable support. While students were able to properly suggest experiments and make observations, the subtask involving cleaning the data for use in CIRCLE required extra support. When supplied with more structured data, students were enthusiastic about the classification and identification tasks, showing marked improvement in usability scores and in open ended survey responses. CIRCLE tracks a variety of educationally relevant variables, facilitating support for instructors and researchers. Future work will revolve around material development, software refinement, and theory building. Curricula, lesson plans, instructional materials need to be created to seamlessly integrate CIRCLE in a variety of courses. Further refinement of the software will focus on improving the elaboration interface and developing further game templates to add to the motivation and retrieval learning aspects of the software. Data gathered from CIRCLE experiments can be used to develop and strengthen theories on teaching and learning.
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Lewis, Stacey. "VideoTag : encouraging the effective tagging of internet videos through tagging games." Thesis, University of Wolverhampton, 2014. http://hdl.handle.net/2436/621745.

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The tags and descriptions entered by video owners in video sharing sites are typically inadequate for retrieval purposes, yet the majority of video search still uses this text. This problem is escalating due to the ease with which users can self-publish videos, generating masses that are poorly labelled and poorly described. This thesis investigates how users tag videos and whether video tagging games can solve this problem by generating useful sets of tags. A preliminary study investigated tags in two social video sharing sites, YouTube and Viddler. YouTube contained many irrelevant tags because the system does not encourage users to tag their videos and does not promote tags as useful. In contrast, using tags as the sole means of categorisation in Viddler motivated users to enter a higher proportion of relevant tags. Poor tags were found in both systems, however, highlighting the need to improve video tagging. In order to give users incentives to tag videos, the VideoTag project in this thesis developed two tagging games, Golden Tag and Top Tag, and one non-game tagging system, Simply Tag, and conducted two experiments with them. In the first experiment VideoTag was a portal to play video tagging games whereas in the second experiment it was a portal to curate collections of special interest videos. Users preferred to tag videos using games, generating tags that were relevant to the videos and that covered a range of tag types that were descriptive of the video content at a predominately specific, objective level. Users were motivated by interest in the content rather than by game elements, and content had an effect on the tag types used. In each experiment, users predominately tagged videos using objective language, with a tendency to use specific rather than basic tags. There was a significant difference between the types of tags entered in the games and in Simply Tag, with more basic, objective vocabulary entered into the games and more specific, objective language entered into the non-game system. Subjective tags were rare but were more frequent in Simply Tag. Gameplay also had an influence on the types of tags entered; Top Tag generated more basic tags and Golden Tag generated more specific and subjective tags. Users were not attracted to use VideoTag by the games alone. Game mechanics had little impact on motivations to use the system. VideoTag used YouTube videos, but could not upload the tags to YouTube and so users could see no benefit for the tags they entered, reducing participation. Specific interest content was more of a motivator for use than games or tagging and that this warrants further research. In the current game-saturated climate, gamification of a video tagging system may therefore be most successful for collections of videos that already have a committed user base.
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Baker, Michelle Mary. "Policing Publications: Sites of Censorship Classification Enforcement in New Zealand." Thesis, University of Canterbury. Sociology and Anthropology, 2006. http://hdl.handle.net/10092/916.

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This thesis focuses on the work of policing, regulating and monitoring of New Zealand public censorship classifications. It follows the processes and agents involved in the day-to-day practices of the enforcement of the classifications given to objects by the Office of Film and Literature Classification. Responsibility for the enforcement of the classification decisions of the Office is delegated to private agents and agencies involved in supplying audiences with classified media products - cinemas, video stores, bookstores and libraries. The thesis also documents enforcement undertaken directly by public agents of the Censorship Compliance Unit. In this case enforcement is concerned with unclassified publications circulating on the Internet. The thesis argues that the networks of agents assembled for the practices of enforcement evolve as the forms of media evolve or change. The thesis focuses on the modes of interaction between agents, media and publics enacted in the different sites of the cinema, the bookstore, the video store, the library and the Internet. It documents the work of enforcement involved in the purchase of images for a fixed period of time in the fixed site of the cinema; the purchase of books from the fixed site of the bookstore; the hire of video films and video games from the fixed site of the video store; and the borrowing of books and videos from the fixed site of the public library. It contrasts the work of enforcement in these different sites with the development of new work practices involved in the interactive, fluid and seemingly intangible yet still policed site of the Internet. It documents how the responsibilities for, and the practices of, enforcement shift between public sites of enforcement to the increasingly difficult public monitoring of the private consumption of images distributed through the media of the Internet. It pays attention to how different methods and strategies of enforcement have been developed in response to both the classification and consumption of the expanding variety of mobile media and the proliferation and consumption of images in the unclassified and fluid world of the Internet.
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Seidel, Anna, Franziska Weidle, Claudia Börner, Lukas Flagmeier, and Matthias Tylkowsky. "Learn&Play: Entwurf eines Serious Games für Ingenieurstudiengänge nach dem Learning Mechanic-Game Mechanic Framework." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36591.

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Die Technische Mechanik (TM) ist ein Grundlagenfach vieler Ingenieurstudiengänge. Lern- und Verständnisschwierigkeiten in diesem Bereich führen jedoch verstärkt zu schlechten Prüfungsergebnissen und Problemen im weiteren Studienverlauf (Dammann, 2016). Von Studierenden häufig benannte Hürden sind v.a. den richtigen Lösungsansatz zu finden, mangelnde Vorstellungskraft, der hohe Lernaufwand, mathematische Grundlagen, unklare Aufgabenstellung, die Komplexität des Lernstoffs sowie nachträgliches (meist selbstständiges) Aufarbeiten (Seidel, Weidle, Flagmeier, Börner & Vossler, 2019). Game-based Learning (GBL) bietet eine Möglichkeit, Studierende und Lehrende bei der Bewältigung dieser Hürden zu unterstützen. In einem spielerisch gestalteten Lernszenario können Lernprozesse auf Grundlage vorher definierter Lernziele durch narrativ-immersive, adaptive, kompetitive und/oder kooperative Elemente unterstützt werden (Le, Weber & Ebner, 2013). Der Einsatz von GBL kann sich zudem positiv auf affektive, motivationale, kognitive und sozio-kulturelle Faktoren auswirken (Plass, Homer & Kinzer, 2015). Im Kontext des Ingenieurwesens erhofft sich das hier vorgestellte Learn&Play Projekt durch die geeignete Auswahl und Gestaltung von Spielelementen eine Ansprache dieser Faktoren, sodass eine Hinwendung zum Theorie geprägten Lerninhalt und schließlich auch zum Lernen selbst stattfindet. Dabei steht die aktive Auseinandersetzung und praktische Selbsterfahrung mit den Inhalten der TM im Vordergrund, was auch zu einer Verringerung der Komplexität führen soll. [... aus der Einführung]

Books on the topic "Classification of games":

1

Barany, I. Classification of two-person ordinal bimatrix games. New Haven: Yale University, Cowles Foundation for Research in Economics, 1991.

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Garon, Denise. Le système ESAR: Guide d'analyse, de classification et d'organisation d'une collection de jeux et jouets. Montréal: Éditions Asted, 2002.

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Taylor, Paige. Dewey & the decimals: Learning games & activities. Fort Atkinson, Wis: Alleyside Press, 2001.

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Garon, Denise. La classification des jeux et des jouets: Le système ESAR. La Pocatière: Documentor, 1985.

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Osborn, F. E. Ann. A computer-aided methodology for the analysis and classification of British-Canadian children's traditional singing games. Ohio: Ohio State University, 1986.

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Drozdov, A. L. Morfologii︠a︡ gamet zhivotnykh: Znachenie dli︠a︡ sistematiki i filogenetiki. Moskva: Gruglyĭ god, 2000.

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Smith, Gregory M., Jonathan Chun, Anatoly Nemzer, and Bob Richard. Test Procedures and Classification Criteria for Release of Toxic Gases from Water-Reactive Materials. Washington, D.C.: Transportation Research Board, 2014. http://dx.doi.org/10.17226/22276.

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Parrochia, Daniel. Towards a General Theory of Classifications. Basel: Springer Basel, 2013.

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Clarke, Gerald. Classification of a white king and white pawn, versus a black king chess end game, using a multi-layered neural network. [s.l: The Author], 1995.

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Lloyd's Register of Shipping (Firm : 1914- ). Rules for ships for liquefied gases: Rules and regulations for the construction and classification of ships for the carriage of liquefied gases in bulk, incorporating the IM0 international code for the construction and equipment of ships carrying liquefied gases in bulk (IGC Code). London: Lloyd's Register of Shipping, 1986.

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Book chapters on the topic "Classification of games":

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Sorin, Sylvain. "Classification and Basic Tools." In Stochastic Games and Applications, 27–36. Dordrecht: Springer Netherlands, 2003. http://dx.doi.org/10.1007/978-94-010-0189-2_3.

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Tregel, Thomas, Lukas Raymann, Stefan Göbel, and Ralf Steinmetz. "Geodata Classification for Automatic Content Creation in Location-Based Games." In Serious Games, 212–23. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_20.

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Hrehovcsik, Micah, Joeri Taelman, Joep Janssen, and Niels Keetels. "Tactical Forms: Classification of Applied Games for Game Design." In Games for Health 2014, 67–78. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-07141-7_10.

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Chiou, Andrew. "Classification of Isometric Playing Fields and Arenas in Geomorphic Tabletop War Games." In Serious Games, 255–59. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45841-0_25.

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Vilà, R., and T. Cazenave. "When One Eye is Sufficient: A Static Classification." In Advances in Computer Games, 109–24. Boston, MA: Springer US, 2004. http://dx.doi.org/10.1007/978-0-387-35706-5_8.

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Apt, Krzysztof R., and Sunil Simon. "A Classification of Weakly Acyclic Games." In Algorithmic Game Theory, 1–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33996-7_1.

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Grines, Viacheslav, and Olga Pochinka. "On Topological Classification of Morse–Smale Diffeomorphisms." In Dynamics, Games and Science II, 403–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-14788-3_31.

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da Silva, Antonio R. "Peixoto Classification of 2-Dim Flows Revisited." In Dynamics, Games and Science II, 639–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-14788-3_47.

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Balducci, Fabrizio, and Costantino Grana. "Affective Classification of Gaming Activities Coming from RPG Gaming Sessions." In E-Learning and Games, 93–100. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65849-0_11.

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Liu, Xinying, Hongjun Li, Weiliang Meng, Shiming Xiang, and Xiaopeng Zhang. "3D Point Cloud Classification Based on Discrete Conditional Random Field." In E-Learning and Games, 115–37. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65849-0_14.

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Conference papers on the topic "Classification of games":

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Soares, Everton Schumacker, and Vadim Bulitko. "Deep Variational Autoencoders for NPC Behaviour Classification." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848095.

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Abebe, Mesfin, and Cheol-Jung Yoo. "Classification and Summarization of Software Refactoring Researches: A Literature Review Approach." In Games and Graphics and 2014. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2014.46.59.

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Beveridge, Ryan, David Marshall, Shane Wilson, and Damien Coyle. "Classification effects on Motion-Onset Visual Evoked Potentials using commercially available video games." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272958.

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Igasheva, Anastasiia Sergeevna. "LINGUISTIC PECULIARITIES OF PUN, ITS TYPOLOGY AND CLASSIFICATION." In Сollection of articles. Publishing house Sreda, 2019. http://dx.doi.org/10.31483/r-32974.

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Abstract:
This article is focuses on the analysis of pun as one of the categories of wordplay its manifestation in one-liner jokes in English. The data of this study is all of one-line jokes containing puns which were collected on fiction material and online sources. Based on the analysis of various classifications, a new pun classification is defined as one of the types of word games.
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Aslan, Sinem, Sebastiano Vascon, and Marcello Pelillo. "Ancient Coin Classification Using Graph Transduction Games." In 2018 Metrology for Archaeology and Cultural Heritage (MetroArchaeo). IEEE, 2018. http://dx.doi.org/10.1109/metroarchaeo43810.2018.13605.

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Zuo, Tengjia, Loe Feijs, Erik D. van der Spek, and Jun Hu. "A Classification of Fantasy in Serious Games." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3356294.

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Anderson, Eike Falk. "A Classification of Scripting Systems for Entertainment and Serious Computer Games." In 2011 3rd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2011). IEEE, 2011. http://dx.doi.org/10.1109/vs-games.2011.13.

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Senecal, Simon, Niels A. Nijdam, and Nadia Magnenat Thalmann. "Motion analysis and classification of salsa dance using music-related motion features." In MIG '18: Motion, Interaction and Games. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3274247.3274514.

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Wattanasoontorn, Voravika, Mathus Theppaitoon, and Andrija Bernik. "A Classification of Visual Style for 3D Games." In 2019 23rd International Computer Science and Engineering Conference (ICSEC). IEEE, 2019. http://dx.doi.org/10.1109/icsec47112.2019.8974729.

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Yan, Jeff, and Brian Randell. "A systematic classification of cheating in online games." In 4th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1103599.1103606.

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