Academic literature on the topic 'Economic board games'

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Journal articles on the topic "Economic board games"

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Booth, Paul. "Board, game, and media." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (2016): 647–60. http://dx.doi.org/10.1177/1354856514561828.

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Interactive media board games reflect a changing media culture. Converging media text and technology with game play mechanics and rules, these board games exist as a hybrid form of game and media. In this article, I examine interactive paratextual board games – games based on media products that utilize other forms of media to produce random or immersive experiences. While previous discussions of media franchising investigates game paratexts through industrial and economic shifts, I explicate aesthetic, ludic, and textual concerns of cult franchises through an analysis of three interactive boa
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Evtushenko, A. Yu, and A. A. Safonova. "Educational games in the system of economic education." Information and Innovations 18, no. 2 (2023): 65–72. http://dx.doi.org/10.31432/1994-2443-2023-18-2-65-72.

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Relevance. The Monopoly game is a popular board game with a simple concept that is relevant as a tool for enterprises and entrepreneurs in the system of teaching the basics of business, as a tool for studying strategic economics and justifying business strategies. Goals. Substantiation of the importance of the Monopoly game model as a business strategy tool for developing skills in strategic thinking, negotiation, risk management and efficient resource allocation. Exploring the similarities between concepts in the game and real economic concepts, including monopoly, market competition, pricing
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Raskurazhev, Anton A., Polina I. Kuznetsova, and Marine M. Tanashyan. "Non-pharmacological prevention and correction of cognitive disorders." Annals of Clinical and Experimental Neurology 14, no. 3 (2020): 60–65. https://doi.org/10.25692/acen.2020.3.8.

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This review deals with research on the effect of board games on the prevention of cognitive disorders in the older population. It is known that activities using board games significantly enhance educational and intellectual abilities in children. However, data on the effect of such interventions in older patients (including those at risk for developing dementia) are few and equivocal. In the Bronx Aging Study, reading, board games, playing musical instruments, and dancing were associated with a reduced risk of cognitive disorders. The MoVIES study assessed the cognitive status of 942 participa
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Sazhina, Natalya M., and Inna S. Lebedeva. "POSSIBILITIES OF USING GAMIFICATION IN TEACHING ECONOMICS TO MEDICAL UNIVERSITY STUDENTS." Russian Journal of Education and Psychology 15, no. 4 (2024): 168–95. http://dx.doi.org/10.12731/2658-4034-2024-15-4-594.

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Background. Among the key trends influencing education today, the following stand out: “massification” and internationalization of education, turbulence of the world economy, “digital revolution”, technological innovation. Gamification has become a popular tool for solving various problems of varying degrees of complexity and today is confidently used in areas including business, personnel management, healthcare, and education. The purpose is to examine the application of gamification in teaching economics to medical students. Materials and methods. When working on the article, we used an anal
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Tsai, Jen-Che, Ping-Han Cheng, Shiang-Yao Liu, and Chun-Yen Chang. "USING BOARD GAMES TO TEACH SOCIOSCIENTIFIC ISSUES ON BIOLOGICAL CONSERVATION AND ECONOMIC DEVELOPMENT IN TAIWAN." Journal of Baltic Science Education 18, no. 4 (2019): 634–45. http://dx.doi.org/10.33225/jbse/19.18.634.

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This research uses board games as teaching material to develop students’ decision-making ability and basic scientific literacy and to foster students’ value for nature and social caring by working with socioscientific issues. The board game structure contains four perspective systems: ecological, economic, cultural, and political. In the game processing, students must handle, consider, and understand the different role players’ positions and face different missions that involve socioeconomic and environmental conflicts. When making any decisions, students affect the follow-up game behaviors an
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da Silva Sousa, Micael. "Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning." International Journal of Film and Media Arts 8, no. 1 (2023): 8–35. http://dx.doi.org/10.24140/ijfma.v8.n1.01.

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Games are popular as ever. Professionals from every field are trying to build their serious games, combining engaging playability with simulation and learning outcomes. Urban planning is no exception. However, materializing these games is no easy task. We propose a serious game development process to combine modern board game mechanisms with realistic urban maps, profiting from the simplicity, flexibility, and collaboration dynamics analogue games provide. For this, we tested two collaborative games with architecture students. Although different, the games have similar core mechanical and econ
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Sousa, Micael. "Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning." International Journal of Film and Media Arts 8, no. 1 (2023): 8–35. https://doi.org/10.24140/ijfma.v8.n1.01.

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Games are popular as ever. Professionals from every field are trying to build their serious games, combining engaging playability with simulation and learning outcomes. Urban planning is no exception. However, materializing these games is no easy task. We propose a serious game development process to combine modern board game mechanisms with realistic urban maps, profiting from the simplicity, flexibility, and collaboration dynamics analogue games provide. For this, we tested two collaborative games with architecture students. Although different, the games have similar core mechanical and econ
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Pysmennyi, V. V. "Problems of gamification in education in the context of sustainable development goals." Scientific Notes of Junior Academy of Sciences of Ukraine, no. 1(32) (2025): 36–46. https://doi.org/10.51707/2618-0529-2025-32-05.

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The prospects of using game-based technologies in modern educational processes, particularly through the application of original board games, was examined. It has been established that game-based methodologies enhance learners’ cognitive activity, increase their interest in education, and ensure more effective assimilation of educational material. One of the key advantages of gamification is its ability to simplify the perception of complex and abstract concepts, as well as to reinforce practical skills that have direct application in real life. Particular attention in the study is given to th
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Wijoyo, Satrio, Eeng Ahman, Susanti Kurniawati, Endang Supardi, and Mutiah Mutiara Firdaus. "The Use of Board Games in Teaching Biodiversity for Sustainable Development: A Quasi-Experimental Method." International Journal of STEM Education for Sustainability 5, no. 1 (2025): 53–71. https://doi.org/10.53889/ijses.v5i1.491.

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This research aimed to develop and evaluate learning media for sustainable development, specifically through a board game entitled “Board Game Maju Indonesiaku”. The game is designed around the dilemma between biodiversity conservation and economic development, covering four core systems concepts: economics, policy, society, and ecology. The study involved 61 middle school students who played the game for 360 minutes (180 minutes per week). Data was collected through post-test assessments and game performance. An independent t-test was used to analyze the post-test scores. The results showed a
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RUDENSKYI, Rostyslav. "BOARD GAMES’ EDUCATIONAL POTENTIAL FOR SENIOR PRESCHOOL CHILDREN AND PRIMARY SCHOOL STUDENTS: HISTORY AND MODERNITY." Cherkasy University Bulletin: Pedagogical Sciences, no. 2 (2024): 87–93. http://dx.doi.org/10.31651/2524-2660-2024-2-87-93.

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The article substantiates that board games are a means of ensuring an organic transition from the social role of a pre-schooler to a new one – that of a primary school student. It is actualized that the educa-tional potential of board games in science is still under-researched both at the theoretical, practical, and methodi-cal levels. The educational potential of board games for children of senior preschool and primary school age is defined as a complex of essential characteristics (goals, motives, con-tent, means, techniques, results, integration) of forming a harmoniously developed personal
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Dissertations / Theses on the topic "Economic board games"

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Artemenko, Natalia, and Наталія Сергіївна Артеменко. "Board Game as a Means of Development of Positive Monetary Institutions." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/51046.

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1. Vygotsky L.S. Psihologija razvitija rebenka [Psychology of child development], 2004. 512p. 2. CASHFLOW the Board Game (English) RICHDAD. URL: https://www.richdad.com/products/cashflow-the-board-game 3. Edward J. Dodson. Henry George's Principles Were Corrupted Into the Game Called Monopoly henrygeorge.org. URL: http://www.henrygeorge.org/dodson_on_monopoly.htm (December,2011)<br>Money accompanies all spheres of human life; and thus appear in two planes: nominal value and subjective value (ratio). Currently, in the modern business space, the scientific space has begun to pay attention to
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TÅNGNE, AMILIA, and IRINA DOBROSMYSLOVA. "Higg Index Learning Board Game." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17389.

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The background of this project is the need of a better understanding of what sustainable development is and what tools can be used in the fashion supply chain to decrease its ecological footprint. For that purpose the researchers have endeavored to create a new learning board game for fashion industry students that could teach them the basic principles of sustainability and Higg Index. The developed Higg Index Board Game is part of the collaborative work of Swedish School of Textiles and Sustainable Apparel Coalition. The study about the teaching effect of the new game was carried out with a q
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Silva, José Maria Neto Clara de Alarcão e. "The positive teaming game: developing a board game for business education." Master's thesis, 2020. http://hdl.handle.net/10362/102624.

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This paper presents the development of the Positive Teaming Game. A board game created for management education, to teach current and future managers about positive leadership, psychological safety and other principles derived from the positive organizational scholarship, as well as the benefits of implementing them in their organizations. Existing literature on gamification and engagement was used to create a better learning experience. Finally, the game’s effectiveness as a management education tool is discussed. Although a focus group’s participants reported an engaging experience, an
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"Essays in Organizational Economics: Information Sharing and Organizational Behavior." Doctoral diss., 2014. http://hdl.handle.net/2286/R.I.25180.

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abstract: One theoretical research topic in organizational economics is the information issues raised in different organizations. This has been extensively studied in last three decades. One common feature of these research is focusing on the asymmetric information among different agents within one organization. However, in reality, we usually face the following situation. A group of people within an organization are completely transparent to each other; however, their characters are not known by other organization members who are outside this group. In my dissertation, I try to study how this
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Books on the topic "Economic board games"

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Alaska. Legislature. Division of Legislative Audit. Department of Commerce, Community, and Economic Development, Big Game Commercial Services Board. Division of Legislative Audit, 2011.

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Langabeer, James, and John Napiewocki. Competitive Business Strategy for Teaching Hospitals. Greenwood Publishing Group, Inc., 2000. http://dx.doi.org/10.5040/9798400629679.

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Without new ways to think and manage itself strategically, academic healthcare faces terminal deterioration. Heightened competition and changing dynamics have brought turbulence to teaching hospitals, and the main impact has been financial. Langabeer and Napiewocki give health care executives the tools and concepts of strategic management they need and ways to strengthen analytic skills, all based on up-to-date empirical research, cast in language they can grasp and relate to, and specially tailored to help teaching hospital administrators cope successfully with today’s marketplace challenges.
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Book chapters on the topic "Economic board games"

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Young, Paul. "Racing Round the World: Geographical Board Games and Britain’s Global Expansion, 1780–1850." In Imagining Britain’s Economic Future, c.1800–1975. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-71297-0_5.

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Ferrini, Luigi. "The Board Game." In Springer Texts in Business and Economics. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67016-0_6.

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Wisselmann, Raphaël, and Kai Kempmann. "Shoreside Power at Berths for Inland Navigation Vessels – How to Make Available a Harmonised System of Shoreside Power Access on the Rhine to Reduce Air and Noise Pollution." In Lecture Notes in Civil Engineering. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-6138-0_16.

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AbstractThe Central Commission for the Navigation of the Rhine (CCNR) is an international organisation that exercises an essential regulatory role in the navigation of the Rhine. It is active in the technical, legal, economic and environmental fields. In all its areas of action, its work is guided by the efficiency of transport on the Rhine, safety, social considerations, and respect for the environment. Many of the CCNR’s activities now reach beyond the Rhine and are directly concerned with European navigable waterways more generally.So as to take into particular account the challenges of cli
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Murray, Noel Martin. "GoT Belfast?" In Destination Management and Marketing. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2469-5.ch014.

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This chapter addresses the role of cine-tourism in destination marketing. Specifically, it analyses the strategic alliance between the Northern Ireland Tourist Board and HBO, producers of the popular television series Games of Thrones. A narrative analysis is performed on several examples of campaign creative, and traces how the GoT Belfast campaign reimagines Northern Ireland as a tourist destination. The digital and social media campaign of the NITB is evaluated using both qualitative and quantitative performance metrics. The overall success of the GoT Belfast campaign is weighed in terms of
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Murray, Noel Martin. "GoT Belfast?" In Advances in Hospitality, Tourism, and the Services Industry. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0576-1.ch001.

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This chapter addresses the role of cine-tourism in destination marketing. Specifically, it analyses the strategic alliance between the Northern Ireland Tourist Board and HBO, producers of the popular television series Games of Thrones. A narrative analysis is performed on several examples of campaign creative, and traces how the GoT Belfast campaign reimagines Northern Ireland as a tourist destination. The digital and social media campaign of the NITB is evaluated using both qualitative and quantitative performance metrics. The overall success of the GoT Belfast campaign is weighed in terms of
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"Field and Board Business Games." In Business Games for Management and Economics. WORLD SCIENTIFIC, 2012. http://dx.doi.org/10.1142/9789814355582_0003.

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Hinebaugh, Jeffrey P. "Chapter 04. I Will Buy It! Board Games and Economics." In A Board Game Education. Rowman & Littlefield Publishers, 2009. https://doi.org/10.5771/9781607092612-67.

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Diederichsen, Anke. "Conception, Categorization, and Impact of HR-Relevant Virtual Communities." In Encyclopedia of Human Resources Information Systems. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-883-3.ch023.

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Virtual community (VC), in its most general sense, is an increasingly popular and apparently omnipresent tool to communicate and interact on the Web. People from diverse backgrounds meet in VCs for likewise diverse purposes: social gatherings, information sharing, entertainment, social, and professional support. The phenomenon of virtual—or online—communities dates back to the late 1960s, when ARPANET, a network for U.S.-military research purposes was established (Licklider &amp; Taylor, 1968). The initially provided e-mail service was later supplemented by a chat functionality. In 1979, virtu
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Schatz, Ronald W. "A Whole Different Ball Game, 1968–81." In The Labor Board Crew. University of Illinois Press, 2020. http://dx.doi.org/10.5622/illinois/9780252043628.003.0008.

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In the 1970s President Richard M. Nixon and President Gerald Ford appointed John Dunlop and David Cole to new posts to try to handle the stagflation and wave of strikes that were plaguing the U.S. economy. Their attempts to implement corporatist-style solutions failed. Secretary of Labor Dunlop’s resignation in early 1976 marked a turning point in relations between unions and corporations in the United States. Yet rather than retiring, Labor Board vets began resolving conflicts in other sectors of the economy—beginning with Major League Baseball and other professional sports.
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Verhezen, Peter. "What to Expect From Artificial Intelligence in Business." In Challenges and Opportunities of Corporate Governance Transformation in the Digital Era. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2011-6.ch004.

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We are increasingly living in a digital world, where companies attempt to adapt to a new context of Industry 4.0. The authors believe that artificial intelligence and the use of logarithms will alter the game of competition. Digitization is moving our economy away from “financial capitalism” to “data capitalism,” and companies and their boards need to adopt the way they operate and steer the organization to new ecosystems where personalized service becomes part of the new digital strategy. Basically, it is not a battle of AI versus humans, but rather finding a way to enhance the collaboration
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Conference papers on the topic "Economic board games"

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Scaeteanu, Ionut, and Adriana Malureanu. "SERIOUS GAMES DEVELOPMENT FRAMEWORK A FUNCTIONAL MODEL ON FLOOD SITUATIONS." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-023.

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The changes that games have undergone during the 20th Century paved the way to modern eSports, or representations of the real world in the digital environment. Nowadays, market economies and profit-oriented strategies have taken over the economic environment. In this context, the eSports market and its unbelievable potential revenue couldn't have remained unnoticed. Video games comprise a wide range of genres, including "serious games", which have an educational purpose. The Serious Games industry has its own historians. Among them is Oliver Grau, who talks about "prehistorical" games. Accordi
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Haziri, Fortesa, Lulzim Shabani, and Miloslava Chovancova. "Customer game experience impact on gamification and online purchasing." In Contemporary Issues in Business, Management and Economics Engineering. Vilnius Gediminas Technical University, 2019. http://dx.doi.org/10.3846/cibmee.2019.078.

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PPurpose – the purpose of the current research was to investigate the influence of the experience of players and no-players on their purchasing behavior in a gamified purchasing setting. Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and analyze the data gathered via the questionnaire distributed online. Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning environment and purchasing intention towards gamified products has been highlighted, the results of this research revea
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Vadeli, Revica Zora, Kurnia Setiawan, and Herlina Kartaadmaja. "The Design Studies of Living Environment Board Game “Earth Plan”." In International Conference on Economics, Business, Social, and Humanities (ICEBSH 2021). Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210805.098.

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Gehrlein, Rupert, and Andreas Dengel. "Tokens In Mind - A Board Game Introducing the Ecological and Economic Aspects of Non-Fungible Tokens." In WiPSCE '23: The 18th WiPSCE Conference on Primary and Secondary Computing Education Research. ACM, 2023. http://dx.doi.org/10.1145/3605468.3609767.

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Лещенко, С., S. Leschenko, А. Катлине Коблев, and A. Katline Koblev. "ANALYSIS OF BANK PROTECTION MEASURES CANYON IN THE COAST OF NEW IMERETI VALLEY IN THE ADLER DISTRICT OF SOCHI." In Sea Coasts – Evolution ecology, economy. Academus Publishing, 2018. http://dx.doi.org/10.31519/conferencearticle_5b5ce3d0199488.77738502.

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The Imeretinsky lowland – the central fragment of a large Black Sea terrace of the Caucasian coast of Russia, is located in interfluve the rivers Mzymty and Psou. In its central and western part large sports complexes of the winter Olympic Games "Sochi-2014" and the Olympic village are under construction. It has led to necessity of engineering protection of coast from the constructed port Imeretinsky to east board of cape of Konstantinovsky.&#x0D; In the report the site located from the Southern pier of port to the western board of cape of Konstantinovsky is considered. On a site the underwate
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Çay, Damla, Yekta Bakırlıoğlu, Asim Evren Yantac, and Aykut Coskun. "Circular Synergy City: Designing a Board Game for Fostering Collaboration Among Circular Economy Stakeholders." In NordiCHI 2024: Nordic Conference on Human-Computer Interaction. ACM, 2024. http://dx.doi.org/10.1145/3679318.3685361.

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Hsieh, Hsiu Ching Laura, and Yu Hsien Hsu. "Research on the Integration of Tsou Culture into Creative Board Game Design–an Example of Walk Around Laiji." In 2nd International Conference on Social, Applied Science, and Technology in Home Economics (ICONHOMECS 2019). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200218.003.

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KIM, JANETTE. "Rules of the Game: Tools for Governing Climate Justice." In 2021 AIA/ACSA Intersections Research Conference. ACSA Press, 2021. http://dx.doi.org/10.35483/acsa.aia.inter.21.20.

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Public engagement in climate adaptation planning is often described as a matter of urgency. Global, atmospheric change indeed amplifies the need to build trust, transparency, and consensus. However, rushing to action can preclude a deeper interrogation of the very political and economic systems that framed climate insecurity in the first place. This paper reflects on a public decision-making tool that navigates this tension between pragmatic action and structural reform. In It Together is a tabletop board game that engages urban stakeholders in a probing deliberative process over sea level ris
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SAAFI, Mohamed Ali, and Esam Hamad. "Techno-Economic Analysis of Mobile Carbon Capture for Heavy Duty Applications." In Conference on Sustainable Mobility. SAE International, 2024. http://dx.doi.org/10.4271/2024-24-0037.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;Since signing the legally binding Paris agreement, fighting climate change has been an increasingly important task worldwide. One of the key energy sectors to emit greenhouse gases is transportation. Therefore, long term strategies all over the world have been set up to reduce on-road combustion emissions. One of the emerging alternative technologies to decarbonize the transportation sector is Mobile Carbon Capture (MCC). MCC refers to the on-board separation of CO&lt;sub&gt;2&lt;/sub&gt; from vehicle exhaust. To accurat
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Saafi, M. A., and E. Hamad. "Techno-Economic Analysis of Mobile Carbon Capture for Heavy Duty Applications Across Different Regions in the World." In SPE Energy Transition Symposium. SPE, 2024. http://dx.doi.org/10.2118/221386-ms.

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Summary Since signing the legally binding Paris agreement, fighting climate change has been an increasingly important task worldwide. One of the key energy sectors to emit greenhouse gases is transportation. Therefore, long term strategies all over the world have been set up to reduce on-road combustion emissions. One of the emerging alternative technologies to decarbonize the transportation sector is Mobile Carbon Capture (MCC). MCC refers to the on-board separation of CO2 from vehicle exhaust. To accurately assess this technology, a techno-economic analysis is essential to compare MCC abatem
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Reports on the topic "Economic board games"

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Alexander, Karin, Ludovico Alcorta, Cecília Robertson dos Santos, Cathy Shutt, and Alex Shankland. Succeeding in the Snakes and Ladders Game of Development in Mozambique: The Role of Collaborative Approaches. Institute of Development Studies, 2025. https://doi.org/10.19088/ids.2025.045.

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The existing wisdom on efforts to promote accountability highlights the importance of ‘thinking and working politically’ (TWP) and moving from confrontational to collaborative approaches. This is particularly relevant given current trends, including closing civic space and the decline in international development cooperation funding for service delivery and accountability work. This report explores the innovative use of the board game Snakes and Ladders as a heuristic tool to analyse and encourage collaboration in Mozambique’s health sector. Drawing on the POTENCIAR programme, a UK aid-funded
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Hinterlang, Natascha. Effects of Carbon Pricing in Germany and Spain: An Assessment with EMuSe. Banco de España, 2023. http://dx.doi.org/10.53479/33814.

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Using the dynamic, three-region environmental multi-sector general equilibrium model EMuSe, we find that pricing carbon in Germany or Spain only leads to a permanent negative effect on output in these economies. The induced emissions reduction is not large enough to overcompensate for the increase in marginal production costs. If the rest of Europe joins the carbon pricing scheme, long-run output effects are positive. However, in this case, transition costs are even larger due to close trade relations within Europe. We find evidence for carbon leakage, which can be reduced slightly by a border
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