Academic literature on the topic 'Free to Play'

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Journal articles on the topic "Free to Play"

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&NA;. "Free Play." Nurse Practitioner 30, no. 6 (June 2005): 56. http://dx.doi.org/10.1097/00006205-200506000-00015.

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Hovey, Esther. "How Free is Free Play?" National Association of Early Childhood Teacher Educators Bulletin 10, no. 2 (April 1989): 6–8. http://dx.doi.org/10.1080/23752599.1989.11090058.

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Anderson, Nicole. "Free-play? Fair-play! Defending Derrida." Social Semiotics 16, no. 3 (September 2006): 407–20. http://dx.doi.org/10.1080/10350330600823989.

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Chase, Alisia Grace. "Review: Free Play." Afterimage 43, no. 5 (March 1, 2016): 18–19. http://dx.doi.org/10.1525/aft.2016.43.5.18.

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Brown, Daniel. ""Free Play" in Poetry." Hopkins Review 11, no. 2 (2018): 304–9. http://dx.doi.org/10.1353/thr.2018.0053.

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Siraj-Blatchford, John, and Lynnette Brock. "Schemas: Free flow play." Early Years Educator 17, no. 10 (February 2, 2016): 18–20. http://dx.doi.org/10.12968/eyed.2016.17.10.18.

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Wheway, Rob. "Opportunities for free play." International Journal of Play 4, no. 3 (September 2, 2015): 270–74. http://dx.doi.org/10.1080/21594937.2015.1106048.

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KimHeejin. "The Current Status of Play Plan-Play-Evaluation Activity during Free Play Examined from a Teaching-Learning Perspective." Journal of Korean Teacher Education 30, no. 4 (December 2013): 63–88. http://dx.doi.org/10.24211/tjkte.2013.30.4.63.

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Mahon, Eugene. "Play, Free Association, and Enactment." Psychoanalytic Quarterly 90, no. 1 (January 2, 2021): 77–104. http://dx.doi.org/10.1080/00332828.2021.1848208.

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Bozovic, Ratko. "Free time, play and game." Sociologija 50, no. 1 (2008): 97–109. http://dx.doi.org/10.2298/soc0801097b.

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Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases its creative power and effort through another one, especially through games of leisurely character. The means that free time is realized through games and vice versa. That, first of all, happens by a realization of freedom through a game in a free creative act, but also through an entertaining as well as leisurely play.
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Dissertations / Theses on the topic "Free to Play"

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Lindskoug, Atle, and Anastasia Niemi. "Free from what? Limitations on Free Play." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29232.

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Syftet med denna studie är att undersöka hur den fria leken på svenska förskolor är begränsad för att gå i linje med förskolans uppdrag som det är presenterat i läroplanen. För att uppnå detta har vi intervjuat sju förskollärare på två svenska förskolor angående deras syn på den fria leken och hur den är begränsad. Det insamlade materialet är sedan analyserat med hjälp av Michel Foucaults teorier samt Jennifer M. Gores mikro-praktiker om makt för att synliggöra hur den fria leken är begränsad och varför. De tre centrala teman som presenteras i läroplanen är: säkerhet och välmående; grundläggande och demokratiska värderingar samt lärande, utveckling och livslångt lärande. En hierarki bland dessa teman blev uppenbar där säkerhet ses som viktigast följt av de grundläggande och demokratiska värdena och sist lärande, utveckling och livslångt lärande. Vi fann även att förskollärarna hellre reglerar leken så att den stämmer överens med läroplanen än att bryta den samt att läroplanens tolkningsbarhet leder till olika strategier bland förskollärarna för att uppnå deras önskade resultat.
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Tähtö, E. (Elias). "Free-to-Play -liiketoimintamalli." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201612103248.

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Tutkielmani tarkoitus on tutustua erilaisiin pelejen sisäisiin mikrotransaktioihin sekä monetisaatioon. Peliteollisuuden tämän hetken suosituimpana pelimuotona on niin sanotut Free-To-Play -pelit, joiden liikevaihto perustuu täysin käyttäjien suorittamiin mikrotransaktioihin, joilla ostetaan erilaisia pelin sisäisiä hyödykkeitä. Free-to-play -malli on ansaintamallina vielä aika uusi, vaikkakin mikrotransaktioita on ollut olemassa erilaisissa peleissä jo monia kymmeniä vuosia. Tutkielmassani aion ottaa myös esille erilaisia piirteitä joita esiintyy perinteisissä mikrotransaktioihin perustuvien pelejen käyttäjissä. Pääpaino tutkielmassani tulee kuitenkin olemaan mikrotransaktioiden liiketoiminnallisessa kannattavuudessa ja siinä miksi free-to-play -malli kannattaa nykypeleissä. Tutkimusongelmaksi muodostuukin näin ”Onko Free-to-Play -liiketoimintamalliin siirtyminen kannattavaa taloudellisesti?”.
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Karlsson, Jonathan, and Kristoffer Engman. "Free to Play eller Free to Pay : En utforskande studie om hur Free to Play påverkarspelupplevelse." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-120385.

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This paper deals with the relatively new business model for digital games called Free toPlay and how aspects of that business model can affect the players gaming experience. Thestudy is done through user studies with the use of interviews, observations and diaries. Forour analysis of the data we’ve looked for themes and then categorized the data intoelements from the CEGE Model by E.H Cavillo-Gámez et al. that we use to measure howFree to Play affects the Core Elements of the Gaming Experience. The paper concludes thatwhen measuring gaming experience and business model together one might have to add asub-element that represents the business model, which can affect the elements all togetheror one by one.
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Riekki, J. (Johannes). "Free-to-play games:what are gamers paying for?" Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201602271254.

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Free-to-play games are a rather new phenomenon on the world of video games. However they have proved to be immensely popular among many gamers. In this study the purpose was to find out more about the business model of free-to-play games and their content, both free and monetized. To help us study these games a closer look at a few games that offered the player free access to the game was taken. The other purpose of this study was to examine the behaviour and motivations of the gamers themselves. By conducting both a survey and researching previous studies on the gamer’s behaviour it was found out that gamers value both functional and visual improvements on the game that they were offering for charge. It was also discovered that players aim to enhance their immersion and enjoyment of the game-play by consuming paid in-game content.
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Skobeltcyn, Aleksandr, and XIN SHEN. "How to increase revenue in Free-to-Play mobile games." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240676.

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The Free-to-play (F2P) model is the primary business model applied in indie mobile games nowadays. However, the fact that less than 5% of players are paying is still a big problem for developers. There is a theoretical gap in understandings of how to increase revenue without lowering the quality of the game and deliver more valuable and better gaming experience for players. Some assumptions and empirical methods need to be verified. The aim of this research is to understand a series of specific design and development questions of F2P games, including game inner mechanics, game structures, and monetization strategies. We attempted to find consensus between developers and players. In addition, this research also sought to find out how F2P mobile game can provide as a comprehensive service in order. It sought to find a sustainable and profitable business model for each game by integrating monetization organically inside of the game without sacrificing players’ enjoyment. We used a mixed methods research approach, including both interviews and surveys, to examine the opinions and behavior of developers and players based on the Acquisition-Retention-Monetization funnel.
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OLIVEIRA, Ruy Guilherme Silva Gomes de. "Aplicação de Meta-modelos à Monetização de Jogos Free-to-Play." Universidade Federal do Maranhão, 2017. http://tedebc.ufma.br:8080/jspui/handle/tede/1325.

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Submitted by Maria Aparecida (cidazen@gmail.com) on 2017-04-27T14:21:14Z No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5)
Made available in DSpace on 2017-04-27T14:21:14Z (GMT). No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5) Previous issue date: 2017-01-23
The recent emergence of Free-to-Play games, also known as Freemium games, has considerably changed the way games are made. The definition of monetization strategies is now part of the process of making games. Choosing which strategy to adopt among the various ones and understanding how they work could be an arduous task. When analysing the market, to realize that popular games use similar strategies is not difficult, which demonstrates that the reuse of strategies is common among developers. Although there are catalogs of popular monetization strategies used by Free-to-Play games in the literature, little attention has been given to formalize the description of those strategies, leaving openings for misunderstandings and making the reuse harder. For that reason, a meta-model of Free-to-Play games monetization that allows the representation of Free-toPlay games monetization strategies based on a set of popular strategies is proposed. That meta-model, called Meta-F2P, was elaborated from the investigation of the most rentable Free-to-Play games for mobile devices. Besides that, case studies were used to validate and refine the accuracy, expressiveness and extensibility of that meta-model. Based on the results obtained, the applicability of the meta-model in the process of making games and the advantages and disadvantages of the use of case studies in the concept of meta-models are analyzed.
A recente ascensão dos jogos Free-to-Play, também conhecidos como Freemium, provocou mudanças consideráveis na forma como os jogos são produzidos. A elaboração de estratégias de monetização passou a fazer parte do processo de desenvolvimento. Escolher qual estratégias adotar dentre as diversas existentes e entender o seu funcionamento pode tornar esta uma tarefa árdua. Ao se analisar o mercado não é difícil perceber que os jogos mais rentáveis abordam estratégias de monetização similares, demonstrando que reuso de estratégias é uma abordagem adotada por diversos desenvolvedores. Embora existam na literatura catálogos de estratégias de monetização populares em jogos Free-to-Play, pouca atenção tem sido dada no intuito de formalizar a descrição das estratégias, dando margem para interpretações errôneas e dificultando o reuso. Assim propõe-se um meta-modelo que permite representar as estratégias de monetização de jogos Free-to-Play a partir de um conjunto de estratégias populares. O meta-modelo denominado Meta-F2P foi elaborado a partir da análise de jogos Free-to-Play para dispositivos móveis mais rentáveis. Além disso, utilizou-se estudos de caso para a validação e o refinamento da exatidão, expressividade e extensibilidade do meta-modelo. A partir dos resultados obtidos analisa-se a aplicabilidade do meta-modelo no processo de design de jogos e as vantagens e desvantagens da aplicação de estudos de caso na elaboração de meta-modelos.
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Kinnear, Tyler 1985. "Alan Hovhaness and the Creation of the 'Modern Free Noh Play'." Thesis, University of Oregon, 2009. http://hdl.handle.net/1794/10308.

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xi, 135 p. : ill., music. A print copy of this thesis is available through the UO Libraries. Search the library catalog for the location and call number.
American composer Alan Hovhaness (1911-2000) published twelve operatic works during his career. Eight of these staged productions were written between the years 1959 and 1969. During these ten years Hovhaness immersed himself in the music and theatre of Japan. The composer traveled to Japan twice, once in 1960 and again in 1962, where he frequently attended Noh plays. As composer-in-residence at the University of Hawaii in 1961, Hovhaness took private lessons on and composed freely for the instruments of Gagaku, the ancient court music of Japan. My study investigates the degree to which Hovhaness was exposed to Gagaku and Noh, and what elements of these Japanese alts the composer manifests in his staged works between 1959 and 1969. I compare Hovhaness' treatment of Japanese elements to that ofother twentieth-century Western composers interested in East Asian music. Through this study we gain greater knowledge of Hovhaness' operatic style.
Committee in Charge: Dr. Marian Smith, Chair; Dr. Anne Dhu McLucas; Dr. Jack Boss
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Hiatt, Kirk Henry. "Landscapes of Play: Supporting Child Development." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338250973.

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Speller, Thomas Hughes III. "The business and dynamics of free-to-play social-casual game apps." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/70824.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 95-100).
The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. However, concerns about Zynga's longevity (as well as the longevity of other social-oriented firms, including Groupon) persist for a variety of reasons, including the novelty of its business model, the dependence on hit products with short lifecycles, and the stress placed on internal development teams. This thesis analyzes some of the key problems faced by Zynga and its competitors, including how to monetize free products, how to maintain a user base over time (using platform strategy concepts), and how to develop short and long-term product management and new product development policies (using System Dynamics). An additional chapter develops principles for launching social platforms and products by comparing and contrasting key factors that influenced the growth of five major social media websites. The principles are then discussed as they pertain to Zynga and social-casual gaming, in which case there are notable applications and key exceptions based on Zynga's circumstances. The thesis concludes by discussing several future areas of research that pertain to the socialization of products and technology.
by Thomas Hughes Speller, III.
S.M.in Engineering and Management
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Winhagen, Christopher, and Mattias Boräng. "Children's Free Play: An Observation of Boundaries and Rules Within the Act." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30775.

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Studien inriktar sig på att undersöka barns fria lek på fritidshemmet, och vem det är som sätter gränser och regler i leken. Syftet med studien är att få en större insikt om just gränssättningen i den fria leken och till vilken utsträckning barnen får göra detta på egen hand. Studien syftar också på att undersöka när och hur pedagoger bryter den fria leken. Som utgångspunkt i studien har följande frågeställningar ställts: Vem sätter regler i barns fria lek och spel inom fritidsverksamheten? Hur när och varför? Till vilken utsträckning får barn fritt spelrum att sätta egna gränser i den fria leken? Det aktuella forskningsläget inom problemområdet som presenteras är indelat i fyra teman; Lek, samvarokompetens, regler och makt. Det empiriska materialet har samlats in med hjälp av systematiska och deltagande observationer på två fritidshem i Skåne. Resultatet av studien visar att regler och gränser sätts i alla leksituationer och att de till stor del sätts av barnen själva. Faktorer som spelar in om vem som sätter gränser i den fria leken visar sig vara knutna till studiens fyra teman (lek, samvarokompetens, regler och makt). Studien visar vidare att det är först när leken blir störande som pedagoger går in aktivt och bryter leken.
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Books on the topic "Free to Play"

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Rosselson, Leon. Free the sunbird: A play. Aylesbury: Ginn, 1995.

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Blood Run: Free Verse Play. Cambridge, United Kingdom: Salt, 2006.

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Wakefield. To play or not to play: The case for free play in kindergarten. Washington, D.C: Educational Resources Information Center, 1988.

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Free play: Improvisation in life and art. Los Angeles: J.P. Tarcher, Inc., 1990.

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Shearer, Troy. Dyin' free: A play in two acts. Tallahassee, FL]: Eldridge Publishing Company, 2010.

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Free play: Improvisation in life and art. New York, N.Y: Jeremy P. Tarcher/Putnam, 1990.

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Carol, Griffiths, Goodall Deborah L, National Children's Bureau, and Play England (Project), eds. Free play in early childhood: A literature review. London: National Children's Bureau, 2007.

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Lorenzo, Raymond. Children’s Free Play and Participation in the City. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-0300-7.

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Küplen, Mojca. Beauty, Ugliness and the Free Play of Imagination. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19899-6.

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Free family fun: And super-cheap. New York: Berkley Books, 1994.

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Book chapters on the topic "Free to Play"

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Boswell, Cecelia, Mary Christopher, and JJ Colburn. "Free Play." In Leadership for Kids, 39–41. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003236122-13.

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Fisher, Douglas H., and Mary Lou Maher. "Free Play in Contemplative Ambient Intelligence." In Lecture Notes in Computer Science, 243–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-25167-2_32.

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Flunger, Robert, Andreas Mladenow, and Christine Strauss. "Game Analytics on Free to Play." In Communications in Computer and Information Science, 133–41. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27355-2_10.

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Sauer, Annika. "Das Konzept des Free-to-Play." In eSport, Netzwerkeffekte und Lindahl-Preise, 45–61. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-26210-5_4.

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Hartas, Dimitra. "Free and Guided Play and Unequal Childhoods." In Young People's Play, Wellbeing and Learning, 33–57. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60001-3_2.

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Lorenzo, Raymond. "The Child: Free Play, Friendship and Learning." In Children: Global Posthumanist Perspectives and Materialist Theories, 57–93. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-0300-7_3.

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Bycer, Joshua. "Looking Forward with Free-to-Play Design." In Game Design Deep Dive, 171–78. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003265115-12.

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Bycer, Joshua. "The Basics of Free-to-Play Design." In Game Design Deep Dive, 23–40. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003265115-4.

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Hearse, David J. "Reperfusion Arrhythmias: Do Free Radicals Play a Role?" In The Role of Oxygen Radicals in Cardiovascular Diseases, 23–34. Dordrecht: Springer Netherlands, 1988. http://dx.doi.org/10.1007/978-94-009-2697-4_4.

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Bycer, Joshua. "The Beginning of the Free-to-Play Era." In Game Design Deep Dive, 15–22. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003265115-3.

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Conference papers on the topic "Free to Play"

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Alha, Kati, Jani Kinnunen, Elina Koskinen, and Janne Paavilainen. "Free-to-Play Games." In Mindtrek 2018: Academic Mindtrek 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3275116.3275133.

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Kinnunen, Jani, Kati Alha, and Janne Paavilainen. "Creating play money for free-to-play and gambling games." In AcademicMindtrek'16: Academic Mindtrek Conference 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2994310.2994336.

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Petersen, Falko Weigert, Line Ebdrup Thomsen, Pejman Mirza-Babaei, and Anders Drachen. "Evaluating the Onboarding Phase of Free-toPlay Mobile Games." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3116595.3125499.

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Flunger, Robert, Andreas Mladenow, and Christine Strauss. "The free-to-play business model." In iiWAS2017: The 19th International Conference on Information Integration and Web-based Applications & Services. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3151759.3151802.

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Lai, Sih-Pin, Cheng-An Hsieh, Teepob Harutaipree, Shih-Chin Lin, Yi-Hao Peng, Lung-Pan Cheng, and Mike Y. Chen. "FitBird: Improving Free-weight Training Experience using Wearable Sensors for Game Control." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3356258.

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Jarusriboonchai, Pradthana, Janis Lena Meissner, Teresa Almeida, and Madeline Balaam. "Understanding Children's Free Play in Primary Schools." In C&T 2019: The 9th International Conference on Communities & Technologies - Transforming Communities. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3328320.3328384.

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Chen, Yu, Haihan Duan, and Wei Cai. "The Advertising in Free-to-play Games." In MMSys '21: 12th ACM Multimedia Systems Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3458335.3460812.

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Lee, Sang-Kwang, Seung-Jin Hong, Seong-Il Yang, and Hunjoo Lee. "Predicting churn in mobile free-to-play games." In 2016 International Conference on Information and Communication Technology Convergence (ICTC). IEEE, 2016. http://dx.doi.org/10.1109/ictc.2016.7763364.

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Hornáčková, Vladimíra. "Challenges To Preschool Age Children´S Free Play." In 9th ICEEPSY - International Conference on Education and Educational Psychology. Cognitive-Crcs, 2019. http://dx.doi.org/10.15405/epsbs.2019.01.62.

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Le, Hoang, Justine E. Hoch, Ori Ossmy, Karen E. Adolph, Xiaoli Fern, and Alan Fern. "Modeling Infant Free Play Using Hidden Markov Models." In 2021 IEEE International Conference on Development and Learning (ICDL). IEEE, 2021. http://dx.doi.org/10.1109/icdl49984.2021.9515677.

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Reports on the topic "Free to Play"

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Lara, Juan. Free Enterprise. Edited by Ángel Carrión-Tavárez. Puerto Rico Institute for Economic Liberty, December 2021. http://dx.doi.org/10.53095/13582002.

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What is free enterprise? What role does it play in the economy and how does it relate to economic liberty? Why do different ways of interfering with free enterprise persist? What problems can interference with free enterprise cause? Under what circumstances is limiting the space for free enterprise justified?
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Stepanyuk, Alla V., Liudmyla P. Mironets, Tetiana M. Olendr, Ivan M. Tsidylo, and Oksana B. Stoliar. Methodology of using mobile Internet devices in the process of biology school course studying. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3887.

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This paper considers the problem of using mobile Internet devices in the process of biology studying in secondary schools. It has been examined how well the scientific problem is developed in pedagogical theory and educational practice. The methodology of using mobile Internet devices in the process of biology studying in a basic school, which involves the use of the Play Market server applications, Smart technologies and a website, has been created. After the analyses of the Play Market server content, there have been found several free of charge applications, which can be used while studying biology in a basic school. Among them are the following: Anatomy 4D, Animal 4D+, Augmented Reality Dinosaurs – my ARgalaxy, BioInc – Biomedical Plague, Plan+Net. Their choice is caused by the specifics of the object of biological cognition (life in all its manifestations) and the concept of bio(eco)centrism, which recognizes the life of any living system as the highest value. The paper suggests the original approach for homework checking, which involves besides computer control of students’ learning outcomes, the use of Miracast wireless technology. This demands the owning of a smartphone, a multimedia projector, and a Google Chromecast type adapter. The methodology of conducting a mobile front-line survey at the lesson on the learned or current material in biology in the test form, with the help of the free Plickers application, has been presented. The expediency of using the website builder Ucoz.ua for creation of a training website in biology has been substantiated. The methodology of organizing the educational process in biology in a basic school using the training website has been developed. Recommendations for using a biology training website have been summarized. According to the results of the forming experiment, the effectiveness of the proposed methodology of using mobile Internet devices in the process of biology studying in a basic school has been substantiated.
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Midak, Lilia Ya, Ivan V. Kravets, Olga V. Kuzyshyn, Jurij D. Pahomov, Victor M. Lutsyshyn, and Aleksandr D. Uchitel. Augmented reality technology within studying natural subjects in primary school. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3746.

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The purpose of the research is creation of mobile app (supported by Android) for visualization of chemical structure of water and to display video- data of laboratory experiments that can be used by the teacher and pupils for an effective background for learning natural cycle subjects and performance of laboratory experiments in the elementary school using lapbook. As a result of work, aimed at visualizing the education material, a free mobile app LiCo.STEM was developed; it can be downloaded from the overall-available resource Google Play Market. Representation of the developed video materials on the mobile gadgets is conducted by “binding” them to individual images- “markers” for every laboratory experiment. Applying such technologies gives an opportunity to establish educational activity, based on interference of adults with children, oriented on interests and abilities of each kid, development of curiosity, cognitive motivation and educational energy; development of imagination, creative initiative, including the speech, ability to chose the materials, types of work, participants of the common activity, promotion of conditions for parents participate in the common study activity.
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Trapani, Paola. Collaborative Housing as a Response to the Housing Crisis in Auckland. Unitec ePress, July 2018. http://dx.doi.org/10.34074/ocds.0821.

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According to future projections based on current demographic growth trends, Auckland’s population will reach two million in 2033. Since the city is already afflicted by a serious housing crisis, at the beginning of 2017 the newly elected Mayor Phil Goff set up a task force. Formed by representatives of various stakeholders, it was given the task of producing a report with strategic and tactical guidelines to mitigate the situation. Unitec researchers were invited to respond to the report, which came out at the end of 2017, in the form of three think pieces towards the Building Better Homes, Towns and Cities National Science Challenge. This paper is a new iteration of one of these think pieces, focused on collaborative living, and expands on the new role that designers should play in this field. Its ideological position is that the house cannot and should not be considered as a commodity on the free market; nor should focus solely be on bringing down prices by increasing the number of houses on offer. Over time, housing might evolve to being more about social (use) value than exchange value. Other models of the production and consumption of household goods are documented throughout the world as alternatives to mainstream market logic, using collective procurement mechanisms to cut construction and marketing costs with savings of up to 30%. These experiments, not limited to achieving financially sustainable outcomes, are linked to new social practices of collaboration between neighbours. The sharing of spaces and equipment to complement private housing units also leads to social and environmental sustainability.
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Zilberman, David, Amir Heiman, and B. McWilliams. Economics of Marketing and Diffusion of Agricultural Inputs. United States Department of Agriculture, November 2003. http://dx.doi.org/10.32747/2003.7586469.bard.

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Specific Research Objective. Develop a theory of technology adoption to analyze the role of promotional tools such as advertising, product sampling, demonstrations, money back guarantees and warranties in inducing technological change. Use this theory to develop criteria for assessing the optimal use of marketing activities in launching new agricultural input technologies. Apply the model to analyze existing patterns of marketing budget allocation among promotional tools for various agricultural input industries in the United States and Israel. Background to the Topic. Marketing tools (money-back guarantees [MBG] demonstration, free sampling and advertising) are used extensively to induce the adoption of agricultural inputs, but there is little understanding of their impacts on the diffusion of new technologies. The agricultural economic literature on technology adoption ignores marketing efforts by the private sector, which may result in misleading extension and technology transfer policies. There is a need to integrate marketing and economic approaches in analyzing technology adoption, especially in the area of agricultural inputs. Major Conclusion. Marketing tools play an important role in reducing uncertainties about product performance. They assist potential buyers to learn both about objective features, about a product, and about product fit to the buyer's need. Tools, such as MBGs and demonstration, provide different information about product fit but also require different degrees of cost for the consumer. In some situations they can be complimentary and optimal strategy combines the use of both. In other situations there will be substitution. Sampling is used to reduce the uncertainty about non-durable goods. An optimal level of informational tools declines throughout the life of a product but stays positive at a steady state. Implications. Recognizing the heterogeneity of consumers and the sources of their uncertainty about new technologies is crucial to develop a marketing strategy that will enhance the adoption of innovation. When fit uncertainty is high, allowing an MBG option, as well as a demonstration, may be an optimal strategy to enhance adoption.
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Hodge, Bri-Mathias, Brian Sergi, Daniel Steinberg, Gregory Brinkman, Scott Haase, Michael Emmanuel, and Omar Jose Guerra Fernandez. Duke Energy Carbon-Free Resource Integration Study: Capacity Expansion Findings and Production Cost Modeling Plan. Office of Scientific and Technical Information (OSTI), November 2020. http://dx.doi.org/10.2172/1726047.

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Einhorn, Robert, Dina Esfandiary, Anton Khlopkov, Grégoire Mallard, and Andreas Persbo. From the Iran nuclear deal to a Middle East Zone? Lessons from the JCPOA for the ME WMDFZ. Edited by Chen Zak and Farzan Sabet. The United Nations Institute for Disarmament Research, May 2021. http://dx.doi.org/10.37559/wmdfz/2021/jcpoa1.

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The Joint Comprehensive Plan of Action (JCPOA) explicitly states that it “should not be considered as setting precedents for any other state or for fundamental principles of international law.” However, its unique negotiations process, provisions, and implementation created an important set of tools that could provide valuable insights and lessons for a Middle East Weapons of mass Destruction Free Zone (ME WMDFZ). Understanding these tools in a regional context based on the JCPOA experience could provide ME WMDFZ negotiators and researchers important additional tools, ideas, and lessons learned on the road toward negotiating a Zone treaty. This series explores lessons from the JCPOA for the ME WMDFZ through essays focusing on five key themes, including the Iran nuclear deal’s negotiating process, structure and format; nuclear fuel cycle activities and research; safeguards and verification; nuclear cooperation; and compliance and enforcement.
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Hunter, Martha S., and Einat Zchori-Fein. Rickettsia in the whitefly Bemisia tabaci: Phenotypic variants and fitness effects. United States Department of Agriculture, September 2014. http://dx.doi.org/10.32747/2014.7594394.bard.

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The sweet potato whitefly, Bemisia tabaci (Hemiptera: Aleyrodidae) is a major pest of vegetables, field crops, and ornamentals worldwide. This species harbors a diverse assembly of facultative, “secondary” bacterial symbionts, the roles of which are largely unknown. We documented a spectacular sweep of one of these, Rickettsia, in the Southwestern United States in the B biotype (=MEAM1) of B. tabaci, from 1% to 97% over 6 years, as well as a dramatic fitness benefit associated with it in Arizona but not in Israel. Because it is critical to understand the circumstances in which a symbiont invasion can cause such a large change in pest life history, the following objectives were set: 1) Determine the frequency of Rickettsia in B. tabaci in cotton across the United States and Israel. 2) Characterize Rickettsia and B. tabaci genotypes in order to test the hypothesis that genetic variation in either partner is responsible for differences in phenotypes seen in the two countries. 3) Determine the comparative fitness effects of Rickettsia phenotypes in B. tabaci in Israel and the United States. For Obj. 1, a survey of B. tabaci B samples revealed the distribution of Rickettsia across the cotton-growing regions of 13 sites from Israel and 22 sites from the USA. Across the USA, Rickettsia frequencies were heterogeneous among regions, but were generally at frequencies higher than 75% and close to fixation in some areas, whereas in Israel the infection rates were lower and declining. The distinct outcomes of Rickettsia infection in these two countries conform to previouslyreported phenotypic differences. Intermediate frequencies in some areas in both countries may indicate a cost to infection in certain environments or that the frequencies are in flux. This suggests underlying geographic differences in the interactions between bacterial symbionts and the pest. Obj. 2, Sequences of several Rickettsia genes in both locations, including a hypervariableintergenic spacer gene, suggested that the Rickettsia genotype is identical in both countries. Experiments in the US showed that differences in whitefly nuclear genotype had a strong influence on Rickettsia phenotype. Obj. 3. Experiments designed to test for possible horizontal transmission of Rickettsia, showed that these bacteria are transferred from B. tabaci to a plant, moved inside the phloem, and could be acquired by other whiteflies. Plants can serve as a reservoir for horizontal transmission of Rickettsia, a mechanism that may explain the occurrence of phylogenetically-similarsymbionts among unrelated phytophagous insect species. This plant-mediated transmission route may also exist in other insect-symbiont systems, and since symbionts may play a critical role in the ecology and evolution of their hosts, serve as an immediate and powerful tool for accelerated evolution. However, no such horizontal transmission of Rickettsia could be detected in the USA, underlining the difference between the interaction in both countries, or between B. tabaci and the banded wing whitefly on cotton in the USA (Trialeurodes sp. nr. abutiloneus) and the omnivorous bug Nesidiocoristenuis. Additionally, a series of experiments excluded the possibility that Rickettsia is frequently transmitted between B. tabaci and its parasitoid wasps Eretmocerusmundus and Encarsiapergandiella. Lastly, ecological studies on Rickettsia effects on free flight of whiteflies showed no significant influence of symbiont infection on flight. In contrast, a field study of the effects of Rickettsia on whitefly performance on caged cotton in the USA showed strong fitness benefits of infection, and rapid increases in Rickettsia frequency in competition population cages. This result confirmed the benefits to whiteflies of Rickettsia infection in a field setting.
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Yogev, David, Ricardo Rosenbusch, Sharon Levisohn, and Eitan Rapoport. Molecular Pathogenesis of Mycoplasma bovis and Mycoplasma agalactiae and its Application in Diagnosis and Control. United States Department of Agriculture, April 2000. http://dx.doi.org/10.32747/2000.7573073.bard.

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Mycoplasma bovis and M. agalactiae are two phylogenetically related mycoplasmas which cause economically significant diseases in their respective bovine or small ruminant hosts. These organisms cause persistent asymptomatic infections that can result in severe outbreaks upon introduction of carrier animals into susceptible herds. Little is known about the mechanisms underlying mycoplasma-host interaction, variation in virulence, or of the factors enabling avoidance of the host immune system. In recent years it has become apparent that the ability of pathogenic microorganisms to rapidly alter surface antigenic structures and to fine tune their antigenicity, a phenomena called antigenic variation, is one of the most effective strategies used to escape immune destruction and to establish chronic infections. Our discovery of a novel genetic system, mediating antigenic variation in M. bovis (vsp) as well as in M. agalactiae (avg) served as a starting point for our proposal which included the following objectives: (i) Molecular and functional characterization of the variable surface lipoproteins (Vsp) system of M. bovis and comparison with the Vsp-counterpart in M. agalactiae (ii) Determination of the role of Vsp proteins in the survival of M. bovis when confronted by host defense factors, (iii) Assessment of Vsp-based genetic and antigenic typing of M. bovis and M. agalactiae for epidemiology of infection and (iv) Improvement of diagnostic tests for M. bovis and M. agalactiae based on the vsp-and vsp-analogous systems. We have carried out an extensive molecular characterization of the vsp system and unravelled the precise molecular mechanism responsible for the generation of surface antigenic variation in M. bovis. Our data clearly demonstrated that the two pathogenic mycoplasma species possess large gene families encoding variable lipoprotein antigens that apparently play an important role in immune evasion and in pathogen-host interaction during infection. Phase variable production of these antigens was found to be mediated by a novel molecular mechanism utilizing double site-specific DNA inversions via an intermediate vsp configuration. Studies in model systems indicate that phase variation of VspA is relevant in interaction between M. bovis and macrophages or monocytes, a crucial stage in pathogenesis. Using an ELISA test with captured VspA as an antigen, phase variation was shown to occur in vivo and under field conditions. Genomic rearrangements in the avg gene family of M. agalactiae were shown to occur in vivo and may well have a role in evasion of host defences and establishment of chronic infection. An epidemiological study indicated that patterns of vsp-related antigenic variation diverge rapidly in an M. bovis infected herd. Marked divergence was also found with avg-based genomic typing of M. agalactiae in chronically infected sheep. However, avg-genomic fingerprints were found to be relatively homogeneous in different animals during acute stages of an outbreak of Contagious Agalactiae, and differ between unrelated outbreaks. These data support the concept of vsp-based genomic typing but indicate the necessity for further refinement of the methodology. The molecular knowledge on these surface antigens and their encoding genes provides the basis for generating specific recombinant tools and serological methods for serodiagnosis and epidemiological purposes. Utilization of these methods in the field may allow differentiating acutely infected herds from chronic herds and disease-free herds. In addition the highly immunogenic nature of these lipoproteins may facilitate the design of protective vaccine against mycoplasma infections.
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Perkins, Dustin. Invasive exotic plant monitoring at Fossil Butte National Monument: 2021 field season. Edited by Alice Wondrak Biel. National Park Service, September 2022. http://dx.doi.org/10.36967/2288496.

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Invasive exotic plant (IEP) species are one of the biggest threats to natural ecosystem integrity and biodiversity, and controlling them is a high priority for the National Park Service. The Northern Colorado Plateau Network (NCPN) selected the early detection of IEPs as one of 11 monitoring protocols to be implemented as part of its long-term monitoring program. This report represents work completed during the 2021 field season at Fossil Butte National Monument (NM). From June 26 to 29, 2021, we recorded a total of 12 different priority IEP species during monitoring. A total of 763 priority IEP patches were recorded along 61.9 kilometers (38.5 mi) of 22 monitoring routes. Summer cypress (Bassia scoparia) was detected for the first time on monitoring routes along the Main Park Road. The highest densities of IEP patches were detected in several drainages and one trail: Sage Grouse Lek Drainage (32.7 patches/km), East Red Hill Drainage (19.4/km), Moose Bones Canyon (19.4/km), Main Park Road (19.0/km), West Fork Chicken Creek (17.6/km), Chicken Creek (15.0/km), Smallpox Creek (13.5/km) and the Historic Quarry Trail (11.1/km). The Fossil Butte Northwest, Wasatch Saddle, and North Dam Fork of Chicken Creek drainages were the only routes free of priority IEPs in 2021. Cheatgrass (Bromus tectorum), creeping foxtail (Alopecurus arundi-naceus), and Japanese brome (Bromus japonicus) were the most widespread species. Creeping foxtail continues to increase parkwide and along the Main Park Road and southern drainages. The two brome species have declined somewhat since 2018, but these species can fluctuate widely based on precipitation. Flixweed (Descurainia sophia), whitetop (Cardaria sp.), and quackgrass (Elymus repens) all appear to have declined since 2018 and their previous highs in earlier years. Control efforts by park staff are likely helping to prevent some IEP increases in the park. Network staff plan to return to Fossil Butte NM for an eighth round of monitoring in 2023.
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