To see the other types of publications on this topic, follow the link: Game of Rules.

Journal articles on the topic 'Game of Rules'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Game of Rules.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Ito, Hiromu, and Jun Tanimoto. "Dynamic utility: the sixth reciprocity mechanism for the evolution of cooperation." Royal Society Open Science 7, no. 8 (2020): 200891. http://dx.doi.org/10.1098/rsos.200891.

Full text
Abstract:
Game theory has been extensively applied to elucidate the evolutionary mechanism of cooperative behaviour. Dilemmas in game theory are important elements that disturb the promotion of cooperation. An important question is how to escape from dilemmas. Recently, a dynamic utility function (DUF) that considers an individual's current status (wealth) and that can be applied to game theory was developed. The DUF is different from the famous five reciprocity mechanisms called Nowak's five rules. Under the DUF, cooperation is promoted by poor players in the chicken game, with no changes in the prison
APA, Harvard, Vancouver, ISO, and other styles
2

By, Tomas. "Formalizing Game-play." Simulation & Gaming 43, no. 2 (2011): 157–87. http://dx.doi.org/10.1177/1046878110388239.

Full text
Abstract:
Current computer conflict simulation games, or wargames, are opaque in the sense that most of the game mechanisms are not directly visible to the players and are frequently not described in user accessible documentation, have a transient lifetime that is mainly shaped by the evolution of graphics hardware and processor speed, and do not, in contrast with, for example, the well-known abstract board games CHESS and GO, have the technical prerequisites for critical intellectual discussion that the thought-intensive and knowledge-rewarding character of these games seems to warrant. The main reason
APA, Harvard, Vancouver, ISO, and other styles
3

Hoppenbrouwers, Stijn, Hans Weigand, and Etiënne Rouwette. "Setting Rules of Play for Collaborative Modeling." International Journal of e-Collaboration 5, no. 4 (2009): 37–52. http://dx.doi.org/10.4018/jec.2009062603.

Full text
Abstract:
A gaming approach to methods and tooling for operational modeling is proposed, emphasizing the interactive and creative collaborative modeling process rather than modeling languages or model representations. The approach builds on existing work in method engineering, but focuses on the creation of model-oriented interactive systems. Various game elements as defined in game design theory are discussed in relation to games-for-modeling. In addition, a number of possible game concepts (like competition, score systems, etc.) are considered and illustrated by means of two design sketches of multi-p
APA, Harvard, Vancouver, ISO, and other styles
4

Liao, Shu-hsien, and Wei-Lun Chiu. "Investigating the Behaviors of Mobile Games and Online Streaming Users for Online Marketing Recommendations." International Journal of Online Marketing 11, no. 1 (2021): 39–61. http://dx.doi.org/10.4018/ijom.2021010103.

Full text
Abstract:
Mobile games have become online leisure and communication activities, so in recent years, different generation players have gradually become more involved in mobile games and the market has grown. Online streaming refers to entertainment and communicate in the form of a real-time broadcast on the internet, such as mobile gaming apps which create a one-stop game audio-visual interactive online marketing and social media/network platforms. Using a market survey on Taiwan players, a total of 1,020 questionnaires data are incorporated into a relational database. Big data analytics, including clust
APA, Harvard, Vancouver, ISO, and other styles
5

Purnomo, Kosala Dwidja, Indry Larasati, Ika Hesti Agustin, and Firdaus Ubaidillah. "Modification of Chaos Game with Rotation Variation on a Square." CAUCHY 6, no. 1 (2019): 27. http://dx.doi.org/10.18860/ca.v6i1.6936.

Full text
Abstract:
<p class="Abstract">Chaos game is a game of drawing a number of points in a geometric shape using certain rules that are repeated iteratively. Using those rules, a number of points generated and form some pattern. The original chaos game that apply to three vertices yields Sierpinski triangle pattern. Chaos game can be modified by varying a number of rules, such as compression ratio, vertices location, rotation, and many others. In previous studies, modification of chaos games rules have been made on triangles, pentagons, and -facets. Modifications also made in the rule of random or non-
APA, Harvard, Vancouver, ISO, and other styles
6

Brennan, Niamh M. "100 research rules of the game." Accounting, Auditing & Accountability Journal 32, no. 2 (2019): 691–706. http://dx.doi.org/10.1108/aaaj-02-2019-032.

Full text
Abstract:
Purpose There are several basic, and at times minor, pedantic principles required to successfully publish in good-quality international peer-reviewed journals. These are what the author calls the “rules of the game”. Many are so basic, so taken-for-granted, tacit knowledge, that at times supervisors do not tell their students about them. The paper aims to discuss this issue. Design/methodology/approach The author has assembled 100 research rules of the game from her work over many years with doctoral students and early career researchers. Each rule is accompanied by short advice. Additional ci
APA, Harvard, Vancouver, ISO, and other styles
7

Mealey, Linda. "Mating strategies as game theory: Changing rules?" Behavioral and Brain Sciences 23, no. 4 (2000): 613. http://dx.doi.org/10.1017/s0140525x00523371.

Full text
Abstract:
Human behavior can be analyzed using game theory models. Complex games may involve different rules for different players and may allow players to change identity (and therefore, rules) according to complex contingencies. From this perspective, mating behaviors can be viewed as strategic “plays” in a complex “mating game,” with players varying tactics in response to changes in the game's payoff matrix.
APA, Harvard, Vancouver, ISO, and other styles
8

Barberà, Salvador, Matthew O. Jackson, and Alejandro Neme. "Strategy-Proof Allotment Rules." Games and Economic Behavior 18, no. 1 (1997): 1–21. http://dx.doi.org/10.1006/game.1997.0511.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Sprumont, Yves. "Coherent Cost-Sharing Rules." Games and Economic Behavior 33, no. 1 (2000): 126–44. http://dx.doi.org/10.1006/game.1998.0760.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Khaidarova, Diana Ruslanovna. "Identification of stability in following the game rule in the context of role-playing game of senior preschoolers." Interactive science, no. 4 (38) (April 21, 2019): 24–27. http://dx.doi.org/10.21661/r-496362.

Full text
Abstract:
In this article, following the rules of the game is an important indicator of the development of game activities of preschool children, as the plot and role – playing games have the potential for the formation and development of gaming skills. As the study of this article shows, the stability of children in subordination to the game rule during the role-playing game is constantly increasing and between the role and the rule, which dictates a certain role, there are always naturally changing relationships. The article also presents recommendations for teachers of preschool institutions on direc
APA, Harvard, Vancouver, ISO, and other styles
11

Service, R. F. "Rules of the game." Science 353, no. 6297 (2016): 338–41. http://dx.doi.org/10.1126/science.353.6297.338.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Brigham, L. A. "Rules of the Game?" Science 272, no. 5264 (1996): 935e—939. http://dx.doi.org/10.1126/science.272.5264.935e.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Brigham, L. A. "Rules of the Game?" Science 272, no. 5264 (1996): 939a. http://dx.doi.org/10.1126/science.272.5264.939a.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

Ann, Sue. "Rules of the Game." Social Responsibility Journal 1, no. 3/4 (2005): 197–204. http://dx.doi.org/10.1108/eb045810.

Full text
APA, Harvard, Vancouver, ISO, and other styles
15

Rhodes, Frank H. T. "Rules of the Game." Science 278, no. 5344 (1997): 1726. http://dx.doi.org/10.1126/science.278.5344.1726.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

Shleinov, Roman, and Irena Maryniak. "Rules of the Game." Index on Censorship 36, no. 2 (2007): 6–14. http://dx.doi.org/10.1080/03064220701332794.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

Friedman, Ken. "A Game without Rules." Performance Research 21, no. 4 (2016): 9–19. http://dx.doi.org/10.1080/13528165.2016.1192862.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Beardsley, Tim. "Rules of the Game." Scientific American 282, no. 4 (2000): 42–43. http://dx.doi.org/10.1038/scientificamerican0400-42.

Full text
APA, Harvard, Vancouver, ISO, and other styles
19

Brennan, Niamh M. "100 PhD rules of the game to successfully complete a doctoral dissertation." Accounting, Auditing & Accountability Journal 32, no. 1 (2019): 364–76. http://dx.doi.org/10.1108/aaaj-01-2019-030.

Full text
Abstract:
Purpose A doctoral dissertation is a challenging undertaking requiring determination, persistence and resilience over a long time: four to six years’ study or more. These PhD “rules of the game” are intended to help students successfully navigate this challenge. Design/methodology/approach The author has assembled 100 PhD rules of the game from the author’s work over many years with masters and doctoral students. Each rule is accompanied by some further short guidance. Additional citations are included directing readers to resources embellishing the 100 PhD rules of the game. Findings The pape
APA, Harvard, Vancouver, ISO, and other styles
20

DE VOOGT, ALEXANDER J. "Muyaka's poetry in the history of Bao." Bulletin of the School of Oriental and African Studies 66, no. 1 (2003): 61–65. http://dx.doi.org/10.1017/s0041977x03000053.

Full text
Abstract:
Literary and archaeological evidence date mancala playing rules to the seventeenth century and mancala game boards at least to the sixth century A.D. Individual mancala games are rarely identified since different rules may be used on identical boards. The mancala game of Bao is a possible exception since its board often has distinctive square holes in the centre which also require characteristic rules. Muyaka bin Haji composed a poem on Bao in the early nineteenth century. The composition of the poem and the references to situations in the game indicate that his game is directly related to tod
APA, Harvard, Vancouver, ISO, and other styles
21

JANSSEN, MARCO A. "THE EVOLUTION OF RULES IN SHEDDING-TYPE OF CARD GAMES." Advances in Complex Systems 13, no. 06 (2010): 741–54. http://dx.doi.org/10.1142/s0219525910002839.

Full text
Abstract:
Shedding-type of card games are used as a fruit fly to study the evolution of institutional arrangements. Eleven types of rules are identified which leads to a spectrum of 2048 possible shedding games. Each game can be evaluated by the length and difficulty of the game and as such a fitness landscape of possible shedding games can be constructed. Building on cultural group selection simulations are performed with 100 groups which start with randomly throwing cards and evolving to games similar to UNO. Finally, experiments have been performed where characteristics of agents co-evolve with the r
APA, Harvard, Vancouver, ISO, and other styles
22

Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

Full text
Abstract:
Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of progr
APA, Harvard, Vancouver, ISO, and other styles
23

Schiffel, S., and M. Thielscher. "Representing and Reasoning About the Rules of General Games With Imperfect Information." Journal of Artificial Intelligence Research 49 (February 14, 2014): 171–206. http://dx.doi.org/10.1613/jair.4115.

Full text
Abstract:
A general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary fin
APA, Harvard, Vancouver, ISO, and other styles
24

Spearman, DeCarlous Y. "Citing Sources or Mitigating Plagiarism: Teaching Law Students the Proper Use of Authority Attribution in the Digital Age." International Journal of Legal Information 42, no. 2 (2014): 177–219. http://dx.doi.org/10.1017/s0731126500012038.

Full text
Abstract:
Learning the rules of legal citation is a challenge for new and seasoned legal researchers alike. Good instruction and practice are required to master these rules. Think about the first sport you learned to play. Did you master all the rules the first time you played the game? Do most people even read a rule book when learning to play a new sport? Initially, it is a challenge for any player learning the game to follow all of the rules correctly. Generally, only coaches study the rule book. The rules of the game are very important so coaches and players know what is and is not permitted “on the
APA, Harvard, Vancouver, ISO, and other styles
25

Abramov, Roman. "Do It Yourself Monopoly in the Late Soviet Period." Soviet and Post-Soviet Review 47, no. 2 (2020): 185–204. http://dx.doi.org/10.30965/18763324-04702003.

Full text
Abstract:
Abstract This article examines the role of the monetary world inclusion in the world of children’s games in the late Soviet period by opening a previously unknown page of board games’ social history in the USSR and describes the practices of playing Do It Yourself (DIY) Monopoly by Soviet children in the 1980s. Soviet teenagers used friendly relationships to exchange tacit knowledge about the basic rules of the board business game. They made playing fields and developed the rules of the game, using school knowledge about the principles of the capitalist economy. The article shows the game rule
APA, Harvard, Vancouver, ISO, and other styles
26

Vargas-Iglesias, Juan J., and Luis Navarrete-Cardero. "Beyond Rules and Mechanics: A Different Approach for Ludology." Games and Culture 15, no. 6 (2019): 587–608. http://dx.doi.org/10.1177/1555412018822937.

Full text
Abstract:
Due to its affiliation with formalism, ludology, the scientific perspective prioritized in game studies, considers the rule–mechanic binomial to be an essential principle of any scholarly approach to video games. Nevertheless, the limitation of the game system order implies that, as a fundamental part of this epistemological approach, the empirical validity of its methodology is already being rejected. As such, this article attempts to shift the focus away from the rule–mechanic relation, and from a cybersemiotic perspective, to refocus it on a conceptualization of the human–machine relationsh
APA, Harvard, Vancouver, ISO, and other styles
27

Eshel, Ilan, and Daphna Weinshall. "Cooperation in a repeated game with random payment function." Journal of Applied Probability 25, no. 3 (1988): 478–91. http://dx.doi.org/10.2307/3213977.

Full text
Abstract:
A model of cooperation versus defection in a sequence of games is analysed under the assumptions that the rules of the game are randomly changed from one encounter to another, that the decisions are to be made each time anew, according to the (random) rules of the specific local game, and that the result of one such game affects the ability of a player to participate and thus, cooperate in the next game. Under plausible assumptions, it is shown that all Nash solutions of the supergame determine cooperation over a non-degenerate range of rules, determining encounters of the prisoner's dilemma t
APA, Harvard, Vancouver, ISO, and other styles
28

Eshel, Ilan, and Daphna Weinshall. "Cooperation in a repeated game with random payment function." Journal of Applied Probability 25, no. 03 (1988): 478–91. http://dx.doi.org/10.1017/s0021900200041206.

Full text
Abstract:
A model of cooperation versus defection in a sequence of games is analysed under the assumptions that the rules of the game are randomly changed from one encounter to another, that the decisions are to be made each time anew, according to the (random) rules of the specific local game, and that the result of one such game affects the ability of a player to participate and thus, cooperate in the next game. Under plausible assumptions, it is shown that all Nash solutions of the supergame determine cooperation over a non-degenerate range of rules, determining encounters of the prisoner's dilemma t
APA, Harvard, Vancouver, ISO, and other styles
29

Frapolli, Fulvio, Amos Brocco, Apostolos Malatras, and Béat Hirsbrunner. "Decoupling Aspects in Board Game Modeling." International Journal of Gaming and Computer-Mediated Simulations 2, no. 2 (2010): 18–35. http://dx.doi.org/10.4018/jgcms.2010040102.

Full text
Abstract:
Existing research on computer enhanced board games is mainly focused on user interaction issues and look-and-feel, however, this overlooks the flexibility of traditional board games when it comes to game rule handling. In this respect, the authors argue that successful game designs need to exploit the advantages of the digital world as well as retaining such flexibility. To achieve this goal, both the rules of the game and the graphical representation should be simple to define at the design stage, and easy to change before or even during a game session. For that reason, the authors propose a
APA, Harvard, Vancouver, ISO, and other styles
30

Wisinggya, Kadhana Reya, Hanny Haryanto, T. Sutojo, Edy Mulyanto, and Erlin Dolphina. "Tingkat Kesulitan Dinamis Menggunakan Logika Fuzzy pada Game Musik Tradisional Jawa Tengah." Jurnal ELTIKOM 5, no. 2 (2021): 56–64. http://dx.doi.org/10.31961/eltikom.v5i2.281.

Full text
Abstract:
The culture in Indonesia is very diverse, one of which is traditional songs. However, knowledge of traditional songs is still small. Digital Games can spread knowledge about traditional songs, one of which is Central Javanese traditional songs. However, the Game that is made still has static difficulties, so the Game cannot follow the player's ability, resulting in the player feeling bored and not wanting to continue the Game. To generate dynamic difficulties, methods in artificial intelligence can be applied to Games, one of which is Fuzzy. So in this study proposed the application of dynamic
APA, Harvard, Vancouver, ISO, and other styles
31

Randiani, Raudya Enggar, and Harya Bima Dirgantara. "Pembangunan Gim Edukasi Peraturan Lalu Lintas Kawasan Ganjil Genap di Jakarta Berbasis Android." Jurnal Buana Informatika 11, no. 1 (2020): 36. http://dx.doi.org/10.24002/jbi.v11i1.2943.

Full text
Abstract:
Abstract. This study aims to create an educational game for odd-even traffic rules in Jakarta on an android-based platform called "Tilang Ganjil Genap". This game was developed since there are still many traffic violations that occur in the society. One of the traffic violations that still often occurs is a traffic area violation on the odd-even rule in Jakarta. In fact, to handle this violation, traffic police are still lacking to raise the public awareness. Therefore, an educational game for traffic rules in odd-even areas was built using the Game Development Life Cycle (GDLC) method with st
APA, Harvard, Vancouver, ISO, and other styles
32

Bergantiños, Gustavo, and Juan D. Moreno-Ternero. "Sharing the Revenues from Broadcasting Sport Events." Management Science 66, no. 6 (2020): 2417–31. http://dx.doi.org/10.1287/mnsc.2019.3313.

Full text
Abstract:
We study the problem of sharing the revenues from broadcasting sport league events among participating teams. We provide direct, axiomatic, and game-theoretical foundations for two focal rules: the equal-split rule and concede-and-divide. The former allocates the revenues generated from broadcasting each game equally among the participating teams in the game. The latter concedes each team the revenues from its fan base and divides equally the residual. We also provide an application studying the case of sharing the revenue from broadcasting games in La Liga, the Spanish Football League. We sho
APA, Harvard, Vancouver, ISO, and other styles
33

DU, JIANGFENG, XIAODONG XU, HUI LI, XIANYI ZHOU, and RONGDIAN HAN. "PLAYING PRISONER'S DILEMMA WITH QUANTUM RULES." Fluctuation and Noise Letters 02, no. 04 (2002): R189—R203. http://dx.doi.org/10.1142/s0219477502000993.

Full text
Abstract:
Quantum game theory is a recently developing field of physical research. In this paper, we investigate quantum games in a systematic way. With the famous instance of the Prisoner's Dilemma, we present the fascinating properties of quantum games in different conditions, i.e. different number of the players, different strategic space of the players and different amount of the entanglement involved.
APA, Harvard, Vancouver, ISO, and other styles
34

Costar, Brian. "New rules of the game." Australian Cultural History 27, no. 2 (2009): 97–101. http://dx.doi.org/10.1080/07288430903164710.

Full text
APA, Harvard, Vancouver, ISO, and other styles
35

Leavy, Stanley A. "The Rules of the Game." Contemporary Psychoanalysis 21, no. 1 (1985): 1–17. http://dx.doi.org/10.1080/00107530.1985.10745765.

Full text
APA, Harvard, Vancouver, ISO, and other styles
36

Lederman, Linda C., and Lea P. Stewart. "The Rules of the Game." Simulation & Gaming 22, no. 4 (1991): 502–7. http://dx.doi.org/10.1177/1046878191224007.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

Gioia, Denny. "Gioia’s Rules of the Game." Journal of Management Inquiry 28, no. 1 (2018): 113–15. http://dx.doi.org/10.1177/1056492618789864.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Nelson, Mariah Burton, Michael A. Messner, and Donald F. Sabo. "The Rules of the Game." Women's Review of Books 8, no. 4 (1991): 17. http://dx.doi.org/10.2307/4020979.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Kew, F. C. "Game-Rules and Social Theory." International Review for the Sociology of Sport 27, no. 4 (1992): 293–307. http://dx.doi.org/10.1177/101269029202700402.

Full text
APA, Harvard, Vancouver, ISO, and other styles
40

Bliss-Holtz, Jane. "THE RULES OF THE GAME." Issues in Comprehensive Pediatric Nursing 26, no. 3 (2003): i—ii. http://dx.doi.org/10.1080/01460860390246669-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
41

Schofield, T. "The rules of the game." BMJ 290, no. 6461 (1985): 68. http://dx.doi.org/10.1136/bmj.290.6461.68.

Full text
APA, Harvard, Vancouver, ISO, and other styles
42

Freeman, B. "The rules of the game." BMJ 290, no. 6465 (1985): 393. http://dx.doi.org/10.1136/bmj.290.6465.393-b.

Full text
APA, Harvard, Vancouver, ISO, and other styles
43

Davis, Ben. "MMC: New game, old rules." BMJ 333, no. 7579 (2006): s212—s213. http://dx.doi.org/10.1136/bmj.333.7579.s212.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Hoffmann, Stanley. "The Rules of the Game." Ethics & International Affairs 1 (March 1987): 37–51. http://dx.doi.org/10.1111/j.1747-7093.1987.tb00513.x.

Full text
Abstract:
International systems have historically come in two forms: those based on the balance of power and those of a revolutionary nature, including systems organized around bipolar competition. Hoffmann finds the world order of 1987 to contain both these systems and judges it both ambiguous and original. While the tension of these extremes can make the world appear “anarchical,” there are certain agreed upon rules by which the superpowers interact. These rules ultimately preserve order by embracing competition between the United States and the Soviet Union; superpower confrontation is prevented by e
APA, Harvard, Vancouver, ISO, and other styles
45

Trussler, Simon. "THE RULES OF THE GAME." Journal of Business Strategy 19, no. 1 (1998): 16–19. http://dx.doi.org/10.1108/eb039904.

Full text
APA, Harvard, Vancouver, ISO, and other styles
46

Dillard, Jesse F., and Linda Ruchala. "The rules are no game." Accounting, Auditing & Accountability Journal 18, no. 5 (2005): 608–30. http://dx.doi.org/10.1108/09513570510620475.

Full text
APA, Harvard, Vancouver, ISO, and other styles
47

Horgan, J. "Quasicrystals: Rules of the Game." Science 247, no. 4946 (1990): 1020–22. http://dx.doi.org/10.1126/science.247.4946.1020.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Tay, Lee Yong, and Cher Ping Lim. "The rules of the game." Cultural Studies of Science Education 7, no. 4 (2012): 813–19. http://dx.doi.org/10.1007/s11422-012-9464-5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

HALIMATUSSADIAH, ALIN. "CLASSROOM EXPERIMENT AS A TEACHING METHOD IN NATURAL RESOURCE AND ENVIRONMENTAL ECONOMICS COURSE EKSPERIMEN KELAS SEBAGAI METODE PEMBELAJARAN DALAM MATA AJAR EKONOMI SUMBER DAYA ALAM DAN LINGKUNGAN." Jurnal Pendidikan Ekonomi dan Bisnis (JPEB) 2, no. 2 (2014): 1. http://dx.doi.org/10.21009/jpeb.002.2.1.

Full text
Abstract:
The use of classroom experiment as teaching method in economic courses is increasing overtime. However, it is not widely used in developing world. In the experiment, students can learn using their own experience how economic agents behave and how they make decisions in a certain situation setting. This paper aims to describe the advantage of the method, practical issues in conducting classroom experiment, and examples of two classrooms experimental games in natural resource and environmental economics course: a public goods game and a CPR (common pool resource) game. In the games we introduce
APA, Harvard, Vancouver, ISO, and other styles
50

Seibert, J., and M. J. P. Vis. "Irrigania – a web-based game about sharing water resources." Hydrology and Earth System Sciences 16, no. 8 (2012): 2523–30. http://dx.doi.org/10.5194/hess-16-2523-2012.

Full text
Abstract:
Abstract. For teaching about collaboration and conflicts with regard to shared water resources, various types of games offer valuable opportunities. Single-player computer games often give much power to the player and ignore the fact that the best for some group might be difficult to achieve in reality if the individuals have their own interests. Here we present a new game called Irrigania, which aims at representing water conflicts among several actors in a simplified way. While simple in its rules, this game illustrates several game-theoretical situations typical for water-related conflicts.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!