Academic literature on the topic 'Game studies'

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Journal articles on the topic "Game studies"

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Campagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.

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Шибанова, Е. В. "“GAME STUDIES”: THE PROBLEM OF STUDYING." Вестник Тверского государственного университета. Серия: Филология, no. 1(76) (April 17, 2023): 220–24. http://dx.doi.org/10.26456/vtfilol/2023.1.220.

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Статья посвящена освещению специфики восприятия игровой сферы обществом. Автор доказывает, что тенденции игнорирования или негативной оценки уступили место активному изучению. Рассмотрены особенности современного состояния исследований компьютерных игр, их социокультурного потенциала, определены возможности изучения феномена в рамках медиакоммуникаций. The article is devoted to highlighting the specifics of the perception of the gaming sphere by society. The author proves that the tendencies of ignoring or negative evaluation have given way to active study. The specifics of the current state i
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Vetushinskiy, A. S., and A. S. Salin. "Game Studies in Russia: Eight Year." Sociology of Power 32, no. 3 (2020): 8–13. http://dx.doi.org/10.22394/2074-0492-2020-3-8-13.

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Gualeni, Stefano, Riccardo Fassone, and Dom Ford. "On fictional games and fictional game studies." Eludamos: Journal for Computer Game Culture 16, no. 1 (2025): 1–5. https://doi.org/10.7557/23.8094.

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Gekker, Alex. "Against Game Studies." Media and Communication 9, no. 1 (2021): 73–83. http://dx.doi.org/10.17645/mac.v9i1.3315.

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The article explores the limitations of the current scholarly game studies (GS) field. Its central presuppositions are (1) that there are certain attributes broadly understood as “GS” by those writing in or adjacent to the field; (2) that those attributes are historically rooted in an attempt to disassociate videogames from other types of electronic (and later—digital) media; and that (3) the preconditions that have led to this split are currently moot. In the first section of this article, I elaborate on these presuppositions through reading GS as a historically rooted field, centred around t
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Ruberg, Bo. "Trans Game Studies." JCMS: Journal of Cinema and Media Studies 61, no. 2 (2022): 200–205. http://dx.doi.org/10.1353/cj.2022.0006.

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Euteneuer, Jacob. "Queer game studies." New Media & Society 20, no. 2 (2018): 841–42. http://dx.doi.org/10.1177/1461444817742900c.

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Alexopoulos, Tasia. "Queer game studies." Feminist Media Studies 18, no. 5 (2018): 961–62. http://dx.doi.org/10.1080/14680777.2018.1498148.

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Reed, Charley. "Queer game studies." Critical Studies in Media Communication 34, no. 5 (2017): 510–13. http://dx.doi.org/10.1080/15295036.2017.1371850.

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Shaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.

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Dissertations / Theses on the topic "Game studies"

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Bendele, Rigby L. "NEGOTIATING MASCULINITY IN TABLETOP ROLEPLAYING GAME SPACES." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5805.

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As video games and other gaming has become a popular media form, with 60% of Americans playing games daily (Entertainment Software Association [ESA], 2018), gaming communities have increased in size and participation. While scholarly research has consistently found that women are marginalized in these communities, little research has looked at how men see these communities. Research on homosociality shows that men use communities and relationships with other men to access masculinity (Bird, 1996; Dellinger, 2004; Houston, 2012). Building on game studies and masculinity studies, this research l
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Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 95-102).<br>This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach t
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Begy, Jason Scott. "Interpreting abstract games : the metaphorical potential of formal game elements." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59570.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student submitted PDF version of thesis.<br>Includes bibliographical references (p. 91-92).<br>As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives to speak of. In this
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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Bengtsson, Jens. "Grad : Game design document for the game Grad." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-90.

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Anderson, Annette V. "The Game Show." Digital Commons at Loyola Marymount University and Loyola Law School, 2018. https://digitalcommons.lmu.edu/etd/564.

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Lee, Rocket Moon. "Designing game ethics : a pervasive game adaptation of The Count of Monte Cristo." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59572.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>"June 2010." Cataloged from student submitted PDF version of thesis.<br>Includes bibliographical references (p. 233-235).<br>How does one design a game to make change? How can I design a game that engages players in ethical gameplay? For this project, I used multiple methodologies--research through design, background research, iterative game design,
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Champlin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.

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Hagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.

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How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for t
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Conway, Steven Craig. "If it's in the game, it's in the game : an analysis of the football digital game and its players." Thesis, University of Bedfordshire, 2010. http://hdl.handle.net/10547/241859.

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The focus of this thesis is the representation of football, as sport and culture, within the medium of the digital game. Analysing its three sub-genres - the televisual, the extreme and the management genre. This dissertation outlines how each configures, incorporates, rejects or ignores certain conventions, values and practices connected to the socio-cultural system of the sport, and the wider sport-media complex in its representational and ludic system. Though the marketing literature surrounding these games often makes claims to their simulational quality, these products will be shown to pr
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Books on the topic "Game studies"

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Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

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Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routin
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Beil, Benjamin, Thomas Hensel, and Andreas Rauscher, eds. Game Studies. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-13498-3.

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1960-, Raessens Joost, and Goldstein Jeffrey H, eds. Handbook of computer game studies. MIT Press, 2005.

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Brock, Tom, and Helene Snee. How to Do Phenomenology in Game Studies. SAGE Publications, Ltd., 2022. http://dx.doi.org/10.4135/9781529606041.

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Taylor, William. Game Management Unit 13 ptarmigan population studies. Alaska Dept. of Fish and Game, Division of Wildlife Conservation, 2000.

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Taylor, William. Game management unit 13 ptarmigan population studies. Alaska Dept. of Fish and Game, Division of Wildlife Conservation, 1999.

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Wolf, Mark J. P., and Bernard Perron. The Routledge Companion to Video Game Studies. 2nd ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003214977.

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Turova, V. L. (Varvara Leonidovna) and Institut matematiki i mekhaniki (Rossiĭskai︠a︡ akademii︠a︡ nauk), eds. Homicidal chauffeur game: History and modern studies. Russian Academy of Sciences, Ural Branch, Institute of Mathematics and Mechanics, 2009.

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Simon, Ron. The game behind the game: Negotiating in the big leagues. Voyageur Press, 1993.

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Booth, Paul. Game play: Paratextuality in contemporary board games. Bloomsbury Academic, 2015.

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Book chapters on the topic "Game studies"

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"2. The Schisms of Game Studies." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-022.

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"2 Die Schismen der Game Studies." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/transcript.9783839429822.203.

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"2. The Schisms of Game Studies." In Games | Game Design | Game Studies. transcript Verlag, 2015. http://dx.doi.org/10.1515/9783839429839-022.

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"2 Die Schismen der Game Studies." In Games | Game Design | Game Studies. transcript Verlag, 2015. http://dx.doi.org/10.1515/transcript.9783839429822.203.

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"Playing, Making, Thinking Games." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-001.

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"Introduction." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-002.

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"1. What is a Game? Systematic and Historical Approaches." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-003.

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"2. Games in the Modern Era. A Short Media History." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-004.

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"3. Procedural Turn (since the 1950s)." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-005.

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"4. Hyperepic Turn (since the 1970s)." In Games | Game Design | Game Studies. transcript-Verlag, 2015. http://dx.doi.org/10.14361/9783839429839-006.

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Conference papers on the topic "Game studies"

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Tseller, V. E., and T. V. Alnikov. "«ARKA KRAYA»: WAYS OF COMMUNICATION «DEVELOPER - PLAYER» THROUGH GAME MECHANICS." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. TSU Press, 2023. https://doi.org/10.17223/978-5-907572-02-7-2023-133.

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The article describes a «developer-player» communication model in video games and provides an interpretation of game mechanics as a language of communication between developer and player, explaining how the game works or what the main idea, or philosophy, of the game is. The article depicts the game mechanics system, constructed as a part of the development of the educational video game «Arka Kraya».
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dos Santos, Rodrigo Pereira, Bruno Xavier, and Davi Viana. "Supporting Game Software Engineering from Business Modeling Towards Building Digital Game Studios." In Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames.2024.241002.

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The growth of the network of actors and solutions in the market has created a scenario in which fast, frequent technological changes as well as high quality level of the products are of utmost importance, affecting game software engineering. In the scenario, digital games stand out for the remarkable presence of leading software distribution platforms while the emergence of platforms dedicated to digital games and the growing network of actors and solutions for specific domains is also a reality. Several difficulties regarding actors’ entrance and survival can be pointed out. As such, specific
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Banjanin, Bojan, Jelena Kerac, Savka Adamović, and Rastko Milošević. "GAME DESIGN STUDIES: THROUGH THE EDUCATIONAL PRISM." In INTERNATIONAL SYMPOSIUM ON GRAPHIC ENGINEERING AND DESIGN. UNIVERSITY OF NOVI SAD FACULTY OF TECHNICAL SCIENCES DEPARTMENT OF GRAPHIC ENGINEERING AND DESIGN 21000 Novi Sad, Trg Dositeja Obradovića 6, 2024. http://dx.doi.org/10.24867/grid-2024-p84.

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One of the most challenging and maybe most important tasks of working as a professor and instructor is creating a purposeful and engaging curriculum program. To convey the right theoretical information and practical knowledge, professors go through an iterative process of learning through self- education, teaching, correcting, and adjusting their teaching approach. One must embark on the journey of self-discovery, proper communication, and willingness to change and adapt the curriculum to meet the requirements of industry standards, students, and technology. This paper aims to give insight int
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Fernández-Vara, Clara, and Philip Tan. "The game studies practicum." In the 2008 Conference. ACM Press, 2008. http://dx.doi.org/10.1145/1496984.1496990.

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Thomas, David, José P. Zagal, Margaret Robertson, Ian Bogost, and William Huber. "You Played That? Game Studies Meets Game Criticism." In Proceedings of Nordic DiGRA 2010 Conference: Experiencing Games: Games, Play, and Players. Digitial Games Research Association DiGRA, 2009. https://doi.org/10.26503/dl.v2009i1.461.

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Gualeni, Stefano, and Nele Van de Mosselaer. "Game Studies through ‘Conceptual Games’: The case of Doors." In 10.26503/dl.v2023i1.1954. Digitial Games Research Association DiGRA, 2023. https://doi.org/10.26503/dl.v2023i1.1952.

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Parker, Felan. "Indie Game Studies Year Eleven." In Proceedings of DiGRA 2013 Conference. Digitial Games Research Association DiGRA, 2014. https://doi.org/10.26503/dl.v2013i1.683.

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Easterly, Douglas, Dale Carnegie, and David Harper. "Evolution and Digital Game Studies." In Proceedings of DiGRA 2009 Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Digitial Games Research Association DiGRA, 2009. https://doi.org/10.26503/dl.v2009i1.389.

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Frome, Jonathan, and Paul Martin. "Describing the Game Studies Canon: A Game Citation Analysis." In Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix. Digitial Games Research Association DiGRA, 2019. https://doi.org/10.26503/dl.v2019i1.1112.

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Sotamaa, Olli. "Session details: Digital games: The wide spectrum of game studies." In MindTrek '11: Academic MindTrek 2011. ACM, 2011. http://dx.doi.org/10.1145/3250563.

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Reports on the topic "Game studies"

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Zinn, Zach. Critical Game Studies and Its Afterlives: Why Game Studies Needs Software Studies and Computer History. Just Tech, Social Science Research Council, 2024. http://dx.doi.org/10.35650/jt.3071.d.2024.

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Huang, Houqiang, Min Huang, Qi Chen, Mark Hayter, and Roger Hayter. Health-related Serious Games on the Rehabilitation for Patients with COPD: Systematic Review Protocol. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.12.0062.

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Review question / Objective: The aim of this systematic review is to identify effectiveness and patients’ demand on serious games for COPD patients as well as to recognize potential research gaps in this area by synthesizing and appraising studies examining effects of serious games on COPD patients. Eligibility criteria: OutcomesThe outcomes that include health-related endpoints such as pulmonary function, exercise capacity, dyspnea, compliance, or adverse effects, will be enrolled.Further inclusion criteriaStudies must be peer-reviewed and be in English or Chinese.Exclusion criteriaStudies wi
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Martinho, Diogo, Adam Field, and Hugo Sarmento. Soccer referees are also part of the game: a systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.8.0052.

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Review question / Objective: The of this study was to review and organise the literature using a holistic approach about match indicators, testing, nutrition and physiology on soccer refereeing. Condition being studied: This review is focused on physical, physiological, body composition, and physiological outputs among soccer referees. Each main topic will be organized according to the results of extracted studies. Eligibility criteria: (1) population – male and/or female soccer referees and/or assistant referees; (2) relevant data about body size, body composition, physical performance, physi
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Лов’янова, І. В. Форми професійно спрямованого навчання математики у профільній школі. The Academy of Management and Administration in Opole, 2016. http://dx.doi.org/10.31812/0564/2355.

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Objective of the study presented in this article: identify forms of professionally directed teaching mathematics at profile schools. Identify the criteria of selection forms. Show features of the external forms by: lecture, seminar, game. The functions described lesson lectures aimed at professional training. Types of lectures in methodical system of professional training aimed. Show of the classification and choice of the seminar and games. Conclusions from the study indicate described the use of forms depending of level studies of mathematics.
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Pavarini, Gabriela, Emma Reay, and Lindsay Smith. Ethical implications of applied digital gaming interventions for mental health: a systematic review and critical appraisal. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.3.0035.

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Review question / Objective: What are the ethical and practical considerations of gaming interventions in mental health? What existing viewpoint, commentary or theoretical points have been made in the literature regarding ethical issues in the development of serious games? What benefits and risks of games development in mental health are discussed in the literature? How are the core healthcare ethical principles of beneficence, non-maleficence, autonomy and justice discussed as relating to applied games in mental health? How might this information inform future thinking regarding the ethical d
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Wenner, Mark D. Dealing with Coordination Issues in Rural Development Projects: Game Theory Insights. Inter-American Development Bank, 2007. http://dx.doi.org/10.18235/0011342.

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The purpose of this paper is to review the literature on coordination failures, apply game theory to coordination issues within selected rural development projects in order to develop a set of guidelines to avoid and minimize coordination failures. The ultimate aim is to promote development effectiveness by helping to improve project design. The intended audience is operational staff of the bank, staff in other donor agencies, policy makers, and academics interested in development effectiveness, enterprise development, and rural development. Case studies concern themselves with the rural agric
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Zhai, Yuhui, and Yanfeng Ouyang. Effects of Nontraditional Messages in Dynamic Message Signs on Improving Safety, Compliance, and Avoiding Distraction. Illinois Center for Transportation, 2024. http://dx.doi.org/10.36501/0197-9191/24-014.

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This project develops capability for future studies on the effects of nontraditional messages in dynamic message signs on improving driver safety and compliance and avoiding distractions. An online survey and a driving simulation game were designed, and a pilot run was conducted with a small number of students in the University of Illinois Urbana Champaign. Survey responses and simulation data were analyzed to reveal preliminary findings on notable effectiveness across different types of messages (e.g., humorous, emotionless, negative). The pilot study also provides guidelines and recommendati
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Pasupuleti, Murali Krishna. AI in Global Strategy: Harnessing Game Theory and Reinforcement Learning for Diplomatic Innovation. National Education Services, 2025. https://doi.org/10.62311/nesx/rr125.

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Abstract: This article explores the integration of game theory and reinforcement learning (RL) in the context of global diplomacy, emphasizing the transformative potential of strategic AI in international relations. It provides an in-depth analysis of how game theory principles, such as Nash equilibrium and cooperative strategies, are leveraged by AI to model and optimize diplomatic interactions. The Article explains how reinforcement learning enables AI systems to learn and adapt strategies over time, improving their effectiveness in negotiation and conflict resolution. Through case studies a
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Candelo, Natalia, Rajiv Sethi, Alejandro Gaviria, Juan Camilo Cárdenas, and Sandra Polanía. Discrimination in the Provision of Social Services to the Poor: A Field Experimental Study. Inter-American Development Bank, 2008. http://dx.doi.org/10.18235/0011266.

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This paper uses an experimental field approach to investigate the pro-social preferences and behavior of social services providers and the behavior of potential beneficiaries in Bogota, Colombia. Field experiments were conducted using games including a newly designed Distributive Dictator Game in order to examine traits and mechanisms guiding pro-sociality. Replicating the patterns of previous studies, individuals showed a preference for fair outcomes, positive levels of trust and reciprocity, and willingness to punish unfair outcomes. The results provide evidence that the poor trigger more pr
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Aleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.

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The phenomenon of news games on the topic of the Russian-Ukrainian war of 2022-2023 has been explored in the article. During the research, a number of gaming projects from this period were analyzed, their genre and thematic specificity were determined, examples of gaming products were provided, and our own concept of a news game on the topical subject of wartime was presented. In 2022-2023, many game projects on the theme of the war in Ukraine appeared, which can be fully or partially classified as news games, conditionally dividing them into “civilian” ones, where the game character is a volu
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