Academic literature on the topic 'Quitting Games'

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Journal articles on the topic "Quitting Games"

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Solan, Eilon, and Nicolas Vieille. "Quitting Games." Mathematics of Operations Research 26, no. 2 (2001): 265–85. http://dx.doi.org/10.1287/moor.26.2.265.10549.

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Solan, Eilon, and Nicolas Vieille. "Quitting games - An example." International Journal of Game Theory 31, no. 3 (2003): 365–81. http://dx.doi.org/10.1007/s001820200125.

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Solan, E., and R. V. Vohra. "Correlated Equilibrium in Quitting Games." Mathematics of Operations Research 26, no. 3 (2001): 601–10. http://dx.doi.org/10.1287/moor.26.3.601.10579.

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Jiang, Qiaolei. "Off the Hook: Exploring Reasons for Quitting Playing Online Games in China." Social Behavior and Personality: an international journal 46, no. 12 (2018): 2097–112. http://dx.doi.org/10.2224/sbp.7103.

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China is now one of the biggest online game markets, and the games are seen as both an economic opportunity and a social threat, especially to the young. I investigated the nature of, reasons for, and influences of online game quitting in China with 176 participants selected using deviant case sampling. I examined the relationships between the attitudes of those who were quitting playing toward online games, their perception of media portrayal of online games, family pressure, peer influence, functional alternatives, self-esteem, loneliness, online game quitting, and satisfaction with life after quitting. Results showed that the more negatively the participants felt about online games, the more likely they were to quit, and perception of peers' negative attitude toward online gaming, perception of alternatives, and lower income were significant predictors of online game quitting. These findings could help policy makers rethink healthy gaming and antiaddiction strategies.
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Simon, Robert Samuel. "A Topological Approach to Quitting Games." Mathematics of Operations Research 37, no. 1 (2012): 180–95. http://dx.doi.org/10.1287/moor.1110.0524.

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Solan, Eilon, and Omri N. Solan. "Quitting Games and Linear Complementarity Problems." Mathematics of Operations Research 45, no. 2 (2020): 434–54. http://dx.doi.org/10.1287/moor.2019.0996.

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Flesch, János, Rida Laraki, and Vianney Perchet. "Approachability of convex sets in generalized quitting games." Games and Economic Behavior 108 (March 2018): 411–31. http://dx.doi.org/10.1016/j.geb.2017.12.007.

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SOLAN, EILON. "THE DYNAMICS OF THE NASH CORRESPONDENCE AND n-PLAYER STOCHASTIC GAMES." International Game Theory Review 03, no. 04 (2001): 291–99. http://dx.doi.org/10.1142/s0219198901000488.

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A quitting game is a sequential game where each player has two actions: to continue or to quit, and the game continues as long as no player quits. For every continuation payoff x we assign a one-shot game, where the payoff if everyone continues is x. We study the dynamics of the correspondence that assigns to every continuation payoff the set of equilibrium payoffs in the corresponding one shot game. The study presented here has an implication on the approach one should take in trying to prove, or disprove, the existence of an equilibrium payoff in n-player stochastic games. It also shows that the minimal length of the period of a periodic δ-equilibrium in three-player quitting games needs not be uniformly bounded for δ>0.
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Bergstrom, Kelly. "Temporary Break or Permanent Departure? Rethinking What It Means to Quit EVE Online." Games and Culture 14, no. 3 (2017): 276–96. http://dx.doi.org/10.1177/1555412017698872.

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To date, much of the research about massively multiplayer online games (MMOGs) and the people who play them has focused on studies of current players. Comparatively, little is known about why players quit. Rather than assuming MMOG play begins and ends with personal interest, this article uses a leisure studies framework to account for barriers and participation to play. Drawing on survey responses from 133 former EVE Online players, this article demonstrates that quitting is not a strict binary where one moves from playing to not playing. Furthermore, quitting in the context of MMOGs is not always a definitive act as some players will leave and then return to a particular game numerous times. Ultimately, this article argues that the voices of former players are an underattended demographic that can add further insights allowing game scholars to better understand why players gravitate toward particular games and not others.
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Solan, Eilon. "Subgame-Perfection in Quitting Games with Perfect Information and Differential Equations." Mathematics of Operations Research 30, no. 1 (2005): 51–72. http://dx.doi.org/10.1287/moor.1040.0108.

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Dissertations / Theses on the topic "Quitting Games"

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Dutton, Nathan T. "PARTICIPATORY QUITTING: QUITTING TEXTS AND WORLD OF WARCRAFT PLAYER CULTURE." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1172851023.

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Fischer, Katharina. "Equilibria in Quitting Games and Software for the Analysis." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-119877.

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A quitting game is an undiscounted sequential stochastic game, with finitely many players. At any stage each player has only two possible actions, continue and quit. The game ends as soon as at least one player chooses to quit. The players then receive a payoff, which depends only on the set of players that did choose to quit. If the game never ends, the payoff to each player is zero. In this thesis we give a detailed introduction to quitting games. We examine the existing results for the existence of equilibria and improve an important result from Solan and Vieille stated in their article “Quitting Games” (2001). Since there is no software for the analysis of quitting games, or for stochastic games with more than two players, we provide algorithms and programs for symmetric quitting games, for a reduction by dominance and for the detection of a pure, instant and stationary epsilon-equilibrium.
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Fischer, Katharina [Verfasser], René [Akademischer Betreuer] Schilling, and Niels [Akademischer Betreuer] Jacob. "Equilibria in Quitting Games and Software for the Analysis / Katharina Fischer. Gutachter: René Schilling ; Niels Jacob. Betreuer: René Schilling." Dresden : Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2013. http://d-nb.info/1068153598/34.

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Fischer, Katharina [Verfasser], René L. [Akademischer Betreuer] Schilling, and Niels [Akademischer Betreuer] Jacob. "Equilibria in Quitting Games and Software for the Analysis / Katharina Fischer. Gutachter: René Schilling ; Niels Jacob. Betreuer: René Schilling." Dresden : Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-119877.

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Wang, Chuang-Wei, and 王壯為. "The influence of online interpersonal relationship to the online game players when deliberating on quitting a game." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/98804850786373128554.

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碩士<br>國立交通大學<br>資訊科學與工程研究所<br>98<br>Millions of people log in online game around the world every day and hundreds of new online games launch to the market annually. Online game had transformed from being simply an entertainment to one of the most important social network nowadays. Especially to the game players, the game itself is a critical part of their life. As a result, huge developing capital and various marketing strategies are investing by the game companies in order to attract the game players to indulge their time in the games. The action of “quitting” of a certain player is a direct and immediate problem which symbolizes a financial lost to the game companies and also a lost of a friend to other players. Due to the complexity of “quitting” by the game players, there weren’t many researches regarding to this topic. However some studies show that during the process of choosing a game by game players, there is a high percentage indicates that people incline to choose the game which his/her peers are playing or to join a game together with his/her friends. This clearly states that interpersonal relationship is an important motivation for game players. Through the development of interpersonal relationship in World of Warcraft, the long-lasting online game which has well-constructed game society, this research discovers that online interpersonal relationship could be the motivation for the player to join a game and vice versa, it could be driving force that makes players to quit. Also, the significance of interpersonal relationship to the action of “quitting” varies from the basis of different online interpersonal relationship. Furthermore, interpersonal relationship can be seen as the major factor of the quitting of massive game players.
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Books on the topic "Quitting Games"

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Sagan, Meredith, and Timothy Fong. Integrative Approach to Behavioral Addictions: Internet Gaming Disorder (IGD) and Compulsive Buying Disorder (CBD). Edited by Shahla J. Modir and George E. Muñoz. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780190275334.003.0010.

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In recent years, awareness and concern has grown within the psychological and medical communities regarding “behavioral addictions”: these are defined as the compulsive performance of otherwise normal everyday activities such as sex, gambling, use of the Internet and online video games, and shopping. This chapter examines 3 such addictive disorders: gambling disorder, compulsive buying disorder (CBD), and Internet gaming disorder (IGD), exploring their definitions, prevalence, diagnoses, consequences, and treatment. All 3 disorders share similar neurobiological mechanisms, acting on the pleasure centers of the brain and having potentially severe social, mental, and psychological repercussions, including loss of interest in life and withdrawal symptoms as intense as those felt by substance abusers when quitting drugs. Certain pharmaceuticals, CBT, and treatment principles similar to those followed by substance abusers, as well as various non-traditional modalities such as acupuncture and yoga, all have shown promise in treating these disorders.
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Book chapters on the topic "Quitting Games"

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Guo, Ivan, and Marek Rutkowski. "Discrete-Time Multi-Player Stopping and Quitting Games with Redistribution of Payoffs." In Arbitrage, Credit and Informational Risks. WORLD SCIENTIFIC, 2014. http://dx.doi.org/10.1142/9789814602075_0009.

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Selikowitz, Mark. "Low self-esteem." In ADHD: The Facts. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780198867371.003.0007.

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Most children with ADHD suffer from low self-esteem. Many unwanted behaviours that are seen in children with ADHD are due to problems with self-esteem. It is essential that parents and teachers recognize this before trying to treat the behaviour. This chapter discusses low self-esteem in ADHD, including self-appraisal as a function of the brain, control of the self-appraisal system in the brain, dysfunctional coping behaviours (quitting, avoiding, adverse responses to praise, tactile defensiveness, cheating, lying, clowning, regressive behaviour, school avoidance, homework avoidance, computer game and TV ‘addiction’, aggression, controlling behaviour, passive aggression, and denial), and the importance of self-esteem maintenance mechanisms.
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Marougkas, Andreas, Christos Troussas, Akrivi Krouska, and Cleo Sgouropoulou. "A Framework for Personalized Fully Immersive Virtual Reality Learning Environments with Gamified Design in Education." In Frontiers in Artificial Intelligence and Applications. IOS Press, 2021. http://dx.doi.org/10.3233/faia210080.

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Traditional learning methods frequently fail to provoke students’ interest, stimulate their enjoyment and encourage them to participate in learning activities, resulting in discomfort, distractions, and disengagement, if not quitting. Education’s goal is to improve the quality and effectiveness of teaching and learning methods. This paper aims to present a framework based on Virtual Reality (VR) technology and contemporary Head Mounted Displays, that incorporates game-based techniques and adaptive design according to the student’s profile. As a result, this paper analyzes the relevant literature, the VR apparatus, the importance of VR, as well as gamification, personalization and adaptive design in education, which are the learning foundations on which the framework is based. Finally, the framework’s modules and structure are presented, taking into account all of the previously mentioned parameters. This novel framework aspires to serve as a basis for educational applications that use immersive Virtual Reality technologies to transform learning procedures into entertaining, engaging, enjoyable, and effective experiences.
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Conference papers on the topic "Quitting Games"

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Driouech, Safaa, and Essaid Sabir. "Turning Competition Onto Cooperation in D2D Communications: A Quitting Game Perspective." In 2018 25th International Conference on Telecommunications (ICT). IEEE, 2018. http://dx.doi.org/10.1109/ict.2018.8464861.

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Driouech, Safaa, Essaid Sabir, and Hamidou Tembine. "Self-organized device-to-device communications as a non-cooperative quitting game." In 2017 International Conference on Wireless Networks and Mobile Communications (WINCOM). IEEE, 2017. http://dx.doi.org/10.1109/wincom.2017.8238170.

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Driouech, Safaa, Essaid Sabir, Mehdi Bennis, and Halima Elbiaze. "A Quitting Game Framework for Self-Organized D2D Mobile Relaying in 5G." In GLOBECOM 2018 - 2018 IEEE Global Communications Conference. IEEE, 2018. http://dx.doi.org/10.1109/glocom.2018.8647479.

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