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Journal articles on the topic 'Quitting Games'

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Schlam, Tanya R., and Timothy B. Baker. "Playing Around with Quitting Smoking: A Randomized Pilot Trial of Mobile Games as a Craving Response Strategy." Games for Health Journal 9, no. 1 (2020): 64–70. http://dx.doi.org/10.1089/g4h.2019.0030.

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12

Meacham, Meredith C., Erin A. Vogel, and Johannes Thrul. "Vaping-Related Mobile Apps Available in the Google Play Store After the Apple Ban: Content Review." Journal of Medical Internet Research 22, no. 11 (2020): e20009. http://dx.doi.org/10.2196/20009.

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Background In response to health concerns about vaping devices (eg, youth nicotine use, lung injury), Apple removed 181 previously approved vaping-related apps from the App Store in November 2019. This policy change may lessen youth exposure to content that glamorizes vaping; however, it may also block important sources of information and vaping device control for adults seeking to use vaping devices safely. Objective Understanding the types of nicotine and cannabis vaping–related apps still available in the competing Google Play Store can shed light on how digital apps may reflect information available to consumers. Methods In December 2019, we searched the Google Play Store for vaping-related apps using the keywords "vape" and "vaping" and reviewed the first 100 apps presented in the results. We reviewed app titles, descriptions, screenshots, and metadata to categorize the intended substance (nicotine or cannabis/tetrahydrocannabinol) and the app’s purpose. The most installed apps in each purpose category were downloaded and evaluated for quality and usability with the Mobile App Rating Scale. Results Of the first 100 apps, 79 were related to vaping. Of these 79 apps, 43 (54%) were specific to nicotine, 3 (4%) were specific to cannabis, 1 (1%) was intended for either, and for the remaining 31 (39%), the intended substance was unclear. The most common purposes of the apps were making do-it-yourself e-liquids (28/79, 35%) or coils (25/79, 32%), games/entertainment (19/79, 24%), social networking (16/79, 20%), and shopping for vaping products (15/79, 19%). Of the 79 apps, at least 4 apps (5%) paired with vaping devices to control temperature or dose settings, 8 apps (10%) claimed to help people quit smoking using vaping, and 2 apps (3%) had the goal of helping people quit vaping. Conclusions The majority of vaping-related apps in the Google Play Store had features either to help users continue vaping, such as information for modifying devices, or to maintain interest in vaping. Few apps were for controlling device settings or assisting with quitting smoking or vaping. Assuming that these Google Play Store apps were similar in content to the Apple App Store apps that were removed, it appears that Apple’s ban would have a minimal effect on people who vape with the intention of quitting smoking or who are seeking information about safer vaping via mobile apps.
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13

Solan, Eilon, and Omri N. Solan. "Sunspot equilibrium in positive recursive general quitting games." International Journal of Game Theory, April 16, 2021. http://dx.doi.org/10.1007/s00182-021-00773-1.

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14

De Clercq, Dirk, and Renato Pereira. "Perceived organizational politics and quitting plans: an examination of the buffering roles of relational and organizational resources." Management Decision ahead-of-print, ahead-of-print (2021). http://dx.doi.org/10.1108/md-07-2020-0900.

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PurposeThe goal of this research is to examine the link between employees' beliefs that organizational decision-making processes are guided by self-serving behaviors and their own turnover intentions, as well as how this link may be buffered by four distinct resources, two that speak to the nature of peer exchanges (knowledge sharing and relationship informality) and two that capture critical aspects of the organizational environment (change climate and forgiveness climate).Design/methodology/approachQuantitative survey data were collected among 208 employees who work in the oil and gas sector in Mozambique.FindingsThe results indicate that employees' beliefs about dysfunctional political games stimulate their plans to quit. Yet this translation is less likely to occur to the extent that their peer relationships are marked by frequent and informal exchanges and that organizational leaders embrace change and forgiveness.Practical implicationsFor organizations, these findings offer pertinent insights into different circumstances in which decision-related frustrations are less likely to escalate into quitting plans. In particular, such escalation can be avoided to the extent that employees feel supported by the frequency and informal nature of their communication with colleagues, as well as the extent to which organizational leaders encourage change and practice forgiveness.Originality/valueThis study adds to extant research by explicating four unexplored buffers that diminish the risk that frustrations with politicized decision-making translate into enhanced turnover intentions.
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15

Butcher, Luke, Oliver Tucker, and Joshua Young. "Path to discontinuance of pervasive mobile games: the case of Pokémon Go in Australia." Asia Pacific Journal of Marketing and Logistics ahead-of-print, ahead-of-print (2020). http://dx.doi.org/10.1108/apjml-12-2019-0710.

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PurposePervasive mobile games (PMG) expand the game context into the real world, spatially, temporally and socially. The most prominent example to date is Pokémon Go (PGo), which in the first 12 months of its launch achieved over 800 million downloads and huge revenues for Pokémon, its majority owner Nintendo, and its developer Niantic. Like many mobile apps and innovative services, PGo's revenue structure requires continual usage (through in-app purchases and sponsorships) as it is free to download. Thus, as many players discontinued after initial adoption, substantial drops in Nintendo's share price occurred alongside the damage to brand equity. Such a case highlights the need to extend scholarship beyond traditional ‘adoption’ and begin to truly illustrate and explain the consumer behaviour phenomenon of ‘discontinuance’, particularly in the emerging and lucrative domain of PMGs.Design/methodology/approachLike many emerging marketing channels before it, large-scale discontinuance of PGo occurred and still remains unexplained in the academic literature. Herein, we address this shortcoming through a consumer case study methodology analysing a variety of data sources pertaining to PGo in Australia.FindingsThe development of the P2D_PMG model provides a new conceptual framework to illustrate the distinct forms discontinuance manifests in, for the first time. Scholarly rigour of the P2D_PMGs is achieved through validating and extending Soliman and Rinta-Kahila's (2020) framework for ‘discontinuance’ through its five forms. These forms are revealed as access and on-boarding (rejection), disconfirmation and hedonic adaptation (regressive discontinuance), technological, social, third parties, and personal issues (quitting), re-occurrences of hedonic adaptation (temporary), and alternatives and iterations (replacement).Originality/valueConceptual contributions are made in developing a model to explain what drives PMG discontinuance and when it occurs. This is particularly crucial for products with revenue structures built on continual usage, instead of initial adoption. In deriving data from actual players and aggregate user behaviour over an extended time period, the innovative case study methodology validates new discontinuance research in a manner other methods cannot. Managerial implications highlight the importance of CX, alpha/beta testing, promotion and research, gameplay design and collaboration/community engagement.
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16

Krebs, Paul, Jack Burkhalter, Shireen Lewis, et al. "Development of a Virtual Reality Coping Skills Game to Prevent Post-Hospitalization Smoking Relapse in Tobacco Dependent Cancer Patients." Journal For Virtual Worlds Research 2, no. 2 (2009). http://dx.doi.org/10.4101/jvwr.v2i2.470.

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Many smokers hospitalized for cancer-related surgery return to smoking after discharge even though continued smoking can compromise treatment effectiveness, reduce survival, increase risk of disease recurrence, and impair quality of life. After leaving the smoke-free hospital, patients encounter smoking cues at home, i.e., family members who smoke or emotional triggers such as stress that can elicit powerful urges to smoke and lead to smoking relapse. Enabling smokers to experience such urges in a controlled setting while providing the ability to practice coping skills can build quitting self-efficacy. We developed a virtual reality coping skills (VRCS) game to help hospitalized smokers practice coping strategies to manage these triggers in preparation for returning home after hospitalization. Our multidisciplinary team developed the prototype VRCS game using Second Life, a platform that allowed rapid development and functionality. The prototype uses virtual home spaces (e.g., living room, kitchen) populated with common triggers to smoke. The patient uses a “toolkit” with scripted actions that enable the avatar to test out coping strategies. Since eliciting urges to smoke is essential to the game’s efficacy, we are assessing whether the virtual smoking trigger scenarios elicit urges to smoke with 8 cancer patients with a history of smoking. We guided each patient through a VRCS scenario during which we asked the patient to evaluate urges and coping. Initial data indicate that patients report high urges to smoke (7-10 on a 10 point scale) when their patient avatar confronts virtual triggers such as drinking coffee. Patients rated virtual practice of coping strategies, such as drinking water or watching TV, as very helpful (7-10 on a 10 point scale) in reducing these urges. With further development, this VRCS game has potential to provide low-cost, effective behavioral rehearsal to prevent relapse to smoking in hospitalized cancer patients.
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