Academic literature on the topic 'Rules games'

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Journal articles on the topic "Rules games"

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Kaluziński, Bartosz. "Rules and Games." Philosophia 47, no. 4 (December 15, 2018): 1165–76. http://dx.doi.org/10.1007/s11406-018-0050-2.

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Gardner, Roy, and Elinor Ostrom. "Rules and games." Public Choice 70, no. 2 (May 1991): 121–49. http://dx.doi.org/10.1007/bf00124480.

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Menezes, Flavio, and John Quiggin. "Games without Rules." Theory and Decision 63, no. 4 (April 17, 2007): 315–47. http://dx.doi.org/10.1007/s11238-007-9042-6.

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MERLO, LISA J. "Video Games: Rules Required." Internal Medicine News 42, no. 19 (November 2009): 13. http://dx.doi.org/10.1016/s1097-8690(09)70769-3.

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Giffard, Sydney. "Games, rules and rituals." Pacific Review 5, no. 1 (January 1992): 78–79. http://dx.doi.org/10.1080/09512749208718957.

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Morgan, William J. "Games, Rules, and Conventions." Philosophy of the Social Sciences 44, no. 3 (August 29, 2013): 383–401. http://dx.doi.org/10.1177/0048393113500215.

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Eylon, Yuval, and Amir Horowitz. "Games, Rules, and Practices." Sport, Ethics and Philosophy 12, no. 3 (July 5, 2017): 241–54. http://dx.doi.org/10.1080/17511321.2017.1334696.

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Carpente, Luisa, Balbina Casas-Méndez, Ignacio García-Jurado, and Anne van den Nouweland. "Allocation Rules for Games with Optimistic Aspirations." Game Theory 2013 (September 3, 2013): 1–8. http://dx.doi.org/10.1155/2013/540487.

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A game with optimistic aspirations specifies two values for each coalition of players: the first value is the worth that the players in the coalition can guarantee for themselves in the event that they coordinate their actions, and the second value is the amount that the players in the coalition aspire to get under reasonable but very optimistic assumptions about the demands of the players who are not included in the coalition. In this paper, in addition to presenting this model and justifying its relevance, we introduce allocation rules and extend the properties of efficiency, additivity, symmetry, and null player property to this setting. We demonstrate that these four properties are insufficient to find a unique allocation rule and define three properties involving null players and nullifying players that allow the identification of unique allocation rules. The allocation rules we identify are the Midpoint Shapley Value and the Equal Division Rule.
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Dawar, Anuj, and Bjarki Holm. "Pebble Games with Algebraic Rules*." Fundamenta Informaticae 150, no. 3-4 (March 3, 2017): 281–316. http://dx.doi.org/10.3233/fi-2017-1471.

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Jackson, Matthew O. "Allocation rules for network games." Games and Economic Behavior 51, no. 1 (April 2005): 128–54. http://dx.doi.org/10.1016/j.geb.2004.04.009.

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Dissertations / Theses on the topic "Rules games"

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Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.

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In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of the rules of the game. Changes to the rules are invoked in an attempt to remove their fringe of incompleteness in governing game-conduct and in the interests of creating and sustaining a viable game. These case-studies and a typification of game-rules provides the basis for analysis of the constituting of institutionalised 'invasion' games such as basketball, rugby union, soccer, rugby league, and netball. Interview material and documentary evidence is provided to argue that rule-changes are principally the outcome of a dynamic between legislators and players. Players explore the insufficiency of rules in precisely determining conduct in the game, and legislators respond by modifying the rules, to consolidate the game and thereby preserve characteristic features of game-identity and game-viability. This is elaborated by applying Elias's figurational analysis: changes to game rules are conceived as an unintended and unanticipated consequence of powerbalances and the different interests of the functionally interdependent groups who produce game-processes. By virtue of their separate functions in this process, each group seeks to mobilise their power and resources in pursuit of their interests in the game-process. Confirmation for the perspective upon game-constitution developed in this project is sought in an analysis of one contemporary initiative to establish an invasion game as constituted by a set of hybrid rules from Australian Rules and Gaelic Football. This analysis of game-processes and game-rules is designed to both exemplify and inform social theory, and also to make a significant contribution to sociological analysis of the development of contemporary sport.
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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 the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.
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Santa, Cruz Coelho Danilo. "Understanding, Evaluating and Selecting Voting Rules Through Games and Axioms." Doctoral thesis, Universitat Autònoma de Barcelona, 2004. http://hdl.handle.net/10803/4056.

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La tesis de doctorado "Understanding, Evaluating and Selecting Voting Rules Through Games and Axioms" de Danilo Santa Cruz Coelho está compuesta de cuatro capítulos. La introducción es el primero y describe brevemente el contenido de los capítulos siguientes. En el Capítulo 2, en el contexto de un modelo de votación probabilística propuesto por Rae (1969), el autor investiga las consecuencias de elegir reglas de votación según el criterio de maximin. En el modelo, una regla de votación es el número mínimo de votantes favorables necesarios a una propuesta para que esta sea aceptada. El autor demuestra que la regla de votación que satisface el criterio de maximin puede ser distinta de la mayoría simple que es la que maximiza la suma de las utilidades esperadas de los votantes. El autor proporciona una caracterización de las reglas de votación que satisfacen el criterio de maximin. En el Capítulo 3, dos juegos que pueden ser inducidos por la regla de los k nombres son propuestos y analizados. El autor proporciona para cada uno de los juegos una caracterización del conjunto de los resultados del equilibrio fuerte de Nash. Estas caracterizaciones permiten al autor discutir las preferencias de los jugadores sobre diferentes variantes de la regla de los k nombres. Una parte importante de la regla de los k nombres es el procedimiento utilizado para seleccionar los k nombres que son propuestos al individuo que toma la decisión final. Seis reglas diferentes de selección que son utilizadas en la realidad por diferentes cuerpos decisorios alrededor del mundo son documentadas. En el Capítulo 4, el autor estudia si estas reglas satisfacen la propiedad de estabilidad. Una regla cumple esta propiedad si esta siempre selecciona un conjunto Weak Condorcet y cuando exista un conjunto con esta característica. El autor demuestra que todas estas seis reglas violan esta propiedad si los votantes no actúan estratégicamente. El autor entonces propone dos reglas estables. Finalmente, él proporciona dos justificaciones para el uso extensivo de las reglas inestables.
The dissertation entitled "Understanding, Evaluating and Selecting Voting Rules Through Games and Axioms" by Danilo Santa Cruz Coelho is composed of four chapters. The introduction is the first one and describes briefly the contents of the following chapters. In Chapter 2, in the context of a probabilistic voting model proposed by Rae (1969), the author investigates the consequences of choosing among threshold voting rules according to the maximin criterion. A threshold voting rule is given by the minimum number of votes needed to approve a proposal of change from the status quo. The author shows that the voting rules that satisfy the maximin criterion are different from the simple majority rule which is the one that maximizes the sum of voter's expected utilities. He provides a characterization of the threshold voting rules that satisfy this criterion as a function of the distribution of voters' probabilities to favour change from the status quo. In Chapter 3, two different game theoretical models that can be induced by the rule of k names are proposed and analysed. A characterization of the set of strong Nash Equilibrium outcomes of each of the games is provided. These characterizations enable the author to discuss the preferences of the players over different variants of the rule of k names. An important part of the rule of k names is the procedure used to screen out the k names to be proposed to the individual who takes the final decision. Six different screening rules which are used in reality by different decision bodies around the world are documented. In Chapter 4, he studies whether these screening rules satisfy stability. A screening rule is stable if it always selects a weak Condorcet set whenever such set exists. He shows that all of the six screening rules violate stability if the voters act not strategically. He then proposes two screening rules which satisfy stability. Finally, he provides two possible justifications for the widespread use of unstable screening rules.
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Bäcke, Maria. "Power Games : Rules and Roles in Second Life." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00496.

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This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. Theoretically I am relying primarily on performance studies scholar Richard Schechner, sociologist Erving Goffman, and post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies using text analysis as my preferred method, but I also draw on the (cyber)ethnographical works of primarily T.L. Taylor, Celia Pearce, and Mikael Jakobsson. In this dissertation my focus is the relationship of the role-player to their chosen role especially in terms of the boundary between being in character, and as such removed from ”reality,” and the popping out of character, which instead highlights the negotiations of the social, sometimes make-belief, roles. Destabilising and problematising the dichotomy between the notion of the online as virtual and the offline as real, as well as the idea that everything is ”real” regardless of context, my aim is to understand role-play in a digital realm in a new way, in which two modes of performance, dramatic and social, take place in a digital context online — or inworld as many SL residents call it.
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Zimmerman, Eric. "Playing with the rules: the games of culture." The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322499770.

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Johnson, Mary Frances. "Experimental analysis of negative vs. positive rules in the "Good Behavior Game"." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/546124.

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The Good Behavior Game (Barrish, Saunders, & Wolf, 1969) has been demonstrated to be an effective group-oriented contingency technique to decrease disruptive classroom behaviors. Typically, competing groups of students play a game by following negatively worded rules to attain specified consequences. The present study investigated the effects of rules stated in positive terms in the Good Behavior Game format to increase appropriate classroom behaviors. A class of third grade students was divided into three teams to play the game. The flip of a coin determined daily conditions and the effects of the use of positive rules were compared to the effects of negative rules. A changing criterion, multielement research design revealed both conditions effective in increasing on-task behavior. No differential was shown. However, students did indicate a preference for positive rule game days. It was recommended that research be continued comparing positive and negative conditions to increase academic performance.
Department of Educational Psychology
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Gaudl, Swen. "Design and refinement of NPC rules in digital board games." [Ilmenau] [Univ.-Bibliothek], 2009. http://d-nb.info/995970564/34.

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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
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Malkan, Nelson Anna. "Messages in games and player backgroundA player study about modeling and conveying emotional states through game rules and mechanics : A player study about modeling and conveying emotional states through game rules and mechanics." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414365.

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Games can be used to convey meaning and communicate messages. While there is ample research on games' expressive capacities, how players' backgrounds impact game interpretation has thus far been under-explored.  This study explores this gap by way of testing an expressive game and discerns if there is a relationship between how people experience a game and their personal background and current state of mind. To engage this question, we conducted a player study. We developed the abstract, metaphorical game “Lorn” intended for this purpose. The game together with an online survey, intended to assess players' background and state of mind, was distributed to potential participants. After having played the game, the participants shared their interpretation of the message in the game and their experiences and feelings they experienced while playing. 15 people participated in the player study. The result indicates there are differences in how people interpret a message depending on their personal background and their current state of mind.
Spel kan användas för att förmedla både budskap och mening. Trots att det finns omfattande forskning på hur man kan uttrycka sig med spel, så är forskning kring hur spelares bakgrund påverkar deras tolkning bristfällig. Den här studien utforskar detta genom att testa ett “expressivt spel” och urskilja om det finns någon koppling mellan hur människor upplever ett spel och deras personliga bakgrund och sinnesstämning. Vi utförde en spelarstudie för att undersöka den här frågan. För detta ändamål utvecklade vi det abstrakta, metaforiska spelet “Lorn”. Tillsammans med en online enkät, som ämnade att ta reda på spelarnas bakgrund och sinnesstämning, distribuerade vi spelet till potentiella deltagare. Efter att ha spelat spelet delgav deltagarna sina tolkningar av betydelsen, sina upplevelser av Lorn, och vilka känslor de kände när de spelade spelet. 15 personer deltog i studien. Våra resultat indikerar att det finns skillnader i hur människor tolkar budskap beroende på deras personliga bakgrund och sinnesstämning.
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Alparslan, Gok Sirma Zeynep. "Cooperative Interval Games." Phd thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12610337/index.pdf.

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Interval uncertainty affects our decision making activities on a daily basis making the data structure of intervals of real numbers more and more popular in theoretical models and related software applications. Natural questions for people or businesses that face interval uncertainty in their data when dealing with cooperation are how to form the coalitions and how to distribute the collective gains or costs. The theory of cooperative interval games is a suitable tool for answering these questions. In this thesis, the classical theory of cooperative games is extended to cooperative interval games. First, basic notions and facts from classical cooperative game theory and interval calculus are given. Then, the model of cooperative interval games is introduced and basic definitions are given. Solution concepts of selection-type and interval-type for cooperative interval games are intensively studied. Further, special classes of cooperative interval games like convex interval games and big boss interval games are introduced and various characterizations are given. Some economic and Operations Research situations such as airport, bankruptcy and sequencing with interval data and related interval games have been also studied. Finally, some algorithmic aspects related with the interval Shapley value and the interval core are considered.
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Books on the topic "Rules games"

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Dominoes: Games, rules & strategy. New York: Simon & Schuster, 1987.

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Backyard games. Kansas City: Andrews and McMeel, 1993.

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New rules for classic games. New York: Wiley, 1992.

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Society, International Fantasy Gaming. IFGS fantasy rules. 6th ed. Boulder, CO: The Society, 1989.

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Bolton, Lesley. The everything games book. 2nd ed. Avon, Mass: Adams Media, 2005.

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Fitzsimmons, Tracy. The everything games book: Hundreds of classic games for all ages. Holbrook, Mass: Adams Media Corp., 1997.

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Robyn, Hansen, ed. The American girls games: Rules & directions. Middleton, Wis: Pleasant Company, 1990.

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Victorian board games. New York: St. Martin's Press, 1996.

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Kansil, Joli Quentin, ed. Bicycle Official Rules of Card Games. 9th ed. Cincinnati, Ohio: United States Playing Card Company, 2005.

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Ostrom, Elinor. Rules, games, and common-pool resources. Ann Arbor: University of Michigan Press, 1994.

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Book chapters on the topic "Rules games"

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Scahill, Lawrence David, Koorosh Kooros, Ramon Barinaga, Rechele Brooks, Marisela Huerta, Lindsey Sterling, Jeffrey J. Wood, et al. "Games with Rules." In Encyclopedia of Autism Spectrum Disorders, 1391. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4419-1698-3_102004.

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Nelson, Mark J., Julian Togelius, Cameron Browne, and Michael Cook. "Rules and Mechanics." In Procedural Content Generation in Games, 99–121. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4_6.

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Shaheen, Qurat-ul-ain, Alice Toniolo, and Juliana K. F. Bowles. "Dialogue Games for Explaining Medication Choices." In Rules and Reasoning, 97–111. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-57977-7_7.

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Offerman, Theo. "Decision rules." In Beliefs and Decision Rules in Public Good Games, 81–123. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-1-4757-2654-1_4.

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Apolloni, Bruno, Simone Bassis, Sabrina Gaito, and Dario Malchiodi. "Cooperative Games in a Stochastic Environment." In From Synapses to Rules, 75–86. Boston, MA: Springer US, 2002. http://dx.doi.org/10.1007/978-1-4615-0705-5_4.

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Dawar, Anuj, and Bjarki Holm. "Pebble Games with Algebraic Rules." In Automata, Languages, and Programming, 251–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31585-5_25.

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Drennan, Robert D. "Games, Players, Rules, and Circumstances." In Cultural Evolution, 177–96. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/978-1-4615-4173-8_7.

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Hougaard, Jens Leth. "Cost Allocation as Cooperative Games." In An Introduction to Allocation Rules, 61–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-01828-2_3.

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Stacey, Patrick, David Thomas, and Joe Nandhakumar. "How Funny Are Games? Violent Games Content and Studio Well-Being." In Changing the Rules of the Game, 142–65. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137318411_9.

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Woodward, Kath. "Regulatory Frameworks: Playing by the Rules." In Sex Power and the Games, 17–43. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137023049_2.

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Conference papers on the topic "Rules games"

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Bergström, Karl. "The implicit rules of board games." In the 14th International Academic MindTrek Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1930488.1930506.

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El Mawas, Nour, Jean-Pierre Cahier, and Aurelien Benel. "Serious games for expertise training: Rules in questions." In 2012 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2012. http://dx.doi.org/10.1109/cgames.2012.6314545.

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Pauwels, Pieter, Ronald De Meyer, Maarten Audenaert, and Koen Samyn. "The Role of Game Rules in Architectural Design Environments." In 2011 3rd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2011). IEEE, 2011. http://dx.doi.org/10.1109/vs-games.2011.37.

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Ismail, Sherif, Slim Abdennadher, and Wael Abouelsaadat. "Rules on Wheels: A Serious Game for Teaching Traffic Signs." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590360.

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Nielsen, Thorbjorn S., Gabriella A. B. Barros, Julian Togelius, and Mark J. Nelson. "Towards generating arcade game rules with VGDL." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317941.

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Van der Spek, Erik D., Pieter Wouters, and Herre van Oostendorp. "Code Red: Triage. Or, COgnition-Based DEsign Rules Enhancing Decisionmaking TRaining in a Game Environment." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). First International Conference, VS-GAMES 2009. IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.20.

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Alkheliwi, Turki, Carol Jim, Khalid Lateef, Stephen Penn, and Ahmed Salem. "Applying game theory rules to enhance decision support systems in credit and financial applications." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934138.

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Bauso, D., and P. V. Reddy. "Robust allocation rules in dynamical cooperative TU games." In 2010 49th IEEE Conference on Decision and Control (CDC). IEEE, 2010. http://dx.doi.org/10.1109/cdc.2010.5718036.

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Hui, Ong Jia, Jason Teo, and Chin Kim On. "Interactive evolutionary programming for mobile games rules generation." In 2011 IEEE Conference on Sustainable Utilization and Development in Engineering and Technology (STUDENT). IEEE, 2011. http://dx.doi.org/10.1109/student.2011.6089332.

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Handa, Hisashi, and Norio Baba. "Evolutionary Computations for Designing Game Rules of the COMMONS GAME." In 2007 IEEE Symposium on Computational Intelligence and Games. IEEE, 2007. http://dx.doi.org/10.1109/cig.2007.368117.

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Reports on the topic "Rules games"

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Calomiris, Charles. Banking Crises and the Rules of the Game. Cambridge, MA: National Bureau of Economic Research, October 2009. http://dx.doi.org/10.3386/w15403.

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Graetz, Robert B. Central Asia in Context: Local Rules of the Great Game. Fort Belvoir, VA: Defense Technical Information Center, May 2013. http://dx.doi.org/10.21236/ada607044.

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Yafimava, Katja. Building new gas transportation infrastructure in the EU - what are the rules of the game? Oxford Institute for Energy Studies, July 2018. http://dx.doi.org/10.26889/9781784671150.

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Bordo, Michael, and Ronald MacDonald. Violations of the `Rules of the Game' and the Credibility of the Classical Gold Standard, 1880-1914. Cambridge, MA: National Bureau of Economic Research, July 1997. http://dx.doi.org/10.3386/w6115.

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Bos-Brouwers, H. E. J., M. G. Kok, J. C. M. A. Snels, and A. A. van der Sluis. Changing the rules of the game : Impact and feasibility of policy and regulatory measures on the prevention and reduction of food waste. Wageningen: Wageningen Food & Biobased Research, 2020. http://dx.doi.org/10.18174/529888.

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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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Abstract:
The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
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