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1

Sebayang, Tino Rila, and Muhammad Syakir Sopyan. "KEBIJAKAN REMILITARISASI SHINZO ABE DITINJAU DARI TWO LEVEL GAMES THEORY." Paradigma POLISTAAT: Jurnal Ilmu Sosial dan Ilmu Politik 5, no. 1 (2022): 16–28. http://dx.doi.org/10.23969/paradigmapolistaat.v5i1.5952.

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Penelitian ini membahas kebijakan pertahanan Jepang pada masa pemerintahan PM Shinzo Abe yang mengusung strategi penguatan peran militer (remiliterisasi) dalam menjaga kedaulatan negara dan menciptakan stabilitas dinamika keamanan di kawasan Asia Timur. Namun di sisi lain, kebijakan remiliterisasi ini justru berbenturan dengan status Jepang sebagai negara pasifis sebagaimana termaktub dalam Konstitusi Jepang tahun 1947 khususnya Pasal 9. Konstitusi pasifis ini secara eksplisit menegaskan pembatasan peran Japan Self Defense Force (JSDF) sebagai pasukan bela diri Jepang dalam menyelesaikan perse
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Kozub-Karkut, Magdalena. "Towards a Theoretical Synthesis: Supplementing Two-Level Games with Role Theory." Teoria Polityki 6 (October 19, 2022): 123–46. http://dx.doi.org/10.4467/25440845tp.22.005.16005.

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The objective of this article is to present possibilities offered by a combination of two theories, that is role theory (Holsti, 1970; Thies, Breuning, 2012; Walker, 1981; 1987; 2004; 2017; Wehner, Thies, 2014) and two-level games framework (Putnam, 1988). Although this ‘combining’may still cause considerable difficulties, because various IR theories are based on different ontological and epistemological assumptions, theoretical syntheses, however, are not impossible and, offer myriad research possibilities of developing middle-range ways of solving research puzzles (Jorgensen, 2018, pp. 250–2
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3

Putnam, Robert D. "Diplomacy and domestic politics: the logic of two-level games." International Organization 42, no. 3 (1988): 427–60. http://dx.doi.org/10.1017/s0020818300027697.

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Domestic politics and international relations are often inextricably entangled, but existing theories (particularly “state-centric” theories) do not adequately account for these linkages. When national leaders must win ratification (formal or informal) from their constituents for an international agreement, their negotiating behavior reflects the simultaneous imperatives of both a domestic political game and an international game. Using illustrations from Western economic summitry, the Panama Canal and Versailles Treaty negotiations, IMF stabilization programs, the European Community, and many
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Draege, Jonas Bergan. "The Formation of Syrian Opposition Coalitions as Two-Level Games." Middle East Journal 70, no. 2 (2016): 189–210. http://dx.doi.org/10.3751/70.2.11.

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This article investigates coalition patterns between two main factions of the Syrian opposition before and after the 2011 uprising. The two factions united over common platforms on several occasions following the 2000 Damascus Spring, but failed to do so in 2011 despite repeated domestic and international pressure. Drawing upon two-level game theory to explain this change, this article argues that increased interest from both domestic and international audiences after 2011 made the two factions less flexible in negotiating a unified platform. Thus, paradoxically, it was increased pressure for
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Savage, Deborah, and Albert Weale. "Political representation and the normative logic of two-level games." European Political Science Review 1, no. 1 (2009): 63–81. http://dx.doi.org/10.1017/s1755773909000046.

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This paper develops the normative logic of two-level games linking international negotiation and domestic acceptability. The kernel of the logic is to be found in the claim that normatively governed relations involve agents simultaneously asking whether the expectations that they have under an agreement are reasonable given the expectations of others under that agreement. This normative logic mirrors the empirical logic that Putnam (1988) identified in his seminal account.The normative logic is derived from a consideration of relevant concepts of representation, and in particular the concepts
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Noone, Harry. "Two-Level Games and the Policy Process: Assessing Domestic–Foreign Policy Linkage Theory." World Affairs 182, no. 2 (2019): 165–86. http://dx.doi.org/10.1177/0043820019839074.

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International relations scholars have struggled to adequately link domestic and international levels in theoretical models and causal analyses of foreign policy, despite widespread acknowledgment of the need to do so. This study elaborates on this challenge by assessing the utility of several policy process frameworks that have so far been underutilized in foreign policy analysis. The assumptions of one particularly fruitful method, the Two-Level Game, will be compared with those of three policy process frameworks: the Advocacy Coalition Framework, the Multiple Streams Framework, and Punctuate
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Erikson, Robert S., and Thomas R. Palfrey. "Equilibria in Campaign Spending Games: Theory and Data." American Political Science Review 94, no. 3 (2000): 595–609. http://dx.doi.org/10.2307/2585833.

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We present a formal game-theoretic model to explain the simultaneity problem that makes it difficult to obtain unbiased estimates of the effects of both incumbent and challenger spending in U.S. House elections. The model predicts a particular form of correlation between the expected closeness of the race and the level of spending by both candidates, which implies that the simultaneity problem should not be present in close races and should be progressively more severe in the range of safe races that are empirically observed. This is confirmed by comparing simple OLS regression of races that a
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MILNE, DAVID. "The 1968 Paris peace negotiations: a two level game?" Review of International Studies 37, no. 2 (2010): 577–99. http://dx.doi.org/10.1017/s0260210510000720.

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AbstractThis article draws on fresh archival research to challenge Robert Putnam's ‘Two Level Game Theory’. In his seminal article, ‘Diplomacy and Domestic Politics: The Logic of Two Level Games’, published by International Organization in 1988, Putnam contended that international negotiations proceed at the domestic level and at the international level. In taking diplomatic initiatives forward, leaders are compelled to respond to the needs of domestic constituencies, through granting concessions and building coalitions, while international negotiations are pursued with one goal in mind: that
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Bradford, R. A. W. "Group Extinction in Iterated Two Person Games with Evolved Group-Level Mixed Strategies." Journal of Mathematical Sociology 43, no. 4 (2019): 195–212. http://dx.doi.org/10.1080/0022250x.2019.1602045.

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Horoszkiewicz, Krzysztof, Grzegorz Załęski, and Bartosz Horoszkiewicz. "E-sport related intrinsic and extrinsic motivation in practice. Initial psychometric properties of the “E-sport and ME” questionnaire." Journal of Education, Health and Sport 13, no. 2 (2022): 43–54. http://dx.doi.org/10.12775/jehs.2023.13.02.006.

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Background. The popularity of eSports is rapidly increasing, and PC gamers are watched by crowds of spectators similarly to traditional sports.
 The aim. E-Sport and ME questionnaire was created to assess motivation for playing video games and competing in tournaments.
 Material and methods. The theoretical background was grounded in self-determination theory (SDT).
 The results of 203 men aged 14 to 33 years (M = 20.4; SD = 3.4) were studied. Exploratory and confirmatory factor analyses (EFA and CFA) were conducted.
 Results. Both EFA and CFA indicated two solid factors: e
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Yasuaki, Chijiwa. "Insights into Japan-U.S. Relations on the Eve of the Iraq War: Dilemmas over ““Showing the Flag””." Asian Survey 45, no. 6 (2005): 843–64. http://dx.doi.org/10.1525/as.2005.45.6.843.

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When the Iraq War began in 2003, the Japanese government declared support for the United States without a new U.N. Security Council resolution. However, this was not followed by direct logistical support. By using the two-level games theory, this article suggests reasons behind Japan's decision.
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Sigurðardóttir, Helga Dís Ísfold. "Domesticating Digital Game-based Learning." Nordic Journal of Science and Technology Studies 4, no. 1 (2016): 5. http://dx.doi.org/10.5324/njsts.v4i1.2168.

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<p>This paper analyses the use of digital game-based learning in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience this practice. As a result of the increased focus on digital skills in Norwegian education digital game-based learning is widely employed throughout Norway. This paper analyses this usage by way of focus group interviews with a total of sixty-four pupils in four different schools. It draws upon <em>domestication theory</em>, <em>actor-network theory</em>, and the concept of <em>script</e
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Dronova, Svetlana. "Board games in learning foreign languages: theory and practice (on the example of Spanish language)." Современное образование, no. 1 (January 2021): 59–70. http://dx.doi.org/10.25136/2409-8736.2021.1.35174.

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  The goal of this article consists in assessment of possibilities of using board games in the process of learning foreign languages. The object of this research is gamification in learning foreign languages, the subject is the educational potential of board games in teaching foreign languages to adolescents and adults. The relevance of this work lies in finding the new forms of integration of educational process and practical activity. The author notes an important advantage of communication in foreign language during the game over other forms of educational communication in shifting
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Fatahillah, Muhammad. "MALAYSIAN FOREIGN POLICY ON THE ISSUE OF ICERD (INTERNATIONAL CONVENTION ON THE ELIMINATION OF ALL FORMS OF RACIAL DISCRIMINATION)." Journal of Islamic Studies and International Relations 4, no. 1 (2019): 17–40. https://doi.org/10.5281/zenodo.6790253.

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ICERD (International Convention on the Elimination of All Forms of Racial Discrimination) is international treaty initiated by the United Nations to encounter racial discrimination. It was inspired by various racial discrimination in US, UK, Germany, and Spain. At 20 November 1963, some countries in UN initiated Declaration on the Elimination of All Forms of Racial Discrimination. The declaration then became ICERD at 21 December 1965 and opened to be signed at 7 March 1966. On November 2018, 179 countries had ratified ICERD. Meanwhile, 18 countries not yet ratified ICERD, including Malaysia. T
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Bilò, Vittorio, Michele Flammini, Vasco Gallotti, and Cosimo Vinci. "On Multidimensional Congestion Games." Algorithms 13, no. 10 (2020): 261. http://dx.doi.org/10.3390/a13100261.

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We introduce multidimensional congestion games, that is, congestion games whose set of players is partitioned into d+1 clusters C0,C1,…,Cd. Players in C0 have full information about all the other participants in the game, while players in Ci, for any 1≤i≤d, have full information only about the members of C0∪Ci and are unaware of all the others. This model has at least two interesting applications: (i) it is a special case of graphical congestion games induced by an undirected social knowledge graph with independence number equal to d, and (ii) it represents scenarios in which players have a ty
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Dasep, Muhamad. "THE DYNAMICS OF INDONESIA'S REJECTION OF THE FRAMEWORK CONVENTION ON TOBACCO CONTROL (FCTC) RATIFICATION: A TWO-LEVEL GAMES THEORY ANALYSIS." Jurnal Asia Pacific Studies 8, no. 2 (2024): 1–19. https://doi.org/10.33541/japs.v8i2.6271.

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This research will examine the reasons why Indonesia has not ratified the Framework Convention on Tobacco Control (FCTC) into its Tobacco Control policy in Indonesia. Indonesia is one of the largest tobacco producing countries in the world with a large number of smokers and a large tobacco industry. A study by the Indonesian Ministry of Health found that tobacco-related deaths increased from 190,260 in 2010 to 240,618 in 2013. Initially, Indonesia was one of the 20 full drafting members for the formation of the FCTC since its initial formulation in 1996. However, until now Indonesia has become
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Květon, Petr, and Martin Jelínek. "Frustration and Violence in Mobile Video Games." Swiss Journal of Psychology 79, no. 2 (2020): 63–70. http://dx.doi.org/10.1024/1421-0185/a000236.

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Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games d
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Zhang, Qianwei, Zhihua Yang, and Binwei Gui. "Two-stage network data envelopment analysis production games." AIMS Mathematics 9, no. 2 (2024): 4925–61. http://dx.doi.org/10.3934/math.2024240.

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<abstract> <p>DEA (Data Envelopment Analysis) production games combine DEA theory with cooperation games and assess the benefits to production organizations with single-stage structure. However, in practical production problems, the production organizations are always with network structures. The structure of the production organization not only affects its own benefits, but also relates to the cooperation among organizations. Therefore, it is necessary to study DEA production games with network structures. In this paper, we consider the production organizations with two-stage proc
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Mishkurov, Eduard N., and Marina G. Novikova. "Translatability–Untranslatability Aporia as an Object of Discursive- Manipulative Games in Modern Theory and Methodology of Translation." Vestnik of Northern (Arctic) Federal University. Series Humanitarian and Social Sciences 22, no. 5 (2022): 60–68. http://dx.doi.org/10.37482/2687-1505-v207.

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Within the framework of the cognitive-hermeneutic approach to the implementation of modern theoretical and methodological translation strategies and tactics, this article suggests taking the heat off the centuriesold confrontation between adherents and antagonists of the theory of untranslatability. Once we realize that the translatability–untranslatability dichotomy, which consists in the lack of an equivalent to a linguocultural phenomenon in the recipient language, is of academic nature, we will be able to remove this antinomy by means of a two-pronged cooperative transposition of the sourc
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Orlov, Andrei. "Hybrid Global Search Algorithm with Genetic Blocks for Solving Hexamatrix Games." Bulletin of Irkutsk State University. Series Mathematics 41 (2022): 40–56. http://dx.doi.org/10.26516/1997-7670.2022.41.40.

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This work addresses the development of a hybrid approach to solving threeperson polymatrix games (hexamatrix games). On the one hand, this approach is based on the reduction of the game to a nonconvex optimization problem and the Global Search Theory proposed by A.S. Strekalovsky for solving nonconvex optimization problems with (d.c.) functions representable as a difference of two convex functions. On the other hand, to increase the efficiency of one of the key stages of the global search — constructing an approximation of the level surface of a convex function that generates the basic nonconv
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Vieira Nunes, Rodolfo. "The Main Impedances for the Ratification of the Treaty between Mercosur and the European Union – the Two-Level Games Perspective." Contextualizaciones Latinoamericanas 1, no. 32 (2025): 345–60. https://doi.org/10.32870/cl.v1i32.8086.

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This article evaluates the barriers to the Free Trade Agreement (FTA) between Mercosur and the European Union (EU), as the third negotiation phase was completed in 2019. The ratification process still needs to be completed. In this theoretical-conceptual discussion, we aim to understand, through a literature review and the application of two-level game theory, how Mercosur and the EU are positioned in the negotiations concerning the main obstacles to the bi-regional agreement. The analysis shows that the agricultural and industrial aspects are the issues that have caused disputes regarding tar
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Zoughbie, Daniel E., Dillon Huddleston, and Eric L. Ding. "Game theory and weight loss: Harmonic evidence from randomized controlled trials in Appalachia, KY and Jordan." PLOS Global Public Health 5, no. 2 (2025): e0004100. https://doi.org/10.1371/journal.pgph.0004100.

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Both behavioral and experimental economics have a lengthy research history concerning the presence of and ability to support cooperation in infinitely repeated games. A workhorse model which has emerged for inferring players’ strategies from their actions in finitely repeated games, is applied to data from randomized controlled trials conducted in Jordan and Kentucky; an attractive economic application portending substantive public health and other policy consequences. We find that treatment significantly increases unconditional cooperation (from 27% of controls to 45% of treated subjects in K
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Nguyen, Clair. "Interactive Rhythmic Streams in Mobile Rhythm Games." Journal of Sound and Music in Games 6, no. 2 (2025): 53–82. https://doi.org/10.1525/jsmg.2025.6.2.53.

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Rhythm games have rich academic and pedagogical value. In the classroom, rhythm games’ interfaces and built-in immediate feedback help student-players grapple with basic and complex theories of rhythm and meter in relation to musical performativity and parameters. Depending on difficulty level, players negotiate various audio streams per Stephen McAdams and Albert Bregman’s (1979) theories. They may also evoke concepts such as Christopher Hasty’s metric projection (1997) and Justin London’s metric entrainment (2012). When pedagogically incorporated, rhythm games focus rhythmic learning and exp
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Pulido, Mario A., Chris W. Johnson, and Ahmed Alzahrani. "Security Awareness Level Evaluation of Healthcare Participants Through Educational Games." International Journal of Serious Games 8, no. 3 (2021): 25–41. http://dx.doi.org/10.17083/ijsg.v8i3.459.

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The purpose of this paper consists of implementing an educational board game to evaluate the information security awareness level of healthcare personnel. The National Health Service Greater Glasgow and Clyde (NHSGGC) Information Security Acceptable Use Policy was used as a basis to generate the educational content of the board game and Lev Vygotsky’s social development theory was followed for the learning process of the participants. Two evaluations were carried out during this study. The results obtained during the first evaluation showed that it is fundamental to design the board game based
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Kim, HeeMin, and Dale L. Smith. "Blocs or Rounds? An Analysis of Two Approaches to Trade Liberalization." Canadian Journal of Political Science 30, no. 3 (1997): 427–49. http://dx.doi.org/10.1017/s0008423900015961.

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AbstractThis article examines the properties and relative strengths of two approaches to reducing barriers to trade among nations: multilateral negotiating rounds versus regional economic blocs. Instead of focusing on the net welfare gains—the macro-level effects—that result either from each member of the system reducing trade barriers to all its partners (rounds) or from reductions among a subset of states (blocs), the analysis focuses on the institutional features (group size and the voting and enforcement mechanisms) that may affect individual nations' micro-level motivations to participate
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Simon, M. V., and L. R. Alm. "Policy Windows and Two-Level Games: Explaining the Passage of Acid-Rain Legislation in the Clean Air Act of 1990." Environment and Planning C: Government and Policy 13, no. 4 (1995): 459–78. http://dx.doi.org/10.1068/c130459.

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Because of the transboundary nature of most environmental problems, environmental policy often lies at the intersection of domestic and international forces. Yet, because domestic and international issues are usually examined with different sets of theories and models, we tend to explain the policy process and outcome by emphasizing only one arena. Analysis of domestic policy is often dominated by process models, whereas scholars of international relations tend to apply rational models to explain state behavior. We apply Kingdon's ‘policy windows’ model of agenda setting and Brams's dynamic ga
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Rieger, Marc Oliver, and Mei Wang. "Cognitive Reflection and Theory of Mind of Go Players." Advances in Cognitive Psychology 17, no. 2 (2021): 117–28. http://dx.doi.org/10.5709/acp-0322-6.

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Go is a classical Chinese mind game and a highly popular intellectual pursuit in East Asia. In a survey at two Go tournaments (one of them the largest in Europe), we measured cognitive reflection and decision in strategic games (using the classical “beauty contest” game) (N = 327). We found that Go players in our survey had outstanding average cognitive reflection test (CRT) scores: 2.51 among all participants and 2.80 among players of high master level (dan). This value easily outperforms previous measurements, for example, of undergraduates at top universities. The CRT score was closely rela
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Bonner, Marc. "How sf is embodied in level structures." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (2021): 209–34. http://dx.doi.org/10.3828/sfftv.2021.14.

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The experience of game intrinsic space is an architectural mode of perception more congruent to actual experiences of physically real architecture than to filmic space. This paper thus centres on the aesthetics of production, concerning the game worlds’ geometry, level structures and game mechanics, within the broader context of how sf and computer games are inextricably merged. This is to investigate how game intrinsic spaces communicate properties of sf or a media-specific ‘science fiction-ness’ through their aesthetics and digital condition. By first building a foundation on the topic of si
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Cofelice, Andrea. "Italy and the Universal Periodic Review of the United Nations Human Rights Council. Playing the two-level game." Italian Political Science Review/Rivista Italiana di Scienza Politica 47, no. 2 (2017): 227–50. http://dx.doi.org/10.1017/ipo.2017.6.

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The aim of this article is to assess Italy’s behaviour in the framework of the Universal Periodic Review (UPR) of the United Nations Human Rights Council, both as a recommending state and as a state under review. The UPR is a peer review mechanism launched in 2008, through which all UN member states can make recommendations to each other regarding human rights practices. Drawing on role theory, liberal and constructivist institutionalism, and the two-level game approach, the analysis reveals that Italian decision-makers played parallel games at the domestic and international tables of the UPR,
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Brier, Søren. "Ecosemiotics and cybersemiotics." Sign Systems Studies 29, no. 1 (2001): 107–20. http://dx.doi.org/10.12697/sss.2001.29.1.08.

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The article develops a suggestion of how cybersemiotics is pertinent to ecosemiotics. Cybersemiotics uses Luhmann's triadic view of autopoietic systems (biological, psychological, and socio-communicative autopoiesis) and adopts his approach to communication within a biosemiotic framework. The following levels of exosemiosis and signification can be identified under the consideration of nonintentional signs, cybernetics, and information theory: (1) the socio-communicative level of self-conscious signification and language games. (2) the instinctual and species specific level of sign stimuli sig
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Zhao, Xinlei, and Jun Hui Zhang. "Exploring the Feasibility of the Taking Sides Strategy in Southeast Asian Countries -- Malaysia's Response to the US-China Conflict as an Example." International Journal of Multidisciplinary Research and Analysis 06, no. 04 (2023): 1458–67. https://doi.org/10.5281/zenodo.7805011.

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Although it has been widely accepted in international relations discourse that Southeast Asian states generally adopt hedging strategies when faced with conflicts from external powers, however, this paper argues that when the intensity of confrontation and conflict between major powers exceeds the capacity threshold of small states, they tend to adopt either direct or ambiguous taking sides strategies in order to maintain their security by actively adhering to or being forced to follow a major power. According to Robert Putnam’s two-level games theory, leadership characteristics, capabil
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Ruiz, Montse, Reko Luojumäki, Samppa Karvinen, Laura Bortoli, and Claudio Robazza. "Self-Regulation in High-Level Ice Hockey Players: An Application of the MuSt Theory." International Journal of Environmental Research and Public Health 18, no. 24 (2021): 13317. http://dx.doi.org/10.3390/ijerph182413317.

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The purpose of the study was to examine the validity of core action elements and feeling states in ice hockey players in the prediction of performance. A second aim of the study was to explore the effectiveness of a 30-day program targeting action and emotion regulation. Participants were male ice hockey players drawn from two teams competing at the highest level of the junior Finnish ice hockey league. They were assigned to a self-regulation (n = 24) and a control (n = 19) group. The self-regulation program focused on the recreation of optimal execution of core action elements and functional
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Konyukhovskiy, Pavel. "Game-theoretic Methods for Differentiating Systems with Artificial and Anthropogenic Intelligence." Journal on Interactive Systems 16, no. 1 (2025): 359–68. https://doi.org/10.5753/jis.2025.5465.

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The aim of the article is to develop procedures for differentiation (identifying) types of intelligent systems at the conceptual level. It is assumed that such systems can be built using both anthropogenic (natural) and artificial intelligence. The relevance of the goal is determined by the spread in the modern world of technologies called “artificial intelligence”, which have a radical all-round impact. The research is based on the methods of strategic game theory. The main hypothesis of the study is reduced to the assumption that different types of intellects in game situations will correspo
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Strojny, Paweł, Agnieszka Strojny, and Krzysztof Rębilas. "Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research." PLOS ONE 18, no. 3 (2023): e0282966. http://dx.doi.org/10.1371/journal.pone.0282966.

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Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user’s involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels o
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Claudia, Calida, Handini Prabawati, Maslihatun Malihah, Mutiara Novrezi, Selly Sahara, and Dini Safitri. "Pelatihan Pendidikan Karakter pada Anak Pekerja di Yayaysan Swara Peduli Indonesia Jakarta." ETHOS (Jurnal Penelitian dan Pengabdian) 8, no. 1 (2020): 4909. http://dx.doi.org/10.29313/ethos.v8i1.4909.

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Abstrak. Tingginya tingkat pertumbuhan penduduk, tidak stabilnya peningkatan penghasilan, pemasukan ekonomi rendah menjadi beberapa faktor yang mengakibatkan anak-anak menjadi korban. Mereka harus bekerja membantu orang tuanya untuk memenuhi kebutuhan hidup. Interaksi sosial tidak terkontrol yang mereka terima saat bekerja beresiko terhadap tingkah laku yang buruk. Tujuan kajian ini untuk mengetahui efektivitas pendidikan karakter dalam membentuk kepribadian anak di Yayasan Swara Peduli Indonesia di Jakarta Timur. Metode yang digunakan adalah belajar sambil bermain, metode digunakan dalam upay
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Jeon, Dong-Han. "Predictability in the US-China Trade War: A Multidimensional Complex Game Theory Perspective." Korean Academy Of International Commerce 39, no. 1 (2024): 61–80. http://dx.doi.org/10.18104/kalc.2024.39.1.59.

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Purpose: This research is on the predictability of the prolonged US-China trade war that started in 2018, studying negotiation and settlement in this protracted trade war. Research design, data, and methodology: The paper uses the prisoner’s dilemma and the game called chicken, which are representative non-cooperative games in game theory, along with two-level game theory. Results: Both the U.S. and China are expected to have a negative economic impact on the world, but China is expected to suffer greater damage. The essence of the trade war is China’s all-out challenge to the United States, w
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Nowak, Kristine L., Marina Krcmar, and Kirstie M. Farrar. "The Causes and Consequences of Presence: Considering the Influence of Violent Video Games on Presence and Aggression." Presence: Teleoperators and Virtual Environments 17, no. 3 (2008): 256–68. http://dx.doi.org/10.1162/pres.17.3.256.

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The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (prev
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COŞANAY, Gökhan, and Başak KASA AYTEN. "The Effect of Verbal Intelligence Games on Primary School 2nd Grade Students’ to the Verbal-Linguistic Intelligence Areas and the Turkish Course Attitudes." İnönü Üniversitesi Eğitim Fakültesi Dergisi 24, no. 3 (2023): 1793–809. http://dx.doi.org/10.17679/inuefd.1388337.

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The aim of this research is to determine the verbal-linguistic intelligence levels, which is one of the intelligence areas determined in line with Gardner's Multiple Intelligence Theory, and their attitudes towards the Turkish lesson, and to examine the effects of verbal intelligence games on the development of this intelligence area and their attitudes towards the Turkish lesson. This research was carried out using a quasi-experimental design with pretest-posttest control group, one of the quantitative research methods. The study group of the research consists of 2nd grade primary school stud
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Meca, Ana, and Greys Sošić. "Strong Players and Stable Coalition Structures in PMAS Profit Game." Axioms 11, no. 11 (2022): 635. http://dx.doi.org/10.3390/axioms11110635.

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In a non-negative profit game that possesses a Population Monotonic Allocation Scheme (PMAS), being a member of a larger coalition implies that your profit cannot decrease. In this paper, we refer to such games as PMAS profit games. As population monotonicity is a nice and desirable property that encourages formation of larger coalitions and implies stability of the grand coalition, we explore if this special feature of PMAS games can help in identifying additional stable coalition structures under different stability concepts in cooperative games—namely, core partitions, the von Neumann–Morge
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Mijatovic, Bosko. "On microeconomic theory of fertility." Stanovnistvo 38, no. 1-4 (2000): 59–78. http://dx.doi.org/10.2298/stnv0004059m.

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A review of the microeconomic theory of fertility according to the tradition of Gary Becker is given in the text. The static model is presented in the first part, the dynamic in the second, and the third part deals with decision making within the family on the basis of the theory of games. The microeconomic theory of fertility offers a contribution to the understanding of fertility in two ways: the first is the theoretical-methodological standpoint that birth is the outcome of decision making on the level of the individual, along with their maximizational behavior; the second is the involvemen
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Sharek, David, and Eric Wiebe. "Investigating Real-time Predictors of Engagement." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (2015): 20–37. http://dx.doi.org/10.4018/ijgcms.2015010102.

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Engagement is a worthwhile psychological construct to examine in the context of video games and online training. In this context, previous research suggests that the more engaged a person is, the more likely they are to experience overall positive affect while performing at a high level. This research builds on theories of engagement, Flow Theory, and Cognitive Load Theory, to operationalize engagement in terms of cognitive load, affect, and performance. An adaptive algorithm was then developed to test the proposed operationalization of engagement. Using a puzzle-based video game, player perfo
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Nouatin, Guy Sourou. "Role of Professional Associations in Benin Dual Apprenticeship." Journal of Education and Research 11, no. 1 (2021): 77–96. http://dx.doi.org/10.51474/jer.v11i1.500.

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This paper analyses the involvement and the role played by a professional association in Benin dual apprenticeship. This research utilised a qualitative method using literature analysis with desk research and a semi-structured interview. In total, 56 respondents from staff members of professional associations at local, district and national levels, staff of the public sector, donor agencies and craftsmen were selected through purposive and snowball sampling techniques. To analyse data, I used the theory of institutional change, games models or strategic interactions theory and the conceptual f
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Iksan, Muhamad. "Trade-Productivity-Institutional Nexus." Jurnal Manajemen dan Bisnis Madani 5, no. 2 (2023): 34–56. http://dx.doi.org/10.51353/jmbm.v5i2.763.

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Main task of this survey of literature to discuss satisfactory theoretical explanation over two questions: one is does trade policy cause productivity? Two is does institutional set-up of economic governance cause productivity? By taking Indonesian experiences, this paper tries to seed the light of international trade and productivity, based on the neoclassical and new institutional economic theory. In order to address main task of this survey, it elaborates recent literatures that emphasizes on two strands. First part comes from trade policy which focuses to the strategic importance of firms,
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Xu, Shijun, Cong Zeng, Pei Yang, and Yu Wei. "Research on the Throwing Technique of High-Pole Hydrangea Champion Team in the 12th Students’ Games of Guangxi." Journal of Healthcare Engineering 2022 (April 15, 2022): 1–6. http://dx.doi.org/10.1155/2022/6422746.

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By using the methods of literature, mathematical analysis, and comparative analysis, this study expounds the origin and development history of the culture of Hydrangea and the movement of throwing Hydrangea, studies the representative technical theory of high-pole throwing Hydrangea, and makes a comparative analysis with the angle, speed, and other technical movements of throwing Hydrangea in teaching and training, as well as the trajectory data of the arc top height, circle range, and landing point of the parabola of Hydrangea. This study discusses the technical problems existing in the high
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Wickenden, Thomas. "An Anglian Alliance: Place-Name Tracing the Iclingas and Wicingas." Mediaevistik 35, no. 1 (2022): 11–61. http://dx.doi.org/10.3726/med.2022.01.01.

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Abstract This paper describes the close relationship between two obscure tribal groups, the Iclingas and the Wicingas. Starting on the Continent in Angeln and crossing over to East Anglia by different routes, they migrated across post-Roman Britain to the Western Midlands, where they provided mutual support in establishing the medieval kingdoms of Mercia and Hwiccia. Based upon the tracing of place-names and the mapping of settlements along historical migration routes, this research incorporates several disciplines, including medieval history, migration studies, and onomastics. The paper also
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Agarwal, Khushboo, Konstantin Avrachenkov, Raghupati Vyas, and Veeraruna Kavitha. "Two Choice Behavioral Game Dynamics with Myopic-Rational and Herding Players." Proceedings of the ACM on Measurement and Analysis of Computing Systems 9, no. 1 (2025): 1–26. https://doi.org/10.1145/3711706.

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In classical game theory, the players are assumed to be rational and intelligent, which is often contradictory to reality. We consider more realistic behavioral game dynamics where the players choose actions in a turn-by-turn manner and exhibit two prominent behavioral traits --- α-fraction of them are myopic who strategically choose optimal actions against the empirical distribution of the previous plays, while the rest exhibit herding behavior by choosing the most popular action till then. The utilities are realised for all, at the end of the game, and each player gets to play only once. Our
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Tanaem, Esti Renatalia, and Puguh Toko Arisanto. "Rezim Global dan Liberalisasi Perdagangan Sektor Garam di Indonesia." Madani Jurnal Politik dan Sosial Kemasyarakatan 12, no. 2 (2020): 120–39. http://dx.doi.org/10.52166/madani.v12i2.2003.

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Known as a maritime country, Indonesia is still unable to meet its need of salts, especially industrial salts. As a result, Indonesia has to import salts from various countries with an increasingly higher volume each year. Using theory of two-level games, authors found that the salt importing policy cannot be separated from international pressures so that Indonesia undertakes trade liberalization on salt sector. The international pressure emanated from three global regimes namely WTO, IMF and FTA. The three global regimes basically require Indonesia to liberalize its domestic market by removin
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Kulikov, A. A. "Theorico-Game Approach for Interaction of Corporate Center and Divisions in Companies." Vestnik of the Plekhanov Russian University of Economics, no. 3 (May 15, 2025): 223–30. https://doi.org/10.21686/2413-2829-2025-3-223-230.

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The article describes variants of applying mathematic modeling by using the theory of games to resolve concrete corporate problems with regard to high level of competition on human capital market, including elaboration of strategy of managing cooperation between corporate center and division teams. On the basis of theorico-game method the author proposes a variant of 3D payment matrix meant for searching for optimum solutions in contradictions between the corporate center and division. As a third axis the author proposes velocity of decisionmaking that can provide identification of the needed
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Du, Jinming, Bin Wu, Philipp M. Altrock, and Long Wang. "Aspiration dynamics of multi-player games in finite populations." Journal of The Royal Society Interface 11, no. 94 (2014): 20140077. http://dx.doi.org/10.1098/rsif.2014.0077.

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On studying strategy update rules in the framework of evolutionary game theory, one can differentiate between imitation processes and aspiration-driven dynamics. In the former case, individuals imitate the strategy of a more successful peer. In the latter case, individuals adjust their strategies based on a comparison of their pay-offs from the evolutionary game to a value they aspire, called the level of aspiration. Unlike imitation processes of pairwise comparison, aspiration-driven updates do not require additional information about the strategic environment and can thus be interpreted as b
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Wu, Xiangna, Wannaporn Siripala, and Noppavan Namtubtim. "Impact of Interactive Multimedia on Digital Literacy Among Chinese Grade-3 Students." Journal of Education and Learning 14, no. 5 (2025): 135. https://doi.org/10.5539/jel.v14n5p135.

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This study investigates the impact of interactive multimedia on Chinese character recognition skills among third-grade students in Beijing, China. The research aims to study the impact of incorporating mnemonics into multimedia on the acquisition of Chinese character recognition skills in Grade 3 students and to compare the skill level between students who learn using CLT and DCT and students who learn using non-CLT and DCT. Employing an experimental research design, the study compares the effectiveness of interactive multimedia teaching methods with traditional classroom approaches. A Target
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