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1

Rebrii, Oleksandr, and Olha Pieshkova. "Language games vs. the game of translation." SHS Web of Conferences 105 (2021): 03004. http://dx.doi.org/10.1051/shsconf/202110503004.

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The article focuses on experimental researching the strategies, methods and means of reproducing nominative language game in popular scientific discourse. We proceed from the understanding of language games by Ludwig Wittgenstein and Johan Huizinga according to which its varieties include both acts of nomination and translation. The research is based on the neological quasi-terms whose main function is not to give names to objects but to induce expressive coloring (terminological connotation) in the context. With the help of algorithmic modeling, we formulated potential strategies for ascribin
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YAMASHITA, Hiroshi. "Denou-sen game Toyoshima vs YSS." Journal of Japan Society for Fuzzy Theory and Intelligent Informatics 26, no. 5 (2014): 187–91. http://dx.doi.org/10.3156/jsoft.26.5_187.

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Oechssler, Jörg. "The city vs. firm subsidy game." Regional Science and Urban Economics 24, no. 3 (1994): 391–407. http://dx.doi.org/10.1016/0166-0462(93)02043-3.

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Royce, Robert G. "The denying game - politics vs economics." British Journal of Healthcare Management 5, no. 6 (1999): 223–27. http://dx.doi.org/10.12968/bjhc.1999.5.6.19416.

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Hellyer, Paul. "The blame game - individuals vs organisations." British Dental Journal 233, no. 9 (2022): 779. http://dx.doi.org/10.1038/s41415-022-5212-8.

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Hossan, D. "THE GAME: PREDATORY JOURNAL VS. SCOPUS." Universe International Journal of Interdisciplinary Research 1, no. 12 (2021): 79–98. https://doi.org/10.5281/zenodo.4896313.

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The aim of this study is to identify the features of fraudulent journals. Fraudulent journals wasted valuable manuscripts when scholars and authors publish their works in this kind of journal. Fraud journals publish the articles without reviewing the process with a high rate of fee. Purposive sampling technique and document analysis method have been used to conduct this research. One Scopus indexed journal has been selected for reviewing their articles and investigating the publication process.  Based on the discussion of this study, the researcher found some characteristics of predatory/
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Bogdanov, Artem V. "The Game of Politics vs. the Political Game: Posing a Problem (Part 1)." Izvestia of Saratov University. New Series. Series: Sociology. Politology 20, no. 3 (2020): 362–65. http://dx.doi.org/10.18500/1818-9601-2020-20-3-362-365.

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Bogdanov, Artem V. "The Game of Politics vs. the Political Game: Posing a Problem (Part 2)." Izvestia of Saratov University. New Series. Series: Sociology. Politology 20, no. 4 (2020): 470–73. http://dx.doi.org/10.18500/1818-9601-2020-20-4-470-473.

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The article analyzes the specifics of the use of game forms in social and political space, as well as in the formation of political culture of Russian youth. The paper identifies and considers in detail the main problem points associated with the use of game technologies for constructing the political culture of young people. The author reveals the key features of the resource potential of gaming technologies and highlights the criteria for evaluating the effectiveness of gaming activities. The author puts forward a new task to study the specifics of social, cultural, and political space and t
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Aarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.

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In this paper, the author outlines a theory of the relationship of fictional, virtual and real elements in games. Not much critical attention has been paid to the concept of fiction when applied to games and game worlds, despite many books, articles and papers using the term, often in the title. Here, it is argued that game worlds and their objects are ontologically different from fictional worlds; they are empirically upheld by the game engine, rather than by our mind stimulated by verbal information. Game phenomena such as labyrinths, moreover, are evidence that games contain elements that a
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Yudi, Alex Aldha, Suci Nanda Sari, Ikhwanul Arifan, et al. "How can Small Sided Game training methods (3 vs 3 and 6 vs 6) and VO2max affect basic soccer skills?" Retos 52 (January 15, 2024): 550–57. http://dx.doi.org/10.47197/retos.v52.102427.

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Study purpose. Mastering the fundamentals of soccer is essential for skill development. Therefore, employing effective training techniques becomes crucial to enhance these fundamental soccer skills. This study aims to discern: (1) Variations in the impact of the 3 vs. 3 small-sided game method compared to the 6 vs. 6 small-sided game method on fundamental soccer skills; (2) Disparities in the impact of high and low VO2max levels on fundamental soccer skills; and (3) The repercussions of the interaction between the 3 vs. 3 small-sided game method and the 6 vs. 6 small-sided game method in conju
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Novianto, Sendi, Indra Gamayanto, Ramadhan Rakhmat Sani, and Setyo Budi. "SIMULASI HACK VS CRACK: “GAME” PADA SMA NEGERI 3 SEMARANG." Jurnal Pengabdian Masyarakat Information Technology 2, no. 1 (2023): 17–26. http://dx.doi.org/10.33557/jpm_itech.v2i1.1916.

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Game adalah salah satu kegiatan yang digemari orang untuk memperoleh hiburan dan kesenangan, juga dapat disebut sebagai sebuah kegiatan informal yang memiliki hasil akhir. Lebih jauh lagi, game juga akan dapat mengubah banyak hal, mulai dari karakter, sikap, dan peningkatan kreativitas jika berada di jalur yang benar. Oleh sebab itu, game merupakan hal penting yang perlu di manage dengan baik. SMA Negeri 3 Semarang termasuk dalam SMA terbaik yang berada di kota Semarang. Pada tahapan globalisasi serta perkembangan dari teknologi informasi yang begitu pesat, SMA Negeri 3 Semarang membutuhkan pe
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Rodríguez-Aflecht, Gabriela, Minna Hannula-Sormunen, Jake McMullen, Tomi Jaakkola, and Erno Lehtinen. "Voluntary vs Compulsory Playing Contexts." Simulation & Gaming 48, no. 1 (2016): 36–55. http://dx.doi.org/10.1177/1046878116673679.

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Background. Serious games are often used in formal school contexts, in which students’ lack of control over the playing situation may have repercussions on any motivational gains. Aims and Method. The first aim was to investigate to what extent n = 579 fifth grade students in Mexico who received a mathematics serious game played it voluntarily. Then, we explored how students who played voluntarily ( n = 337) differed from those who did not by either gender or pre-test mathematical skills or motivation. The second aim was to find out whether two play contexts, the group of voluntary players and
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Abhishek. S, Ashwin Varghese, Ayibel Thomas, Chris Sajimon Joseph, and Tintu Varghese. "Comparative Analysis on Unreal Engine 5 VS Unity." international journal of engineering technology and management sciences 7, no. 4 (2023): 438–43. http://dx.doi.org/10.46647/ijetms.2023.v07i04.058.

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Unreal Engine 5 and Unity are two popular game development engines widely used in the industry. This research paper presents a detailed comparative analysis of Unreal Engine 5 and Unity, aiming to provide comprehensive insights into their features, performance capabilities, and suitability for game development. Through an in-depth examination of these engines, this study highlights their similarities, differences, and factors that influence their adoption in the game development landscape.
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Lešić, Tina, Ana Vulić, Nina Kudumija, et al. "Evaluation of lipid profiles in selected fresh and dry-cured game meats." Veterinarska stanica 56, no. 3 (2024): 291–302. http://dx.doi.org/10.46419/vs.56.3.10.

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This study examined and compared the fatty acid (FA) composition and fat quality indices of four types of wild game meat (deer, roe deer, mouflon, and wild boar) from Croatia, and two types of dry-cured game meat products (deer and wild boar) available on the market, in relation to their impact on consumer health. FAs were analysed by gas chromatography coupled with a flame ionization detector, and fat quality indices were calculated based on the determined FAs. Wild boar meat clearly differs from other game meat (ruminants), due to its higher fat content and higher proportion of monounsaturat
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Lindsey, Delwin T., and Angela M. Brown. "The Color Communication Game: Performance vs. Competence." Journal of Vision 16, no. 4 (2016): 30. http://dx.doi.org/10.1167/16.4.27.

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Dishon-Berkovits, Miriam, and Richard Berkovits. "The ultimatum game: Discrete vs. continuous offers." Physica A: Statistical Mechanics and its Applications 409 (September 2014): 53–60. http://dx.doi.org/10.1016/j.physa.2014.04.039.

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Fregoe, David H. "Informative Vs. Persuasive Speaking: The Objects Game." Speech Communication Teacher 3, no. 2 (1989): 13–14. http://dx.doi.org/10.1080/29945054.1989.12289132.

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Nevyasandi, Pramarine, Qurrota Aa'yuni, Selvia Armianda, Syarifah Nahdliyah, and Alaika M. Bagus Kurnia. "Penerapan Media Pembelajaran Berbasis Game Plants vs Zombie pada Mata Pelajaran PAI." Paedagogie: Jurnal Pendidikan dan studi Islam 3, no. 02 (2022): 119–35. http://dx.doi.org/10.52593/pdg.03.2.02.

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Di zaman sekarang, bukan lagi permainan sederhana yang digemari oleh anak-anak, akan tetapi lebih kepada game yang berbentuk aplikasi software. Salah satu game yang marak dimainkan oleh anak pada zaman sekarang ialah Game Plants vs Zombie. Maka dari itu, dalam membuat media pembelajaran guru harus mampu menyesuaikan dengan kegemaran peserta didiknya. Salah satunya yakni media pembelajaran yang diadopsi dari permainan Game Plants vs Zombie yang bertujuan untuk meningkatkan keaktifan peserta didik dalam mengikuti pembelajaran pada mata pelajaran Pendidikan Agama Islam. Inovasi pembelajaran sanga
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Furió, David, Santiago González-Gancedo, M. Carmen Juan, Ignacio Seguí, and Noemí Rando. "Evaluation of learning outcomes using an educational iPhone game vs. traditional game." Computers & Education 64 (May 2013): 1–23. http://dx.doi.org/10.1016/j.compedu.2012.12.001.

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Ni'maturahmah, Musyaffa, and Rizky. "Dancer vs Non Dancer: Korelasi Kontroler Terhadap Game Experience Pada Rhythm Game." Techno.Com 21, no. 4 (2022): 957–67. http://dx.doi.org/10.33633/tc.v21i4.6950.

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Dalam penelitian ini, penulis akan meneliti tentang korelasi kontroler terhadap game experience pada rhythm game dimana untuk mengetahui lebih efektif penggunaan kontroler kamera ipad atau nintendo switch. Dengan menggunakan metode CEGE atau kuisioner yang terbagi atas beberapa bagian yaitu enjoyment, frustration, Puppetry, dan bagian Video-Game yang diberikan terhadap 22 responden dengan 38 pertanyaan. Hasil dari penelitian didapat bahwa untuk pemain pemula atau non-dancer akan lebih nyaman menggunakan kamera ipad, sedangkan pemain dancer atau yang ahli lebih nyaman menggunakan joycon. Dengan
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21

Gupta, Urvi, and Uday Mathur. "Game of Skill Vs. Game of Chance: The Legal Dimensions of Online Games with Special Reference to Dream11." Shimla Law Review III, no. I (2021): 116–38. http://dx.doi.org/10.70556/hpnlu-slr-v3-i1-2020-06.

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22

Almo, André, Maíra Amaral, Mariana Rocha, Attracta Brennan, and Pierpaolo Dondio. "The Influence of Social Competition and Maths Anxiety on Game Performance." European Conference on Games Based Learning 18, no. 1 (2024): 54–63. http://dx.doi.org/10.34190/ecgbl.18.1.2680.

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Digital Game-Based Learning (DGBL) uses serious games to deliver educational content. DGBL has the potential to aid children’s development of maths skills, providing educators with alternatives to traditional mathematics teaching. However, the efficacy of serious games can be affected by their attributes, including whether they are single or multi-player. While competition in a multi-player environment may enhance players’ interest and motivation, potential social pressure may lead to anxiety and affect performance. In maths education, there are additional challenges. Mathematics Anxiety (MA),
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Purnomo, Indu Indah. "APLIKASI GAME EDUKASI LINGKUNGAN AGEN P VS SAMPAH BERBASIS ANDROID MENGUNAKAN CONSTRUCT 2." Technologia: Jurnal Ilmiah 11, no. 2 (2020): 86. http://dx.doi.org/10.31602/tji.v11i2.2784.

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Media pembelajaran yang bagus merupakan salah satu sarana penting penunjang kesadaran masyarakat untuk membuang sampah pada tempatya. dengan majunya teknologi saat ini menawarkan pembaharuan dalam pembuatan media pembelajaran. Salah satu bidang penting adalah Pembuatan game edukasi dimana ketika seorang pemain memainkan game ini, secara tidak langsung akan menanamkan rasa peduli terhadap lingkungan sekitarya. Aplikasi yang bernama construct 2, dimana pada construct 2 kita dapat membuat game 2D dan juga pada construct 2 bisa mengexport game untuk berbagai platform misal seperti OS, windows dan
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Krynytska, Nataliya. "The God Game vs Human Game: Post / humanism from Philip Dick to Denis Villeneuve." Pitannâ lìteraturoznavstva 99 (June 28, 2019): 151–65. http://dx.doi.org/10.31861/pytlit2019.99.151.

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Andreeva, Valentina A. "The Mechanisms of Language Game in the Vietnamese Language." Russian Journal of Vietnamese Studies 8, no. 2 (2024): 95–103. http://dx.doi.org/10.54631/vs.2024.82-625850.

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The article is devoted to the study of the specifics and mechanisms of language play in the Vietnamese language. The language game is found in traditional Kazao folk couplets, in paired inscriptions, riddles, poetry, as well as in the texts and headlines of modern media, advertising, colloquial speech, and Internet communications. The following basic means and techniques of language play in the Vietnamese language are highlighted: the use of various types of homonymy; creating inversion puns (inversion of constituent components, rearrangement of tones, rearrangement of rhyme, rearrangement of
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Bima Dirgantara, Harya, and Henri Septanto. "Studi Literatur Analisis Perbandingan Arsitektur Permainan Komputer PES 2018 vs FIFA 18." KALBISCIENTIA Jurnal Sains dan Teknologi 6, no. 2 (2020): 152. http://dx.doi.org/10.53008/kalbiscientia.v6i2.48.

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This literature study discusses the comparison of computer game architecture between PES 2018 and FIFA 18. Both of these games are similar and have fanbase of their respective players. This football game is popular and f amous in the world. Although both are football games, but there are differences in the architecture. Game architecture in this context is the concept of the game, using reusability, determine granularity, risk bugs, and do localization. Every aspect of the architecture has an impact and influence on the end result of computer games. In the end each computer game has its own un
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Jiao, Yifan, Christopher S. Tang, and Jingqi Wang. "Selling Virtual Items in Free-to-Play Games: Transparent Selling vs. Opaque Selling." Service Science 13, no. 2 (2021): 53–76. http://dx.doi.org/10.1287/serv.2021.0271.

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The market for online games is huge, but research on the economics of online game operations remains nascent. In this paper, we focus on “free-to-play” online games in which a game provider offers players an option to purchase game-specific virtual goods (items) for improving their winning chances before the game begins. Because selling virtual items is the main revenue stream in free-to-play games, it is important for game providers to find ways to entice players to purchase virtual items. We observe that some game providers disclose the opponent’s skill level before the game begins by using
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Bravo, Rafael R., Brenden K. Peterson, Mark Robertson-Tessi, Daniel M. Faissol, and Alexander R. A. Anderson. "Abstract B008: Man vs machine: Crowdsourcing vs deep learning of adaptive therapy strategies." Cancer Research 82, no. 10_Supplement (2022): B008. http://dx.doi.org/10.1158/1538-7445.evodyn22-b008.

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Abstract Cancer Crusade is a citizen science game in which players design treatment strategies to influence a virtual tumor growth model. The treatment regimens that the players construct are collected and sent to an online database for analysis, which may give insights into clinically effective adaptive strategies. In parallel, a machine learning-based approach was applied to the game to find optimal treatment policies, and the optimized therapy approaches generated are compared to those generated by the human players. For the core game engine in Cancer Crusade, we started with a previously p
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Yao, Xiao Bo, Chuan Feng Han, and Shao Long Wan. "Incomplete Rationality vs. Incomplete Strategy in Minority Game Model." Advanced Materials Research 629 (December 2012): 735–40. http://dx.doi.org/10.4028/www.scientific.net/amr.629.735.

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Based on standard minority game, an Irrationality Agent Minority Game (IAMG) model is proposed, in which agents are less rational to make use of its strategy properly at each step. The control parameter of irrationality, pI, represents the probability of an agent acting irrationally, which could be explained with the personal defect. Like the incomplete (strategy) minority game (IMG) model introduced in our previous paper, this IAMG model also has three failsafe mode including (R0) random action, (R1) random strategy and (R4)”Back- to-Best”. The IAMG model can be explain with analytic equation
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Pozzi, Francesca, Andrea Ceregini, Stanislav Ivanov, Marcello Passarelli, Donatella Persico, and Erica Volta. "Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training." Education Sciences 14, no. 3 (2024): 318. http://dx.doi.org/10.3390/educsci14030318.

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This study compares two versions (one digital, one hybrid) of a serious board game for teacher training called the “4Ts game”. Teachers play the game in groups to learn about—and directly engage in—the joint design of collaborative learning activities for their students by choosing the Tasks to be proposed, the Timing of activities, the Technologies to be used, and the Team composition, in an iterative process of decision making. The game comes in three versions: fully tangible, digital, and hybrid. This paper focuses on the interaction design of the digital and hybrid versions. In both cases,
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Martyastiadi, Yusup Sigit. "The Paradox of Control: Visual Clue vs. Auditory Instruction in Game Designing." International Journal of Creative and Arts Studies 5, no. 2 (2018): 35–47. http://dx.doi.org/10.24821/ijcas.v5i2.2409.

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Visual clue and auditory instruction are information that used in games. the genuine information is developed on game design conceptualization. this paper explains the study of the paradox of control, which was applied in the process of game designing. Basically, the research investigates the differences of powerful game information between visual clue and auditory instruction to gain complexity of game levelling. the research method used game design experiments, playing observations, and the interview to clarify the respondents’ decision-making. the visual clues and auditory instructions were
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Morales Belando, María de la Trinidad, and José Luis Arias-Estero. "Diferencias entre el juego 7 vs. 7 y el 4 vs. 4 en el balonmano escolar en relación al rendimiento, percepción del esfuerzo y la intencionalidad de práctica (Differences between the 7 vs. 7 and 4 vs. 4 game handball at school in relation to performance, p." Retos, no. 27 (March 5, 2015): 34–39. http://dx.doi.org/10.47197/retos.v0i27.34344.

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El profesorado de Educación Física cuenta con evidencias procedentes del ámbito deportivo, pero no así del escolar, para planificar las clases destinadas a la enseñanza de los deportes de invasión utilizando juegos reducidos. El objetivo fue comprobar si la situación de juego 4 contra 4 propuesta permitió obtener mayores valores en las variables que determinan el rendimiento general de juego, la percepción de esfuerzo y la intencionalidad de práctica futura en comparación con la situación de juego 7 contra 7, de modo general y por nivel de rendimiento deportivo en balonmano. Participaron 22 al
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Faya Cerqueiro, Fátima, and Ana Martín-Macho Harrison. "Socrative in Higher Education: Game vs. Other Uses." Multimodal Technologies and Interaction 3, no. 3 (2019): 49. http://dx.doi.org/10.3390/mti3030049.

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The integration of clickers in Higher Education settings has proved to be particularly useful for enhancing motivation, engagement and performance; for developing cooperative or collaborative tasks; for checking understanding during the lesson; or even for assessment purposes. This paper explores and exemplifies three uses of Socrative, a mobile application specifically designed as a clicker for the classroom. Socrative was used during three sessions with the same group of first-year University students at a Faculty of Education. One of these sessions—a review lesson—was gamified, whereas the
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Buratto, Alessandra, Rudy Cesaretto, and Rita Zamarchi. "HIV vs. the Immune System: A Differential Game." Mathematics 3, no. 4 (2015): 1139–70. http://dx.doi.org/10.3390/math3041139.

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Ezhei, Mansooreh, and Behrouz Tork Ladani. "Information sharing vs. privacy: A game theoretic analysis." Expert Systems with Applications 88 (December 2017): 327–37. http://dx.doi.org/10.1016/j.eswa.2017.06.042.

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Andrade, Ivan Artur Miranda de. "Teatro vs. Game: interfaceamento da cena em “INCUBADORA”." Revista aSPAs 2, no. 1 (2012): 77. http://dx.doi.org/10.11606/issn.2238-3999.v2i1p77-83.

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Matsui, Masayuki. "Management game theory: manufacturing vs service enterprise type." International Journal of Productivity and Quality Management 1, no. 1/2 (2006): 103. http://dx.doi.org/10.1504/ijpqm.2006.008376.

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Martin, Sergio, Ivan Ruiz-Rube, Esther López-Martín, Jose L. Calvo, and Rafael Lopez. "Design and Evaluation of a Collaborative Educational Game: BECO Games." Sustainability 12, no. 20 (2020): 8471. http://dx.doi.org/10.3390/su12208471.

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This paper describes the design and validation of a game based on a platform for easy deployment of collaborative educational games, named BECO Games platform. As an example of its potential, a learning experience for an Economics subject was created through a collaborative game to understand the concept of common goods. The effectiveness of the game was tested by comparing the performance of Bachelor students who used the platform and those who did not (137 students vs. 92 students). In addition, it was controlled that in previous years when students played the game through forums and an Exce
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Hasan, T., S. Mazumder, M. M. Hossan, M. S. Hossain, N. Begum, and P. Paul. "PREVALENCE OF PARASITIC INFECTIONS OF GAME BIRDS IN DHAKA CITY CORPORATION, BANGLADESH." Bangladesh Journal of Veterinary Medicine 16, no. 1 (2018): 1–6. http://dx.doi.org/10.3329/bjvm.v16i1.37366.

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Game birds are silent controller of maintaining ecological balance. To study the prevalence of intestinal parasites in game birds, a total of 60 birds (budgerigar, parrot, cockatoo, dove, turkey and teeter) were collected from several places of Dhaka Municipality area, during the period of June 2017 to November, 2017. Alongside the effects of age, sex, season and treatment on the prevalence of parasitic infection in game birds were studied. Coprologic analysis revealed that the overall prevalence of intestinal parasitic infection was 45%, of which 21.67% of Ascaridia galli, 10% for Balantidium
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Chalmers, Peter N., Kathryn Mcelheny, John D’Angelo, et al. "Effect of Weather and Game Factors on Injury Rates in Professional Baseball Players." American Journal of Sports Medicine 50, no. 4 (2022): 1130–36. http://dx.doi.org/10.1177/03635465211070287.

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Background: Injury rates in baseball players of all ages are increasing. Identifying modifiable risk factors is paramount to implementing injury prevention programs. Purpose/Hypothesis: The purpose was to evaluate the influence of weather (temperature, humidity, atmospheric pressure, and heat index) and game factors (start time, duration, single vs doubleheader) on injury rates in professional baseball players. We hypothesized that colder temperatures would be associated with significantly more injuries per game. Study Design: Case-control study; Level of evidence, 3. Methods: This was a retro
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Bukáček, Michal. "People vs Differential Evolution in Search of The Shortest Path." Journal of Advanced Engineering and Computation 4, no. 3 (2020): 207. http://dx.doi.org/10.25073/jaec.202043.292.

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The most common aim of computer game optimisation is to find the shortest path within a game or to solve a problem of a travelling salesman within a small group of cities. This article deals with the possibilities of comparing the ascertained solutions of a given problem of human intelligence and evolutionary algorithms. Human intelligence is represented by mobile game players programmed for the Android operating system, by their conduct during playing the game, and by the achieved the results. Evolutionary algorithms are represented by differential evolution. The best possible parameter estim
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Polo Sacristán, Vicente. "Mathematical modeling in ecology: on the hawk vs. dove game." Ecosistemas 22, no. 3 (2013): 6–11. http://dx.doi.org/10.7818/ecos.2013.22-3.02.

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Skoki, Arian, Alessio Rossi, Paolo Cintia, Luca Pappalardo, and Ivan Štajduhar. "Extended Energy-Expenditure Model in Soccer: Evaluating Player Performance in the Context of the Game." Sensors 22, no. 24 (2022): 9842. http://dx.doi.org/10.3390/s22249842.

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Every soccer game influences each player’s performance differently. Many studies have tried to explain the influence of different parameters on the game; however, none went deeper into the core and examined it minute-by-minute. The goal of this study is to use data derived from GPS wearable devices to present a new framework for performance analysis. A player’s energy expenditure is analyzed using data analytics and K-means clustering of low-, middle-, and high-intensity periods distributed in 1 min segments. Our framework exhibits a higher explanatory power compared to usual game metrics (e.g
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Ahamer, Gilbert. "The Web-Supported Negotiation Game “Surfing Global Change”." International Journal of Online Pedagogy and Course Design 2, no. 2 (2012): 60–85. http://dx.doi.org/10.4018/ijopcd.2012040105.

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The negotiation oriented and partly web-based game “Surfing Global Change” (SGC, © Gilbert Ahamer) was originally invented and implemented by the author and copyright holder for use in advanced interdisciplinary university courses in the spirit of ‘blended learning.’ Didactics of SGC is grounded in “active, self-organized learning”, training of “competence to act” and responsibility for both practicable and sustainable solutions for the future society, hence constructionist “creation of meaning”. This paper presents the rules of the game as a case study of rule-based online learning tool, used
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Bedi, Krunoslav, and Nikolina Žajdela Hrustek. "Marketing vs. Games in Secondary School." International Journal of Innovation in the Digital Economy 4, no. 3 (2013): 35–50. http://dx.doi.org/10.4018/jide.2013070103.

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Increases of the Internet users have drastically increased the number of media via which companies promote their products. One of such media are computer games. This paper investigates the perception of secondary school students as to the ads appearing in the games as well as their opinions and the experience they have gathered up to now regarding the advertising in the computer games. The first group of students encountered the term advertising and took part as well in creating a computer game intended to be the main advertising media. The second group did not have such experience. Among othe
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Bae, Joonheui, Sang Jin Kim, Kyung Hoon Kim, and Dong-Mo Koo. "Affective value of game items: a mood management and selective exposure approach." Internet Research 29, no. 2 (2019): 315–28. http://dx.doi.org/10.1108/intr-12-2017-0477.

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PurposeThe purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items.Design/methodology/approachTwo experiments were conducted to predict the outcomes of using game items.FindingsGame users effectively manage their level of arousal and mood valence using game items. The selective exposure theory provides addition
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Brons, Annette, Antoine de Schipper, Svetlana Mironcika, et al. "Assessing Children’s Fine Motor Skills With Sensor-Augmented Toys: Machine Learning Approach." Journal of Medical Internet Research 23, no. 4 (2021): e24237. http://dx.doi.org/10.2196/24237.

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Background Approximately 5%-10% of elementary school children show delayed development of fine motor skills. To address these problems, detection is required. Current assessment tools are time-consuming, require a trained supervisor, and are not motivating for children. Sensor-augmented toys and machine learning have been presented as possible solutions to address this problem. Objective This study examines whether sensor-augmented toys can be used to assess children’s fine motor skills. The objectives were to (1) predict the outcome of the fine motor skill part of the Movement Assessment Batt
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WIKHAMN, BJÖRN REMNELAND, ALEXANDER STYHRE, JAN LJUNGBERG, and ANNA MARIA SZCZEPANSKA. "EXPLORATION VS. EXPLOITATION AND HOW VIDEO GAME DEVELOPERS ARE ABLE TO COMBINE THE TWO." International Journal of Innovation Management 20, no. 06 (2016): 1650045. http://dx.doi.org/10.1142/s1363919616500456.

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This paper reports an in-depth qualitative study about innovation work in the Swedish video game industry. More specifically, it focuses on how video game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it’s extreme market success and continuous ability to adapt to shifts in technologies and demands. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers;
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Ermidis, Georgios, Rasmus C. Ellegard, Vincenzo Rago, Morten B. Randers, Peter Krustrup, and Malte N. Larsen. "Exercise Intensity and Technical Involvement in U9 Team Handball: Effect of Game Format." International Journal of Environmental Research and Public Health 18, no. 11 (2021): 5663. http://dx.doi.org/10.3390/ijerph18115663.

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The purpose of this study was to quantify the exercise intensity and technical involvement of U9 boys’ and girls’ team handball during different game formats, and the differences between genders. Locomotor activity (total distance, distance in speed zones, accelerations, and decelerations), heart rate (HR), and technical involvement (shots, goals, and duels) metrics were collected during various 15 min game formats from a total of 57 Danish U9 players (37 boys and 20 girls). Game formats were a small size pitch (20 × 13 m) with 3 vs. 3 players and offensive goalkeepers (S3 + 1) and 4 vs. 4 pla
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Johnston, Rich D., Tim J. Gabbett, Anthony J. Seibold, and David G. Jenkins. "Influence of Physical Contact on Pacing Strategies During Game-Based Activities." International Journal of Sports Physiology and Performance 9, no. 5 (2014): 811–16. http://dx.doi.org/10.1123/ijspp.2013-0424.

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Purpose:Repeated sprinting incorporating tackles leads to greater reductions in sprint performance than repeated sprinting alone. However, the influence of physical contact on the running demands of game-based activities is unknown. The aim of this study was to determine whether the addition of physical contact altered pacing strategies during game-based activities.Methods:Twenty-three elite youth rugby league players were divided into 2 groups. Group 1 played the contact game on day 1 while group 2 played the noncontact game; 72 h later they played the alternate game. Each game consisted of o
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