Literatura académica sobre el tema "Player choices"

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Artículos de revistas sobre el tema "Player choices"

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Mawhorter, Peter, Carmen Zegura, Alex Gray, Arnav Jhala, Michael Mateas y Noah Wardrip-Fruin. "Choice Poetics by Example". Arts 7, n.º 3 (6 de septiembre de 2018): 47. http://dx.doi.org/10.3390/arts7030047.

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Choice poetics is a formalist framework that seeks to concretely describe the impacts choices have on player experiences within narrative games. Developed in part to support algorithmic generation of narrative choices, the theory includes a detailed analytical framework for understanding the impressions choice structures make by analyzing the relationships among options, outcomes, and player goals. The theory also emphasizes the need to account for players’ various modes of engagement, which vary both during play and between players. In this work, we illustrate the non-computational application of choice poetics to the analysis of two different games to further develop the theory and make it more accessible to others. We focus first on using choice poetics to examine the central repeated choice in “Undertale,” and show how it can be used to contrast two different player types that will approach a choice differently. Finally, we give an example of fine-grained analysis using a choice from the game “Papers, Please,” which breaks down options and their outcomes to illustrate exactly how the choice pushes players towards complicity via the introduction of uncertainty. Through all of these examples, we hope to show the usefulness of choice poetics as a framework for understanding narrative choices, and to demonstrate concretely how one could productively apply it to choices “in the wild.”
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Kiyonari, Toko. "Detecting Defectors When They Have Incentives to Manipulate Their Impressions". Letters on Evolutionary Behavioral Science 1, n.º 1 (4 de mayo de 2010): 19–22. http://dx.doi.org/10.5178/lebs.2010.5.

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We examined if naive observers can distinguish defectors from cooperators even when defectors may be motivated to present themselves positively. In Study 1, 150 participants played a “semi-sequential” Prisoner’s Dilemma Game (PDG) with real monetary incentives, half as first players and half as second players. First players decided to cooperate or defect, and second players made the same decision without knowing the first player’s choice. The first player was given a chance to present a video message to the second player before the latter made their decision. After the PDG, players played a separate one-shot, semi-sequential Stag Hunt Game (SHG), a coordination game where cooperation is the best choice insofar as the other also cooperates. In this game, the first player was not given a chance to send a video message. When the players had incentives to hide intentions or manipulate impressions of themselves, even motivated judges (whose monetary gain depended on the accuracy of cheater/cooperator detection) could not distinguish defectors from cooperators in either the PDG or SHG. However, they were able to discriminate “hard-core defectors” who defected in both games. In Study 2, however, in which judges had no monetary incentives to detect targets’ choices, participants were unable to discern even hard-core defectors. The contents of the messages did not provide help discerning defectors.
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McNamara, J. M. "A Stochastic Differential Game with Safe and Risky Choices". Probability in the Engineering and Informational Sciences 2, n.º 1 (enero de 1988): 31–39. http://dx.doi.org/10.1017/s0269964800000607.

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This paper considers a two-person zero-sum stochastic differential game. The dynamics of the game are given by a one-dimensional stochastic differential equation whose diffusion coefficient may be controlled by the players. The drift coefficient is held constant and cannot be controlled. Player l's objective is to maximize the probability that the state at final time, T, is positive, while Player 2's objective is to maximize the probability that the state is negative.
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Burgess, Jacqueline y Christian M. Jones. "“Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in the Mass Effect 3 Ending Controversy". Bulletin of Science, Technology & Society 37, n.º 3 (octubre de 2017): 146–58. http://dx.doi.org/10.1177/0270467618819685.

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The interaction between the concepts of character attachment, agency, and choice in a video game narrative was investigated using BioWare’s Mass Effect trilogy. Posts on a BioWare forum discussing the depiction of their player characters in the ending sequences of Mass Effect 3, the final game in the trilogy, were downloaded and analyzed using thematic analysis. Players demonstrated emotional attachment for the characters and narrative and expected to see the consequences of their choices play out, as in the previous games. Furthermore, players conflated winning the game with achieving a narratively satisfactory ending for the game world and its characters indicating emotional consequences for players that developers should consider when designing games with a high degree of player choice and agency. However, for some players character attachment is incongruous as they described Shepard as “acting out of character,” which needs further research.
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Мохонько, Елена Захаровна y Elena Mokhonko. "Discrete regimes of information reception in non-antagonistic repeated game". Mathematical Game Theory and Applications 12, n.º 1 (30 de marzo de 2020): 3–18. http://dx.doi.org/10.17076/mgta_2020_1_8.

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The gain functions depend on the choices of players and time. The set of choices of the second player is changed in time according to one of some variants. The true variant is ascertained during the game. The current information about the set of choices and about partner's choices is received as sample data. An optimal discrete procedure of obtaining information is found that allows preserving the equilibrium.
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Arifovic, Jasmina y Giuseppe Danese. "Homophily and Social Norms in Experimental Network Formation Games". Games 9, n.º 4 (19 de octubre de 2018): 83. http://dx.doi.org/10.3390/g9040083.

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Field studies of networks have uncovered a preference to befriend people we perceive as similar according to some dimensions of our identity (“homophily”). Lab studies of network formation games have found that adherence to social norms of reciprocity and inequity aversion are also drivers of network choices. No study so far has attempted to investigate the role of both homophily and social norms in a controlled environment. At the beginning of our experiment, each player fills in a personal profile. Each player then views the profile of all other players and expresses a degree of perceived similarity between his/her profile and the profile of the other player. At this point, a repeated network formation game ensues. We find that: (1) potential homophily considerations triggered by the profile rating task did not measurably change the players’ behavior compared to the baseline; (2) reciprocity plays a significant role in the formulation of the players’ strategies, in particular lowering the probability that the player naively best responds to the network observed in the previous period. We speculate that reciprocation of past choices might be a more “available” aid in strategy-formulation than considerations related to the similarity of the other players.
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Cummings, James J. y Travis L. Ross. "Optimizing the Psychological Benefits of Choice". International Journal of Gaming and Computer-Mediated Simulations 3, n.º 3 (julio de 2011): 19–33. http://dx.doi.org/10.4018/jgcms.2011070102.

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This paper suggests that the paradox of choice can be resolved in game environments by promoting heuristics-based decision-making, thereby maintaining player freedom while also avoiding the potential negative consequences of excessive deliberation. To do this, the informational cues relevant to such decisions must be made transparent, allowing players to employ fast and frugal tools from the brain’s adaptive toolbox to make the same optimal choices that they might otherwise make after extended deliberation. Developers can design for such transparency not only by creating choice experiences in which options can be assessed and compared through clear metrics and attributes, but also by designing social systems in which the choices and successes of others can be easily identified and used for informing one’s own future decisions.
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JIA, WEIJIA y ZHIBIN SUN. "ON COMPUTATIONAL COMPLEXITY OF HIERARCHICAL OPTIMIZATION". International Journal of Foundations of Computer Science 13, n.º 05 (octubre de 2002): 667–70. http://dx.doi.org/10.1142/s0129054102001369.

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In this work, the computational complexity of a hierarchic optimization problem involving in several players is studied. Each player is assigned with a linear objective function. The set of variables is partitioned such that each subset corresponds to one player as its decision variables. All the players jointly make a decision on the values of these variables such that a set of linear constraints should be satisfied. One special player, called the leader, makes decision on its decision variables before of all the other players. The rest, after learnt of the decision of the leader, make their choices so that their decisions form a Nash Equilibrium for them, breaking tie by maximizing the objective function of player. We show that the exact complexity of the problem is FPNP-complete.
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Souza, Cássio Castro y Justo Reyna. "Pushing for Sustainability through Technology: administrative consensuality by default and online dispute resolutions tools". International Journal of Digital Law 2, n.º 1 (27 de abril de 2021): 47–89. http://dx.doi.org/10.47975/ijdl/1souzareyna.

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The Brazilian Public Administration is a repeat player and, often, predatory and strategic player. The behavior of the Public Administration is oriented towards the litigation and contributes to the increase in the congestion rate of the Judiciary, limiting access to justice. In this article, it was reflected whether a more adequate choice architecture could make the Public Administration start to show a more consensual and less litigious behavior. It was found that an architecture of choices appropriate to the greater promotion of access to Justice must create an administrative consensus by default, implemented based on an online dispute resolution system that presents an architecture of choices that makes the standard choice of individuals who wish to resolve a conflict with the Public Administration is self-composition.
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Frąckiewicz, Piotr. "On Correlated Equilibria in Marinatto–Weber Type Quantum Games". Applied Sciences 10, n.º 24 (16 de diciembre de 2020): 9003. http://dx.doi.org/10.3390/app10249003.

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Players’ choices in quantum game schemes are often correlated by a quantum state. This enables players to obtain payoffs that may not be achievable when classical pure or mixed strategies are used. On the other hand, players’ choices can be correlated due to a classical probability distribution, and if no player benefits by a unilateral deviation from the vector of recommended strategies, the probability distribution is a correlated equilibrium. The aim of this paper is to investigate relation between correlated equilibria and Nash equilibria in the MW-type schemes for quantum games.
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Tesis sobre el tema "Player choices"

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Berglind, Jens. "Choices and characters in roleplaying games : How types of choices affect the player/character connection". Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228511.

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The connection that players can feel toward their characters in pen-and-paper roleplaying games is a known phenomenon that has been previously studied and is recognized among roleplaying enthusiasts. Pen-and-paper roleplaying games are a complex form of games, with three distinct frames which are ludological, social, and diegetic (also called narrative). The frames are different aspects of the game as well as the base of different motivations for players, who value the frames in a varied degree. The goal of this thesis is to examine if in-game choices based on the diegetic frame in contrast to the ludological frame are correlated with the player/character connection. The method used for data collection is distribution of a quantitative questionnaire on the internet, spread to Swedish roleplayers through social media and associations tied to SVEROK. With their answers, the analysis identifies correlations between the player/character connection and the three frames of pen-and-paper roleplaying games, as well as other correlations noted in the data analysis. The literature revolves around the two core concepts; the player/character connection and the three frames of roleplaying games. The result shows that diegetic choices in contrast to ludological are weakly correlated with the player/character connection.
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Eriksson, Turtiainen Tula. "Creating choices for the player : A study about how story choices affect the player’s sense of agency". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19876.

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The study examines how story choices in video games affect the player’s sense of agency. A literature review was done to understand and define the terms used. Agency is the power to take meaningful action and see the consequences of those actions, also connected to the player’s sense of control. The type of story choices used were meaningful, ones that change the game state, and inconsequential choices, that do not change it. An artefact was created to present these choices through dialogue, in the form of a video game. After playing through the artefact, players were asked to fill in a questionnaire and some participated in follow-up interviews. Results showed that inconsequential choices can affect the player negatively if they realize that the choices were not real, while players requested more meaningful choices. For future work it is of interest to, among other things, examine player’s definition of meaningful choices.

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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Baghdo, Simon. "Game Telemtry : Store, Analyze and Improve UX in Game from Player-Choices". Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64185.

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During this project, the main objective was to store and analyze the user choices through game telemetry, in the game Bloodlines. With the goal to adjust the game for each member personally, for an improved user experience. This was done through a constructed database. By saving metrics of player choices and events such as: Most used weapon, attempts per session, session time periods, amount of deaths and highest rate of death cause. The results got analyzed with the control group settings in mind. Adjustments made were based on a fundamental foundation. In addition a web application with the functionality to enter and change the settings metrics in real time.
Bloodlines
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Bergqvist, Andreas. "Aesthetic Details and Player Behavior : a study on how the colors of checkers in backgammon affect players’ choices of action". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1968.

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Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.
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André, Andreas. "En färgglad studie om spelarbeteenden". Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226308.

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This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected.
Det här är resultatet av en 10 veckor lång studie om spelares beteenden och om deras valpåverkas av färgerna i deras omgivning. Ett antal personer är tillfrågade att röra sig genom envirtuell miljö, på tid, där de gör höger- och vänsterval baserat på olika färger (röd, grön, blåoch grå). Medan de flesta av valen består av två olika färger så använder några samma färger.Resultatet visar att personerna troligen föredrar en färg framför en annan och att de troligtvisföredrar en icke-neutral färg framför en neutral färg. Med dessa resultat och de intervjuer somgjordes så blir slutsatsen att det är stor sannolikhet att personerna påverkas av färgerna i derasomgivning, men det är svårt att säga exakt hur de påverkas.
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Fändriks, Louise. "Players Game Choices When Dealing with Depression". Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355960.

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Depression is a mental illness that effects approximately 300 million people around the world and this is just this year. Those who suffer from depression cope with it in diverse ways. This thesis asks about depressed people’s game choices and the motivation to play the specific games. When depressed people play games, they choose games that let them escape from their problems in the real world or games that allow them to feel relaxed. After a play session the majority would not feel any changes in the mood from before playing. While in an increased positive state of mood, the players would play a variety of games and consider playing multiplayer games where they could interact with other people. There is need for further studies on this subject with further analysis for finding patterns about game choices and motivations among people with depression.
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Destache, Travis. "Identifying key factors of choice of college among Wisconsin high school football players". Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009destachet.pdf.

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Bryan, Jeffrey Scott. "The dynamics of the player narrative: how choice shapes videogame literature". Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47657.

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The author narrative and the player narrative are distinct and separate parts that make up the whole of videogame literature. The videogame medium encourages a mixed-media understanding of conventions and the rejection of essentialism that leads to, inspires, and facilitates the player narrative. Videogame literatures require discreet actions that, as part of any possible reading, the player must do-- and in doing the player must make a choice with mind and body that involves a human-to-machine expression of agency within constraints that define the player narrative. So the decision making process in videogame storytelling is that human-to-machine interaction that can be understood as both the means by which the videogame story progresses, and the process by which the player wields his or her narrative within the procedural possibility space. Videogame literary analysis requires understanding how players make those decisions, understanding how the player leverages media conventions in order to wield power over the narrative, and understanding what role the player has in videogame storytelling. The choice dynamics of a videogame narrative are the key narrative elements within videogame literature that provide players and researchers tools for evaluating choice opportunities within videogame literature toward forming a better understanding of the space between and connection to the author narrative and the player narrative. All of these analyses combine to form a picture of decision making processes in videogame literature that are complex and contradictory path making endeavors that define the narrative experience in videogame literature, and the interconnected dynamics of the author and player narrative space.
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Donnelly, Jilian K. "Understanding Educational Choice Processes of Retired Professional Hockey Players". Diss., Temple University Libraries, 2014. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/260106.

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Educational Administration
Ed.D.
The purpose of this qualitative study was to investigate the processes and influences that underlie the choice of retired elite athletes to further their education and assume the adult learner role. In the current study, focus was applied specifically to professional ice hockey players who were in a period of retirement from active play. Elite athletes often retire at a time when most other professions are just beginning or reaching a level of stability. Research suggests that many retired elite athletes experience a difficult transition to an early retirement from athletics that is fraught with depression and unemployment. A select number of these elite athletes choose to further their educations after their careers have expired. The literature suggests that some of these retired elite athletes find educational programming a valuable coping strategy in the often traumatic post-athletic career adjustment. Unfortunately, this choice is made by only few athletes. It would be desirable to encourage more retired athletes to consider and engage in educational activities; however, currently, there is only very little knowledge on the processes underlying athletes' choice to participate, or not to participate, in education in their retirement years. Using a theoretical framework that includes adult learning theory and adult development theory, in conjunction with expectancy-value theory of motivation, the impact of individual characteristics and environmental opportunities on post-athletic career choices made by professional athletes may be better understood. The primary instrument for data collection was a personal interview with ten retired professional hockey players, conducted over a consecutive six-month period resulting in significant data. Utilizing the constant-comparative method for data analysis, common themes were identified as indicators of educational engagement: Informal Mentorship, Head Injury Related Retirement, and Pre-Transition Planning. In addition to these themes, the findings reflected an alternative adult developmental model possibly unique to professional hockey players. The findings of this study are valuable to the larger conversation regarding adult learners, adult development, and elite athlete career transition.
Temple University--Theses
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Olbrecht, Alexandre. "The impact of athletic participation on earnings and life choices". Diss., Online access via UMI:, 2005.

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Libros sobre el tema "Player choices"

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1942-, Washburn Lynne, ed. Locker room to boardroom: Super Bowl player Eddie Hinton's strategies for tackling life's choices, challenges, and changes. Sugar Land, Tex: Candle Pub. Co., 1988.

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McCaffrey, Eugene V. Players' choice. New York, N.Y: Facts on File Publications, 1987.

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Fielder's choice: A novel. Little Rock: August House Publishers, 1991.

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Jowett, Sandra. Allocating secondary school places: Policy and practice. Slough: NFER, 1995.

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Alector's choice. New York: Tor, 2005.

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Cadmian's choice. New York: Tor, 2006.

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John, Howells. Retirement choices for the time of your life. San Francisco: Gateway Books, 1987.

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Allen, Maury. Dixie Walker of the Dodgers: The people's choice. Tuscaloosa: University of Alabama Press, 2010.

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Allen, Maury. Dixie Walker of the Dodgers: The people's choice. Tuscaloosa: University of Alabama Press, 2010.

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Kukliński, Antoni y Krzysztof Pawłowski. Europe-the strategic choices. Nowy Sącz: Wyższa Szkoła Biznesu--National-Louis University, 2005.

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Capítulos de libros sobre el tema "Player choices"

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Horneman, Jurie. "Adapting Content to Player Choices". En Procedural Storytelling in Game Design, 37–48. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-5.

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Vahlo, Jukka y Aki Koponen. "Player Personas and Game Choice". En Encyclopedia of Computer Graphics and Games, 1–6. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_149-1.

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Dugan, Ann M., Sharon P. Krone, Kelly LeCouvie, Jennifer M. Pendergast, Denise H. Kenyon-Rouvinez y Amy M. Schuman. "Choices and Challenges". En A Woman’s Place, 147–54. New York: Palgrave Macmillan US, 2011. http://dx.doi.org/10.1057/9780230115965_9.

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Schneider, Margaret. "Behavioral Choices and the Built Environment". En Making Healthy Places, 261–70. Washington, DC: Island Press/Center for Resource Economics, 2011. http://dx.doi.org/10.5822/978-1-61091-036-1_17.

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Ghosh, Hrileena. "Keats at Guy’s Hospital: Moments, Meetings, Choices and Poems". En Keats's Places, 31–52. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92243-0_2.

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Neely, Erica L. "The Ethics of Choice in Single-Player Video Games". En Philosophical Studies Series, 341–55. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-01800-9_19.

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Barthélémy, Fabrice y Mathieu Martin. "Dummy Players and the Quota in Weighted Voting Games: Some Further Results". En Studies in Choice and Welfare, 299–315. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-48598-6_13.

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Jeannet, Jean-Pierre, Thierry Volery, Heiko Bergmann y Cornelia Amstutz. "Segmentation Choices". En Masterpieces of Swiss Entrepreneurship, 109–20. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65287-6_11.

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AbstractAt the outset of this chapter, the need to treat segmentation as distinct from focusing is explained. Both are important, and both have to be addressed separately. Successful segmentation implies choices, and carving out a segment from a market space is something that requires both skill and attention. Description of how to define segments is offered. The practice of targeting multiple segments, and how to define subsegments is explained, as well as how companies can play the product features game. Technology segments are not market segments. Special cases are premium price segments, high-volume segments, and niche segments, and when one or the other might apply. The chapter ends with the description of what a true niche segment strategy entails. A link between segmenting and a company’s internal organization is established.
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Jeannet, Jean-Pierre, Thierry Volery, Heiko Bergmann y Cornelia Amstutz. "Product Line Choices". En Masterpieces of Swiss Entrepreneurship, 177–81. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65287-6_17.

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AbstractSuccess in global markets is not only dependent on the quality and effectiveness of a single product. For many firms, even as they focus on narrow niches, the number of product variations they can cram into a narrow market space becomes a competitive advantage. How SMEs dealt with requirements for product line depth vs. breadth and, in particular, how they managed to use platforming and modularity to maximize product variations to increase the number of SKUs offered in their chosen market space. To enable such market cramming, companies have adopted extensive modularization strategies to create a maximum of product variations from a limited set of components. Platforming is another method companies use to create multiple variations from a single platform which is more efficient to produce and market. The combination of both modularization and platforming is allowing this game to be played to an even greater extent, permitting a small company to become a relative giant in a small space.
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Krul, Matthijs. "Players of the Game: Rationality, Choice, and Indeterminacy". En The New Institutionalist Economic History of Douglass C. North, 101–36. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-94084-7_4.

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Actas de conferencias sobre el tema "Player choices"

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Tancred, Nicoletta, Nicole Vickery, Peta Wyeth y Selen Turkay. "Player Choices, Game Endings and the Design of Moral Dilemmas in Games". En CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3270316.3271525.

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Mokhonko, E. Z. "Repeated game with the undergoing changes set of choices of the second player". En 2017 Tenth International Conference Management of Large-Scale System Development (MLSD). IEEE, 2017. http://dx.doi.org/10.1109/mlsd.2017.8109663.

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3

E. Irvine, Cynthia y Michael F Thompson. "Teaching Objectives of a Simulation Game for Computer Security". En 2003 Informing Science + IT Education Conference. Informing Science Institute, 2003. http://dx.doi.org/10.28945/2666.

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This paper describes a computer simulation game being developed to teach computer security principles. The player of the game constructs computer networks and makes choices affecting the ability of these networks and the game’s virtual users to protect valuable assets from attack by both vandals and well-motivated professionals. The game introduces the player to the need for well formed information security policies, allowing the player to deploy a variety of means to enforce security policies, including authentication, audit and access controls. The game will depict a number of vulnerabilities ranging from trivial passwords to trap doors planted by highly skilled, well-funded adversaries.
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4

Harrenstein, Paul, Paolo Turrini y Michael Wooldridge. "Characterising the Manipulability of Boolean Games". En Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/150.

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The existence of (Nash) equilibria with undesirable properties is a well-known problem in game theory, which has motivated much research directed at the possibility of mechanisms for modifying games in order to eliminate undesirable equilibria, or induce desirable ones. Taxation schemes are a well-known mechanism for modifying games in this way. In the multi-agent systems community, taxation mechanisms for incentive engineering have been studied in the context of Boolean games with costs. These are games in which each player assigns truth-values to a set of propositional variables she uniquely controls in pursuit of satisfying an individual propositional goal formula; different choices for the player are also associated with different costs. In such a game, each player prefers primarily to see the satisfaction of their goal, and secondarily, to minimise the cost of their choice, thereby giving rise to lexicographic preferences over goal-satisfaction and costs. Within this setting, where taxes operate on costs only, however, it may well happen that the elimination or introduction of equilibria can only be achieved at the cost of simultaneously introducing less desirable equilibria or eliminating more attractive ones. Although this framework has been studied extensively, the problem of precisely characterising the equilibria that may be induced or eliminated has remained open. In this paper we close this problem, giving a complete characterisation of those mechanisms that can induce a set of outcomes of the game to be exactly the set of Nash Equilibrium outcomes.
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Ang, Dennis y Alex Mitchell. "Representation and Frequency of Player Choice in Player-Oriented Dynamic Difficulty Adjustment Systems". En CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311350.3347165.

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Williams, Robert y Des Klass. "Developing a Business Simulation Game: Integrating Multiple Development Tools". En InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3173.

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In most cases today information systems development involves the use of multiple development tools. The developer has the choice of many competing vendor tools to choose from, and the choices to be made are complex. Will the various tools work together, and which tool should be chosen for which task? This paper describes the development of a business simulation game, and the role various development tools played in the process. The reasons, and how the tools were used, are also discussed.
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Xue, Liang. "Alternating Slant Mode of the Crack Propagation in Ductile Flat Plates". En ASME 2011 Pressure Vessels and Piping Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/pvp2011-57744.

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Cracks in flat plates are often found to be about 45° to the plate plane for some metals and alloys. There are two identical 45° directions to the plate plane and the choice of crack direction seems to be random. Experiments have shown that, for large flat panels, the long ductile crack propagation exhibits a regular alternating pattern, i.e. the crack switches to the other direction after propagates some distance regularly. In this paper, a numerical examination of the details of the formation of the alternating crack pattern is presented. Relevant material parameters and their influencing factors to the alternating behavior of cracks are discussed.
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Bangay, Shaun y Owen F. Makin. "Meaningful Choice in Strategic Unit Selection". En CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3242671.3242690.

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"MORPHOLOGICAL CHOICE OF PLANAR MECHANISMS IN ROBOTICS". En First International Conference on Informatics in Control, Automation and Robotics. SciTePress - Science and and Technology Publications, 2004. http://dx.doi.org/10.5220/0001139801930200.

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Cai, Liang-Wu y Jose´ Sa´nchez-Dehesa. "Effects of Layer Placement in Isotropic Layer Pairs for Producing Equivalent Mass Anisotropy". En ASME 2011 International Mechanical Engineering Congress and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/imece2011-65434.

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Mass-anisotropy is an important ingredient for acoustic cloaking. In recent years, the idea of using two isotropic layer to effectively mimic an mass-anisotropic layer has created an intense interest. In this paper, this equivalency is studied, with a particular focus on how to place the two layers. It is found that the proper placement is to place the heavier layer of the pair closer to the center, and that a proper placement plays a significant role in the effectiveness of the resulting cloak. It is also noted that the equivalency does not provide sufficient conditions to completely determine the material properties of the two isotropic layers. This leaves the choices wide open as what other additional conditions can be imposed on the relation between the bulk modulus of the two layers. Three choices are examined in this paper: matching the modulus, the impedances, and the sound speeds, of the two layers. It is found that a proper layer placement is more important than these choices.
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Informes sobre el tema "Player choices"

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Davis, Morris y Jesse Gregory. Place-Based Redistribution in Location Choice Models. Cambridge, MA: National Bureau of Economic Research, julio de 2021. http://dx.doi.org/10.3386/w29045.

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Shi, Z. C. y J. J. Gottlieb. Random-Choice-Method Solutions for Two-Dimensional Planar and Axisymmetric Steady Supersonic Flows. Fort Belvoir, VA: Defense Technical Information Center, enero de 1986. http://dx.doi.org/10.21236/ada172903.

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Wang, Chih-Hao y Na Chen. Do Multi-Use-Path Accessibility and Clustering Effect Play a Role in Residents' Choice of Walking and Cycling? Mineta Transportation Institute, junio de 2021. http://dx.doi.org/10.31979/mti.2021.2011.

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The transportation studies literature recognizes the relationship between accessibility and active travel. However, there is limited research on the specific impact of walking and cycling accessibility to multi-use paths on active travel behavior. Combined with the culture of automobile dependency in the US, this knowledge gap has been making it difficult for policy-makers to encourage walking and cycling mode choices, highlighting the need to promote a walking and cycling culture in cities. In this case, a clustering effect (“you bike, I bike”) can be used as leverage to initiate such a trend. This project contributes to the literature as one of the few published research projects that considers all typical categories of explanatory variables (individual and household socioeconomics, local built environment features, and travel and residential choice attitudes) as well as two new variables (accessibility to multi-use paths calculated by ArcGIS and a clustering effect represented by spatial autocorrelation) at two levels (level 1: binary choice of cycling/waking; level 2: cycling/walking time if yes at level 1) to better understand active travel demand. We use data from the 2012 Utah Travel Survey. At the first level, we use a spatial probit model to identify whether and why Salt Lake City residents walked or cycled. The second level is the development of a spatial autoregressive model for walkers and cyclists to examine what factors affect their travel time when using walking or cycling modes. The results from both levels, obtained while controlling for individual, attitudinal, and built-environment variables, show that accessibility to multi-use paths and a clustering effect (spatial autocorrelation) influence active travel behavior in different ways. Specifically, a cyclist is likely to cycle more when seeing more cyclists around. These findings provide analytical evidence to decision-makers for efficiently evaluating and deciding between plans and policies to enhance active transportation based on the two modeling approaches to assessing travel behavior described above.
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Yam, Eileen y Tracy McClair. Advancing Integrated Family Planning (FP)/HIV Counseling with Evidence (ADVICE): Review of FP decision support tools and HIV vulnerability assessment tools. Population Council, 2021. http://dx.doi.org/10.31899/sbsr2021.1012.

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This review identified innovative approaches to broadening both the platforms through which FP decision support is offered (digital or otherwise), as well as the timing of lending that support (i.e., during pre-consultation time). In addition, by focusing on the HIV vulnerability domains that are particularly relevant to FP clients, developers of future FP decision support tools can incorporate questions and lines of inquiry that explore whether and how clients’ behaviors and characteristics may place them at increased risk of HIV acquisition and inform their contraceptive choices to optimize dual protection.
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Wroblewski, Angela, Bente Knoll, Barbara Pichler, Elisabeth Reitinger, Birgit Hofleitner, Barbara Egger, Victoria Englmaier, Peter Koller y Arn Sauer. Chancen feministischer Evaluation. Methodische Herausforderungen bei der Evaluation von Gender Mainstreaming und Gleichstellungspolitiken. Working Paper 119. Editado por Angela Wroblewski. IHS - Institute for Advanced Studies, mayo de 2018. http://dx.doi.org/10.22163/fteval.2018.502.

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Studies in the context of gender mainstreaming, gender equality policy or feminist issues often face specific challenges in connection with the empirical approach. The Gender Mainstreaming Working Group (AK GM) of the German Evaluation Society (DeGEval) focused on the choice of adequate methods and research designs for the evaluation of gender mainstreaming measures, gender equality policies and feminist evaluation at its spring conference 2017, which took place at the IHS on 11 May 2017 and is documented in this volume.
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Bustelo, Monserrat, Suzanne Duryea, Claudia Piras, Breno Sampaio, Giuseppe Trevisan y Mariana Viollaz. The Gender Pay Gap in Brazil: It Starts with College Students' Choice of Major. Inter-American Development Bank, enero de 2021. http://dx.doi.org/10.18235/0003011.

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We herein discuss how college major choice affects gender wage gaps by highlighting the role that STEM majors play in explaining the gender wage gap in a developing country. We focus on a Latin American country where a systematic analysis of the interaction between students choice of college major and the gender wage gap is currently lacking. We take advantage of a very unique dataset of college students from the Universidade Federal de Pernambuco (UFPE), Brazil, to decompose the raw gender gap in hourly wages into one component that can be explained by differences in endowments between men and women as well as a second or residual component that reflects gender differences in the prices of market skills. We implement the commonly applied decomposition approach at the wage distributions mean and a decomposition procedure that considers variations across the wage distribution. Our results reveal that the majors that women and men select explain 50% of the gender wage gap at the mean, and STEM majors contribute to 30% of this difference. When examining different percentiles of the wage distribution, we find that the selection of a major is more important at the middle of the distribution than at the bottom or top.
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Kaffenberger, Michelle, Danielle Sobol y Deborah Spindelman. The Role of Low Learning in Driving Dropout: A Longitudinal Mixed Methods Study in Four Countries. Research on Improving Systems of Education (RISE), abril de 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/070.

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Using unique longitudinal quantitative and qualitative data, we examine the role that low learning plays in driving dropout in Ethiopia, India, Peru, and Vietnam. Regression analysis using IRT-linked test scores and data on schooling attainment and dropout shows a strong, significant association with one standard deviation higher test scores associated with 50 percent lower odds of dropping out between the ages of 8 and 12, and a similar association between the ages of 12 and 15. Qualitative analysis indicates a direct relationship between low learning and dropout, with children and parents choosing to discontinue school when they realize how little is being learned. Qualitative findings also show that low learning interacts with and exacerbates more proximate causes of dropout, with low learning often contributing to choices of early marriage (for girls) and of leaving school to work (for both genders), with families making practical decisions about which options will best provide for children in the long run. Finally, learning, work, and poverty often interact, as the need to work to help provide for the household reduces the opportunities to learn, and low learning tilts the opportunity cost of time in favor of working. These findings suggest that low learning may play a larger role in dropout decisions, by underlying and interacting with other causes, than has been typically recognized.
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8

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

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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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9

Gaponenko, Artiom y Andrey Golovin. Electronic magazine with rating system of an estimation of individual and collective work of students. Science and Innovation Center Publishing House, octubre de 2017. http://dx.doi.org/10.12731/er0043.06102017.

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«The electronic magazine with rating system of an estimation of individual and collective work of students» (EM) is developed in document Microsoft Excel with use of macros. EM allows to automate all the calculated operations connected with estimation of amount scored by students in each form of the current control. EM provides automatic calculation of rating of the student with reflection of a maximum quantity of the points received in given educational group. The rating equal to “1” is assigned to the student who has got a maximum quantity of points for the certain date. For the other students the share of their points in this maximum size is indicated. The choice of an estimation is made in an alphabetic format according to requirements of the European translation system of test units for the international recognition of results of educational outcomes (ECTS - European Credit Transfer System), by use of a corresponding scale of an estimation. The list of students is placed on the first page of magazine and automatically displayed on all subsequent pages. For each page of magazine the optimal size of document printing is set with automatic enter of current date and time. Owing to accounting rate of complexity of task EM is the universal technical tool which can be used for any subject matter.
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Jones, Emily, Beatriz Kira, Anna Sands y Danilo B. Garrido Alves. The UK and Digital Trade: Which way forward? Blavatnik School of Government, febrero de 2021. http://dx.doi.org/10.35489/bsg-wp-2021/038.

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The internet and digital technologies are upending global trade. Industries and supply chains are being transformed, and the movement of data across borders is now central to the operation of the global economy. Provisions in trade agreements address many aspects of the digital economy – from cross-border data flows, to the protection of citizens’ personal data, and the regulation of the internet and new technologies like artificial intelligence and algorithmic decision-making. The UK government has identified digital trade as a priority in its Global Britain strategy and one of the main sources of economic growth to recover from the pandemic. It wants the UK to play a leading role in setting the international standards and regulations that govern the global digital economy. The regulation of digital trade is a fast-evolving and contentious issue, and the US, European Union (EU), and China have adopted different approaches. Now that the UK has left the EU, it will need to navigate across multiple and often conflicting digital realms. The UK needs to decide which policy objectives it will prioritise, how to regulate the digital economy domestically, and how best to achieve its priorities when negotiating international trade agreements. There is an urgent need to develop a robust, evidence-based approach to the UK’s digital trade strategy that takes into account the perspectives of businesses, workers, and citizens, as well as the approaches of other countries in the global economy. This working paper aims to inform UK policy debates by assessing the state of play in digital trade globally. The authors present a detailed analysis of five policy areas that are central to discussions on digital trade for the UK: cross-border data flows and privacy; internet access and content regulation; intellectual property and innovation; e-commerce (including trade facilitation and consumer protection); and taxation (customs duties on e-commerce and digital services taxes). In each of these areas the authors compare and contrast the approaches taken by the US, EU and China, discuss the public policy implications, and examine the choices facing the UK.
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