Auswahl der wissenschaftlichen Literatur zum Thema „Games organized as competition“

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Zeitschriftenartikel zum Thema "Games organized as competition"

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Paiva, José Carlos, José Paulo Leal und Ricardo Queirós. „Fostering Programming Practice through Games“. Information 11, Nr. 11 (24.10.2020): 498. http://dx.doi.org/10.3390/info11110498.

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Loss of motivation is one of the most prominent concerns in programming education as it negatively impacts time dedicated to practice, which is crucial for novice programmers. Of the distinct techniques introduced in the literature to engage students, gamification, is likely the most widely explored and fruitful. Game elements that intrinsically motivate students, such as graphical feedback and game-thinking, reveal more reliable long-term positive effects, but those involve significant development effort. This paper proposes a game-based assessment environment for programming challenges, built on top of a specialized framework, in which students develop a program to control the player, henceforth called Software Agent (SA). During the coding phase, students can resort to the graphical feedback demonstrating how the game unfolds to improve their programs and complete the proposed tasks. This environment also promotes competition through competitive evaluation and tournaments among SAs, optionally organized at the end by the teacher. Moreover, the validation of the effectiveness of Asura in increasing undergraduate students’ motivation and, consequently, the practice of programming is reported.
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Farooq, Sehar Shahzad, In-Suk Oh, Man-Jae Kim und Kyung Joong Kim. „StarCraft AI Competition Report“. AI Magazine 37, Nr. 2 (04.07.2016): 102–7. http://dx.doi.org/10.1609/aimag.v37i2.2657.

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This article reviews the last two IEEE Conference on Computational Intelligence and Games (CIG) StarCraft Artificial Intelligence (AI) Competitions organized by the authors; these were the fourth and fifth in a series of annual competitions initiated in 2011. StarCraft AI Competitions have been hosted in conjunction with three different events: the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), CIG, and Student StarCraft AI Tournament (SSCAIT). The purpose of these competitions is to design bots that are able to autonomously and successfully play the StarCraft game by implementing real-time strategies. Recent results reveal the promising use of AI techniques in creating successful AI entries, but there is room for improvement with respect to the bots’ ability to adapt and learn to defeat humans and scripted AI bots.
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Gold, John R., und Margaret M. Gold. „Access for all: the rise of the Paralympic Games“. Journal of the Royal Society for the Promotion of Health 127, Nr. 3 (Mai 2007): 133–41. http://dx.doi.org/10.1177/1466424007077348.

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The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as to whether the current arrangements of separate but supposedly equal festivals assist the continuing development of the Paralympics or perpetuate difference.
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Bin Abdullah, Nagoor Meera, Mohan Govindasamy, Megat Shahriman Zaharudin und Subramanian Raman Nair. „Paralympic Movement in Malaysia: The Achievement of High-Performance Para Sports“. Journal Sport Area 6, Nr. 1 (09.02.2021): 86–96. http://dx.doi.org/10.25299/sportarea.2021.vol6(1).5504.

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The article elaborates on the achievement of the Malaysian athletes with disabilities locally and also in international scenes. Malaysian athletes start to participate in international competition since 1962, and local games been organized back in 1982 with the introduction of the Paralympic Games. The article also illustrates the medal achievement where Malaysian contingent achieves a total of 1700 medals at the ASEAN Para Games from 2001-2017. In FESPIC and Asian Para Games, a total of 582 medals was won from the year 1982-2018. At the FESPIC and Asian Youth Para Games, a total of 189 medals won from the year 2003-2017. The highest achievement came from the Paralympic games as Malaysian won 11 medals in total from the year 1962-2016. More need to be done to establish para sports in Malaysia with the support of every parties including the government and the media.
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Bolton, Gary E., und Axel Ockenfels. „ERC: A Theory of Equity, Reciprocity, and Competition“. American Economic Review 90, Nr. 1 (01.03.2000): 166–93. http://dx.doi.org/10.1257/aer.90.1.166.

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We demonstrate that a simple model, constructed on the premise that people are motivated by both their pecuniary payoff and their relative payoff standing, organizes a large and seemingly disparate set of laboratory observations as one consistent pattern. The model is incomplete information but nevertheless posed entirely in terms of directly observable variables. The model explains observations from games where equity is thought to be a factor, such as ultimatum and dictator, games where reciprocity is thought to play a role, such as the prisoner's dilemma and gift exchange, and games where competitive behavior is observed, such as Bertrand markets. (JEL C78, C90, D63, D64, H41)
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Miocic, Josip, Luka Androja und Luka Hoti. „The Importance of Participation of Young Athletes in Youth Sports Competitions in the City of Zadar“. Volume 5 - 2020, Issue 8 - August 5, Nr. 8 (15.09.2020): 1648–51. http://dx.doi.org/10.38124/ijisrt20aug813.

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In modern society, there is an increasing need to organize and fill the free time of children and young people. Observing and comparing the previous research on the free time of children and young people, it is evident that physical activity determined through sports is insufficiently practiced in the free time of children and young people. Youth sports games in the City of Zadar and Zadar County have been organized and held for many years, so they have proven to be promoters of a healthy lifestyle for children and youth. For the purposes of research and examination of respondents' satisfaction with the role and status of youth sports games in the City of Zadar and Zadar County, a survey method was used, where the sample consists of 467 participants in youth sports games, aged 12 to 18 for 2019 from the City Zadar and Zadar County. The aim of the research was to determine the degree of significance of youth sports competitions for participants and to directly determine the degree of socialization of that population caused by participation in competitions. According to the results of the research, it was determined that youth sports competitions are important for the participants, whose socialization in society has improved in accordance with the mentioned activity.
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Šiljak, Violeta. „The Competitions that Have Contributed to the Rise and Spread of the Olympic Movement in the Late 19th and Early 20th Century“. Physical Education and Sport Through the Centuries 7, Nr. 1 (01.06.2020): 20–36. http://dx.doi.org/10.2478/spes-2020-0003.

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SummaryThe establishment of the modern Olympic Games can be considered a logical sequence of the Games that preceded them. The Cotswold, Wenlock, and Greek Olympic Games are known as the forerunners of the modern Olympic Games. The subject of this research is related to the competitions which also contributed to the rise and spread of the Olympic movement in the late 19th and early 20th century. The aim of the research is to point out the importance of organizing the Palic Olympics, the Olympic competitions in Serbia and the Women’s Olympic Games, which, thanks to their organizers, at that historic moment contributed to a certain extent to the expansion of the Olympic Movement. Baron Lajos Vermes, a famous athlete and a sports patron was the founder of the Palić Olympics, among many other sports competitions, which were regularly held in what was then Austria-Hungary at Lake Palić in the period from 1880 to 1906. In the early 20th century in Serbia, the officers who were educated in France, where they had met with the Olympic movement, upon their return to the country began to organize numerous and various competitions that had the adjective “Olympic” in their names. The perseverance in the work on the Olympic idea soon led to the establishment of the Serbian Olympic Club in 1910, and thanks to Captain Svetomir Đukić it also led to the inclusion in the IOC in 1912. In the period between the two world wars Alice Milliat worked hard on the equal inclusion of women in the Olympic movement. The requests for equal inclusion of women in the Olympic competition program that were rejected multiple times finally yielded results after the organization of the Women’s Olympic Games in 1922 in Paris.The research results should show the importance of these Games, giving them the opportunity to be included among the already well-known forerunners of the Olympic Games.
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Lutsik, Vladimir I., Alexander E. Sobolev und Denis S. Isaev. „REGIONAL EDUCATIONAL PROJECTS AS MEANS OF RAISING LEVEL OF UNIVERSITY ENTRANTS IN CHEMISTRY“. IZVESTIYA VYSSHIKH UCHEBNYKH ZAVEDENIY KHIMIYA KHIMICHESKAYA TEKHNOLOGIYA 61, Nr. 6 (06.06.2018): 103. http://dx.doi.org/10.6060/tcct.20186106.5689.

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In this article, the possibilities of a regional professional community of subject teachers to promote the intellectual development of schoolchildren and the formation of the common educational space “school – university” are demonstrated on the example of the Association of chemistry teachers and lecturers of Tver region. In order to achieve these goals, the Association annually conducts numerous regional open competitions, and each of them is completely free for students and their teachers. The aim of the competition “The World of Chemistry” is creating a public catalog of training presentations. The competition is held in twenty one categories (presentations on the educational topics, “Names in the history of chemistry”, “Scientists-chemists of Tver region”, “Chemical book of records”, “Chemistry and other Sciences”, “Chemistry of the future”, etc.); 997 nominations in all. Contests “Original problem” and “Chemical games store” are aimed at finding out the best authors of tasks, quizzes, and didactic games in chemistry as well as at the popularization of the Olympic movement. The selected collections of learning materials are published at the end of each contest. In order to identify and support gifted students, every year the Association of chemistry teachers and lecturers of the Tver region conducts the Regional Olympiad “Khimonya” (in Russian it is a diminutive and funny form of “Young Chemist”) for everyone wishing schoolchildren. This Olympiad is very popular. So, in 2017, more than 430 students from 16 municipalities attended this intellectual competition. The winners of “Khimonya” receive invitations to free classes at the Summer school of the Olympic reserve, which is annually organized by the Tver Association of chemistry teachers. It is shown that the activation of extracurricular activities of schoolchildren by involving them to participate in regional educational projects results to the increase in the education level of school leavers and quality of their knowledge in chemistry.Forcitation:Lutsik V.I., Sobolev A.E., Isaev D.S. Regional educational projects as means of raising level of university entrants in chemistry. Izv. Vyssh. Uchebn. Zaved. Khim. Khim. Tekhnol. 2018. V. 61. N 6. P. 103-108
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Mijatović, Slađana, Violeta Šiljak und Vladan Vukašinović. „Appearance of the Olympic Idea in Civil Gymnastic and other Sporting Societies and Clubs in Serbia“. Physical Education and Sport Through the Centuries 3, Nr. 2 (01.12.2016): 17–23. http://dx.doi.org/10.1515/spes-2016-0011.

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SummaryThe idea of revival of the Olympic Games appeared much before its realization, but creation of the possibilities to reintroduce the Games was closely related to development of modern sport. The first mentioning and proposals originated from the works of the Humanists in 15th and 16th century and in the thirties of the 19th century some practical attempts were made for their revival.The aim of the paper was to determine the time when the first ideas on Olympism appeared in Serbia in civil gymnastic and other sporting societies and clubs. Historical method was used in the paperFor a long period Serbia was cherishing and developing traditional forms of competitions and tournaments but organized forms of physical exercises of citizens appeared only in the mid-19th century when the first private schools for physical exercises were established in many towns of the Principality of Serbia. Therefore, these private schools and the civil gymnastic societies were places where modern sport and the Olympic ideal were gladly accepted and further developed. Thus, it is understandable why, at the time of realization of the idea on revival of Ancient Olympic Games, those societies and clubs used the expression: Olympic competitions for their sporting events, besides they already used names: popular festivals or chivalry competitive plays.In the mid-19th century the Olympic idea took roots also in the Principality and later in the Kingdom of Serbia. Namely, before the revival of the Olympic Games in Athens and before the term „Olympic“ became more significant in reporting from sporting events, the competitions in Serbia had been announced as „Olympic festivities“ although they were not directly linked to the aforementioned Games in Greece.
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Guitart, Anna, Pei Chen und África Periáñez. „The Winning Solution to the IEEE CIG 2017 Game Data Mining Competition“. Machine Learning and Knowledge Extraction 1, Nr. 1 (20.12.2018): 252–64. http://dx.doi.org/10.3390/make1010016.

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Machine learning competitions such as those organized by Kaggle or KDD represent a useful benchmark for data science research. In this work, we present our winning solution to the Game Data Mining competition hosted at the 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017). The contest consisted of two tracks, and participants (more than 250, belonging to both industry and academia) were to predict which players would stop playing the game, as well as their remaining lifetime. The data were provided by a major worldwide video game company, NCSoft, and came from their successful massively multiplayer online game Blade and Soul. Here, we describe the long short-term memory approach and conditional inference survival ensemble model that made us win both tracks of the contest, as well as the validation procedure that we followed in order to prevent overfitting. In particular, choosing a survival method able to deal with censored data was crucial to accurately predict the moment in which each player would leave the game, as censoring is inherent in churn. The selected models proved to be robust against evolving conditions—since there was a change in the business model of the game (from subscription-based to free-to-play) between the two sample datasets provided—and efficient in terms of time cost. Thanks to these features and also to their ability to scale to large datasets, our models could be readily implemented in real business settings.
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Dissertationen zum Thema "Games organized as competition"

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Madeira, Raquel Maria Santos Barreto Sajara. „Repercussões da prática física sistemática, treino de natação regular com quadro competitivo organizado, na resposta cardiorespiratória ao esforço sub-máximo e máximo“. Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 1998. http://dited.bn.pt:80/30337.

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Nakao, Megumi. „Dynamic games and competition for water resources /“. View online ; access limited to URI, 2003. http://0-wwwlib.umi.com.helin.uri.edu/dissertations/dlnow/3112122.

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Samothrakis, Spyridon. „Methods for tackling games of strict competition“. Thesis, University of Essex, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.636469.

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The primary goal of this thesis is to develop algorithms that can approximately but robustly solve strictly competitive games. Two streams of research are explored, which also form the main contributions of this thesis. The first one involves transferring techniques used in combinatorial games to real-time video games, allowing for strong players that can take decisions fast. The second one involves using evolutionary computation to approximate solutions in an off-line fashion in games of both perfect and imperfect information. The algorithms proposed are presented in this thesis alongside a number of experiments, which involve two real-time games (Tron and Pacman), a strategy board game (Othello) and a game of imperfect information (2-Player Texas Holdem). The experiments cover a wide range of game scenarios, each aimed at uncovering different facets of the algorithms used. For real time games we conclude that strong a priori (or habitual) knowledge is required in order to act fast and successfully, but a player can massively benefit if this knowledge is combined with strong forward model exploitation methods like Monte-Carlo Tree Search. We show that Evolutionary Algorithms can be successfully used to obtain such a priori knowledge. Finally, for games of imperfect information, we show that one is able to obtain strong players offline using a novel iterative method, however limitations in the function approximation schemes used mean that these methods are not optimal.
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Lundy, Jane. „Effects of competition on learning in business games“. Thesis, University of Surrey, 1985. http://epubs.surrey.ac.uk/847662/.

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At the beginning of this study I wanted to discover what effects competition in games and simulations had on learning. I also wished to gain a deeper understanding of how people learn from games so that I could produce findings which would be useful to practitioners of games and simulations. My research has revealed that competition can become too great an influence on students' decisions and behaviour and then becomes harmful to learning. I found that students adopt different approaches to competitive games which I labelled Competitive or Opportunist, Learning, Skill Specific, Rhino (Really Here In Name Only) and Confused. Their approach depends upon their prior experience, age, maturity, expectations and the quality of the tutor involvement. These different approaches lead in turn to different types of decisions, behaviour and eventually, learning. I also found that tutors need to be deeply involved during the whole game in order to guide students away from over-competitive behaviour and decisions,and towards a more rational and learning orientated approach. In addition tutors need to devote considerable time and effort at the end of the game to resolving conflicts and misunderstandings. In order that my study should prove useful to practitioners I have designed models of student approaches to games and simulations as well as a model of a business game. In addition I have drawn up, on the basis of my findings, a list of suggested guidelines for tutors who use (or are thinking of using) games and simulations. I hope they will indeed prove to be beneficial to both tutors and students.
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Fryer, Timothy James Osborne. „ESS models of sperm competition“. Thesis, University of Sheffield, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.266803.

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Ieong, Samuel. „Cooperation in competition : efficiently representing and reasoning about coalitional games /“. May be available electronically:, 2008. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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Galli, Filippo. „Market expansion and the co-opetition of criminal organizations in Italy“. Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11760.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
A mafia modernization process will be addressed. That is the process by which the expansion growth into new territories coincided with a shift of objectives and interests of the mafia itself, which turned from being "traditional" to "entrepreneurial." Beside that we will examine the strategies adopted by the criminal organizations in order to successfully face the legal market and maintain at the same time a deep control over their home-regions.
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Vandendriessche, Tim. „Three novel games of information and competition : exploring human strategic reasoning“. Thesis, University of Warwick, 2017. http://wrap.warwick.ac.uk/102999/.

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This thesis introduces three novel competitive games that fill the gaps between games of perfect information and games of imperfect information. Each game has a common underlying structure with small, but crucial, differences. Concretely, each game has trials in which dominance should be respected and trials where trickery attempts are possible. Furthermore, we focus on risk attitude (Envelope Game); explore reasoning processes through verbal protocols (Transfer Game); and assess the effects of additional information (Suitcase Game). Behavioural experiments show that even these simple games are cognitively very challenging and that behaviour often deviates from the predictions of popular frameworks. The main contributions from this thesis are (a) the creation of three novel games that help fill the gaps between perfect information and imperfect information; and (b) the exploration of these games and their implications. Findings from the first experiment indicate a linear relationship between the willingness to transfer value from Option A to Option B and a higher initial value for Option A. We also found that decision times for player one reflect which choices he contemplates whilst decision time for player two does not relate to her choices. Finally, most participants are assessed as risk averse. When larger amounts are involved a risk averse player one more strongly desires to transfer value compared with a non-averse player one; but we do not find any behavioural differences for player two. From our second experiment we learn that participants are often not consistent in their reasoning and behaviour across trials. Despite the simplicity of the game we observe many violations of dominance. Furthermore, participants do not strongly adhere to a specific framework. Using verbal protocols we learn about the reasoning that is used to make decisions. This procedure also identified a weakness of the design: participants often consider small amounts irrelevant (since they barely affect payoffs). Our third experiment focuses on the effect of additional knowledge. We find evidence that equal divisions are made more frequently when additional knowledge is provided and that participants attempt to trick their opponents. Furthermore, we explore whether heuristics can explain behaviour since frameworks are often too precise or make ‘random behaviour’ predictions.
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Ritson, William M. „Fifth Aeon – A.I Competition and Balancer“. DigitalCommons@CalPoly, 2019. https://digitalcommons.calpoly.edu/theses/2036.

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Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do not upset the balance of an existing collectible card game. The submissions to the A.I competition include one that plays substantially better than the existing Fifth Aeon A.I with a higher winrate across multiple game formats. The balancer system also demonstrates an ability to automatically balance several types of cards against a wide variety of parameters. These results help pave the way to cheaper CCG development with more compelling A.I opponents.
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Marini, Marco. „Wages determination and firm's behaviour under strategic market competition“. Thesis, London School of Economics and Political Science (University of London), 1998. http://etheses.lse.ac.uk/1472/.

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It is commonplace in wage determination models and, in general, in economic models as a whole, to treat the workers' outside option as given. The main purpose of the present work is to remove, in various ways, this assumption. The work is organized as follows. The first chapter is devoted to introducing the thesis topic and the related literature. The second chapter describes an economy in which the workers hired by a firm acquire without cost a firm-specific skill that enables them to potentially become independent producers. Thus, by modelling explicitly the workers' decision to stay or to leave the firm, a stable earning profile for the economy is characterized. Such a stable earning profile can allow for a workers' compensation higher than the basic neoclassical wage and for pay differentials across industries even for initially homogenous workers. The third chapter shows that the existence of a concrete outside option for firms' managers can induce, under specific circumstances, oligopolistic firms to adopt restrictive output practises. In particular, the conditions under which, in a Cournot oligopoly, existing firms behave more collusively than in a standard Cournot model, are carefully defined. The fourth chapter considers the problem of producer co-operatives' (PCs) stability. It shows that PCs' instability argued in the literature can fail to hold in very competitive and low barrier-to-entry markets in which, potentially, dismissed members have a chance to set up new firms. In the fifth and conclusive chapter a new concept of core-stability for n-cooperative games is introduced and applied both to the problem of cartel formation under oligopoly and to an economy with a public good. Such a solution concept, denoted o-core, assumes that when a coalition deviates from an agreement, it possesses a first-mover advantage with respect to all other players.
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Bücher zum Thema "Games organized as competition"

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Lowry, Jack. Competitive treasure hunts: How to win, how to organize. Dallas, Tx: RAM Pub., 2001.

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Arena, Felice. Battle of the games. New York: Mondo, 2004.

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1955-, Kettle Phil, und Gordon Gus 1971-, Hrsg. Battle of the games. Wellingborough: Rising Stars, 2005.

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Spagat, Michael. Validated equilibrium in sequential spatial competition games. [Urbana, Ill.]: College of Commerce and Business Administration, University of Illinois at Urbana-Champaign, 1988.

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Chandra, Vikram. Sacred Games. New York: HarperCollins, 2007.

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Sacred games. New York: Penguin, Viking, 2006.

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Sacred games. London: Faber and Faber, 2006.

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Sacred games. New York: HarperCollins, 2007.

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Eliasson, Gunnar. Technological competition and trade in the experimentally organized economy. Stockholm, Sweden: Distributed by Almqvist & Wiksell International, 1987.

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E, Walsh Penny, Hrsg. Host Gunner's super civil war trivia competition games. [s.l.]: Xlibris Corporation, 2009.

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Buchteile zum Thema "Games organized as competition"

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Adler-Nissen, Rebecca. „Organized Duplicity? When States Opt Out of the European Union“. In Sovereignty Games, 81–103. New York: Palgrave Macmillan US, 2008. http://dx.doi.org/10.1057/9780230616936_6.

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Duan, Lingjie, Jianwei Huang und Biying Shou. „Secondary Spectrum Market Under Operator Competition“. In Cognitive Virtual Network Operator Games, 37–66. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-8890-3_3.

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Nijholt, Anton, und Hayrettin Gürkök. „Multi-Brain Games: Cooperation and Competition“. In Universal Access in Human-Computer Interaction. Design Methods, Tools, and Interaction Techniques for eInclusion, 652–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39188-0_70.

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Burkov, Andriy, Abdeslam Boularias und Brahim Chaib-draa. „Competition and Coordination in Stochastic Games“. In Advances in Artificial Intelligence, 26–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-72665-4_3.

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Claude, Denis, und Mabel Tidball. „Managerial Incentives and Polluting Inputs Under Imperfect Competition“. In Games in Management Science, 165–86. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19107-8_10.

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Graber, Philip Jameson, und Charafeddine Mouzouni. „Variational Mean Field Games for Market Competition“. In Springer INdAM Series, 93–114. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01947-1_5.

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7

Bauer, Johannes M., und Volker Schneider. „Cooperation, Competition, and Mutualism in the US Information and Communications Sector“. In Organized Business Interests in Changing Environments, 130–52. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230594913_7.

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Dönges, Jutta A. „Theory of Global Games“. In Competition for Order Flow and the Theory of Global Games, 103–48. Wiesbaden: Deutscher Universitätsverlag, 2001. http://dx.doi.org/10.1007/978-3-663-07734-3_4.

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9

Hu, Xinyi, George Kesidis, Behdad Heidarpour und Zbigniew Dziong. „Media Delivery Competition with Edge Cloud, Remote Cloud and Networking“. In Network Games, Control, and Optimization, 71–87. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10880-9_5.

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10

Chen, Zhi-Hong, Tzu-Chao Chien und Tak-Wai Chan. „Using Self-competition to Enhance Students’ Learning“. In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 234–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_41.

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Konferenzberichte zum Thema "Games organized as competition"

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Kokina, Kristina, Linda Mezule und Anatolijs Borodinecs. „Board game for the engineering students to promote interest in city infrastructure courses“. In Seventh International Conference on Higher Education Advances. Valencia: Universitat Politècnica de València, 2021. http://dx.doi.org/10.4995/head21.2021.13027.

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Learning is a complex process that includes self-motivation, self-control and self-discipline. The efficiency of learning depends on the motivation of students and overall atmosphere in the classroom. At the same time, promotion of interest to communicate out of the classroom is of the same importance. Furthermore, if students find an interest in a specific professional field during the out-of-classroom activities, the study process in engineering sciences becomes easier and more enjoyable.To promote the interest in engineering studies at Riga Technical University study programme Heat, Gas and Water Technology, workshops at the infrastructure units of the related industry representatives, summer workshops in the sports, seminar and recreation centre, as well as basketball and table tennis competition between teachers and students are organized on a regular basis. Through the thematic games, teachers find the motivation to upgrade the quality of the study process and students gain more information on the topic and ability to achieve higher results. The proposed board game for the out-of-classroom activities is a successful method to facilitate the communication between lecturers and students in practice. At the same time, the game contains control questions that allow to stimulate and promote the knowledge level of the students.
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Sisson, Richard D., William C. S. Weir und James C. O’Shaughnessy. „Teaching and Learning “Green Engineering” in a Multidisciplinary Seminar“. In ASME 2003 International Mechanical Engineering Congress and Exposition. ASMEDC, 2003. http://dx.doi.org/10.1115/imece2003-41801.

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This paper presents the recent experience of teaching and learning “Green Engineering” in a multidisciplinary seminar. The instructors who organized the seminar included an environmental engineer and a mechanical/manufacturing engineer. The student population included both graduate and undergraduate students majoring in civil/environmental, mechanical, manufacturing and aerospace engineering as well as several biology majors. The course was organized as a semester long seminar with many guest speakers from industry, government, academia and law firms. In addition to assigned reading and literature searches/reviews, the main learning experiences were provided by two large team projects. The first multidisciplinary team project was a “game” that required the students to develop a facility to provide a variety of products that utilized materials that are toxic, hazardous and radioactive. The students were assigned various roles in the company including bidding, manufacturing, environmental and purchasing responsibilities. The teams were judged on both the financial and environmental success of their company. The second multidisciplinary major team project focused on the creation of a green product including, the design and manufacturing processes, as well as the business plan. The student interest in this project was enhanced by a competition with cash prizes that was financed and judged by WPI’s Entrepreneurship program’s faculty and staff.
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Hu, Yanrong, Chong Wu und Hongjiu Liu. „Games-Based Brand Competition Strategy“. In 2010 3rd International Conference on Business Intelligence and Financial Engineering (BIFE). IEEE, 2010. http://dx.doi.org/10.1109/bife.2010.65.

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Cooper, Seth, und Alessandro Canossa. „Session details: Student games competition“. In CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/3250875.

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Walton-Rivers, Joseph, Piers R. Williams und Richard Bartle. „The 2018 Hanabi competition“. In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848008.

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Stephenson, Matthew, Eric Piette, Dennis J. N. J. Soemers und Cameron Browne. „Ludii as a Competition Platform“. In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848084.

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Lee, Scott, und Julian Togelius. „Showdown AI competition“. In 2017 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2017. http://dx.doi.org/10.1109/cig.2017.8080435.

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Togelius, Julian. „Mario AI competition“. In 2009 IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 2009. http://dx.doi.org/10.1109/cig.2009.5286507.

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McKenzie, Sophie, Shaun Bangay, Lisa M. Barnett, Nicola D. Ridgers und Jo Salmon. „Encouraging organized active game play in primary school children“. In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7047972.

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Zhi Xu, Ali Khanafer und Tamer Basar. „Competition over epidemic networks: Nash and stackelberg games“. In 2015 American Control Conference (ACC). IEEE, 2015. http://dx.doi.org/10.1109/acc.2015.7171037.

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Berichte der Organisationen zum Thema "Games organized as competition"

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Salz, Tobias, und Emanuel Vespa. Estimating Dynamic Games of Oligopolistic Competition: An Experimental Investigation. Cambridge, MA: National Bureau of Economic Research, Februar 2020. http://dx.doi.org/10.3386/w26765.

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