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1

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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2

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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3

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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4

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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6

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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7

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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Hawk, Christopher Edward. „Effects of Competition in Violent and Nonviolent Video Games on Aggressive/Prosocial Behavior“. BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7306.

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Previous research shows that playing violent video games leads to increases in aggressive feelings, thoughts, and behaviors. However, recent research has questioned the reliability of these findings. Two important variables associated with aggressive outcomes that have yet to be fully explored in the violent video game literature are the competitive aspects of the games and the outcomes of that competition (e.g., winning or losing). The present study was a two (gameplay: violent vs. nonviolent) by two (difficulty: easy vs. hard) by three (competition: no competition vs. competition win vs. competition lose) between-subjects factorial design, with aggressive/prosocial behavior measured as the dependent variable. Results revealed only a significant main effect for competition, such that participants became more aggressive after playing a competitive, as opposed to a noncompetitive game (i.e., regardless as to whether the participant won or lost). Although, there were some violations of the analysis of covariance (ANCOVA) assumptions, additional data examining the reasons why respondents behaved the way they did confirmed the initial finding. The present study supports the assertion that competition in video games has an independent and significant effect on subsequent aggression regardless of the level of violence in a video game.
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Deng, Yaping. „Olympic branding and global competition : the case of the Beijing 2008 Olympic Games“. Thesis, University of Cambridge, 2008. https://www.repository.cam.ac.uk/handle/1810/252105.

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This study intends to find out how sponsors use the Olympic Games to build up their brand awareness and what the deep meaning of the Olympics is for these sponsors on their journey in the globalisation competition. There is a gap in academic literature on the practice of Olympic sponsors in enhancing their competitiveness. This research uses the method of case study to make in-depth inquiry into the complexity of the International Olympic Committee (IOC), sponsors, PR companies and Advertising companies. In addition, the author’s working experience closely related to Olympics has facilitated the research especially in the interview process. The study selects four sponsors of the 2008 Beijing Olympic Games, two multinational corporations, Adidas and Coca Cola, and two Chinese corporations, Air China and Lenovo. The study argues that the Olympics is not a simple matter of sports competition recently, but rather a sports activity that shows the comprehensive strength of the host country, and even more so it is an important platform for world famous enterprises to enlarge their share of international markets, and to raise their brand recognition and reputation. Due to economic globalisation, competition between enterprises is no longer a competition between individuals, but is rather a union of win-win corporations. In order to maximise commercial profits, each enterprise forms a centralised operation system and network according to its commercial value. Moreover, it needs a bigger platform which is sports marketing operation pattern strengthening in the long term; most importantly the Olympic Games marketing will integrate in the enterprises’ own developmental strategy. By comparing and contrasting the practices of the Chinese companies with the multinational corporations, the study presents the challenges for firms from developing countries to catch up in competitiveness through the opportunity provided by the Olympic Games.
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Guang, August. „Switching Between Cooperation and Competition in Social Selection“. Scholarship @ Claremont, 2012. https://scholarship.claremont.edu/hmc_theses/40.

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Roughgarden et al. (2006) proposed a theory called social selection as a behavioral game theoretic model for sexual reproduction that incorporates both competition and cooperation in 2006. Players oscillate between playing competitively to maximize their individual fitness, leading to a Nash Competitive Equilibrium, and playing cooperatively to maximize a team fitness function, leading to a Nash Bargaining Solution. Roughgarden et al. (2006) gives rates of change for both the competitive state and the cooperative state, but does not explain her rates or how to switch between the states in sufficient detail. We test and rederive the rates, critiquing an assumption that the derivation of such a rate must make, as well as create a probabilistic model that switches between the two states. We test our model on the reproductive behaviors of Symphodus tinca, the peacock wrasse. The results follow the trajectory of the reproductive strategies for the wrasse throughout the breeding system, suggesting that cooperation could be a mechanism through which wrasse change their reproductive behaviors. However, the inputs to the model need to be analyzed more critically. Future work could include deriving rates for competitive play and cooperative play that do not rely on assumptions of being able to quantify strategy allocation proportion and refining the model and drawing generalized conclusions about it.
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Griffiths, Robert Peter. „Cyber athletes identification, competition, and affect implication /“. Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1180009007.

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15

Esteve, González Patricia. „Competition in nonmarket environments“. Doctoral thesis, Universitat Rovira i Virgili, 2013. http://hdl.handle.net/10803/127110.

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This doctoral thesis analyses competitive situations in which public institutions are involved and evaluates public institutions from three different perspectives. The first contribution analyses a regular activity of public institutions, procurement of services, in which there is a potential moral hazard problem. A public institution should bias future competitions in favour to the past winner who performs a high quality service, and that this bias should be additive. When the linearity is reduced a bit, the moral hazard problem is less severe. However, if the linearity is reduced too much, the advantage of the past winner disappears and biasing the contest can be counterproductive. The second contribution regards how public institutions can change a reality: disadvantage of minorities. Some affirmative action policies establish that a set of disadvantaged competitors has access to an extra prize. We find that an extra prize is a powerful tool to ensure participation of disadvantaged agents and this tool can be established purely on efficiency grounds when the disadvantage of the minority is not too severe. The third contribution studies agents’ perception of public institutions for the case of political parties in member countries of the European Union (EU). We find that economic factors, in addition to ideological and electoral motives, are determinants of partisan support to European integration. This support, which has grown in recent periods, depends on the distribution among member countries of the benefits from the EU and the specific economic situation of the each political party’s country.
Aquesta tesi doctoral avalua les institucions públiques en situacions competitives des de tres perspectives diferents. La primera contribució analitza una activitat ordinària de les institucions públiques, la contractació de serveis, on hi ha un problema de risc moral potencial. Una institució pública hauria d’esbiaixar les competicions futures a favor del guanyador passat si aquest va realitzar un servei d’alta qualitat, i aquest biaix hauria de ser additiu. Quan la linearitat es redueix lleugerament, el problema de risc moral és menys sever. Tanmateix, si la linearitat es redueix massa, l’avantatja del guanyador passat desapareix. Llavors, esbiaixar el concurs pot ser contra productiu. La segona contribució considera com les institucions públiques poden canviar una realitat: el desavantatge de minories. Algunes polítiques de discriminació positiva estableixen que un conjunt de competidors amb desavantatge té accés a un premi addicional. Els nostres resultats mostren que un premi addicional és una eina poderosa per garantir la participació dels agents amb desavantatge i aquesta eina pot ser establerta només sobre fonaments d’eficiència si el desavantatge de la minoria no és molt sever. La tercera contribució estudia la percepció que tenen els individus de les institucions públiques pel cas de partits polítics en països membres de la Unió Europea. Els nostres resultats mostren que els factors econòmics, a més a més dels factors ideològics i electorals, són determinants del suport dels partits polítics envers la integració europea. Aquest suport, que ha anat creixent en períodes recents, depèn de la distribució dels beneficis de la Unió Europea entre els països membres i de la situació econòmica particular del país de cada partit polític.
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Ask, Alexander A. „To kill or not to kill : competition, aggression, and videogames, in adolescents /“. Title page, contents and abstract only, 1999. http://web4.library.adelaide.edu.au/theses/09PH/09pha834.pdf.

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Bailey, Kirk James. „Essays in credence goods and repeated games“. Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:73f0f2a2-62b3-47f8-a861-4765b7c1cd8b.

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This thesis presents two chapters on credence goods and one on ongoing partnerships in an infinitely repeated game. The chapters on credence goods focus on the welfare and efficiency of equilibria in overcharging models of credence goods, something which has not been explicitly addressed before. The chapter on partnerships presents a theory explaining ongoing partnerships as solving a commitment problem for clients. There is a small literature on partnerships, and this chapter represents a novel but complimentary approach to that literature. At core, chapters 2, 3 and 4 of this thesis ask the following questions respectively: Do competition and information increase welfare in credence goods markets? How do customers in credence goods markets discipline experts from committing fraud? Can these strategies be welfare ranked? Why do ongoing partnerships exist? What problem do they solve?
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Klimm, Max [Verfasser], und Tobias [Akademischer Betreuer] Harks. „Competition for Resources: The Equilibrium Existence Problem in Congestion Games / Max Klimm. Betreuer: Tobias Harks“. Berlin : Universitätsbibliothek der Technischen Universität Berlin, 2012. http://d-nb.info/1027798209/34.

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Allblom, Viktor. „Evaluating Agent Strategies for the TAC Supply Chain Management Competition“. Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6133.

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The TAC Supply Chain Management game was designed to capture many of the challenges involved in dynamic supply chain practices. To evaluate the game I created four different agents, which operate according to simple but very different strategies. In addition, an advanced agent was created to see if the game was advanced enough not to be dominated by simple strategies. While the game is advanced enough to resist simple strategies, it is so simplified that it will never help solve any real world problems unless it is expanded to include more factors/problems of supply chain management.
TAC Supply Chain Management spelet var designat för att fånga så många av utmaningarna inom dynamiska supply chains som möjligt. För att utvärdera spelet skapade jag fyra olika agenter, som har enkla beteenden men väldigt olika strategier. Utöver detta skapade jag också en avancerad agent för att se om spelet var avancerat nog att inte domineras av enkelspåriga strategier. Medans spelet är avancerat nog att stå emot enklare strategier, är det så förenklat att det aldrig kommer vara till någon hjälp för att lösa problem i den riktiga världen om det inte är utökat till att inkludera fler faktorer/problem inom supply chain management.
contact me at: pt00val@student.bth.se or viktor@allblom.info
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Fagart, Thomas. „Dynamic imperfect competition and irreversible investment“. Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01E023.

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Cette thèse analyse le rôle de l'irréversibilité de l'investissement sur la concurrence dynamique. Elle est composée de quatre articles théoriques et d'une introduction générale. Le deuxième chapitre s'intéresse à la possibilité de préemption en investissement irréversible, concurrence imparfaite et évolution de la demande aléatoire. Il montre qu'il n'y a pas de préemption sans sauts de demande. En effet, la linéarité des coûts d'investissement crée une incitation pour les entreprises à investir aussi vite que possible. Dès lors, il ne peut y avoir de préemption en l'absence d'évolution de la demande. Le troisième chapitre étudie la dynamique de la répartition de capacités au sein de l'oligopole, lorsque l'investissement est irréversible, la concurrence imparfaite et la demande aléatoire. Il montre que la dynamique de l'investissement a une propriété d'efficacité, et qu'une asymétrie entre capacité initiale peut se conserver à court terme, mais disparait à long terme. Le quatrième chapitre analyse les décisions d'investissement d'un duopole quand chaque entreprise peut investir dans deux types de capacités différentes. L'une des capacités permet de produire à un coût marginal plus faible, mais est plus chère à l'achat. Les entreprises sont contraintes financièrement en première période. A cause de cela, les entreprises peuvent utiliser les deux types de capacités en même temps, et il y a une possibilité de préemption. De plus, l'augmentation du prix de la capacité inefficace peut renforcer son utilisation. Le dernier chapitre étudie l'impact de l'irréversibilité de l'investissement sur la possibilité de collusion. L'irréversibilité de l'investissement réduit la profitabilité de la déviation de court terme, l'entreprise qui dévie ayant besoin d'augmenter sa capacité, mais crée aussi une incitation de long terme. En effet, l'investissement réalisé par l'entreprise qui dévie l'engage à un certain niveau de capacité dans le futur, permettant de préempter l'entreprise concurrente. A cause de cet effet de préemption, plus les entreprises sont patientes, plus la collusion peut être difficile à soutenir
This thesis studies the role of the irreversibility of investment on the dynamic imperfect competition. It is composed of four theoretical articles and a general introduction. The second chapter studies the role of demand evolution on the possibility of preemption under irreversible investment under imperfect competition. It shows there is no possibility of preemption when there is no jump of demand. Indeed, the linearity of investment cost creates no incentive for the firms to delay investment. When there is no demand evolution, this prevents preemption. The third chapter focuses on the dynamics of firms' capacity when the irreversibility of investment is partial. It shows that the investment dynamics exhibits an efficiency property, and that some initial asymmetry in capacity can be preserved in the short run, but disappears in the long run. The fourth chapter considers the investment choice of firms when there are two different productive capacities embodying different types of technology. One technology permits to produce at a lower marginal cost but the purchasing price of the capacity using this technology is higher. Due to the presence of a financial constraint, firms use different technologies at the same time, and a preemption equilibrium appears. Finally, this paper presents a counter intuitive policy result: an increase in the price of one of the capacities may increase its utilization. The last chapter studies the impact of the irreversibility of investment on collusion possibility. The irreversibility of investment reduces the profitability of short run deviation, as the deviating firm has to invest in order to increase its capacity, and it creates a long run effect. lndeed, once the deviating firr has invested, it is committed toits new capacity. The deviation may thus lead to a preemption of the punishing firm. This preemption effect can make collusion harder to sustain for more patient firms
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McLean, David Parsons. „It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games“. Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71667.

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Video games have been criticized for the amount of violence present in them and how this violence could affect aggression and anti-social behavior. Much of the literature on video games effects has focused primarily on the content of video games, but recent studies show that competition in video games could be a major influence on aggression. While competing against other players has been shown to increase aggression, there is less research on whether the mere presence of a competitive environment can influence aggression. The existing research has also primarily been performed using surveys and lab experiments. While these two approaches are very useful, they lack the ecological validity of methods like field experiments. This study examined how competitiveness, teamwork, and co-operation affect anti-social behavior in video games. A 2 (competition: high vs low) x 2 (cooperation: vs no cooperation) x 2 (team: teammates vs opponents) online field experiment on hostile speech was performed. In this study, it was found that players experience more hostile language from their teammates than they do opponents. However, neither the level of competition nor cooperation had an effect on hostile language. There was a significant interaction between player team and cooperation, with teammates being less hostile in the cooperation condition and enemies being more hostile in the cooperation condition. Implications for hostility in online video games and group dynamics within online games are discussed.
Master of Arts
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Brewster, Marjory. „A study of Scotland's Highland games : traditional sport and musical competition in the twenty-first century“. Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/18799.

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Highland games play a unique cultural role in Scotland, as a platform for indigenous sporting competition, traditional music and dance. There has been very little academic attention paid to Highland games and this is a first attempt to capture a detailed account of multiple events across Scotland. Organised by volunteers and operating the events on a not-for-profit basis, the majority of Highland games are self-sustaining, relying on the ingenuity and commitment of committee members. The political forces in Scotland do not appear to acknowledge or understand the importance of Highland games to communities; or the social, cultural and economic benefits they create, whilst contributing substantially to Scotland’s event and tourism industries. Key themes within the research objectives are volunteer organisers, sport, events, tourism and culture with social capital theory underpinning the study. The study adopts a mixed methods approach with three phases of data collection. An initial search identified 95 Highland games in Scotland which provided the context and knowledge base from 50 returned surveys. A second survey was conducted with audience members (n=1316) with the third data set collected from interviews with organisers and experts (n=16). The results reveal that Highland games operate in a very fragile financial environment with little support from central government or national tourism and event organisations. The events are well supported by domestic, UK and international visitors and tourists appealing to all age groups, encompassing family and adult social groups while transcending social and cultural diversity. There is evidence of repeat visitation by audience members and competitors to single and multiple events, furthermore, the evidence of bonding and bridging social capital is conclusive within the organising groups and spectators. This study confirms that Highland games collectively contribute to event tourism bringing social and economic benefits to Scotland and could be a key feature of Scotland’s international event and tourism strategies.
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Lindqvist, Kalle, und Dennis Nilsson. „Developing a 5v5 Framework for DotA 2 Bot Competition“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20773.

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Multiplayer online battle arena (MOBA) games have properties that make them suitable for research in artificial and computational intelligence. MOBA games are generally played team vs team meaning planning and organizing the team is one of the most important aspects. This makes it suitable for research in artificial intelligence agent cooperation. This paper presents a literature review performed in the area of artificial and computational intelligence regarding MOBA games. The findings are that there is little or no research made in the area. The research found concerning MOBA games is in the context of player behaviour and toxic behaviour in the MOBA game league of legends. What is found is encouragement on developing frameworks supporting 5v5 matches in MOBA games which this paper also presents, a 5v5 framework for bot-matchmaking in DotA 2 making it possible for users to develop bots to be run versus the in-game AI.
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Smith, Peter. „Cooperative vs Competitive Goals in Educational Video Games“. Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5508.

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The concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve games that do. Proponents of serious games suggest that they should improve motivation, time on task, motivation to learn, and a litany of other benefits based primarily on the thought that what works in an entertainment game will work in a learning game. Unfortunately, this might not always be the case. For example, a commonly held misconception in learning games is that competition will motivate learner to succeed, as it motivates players of an entertainment game to continue to play. This is, however, not well supported by the learning science literature. Cooperative goal structures commonly lead to increased motivation to learn as well as improved learning outcomes when compared to competition. This research seeks to provide a framework to view games for learning and more specifically explore the structure of challenge in the context of cooperative and competitive goal structures, as well as explore the use of the word game and how it could possibly modify the expectations of the learner.
Ph.D.
Doctorate
Psychology
Sciences
Modeling and Simulation
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Schuler, Margaret Louise. „The Culture of the Olympic Games from Australian Athletes' Perspectives“. Queensland University of Technology, 2003. http://eprints.qut.edu.au/15833/.

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Specifically, this study is about the effects of culture, organisational culture and postmodernism on the Olympic Games and the perceptions of Australian Olympic athletes, both past and present and their understanding of the culture of the Olympic Games. The focus of this research examines the culture of the Olympic Games and provides insights into the background of the Games from Australian athlete's perspective. The study explores this theme further in order to understand those areas of culture which Australian athletes rarely get the opportunity to talk about and thereby offers the occasion to open new avenues for research into the culture of organisations, such as the International Olympic Committee. Furthermore, the thesis probes into the culture of the Olympic Games using the theoretical structures of Organisational Culture and Postmodernism to provide a better understanding and knowledge base for the discipline. Also, the research reports upon the athlete's perspectives in the light of the two previous theoretical structures. In spite of these previous points, little is known regarding the cultural aspects of the Olympic Games and even less is known of the culture of the Olympic Games from the athletes' perspective. Participants in an Olympic Games - athletes, officials, dignitaries, press, technicians and support personnel all experience the cultural mix of individuals at the Games first hand. However, it would certainly be of importance to understand how athletes communicate and relate to each other and how all participants within the Olympic Games organisation relate and communicate with each other. However, there is a need to acknowledge that politics exists within the Olympic Games and that its existence should be brought out of the background and placed on the agenda so that political action within the Games can be avoided in order that they might function more effectively and at a higher standard. A knowledge of culture and politics and the pitfalls and problems associated with change in the Olympic Games would support the building between individual athletes rather than allow conflict and competition to occur. This implies that, if individuals can work together without having to consider politics, then the system will benefit.
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Melville, Sarah. „The UK School Games and the competition structure of selected participating sports : a study of policy implementation“. Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/10805.

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The UKSG was a government-funded initiative that provided a high-quality, multi-sport event for the UK s elite young athletes of school age over a six-year period. At time of investigation, the event addressed six objectives (both developmental and operational in focus) through eight Olympic sports. Operational targets ensured that athletes were selected to compete at the UKSG. Developmental targets were indirectly linked to the event and made use of the UKSG profile to drive forward other youth related projects, such as the National Competition Framework (NCF). This study explored the outcomes of these objectives, whilst understanding the relationship between the Youth Sport Trust (YST) and eight sports, and locating the implementation of the UKSG within a broader analysis of the policy process for youth / school sport. The study utilized various policy process and implementation concepts to support analysis of findings. In particular, bottom-up and top-down theories of policy implementation and the advocacy coalition framework, policy networks and multiple streams approaches proved particularly useful as heuristic devices or useful points of comparison in the analysis of stages of policy process. The findings from the three case study sports (supported by the data collected from the five other investigated sports) made for interesting conclusions in relation to the three research questions: 1). What are the key impacts of the UKSG on the competition structures of the eight sports? 2). What is the relationship between the key organisations involved in the UKSG and the NCF? And 3). What is the perceived role of each of the organisations involved in the UKSG and the NCF? Through investigating the eight sports approach to the six UKSG objectives, empirical evidence was collected that related specifically to the sport s approach to youth competition and their newly established NCF (objectives two and three). Evidence identified these objectives as the most challenging of the six to address, due to the looseness of their definition and scope for reinterpretation across and within the sport organisations. With this flexibility came differences in inter-organisational power (between home country NGBs and School Sport Associations) and therefore policy implementation. This inevitably led to mismatches in policy expectations of the YST and policy outcomes delivered by the sports. The study moves on to reveal that the six UKSG objectives proved capable of challenging, and in some cases, changing NGB behavior, albeit through several different implementation approaches. In particular, the UKSG was a programme that supported the positive development of home country NGB and School Sport Association communication and working practices.
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Spagnolo, Giancarlo. „Essays on managerial incentives and product-market competition“. Doctoral thesis, Stockholm : Economic Research Institute, Stockholm School of Economics [Ekonomiska forskningsinstitutet vid Handelshögsk.] (EFI), 1999. http://www.hhs.se/efi/summary/500.htm.

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Rousseau, Jemiema C. „Participation in competitive games and the development of cooperation among adolescent girls“. Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52985.

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Dissertation (PhD)--University of Stellenbosch, 2002.
ENGLISH ABSTRACT: This study explored the potential of competitive games and cooperative games as means for teaching adolescent girls some of the concepts that support cooperation. Hellison's (1995) levels for teaching responsibility were used as guidelines for selecting specific teaching strategies. The intervention consisted of a theme-oriented intervention programme presented to two experimental groups. One group (n = 9) participated in a games programme that consisted of competitive activities and the other group (n = 9) participated in a games programme that consisted of cooperative activities. The experimental groups were presented with theme-oriented lessons based on four concepts that support cooperation: sportsmanship, communication, trust and responsibility. A control group (n = 18) was also identified and used for statistical comparisons. In order to set a context for this study, background information was gathered using a questionnaire to determine how girls from the school (N = 194) felt about competitive games and sports. Three measurement instruments were used to collect data. The assessment of how the girls at the school felt about competitive games and sport was completed, using Gill & Deeter's (1988) Sport Orientation Questionnaire (SOQ). Pre- and posttesting of the girls in the experimental groups also included the SOQ. Harter's (1985) Self-perception Profile was used to measure perceptions of perceived social acceptance. Soudan and Everett's (1981) 24-item questionnaire was used to determine any changes in how the girls in the experimental groups perceived the benefits of participation in physical activity. Results of the Sport Orientation Questionnaire for High School Girls (N = 194) indicate that the girls like competitive activities and enjoy competing, but for them, it is more important to set personal goals in competitive games than it is to win. Following the comparison between pre- and post-test data, it was concluded that the theme-oriented competitive games programme had an effect on how the girls feel about participation in games and sports. They became significantly less competitive in their orientation. No changes were noted in their perceived social acceptance. A significant increase in their perception that participation in sport and physical activity has social benefits as well as benefits in preparing them for a career/job were noted. The theme-oriented cooperative games programme also had a significant effect on how the girls feel about participation in games and sports. The competitive nature and win orientation of the girls participating in the cooperative games programme significantly decreased. No changes were noted in their social acceptance. There was a significant increase in their perception that participation in sport and physical activity has health and fitness benefits. Results on comparing the groups indicate that the perceived athletic competence of the competitive group increased significantly when compared to the cooperative group. No other changes were noted. A themeoriented approach to teaching children about cooperation in a competitive and/or cooperative environment seems to be an effective strategy.
AFRIKAANSE OPSOMMING: Hierdie studie het die potensiaal nagevors van kompeterende spele en koëperatiewe spele as maatstaf vir die aanleer van sommige van die konsepte wat samewerking ondersteun. Hellison (1995) se vlakke vir die aanleer van verantwoordelikheid is gebruik as riglyne vir die seleksie van spesifieke onderrigstrateg ieë. Die intervensie het bestaan uit 'n tema-geërienteerde intervensieprogram wat aan twee eksperimentele groepe voorgelê is. Een groep (n = 9) het aan 'n speleprogram deelgeneem wat bestaan het uit kompeterende aktiwiteite en die ander groep (n = 9) het aan 'n speleprogram deelgeneem wat uit koëperatiewe aktiwiteite bestaan. Tema-geërienteerde lesse wat op die volgende vier konsepte wat samewerking ondersteun gebaseer is, is aan die eksperimentele groepe voorgelê: sportmanskap, kommunikasie, vertroue en verantwoordelikheid. 'n Kontrolegroep (n = 18) is ook geïdentifiseer en gebruik vir statistiese vergelyking. Om 'n konteks vir hierdie studie daar te stel is agtergrondinligting met behulp van 'n vraelys ingesamel om vas te stel hoe meisies van die skool (n = 194) gevoel het oor kompeterende spele en sport. Drie meetinstrumente is gebruik om data in te samel. Die assessering oor hoe die meisies gevoel het oor kompeterende spele en sport is voltooi deur van Gill & Deeter se (1988) Sport Orientation Questionnaire (SOQ) gebruik te maak. Pre- en post-toetsing van die meisies in die eksperimentele groepe is ook in die SOQ ingesluit. Harter (1985) se Self-perception Profile is gebruik om die persepsies van waarneembare sosiale aanvaarding te meet. Soudan en Everett (1981) se 24-item vraelys is gebruik om enige veranderinge te bepaaloor hoe die meisies in die eksperimentele groepe die voordele van deelname aan fisieke aktiwiteit ervaar het. Resultate van die Sportoriëntasie-vraelys vir Hoërskoolmeisies (n = 194) het aangedui dat die meisies kompeterende aktiwiteite en kompetisie geniet, maar dat dit vir hulle belangriker is om persoonlike doelwitte te stel in kompeterende spele as wat dit is om te wen. Na afloop van die vergelyking tussen pre- en post-toetsdata, is daar bevind dat die tema-georienteerde kompeterende speleprogram 'n effek gehad het op die meisies se gevoeloor deelname aan spele en sport. Daar was 'n beduidende afname in hul kompeterende oriëntasie. Geen veranderinge is gemerk in hul waarneembare sosiale aanvaarding nie. 'n Beduidende toename is opgemerk in hul persepsie dat deelname aan sport en fisieke aktiwiteit sosiale voordele sowel as voordele vir die voorbereiding van 'n loopbaan/werk inhou. Die tema-georienteerde kooperatiewe speleprogram het ook 'n beduidende effek gehad op hoe die meisies oor deelname aan spele en sport voel. Die kompeterende aard en wenoriëntasie van die meisies wat aan kooperatiewe speleprogram deelgeneem het, het beduidend afgeneem. Geen veranderinge is in hul sosiale aanvaarding opgemerk nie. Daar was 'n beduidende toename in hul persepsie dat deelname aan sport en fisieke aktiwiteit gesondheids- en fiksheidsvoordele inhou. Resultate wat die groepe vergelyk, dui aan dat die waarneembare atletiese vermoë van die kompeterende groep beduidend toegeneem het in vergelyking met die kooperatiewe groep. Geen ander veranderinge is opgemerk nie. 'n Tema-georienteerde benadering tot hoe om kinders oor samewerking in 'n kompeterende en/of kooperatiewe omgewing te leer, blyk 'n effektiewe strategie te wees.
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Dönges, Jutta A. „Competition for order flow and the theory of global games : the impact of alternative trading systems on securities markets /“. Wiesbaden : Dt. Univ.-Verl. [u.a.], 2001. http://www.gbv.de/du/services/toc/bs/333321790.

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Schunnesson, Jonathan, und Jakob Westergren. „“What is Fun for You, is What’s Important to Us!” : Image Work and Positional Games in Swedish Upper Secondary Education“. Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385390.

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How do upper secondary schools work with image to compete online? Through meso-discourse analysis we have analyzed the descriptions of 147 schools offering university preparatory programs in Stockholm County, at one of the larger online information portals for upper secondary education (gymnasium.se). Such information portals have lately seen a tremendous growth in traffic, yet received scant scholarly attention. Our findings suggest that schools work with image mainly by drawing from four distinct image archetypes, which we have metaphorized as The Springboard, The Democratic World Citizen, The Nanny, and The Pedagogical Peacekeeper. These images were tweaked and combined in various ways by schools to project an image to their desired student audience. We also found that different school types used the archetype images with slight variation. Further implications, such as the performative aspect of image work and possible future research on competition in upper secondary education, are discussed.
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Rzicznek, Zachary J. „Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action“. Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.

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Romo, Flores Azul. „What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games“. Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41218.

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Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g. game mechanics), social interactions within a video game, and additional resources outside of the game as possible influential factors for toxic behaviors in competitive multiplayer games. Bourdieusian social theory is applied to gain a better understanding of the relationship between agents (players) and the field (competitive gaming) and the relevance of gaming capital. This study is based on a digital ethnographic approach to gain a comprehensive understanding of the gaming environment, and reports on semi-structured online interviews with 14 participants aged between 17-40, to gain insight on players’ perception and responses towards toxic behaviors in competitive games. This study proposes a spectrum of toxic behaviors in competitive multiplayer games, in which actions may be distinguished based on the form of expression (eg. verbal, physical or in-game). Primary findings suggest there may be a causal relationship between a player’s knowledge ofa game and their conveyance of toxicity, regardless of age and gender. The degree of toxicity may vary depending on the player, and is more frequently performed by men. Lastly, toxic behaviors should not be examined in isolation from contextual factors such as game mechanics or social interactions, but need to be further explored as a medium-specific phenomenon.
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Hrabálek, Ondřej. „Konkurenční strategie firmy Rexport, s.r.o“. Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2015. http://www.nusl.cz/ntk/nusl-224830.

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This thesis analyzes competitive environment in the market segment of board and card games, where the analyzed company is doing business for more than six years already. First, the study defines and assesses current processes and conditions in each part of corporate activities, including in particular retails sales (both e-shopping and brick and mortar shop), publishing house and wholesale of imported products. Through the recent years, the company has undergone extensive and permanent adaption and transformation in order to retain its competitiveness. Competitors on are different regarding the wholesale and retails segment, given that these markets are separated from each other and business conditions vary significantly. Further, paper will provide actual development plans of company for upcoming years and the methods to reach the proposed goals. Finally, the development business plan and methods are to be evaluated, based on competitiveness criteria.
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Souza, Marinês Matter de. „Olimpíadas do Colégio de Aplicação da UFRGS : um estudo sobre competição escolar“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/183221.

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A Olimpíada do Colégio de Aplicação (OCA) é realizada há quase quatro décadas, no Colégio de Aplicação (CAp) da Universidade Federal do Rio Grande do Sul (U-FRGS), sendo destinada aos alunos das séries finais do ensino fundamental e do ensino médio. A presente pesquisa, estudo de caso de natureza qualitativa, tem co-mo objetivo geral averiguar o modelo de competição da Olimpíada do Colégio de Aplicação da UFRGS. Os objetivos específicos do estudo são: a) descrever o forma-to da Olimpíada do Colégio de Aplicação; b) verificar a estruturação da Olimpíada do Colégio de Aplicação, conforme os regulamentos; c) analisar o modo de organização da Olimpíada do Colégio de Aplicação, segundo os professores do CAp; d) verificar a percepção dos professores do CAp acerca do papel da competição esportiva esco-lar. Para esse fim, a coleta das informações ocorreu por meio de fontes documen-tais, os regulamentos da OCA do período de 2017, das categorias A (alunos dos sexto e sétimo anos), B e C (alunos dos oitavo e nono anos e do ensino médio), res-pectivamente, e por meio de uma entrevista semiestruturada dirigida aos professo-res que colaboraram com a pesquisa. Foi realizado, também, levantamento de estu-dos publicados, nos últimos 10 (dez) anos (período de 2007 a 2017), relacionados à competição esportiva no âmbito escolar, tendo sido localizados 45 (quarenta e cinco) artigos, 19 (dezenove) dissertações e 3 (três) teses. A amostra da pesquisa foi cons-tituída por 5 (cinco) professores de Educação Física do CAp/UFRGS. Tais informa-ções foram submetidas à análise temática de conteúdo. A interpretação das fontes de pesquisa evidenciou que, apesar de haver adaptações em algumas modalidades esportivas disputadas pelos alunos da categoria A, percebe-se resquícios de um modelo de competição de adulto. Com relação aos alunos das categorias B e C, o uso do modelo de competição de adulto é notório. Também foi verificado que os pro-fessores de Educação Física coordenam e organizam a OCA, e que alguns alunos fazem parte desse processo. Além disso, foi constatado que a maioria dos professo-res considera que a competição tem um papel importante e, quando bem orientada, pode ser uma excelente ferramenta de educação e formação não só para o meio esportivo, na escola, mas também para outros campos no decorrer da vida. Ade-mais, os professores de Educação Física desempenham uma função relevante nes-se processo, visto que a competição pode ter um efeito negativo ou positivo, mas esse efeito vai depender de como será desenvolvida com as crianças e os jovens. À vista disso, o grande desafio da escola é construir um formato de competições que se desvincule, o quanto for possível, de um modelo adulto, que dilua a ênfase que até então vem sendo colocada no rendimento esportivo, visando, assim, evitar os efeitos negativos que a competição pode gerar em crianças e jovens e aumentar a participação dos alunos tanto nos jogos quanto na própria organização.
The OCA, Application College Olympiad, was held almost four decades ago in the College of Application (CAp) of the Federal University of Rio Grande do Sul (UFRGS), and is intended for students in the final grades of elementary and high school. The present research, a qualitative case study, has as general objective to ascertain the model of competition of Application College Olympiad of UFRGS. The specific objectives of the study are: a) to describe the format of the College of Appli-cation Olympiad; b) verify the structuring of Application College Olympiad according to the regulations; c) to analyze the organization of Application College Olympiad ac-cording to the professors of the CAp; d) to verify the perception of the CAp teachers about the role of school sports competition. To this end, information was collected through documentary sources, OCA regulations for the period 2017, Categories A (sixth and seventh grade students), B and C (eighth and ninth grade students and high school students ), respectively, and through a semi-structured interview directed to the teachers who collaborated with the research. In the last 10 (ten) years (from 2007 to 2017), studies related to the sports competition in the school environment were also carried out, with 45 (forty-five) articles, 19 (nineteen) dissertations and three (3) theses. The research sample consisted of 5 (five) Physical Education tea-chers from CAp / UFRGS. This information was submitted to the thematic content analysis. The interpretation of the research sources showed that, although there are adaptations in some sports modalities disputed by the students of category A, one can perceive remnants of an adult competition model. With regard to students in ca-tegories B and C, the use of the adult competition model is notorious. It was also ve-rified that Physical Education teachers coordinate and organize the OCA, and that some students are part of this process. In addition, it was found that most teachers consider that competition plays an important role and, when well targeted, can be an excellent tool for education and training not only for the sports environment, at scho-ol, but also for other fields in the course of life. In addition, Physical Education tea-chers play a relevant role in this process, since competition may have a negative or positive effect, but this effect will depend on how it will be developed with children and young people. In view of this, the great challenge of the school is to build a for-mat of competitions that, as far as possible, is separated from an adult model, which dilutes the emphasis that has been placed on sports performance so far, in order to avoid the negative effects that competition can generate on children and young peo-ple, and increase student participation both in games and in the organization itself.
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Elegbede, Bio Cyrinus. „Interactions sur les marchés différenciés et politiques publiques : une analyse en équilibre général“. Thesis, Bourgogne Franche-Comté, 2017. http://www.theses.fr/2017UBFCG007/document.

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En économie, l'analyse de la concurrence entre les firmes est d'une importance capitale. Cette thèse examine les interactions stratégiques sur les marchés différenciés en équilibre général tout en proposant les politiques publiques à mettre en œuvre afin de réduire les distorsions dues aux comportements imparfaits des firmes. La thèse prend en compte la différenciation des produits afin d'aboutir à de nouvelles conclusions ou d'étendre celles existantes et mises en avant dans la littérature. Elle vise ainsi, principalement deux objectifs. En premier lieu, la construction d'un modèle de concurrence imparfaite sur les marchés différenciés et ceci dans un cadre d'analyse en équilibre général. En second lieu, l'évaluation des conséquences du modèle en termes de politiques économiques. Les travaux ont débuté par une revue de littérature où sont abordés successivement les mécanismes de prix dans les jeux stratégiques de marché, les concepts de différenciation des produits et les modèles de théorie des jeux traitant des interactions stratégiques en équilibre général afin de modéliser les comportements imparfaitement concurrentiels. Le chapitre 2 a ainsi conduit au concept d'équilibre Cournot-Walras symétrique sur les marchés différenciés. Pour prendre en compte la différenciation des produits, il est affecté à chaque agent économique un vecteur fini de coefficients de différenciation qui exprime la préférence de l'agent pour la diversité. A la suite du modèle de différenciation, le chapitre 3 propose des mécanismes de politiques fiscales afin de réguler les pertes dues aux comportements imparfaits des firmes. Des exemples illustrent que le modèle de différenciation admet un équilibre trivial qui est nice et les prix et les allocations de l'équilibre Cournot-Walras symétrique sur produit différencié, sous certaines conditions, convergent vers l'équilibre walrasien
In economy, the competition analysis among firms have a significance importance because of the complexity of some elements. This thesis examines the strategic interactions on differentiated markets in general equilibrium while proposing the public policies to reduce the distortions due to the imperfect behaviors. This thesis takes into account the differentiation of products in order to obtain the new conclusions and/or to extend those existing. We thus pursues two objectives. Fisrt, the construction of a model of imperfect competition on differentiated markets in a general equilibrium framework. Second, the evaluation of the consequences of the model in terms of economic policies. At beginning, we use literature review to tackle successively price mechanisms in strategic market games, product differentiation concepts and game theory models dealing with strategic interactions in order to model imperfect behaviors. This led in chapter 2 to the symmetric Cournot-Walras equilibrium concept on differentiated markets where we assign to each economic agent a finite vector of differentiation coefficients which expresses the agent's love for diversity. Following the differentiation model, chapter 3 offers tax policy mechanisms to control losses due to perfect behavior of firms. From the analysis, it appears that some examples illustrate that the differentiation model admits a trivial equilibrium which is nice and the price and allocations of symmetrical Cournot-Walras equilibrium on differentiated product, under certain conditions, converge towards the Walrasian ones
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Buchinger, Diego. „Sherlock dengue 8: the Neighborhood - um jogo sério colaborativo-competitivo para combate à dengue“. Universidade do Estado de Santa Catarina, 2014. http://tede.udesc.br/handle/handle/2044.

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Made available in DSpace on 2016-12-12T20:22:52Z (GMT). No. of bitstreams: 1 Diego Buchinger.pdf: 6508385 bytes, checksum: 43c3902c34434ea92c276412dcd6d710 (MD5) Previous issue date: 2014-11-27
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
The dengue fever disease is a public health problem in many countries. Whilst efforts on creating a vaccine have been expended, the adopted practice for controlling this disease is raising the population awareness about this problem. Teaching to youngsters however, has proven a challenging task. In this sense, using Serious Games is a way for increasing motivation, and the use of collaborative and competitive interactions altogether can provide more learning. Thus, a new collaborative-competitive Serious Game about dengue was designed and developed. As no design methodology to this type of game was found, motivational fundaments for games were adopted in order to guide the game design. The game was promoted and used by various audiences, from K-12 to post-graduates, in joint efforts for dengue fever awareness. In order to assess learning, 71 joint effort participants answered a questionnaire of dengue fever knowledge and confidence before and after the game usage. Based on the data gathered, an increase of 17.35% in the participants mean knowledge about dengue fever and an increase of 51.23% in the answers confidence were observed. Also, there was an increase of 74.07% participants that have obtained a grade equal to or greater than seven, on a scale of zero to ten. The results are strong evidence that Sherlock Dengue 8 can promote learning and confidence on the knowledge regarding dengue fever.
A doença da dengue tem se mostrado um problema de saúde pública em muitos países. Enquanto esforços estão sendo despendidos para a criação de uma vacina, a prática adotada para o controle desta doença é a conscientização da população sobre este problema. Ensinar os jovens entretanto, tem se mostrado uma tarefa desafiadora. Neste sentido, a proposta do uso de Jogos Sérios é um meio de aumentar a motivação e, o uso de interações colaborativas e competitivas, juntas, pode trazer maior aprendizado. Assim, um Jogo Sério Colaborativo-Competitivo sobre dengue foi projetado e desenvolvido. Como não se encontrou uma metodologia de design para este tipo de jogo, adotaram-se os fundamentos da área motivacional de jogos para orientar o design. O jogo foi promovido e utilizado por diversos públicos, do ensino fundamental à pós-graduação em mutirões de conscientização sobre a dengue. A fim de avaliar a aprendizagem com a utilização do jogo, 71 participantes responderam a um questionário de conhecimento e confiança antes e após o uso do jogo. Com base nos dados obtidos foi verificado um aumento médio de 17,35% no conhecimento sobre dengue, um aumento médio de 51,23% na confiança nas respostas e um aumento de 74,07% no número de participantes que obtiveram nota igual ou superior a sete, numa escala de zero a dez. Os resultados são fortes indícios de que o Sherlock Dengue 8 pode promover aprendizado e confiança no conhecimento sobre a dengue.
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Sanchis, Cano Ángel. „Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach“. Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/102642.

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El mundo de las telecomunicaciones está cambiando de un escenario donde únicamente las personas estaban conectadas a un modelo donde prácticamente todos los dispositivos y sensores se encuentran conectados, también conocido como Internet de las cosas (IoT), donde miles de millones de dispositivos se conectarán a Internet a través de conexiones móviles y redes fijas. En este contexto, hay muchos retos que superar, desde el desarrollo de nuevos estándares de comunicación al estudio de la viabilidad económica de los posibles escenarios futuros. En esta tesis nos hemos centrado en el estudio de la viabilidad económica de diferentes escenarios mediante el uso de conceptos de microeconomía, teoría de juegos, optimización no lineal, economía de redes y redes inalámbricas. La tesis analiza la transición desde redes centradas en el servicio de tráfico HTC a redes centradas en tráfico MTC desde un punto de vista económico. El primer escenario ha sido diseñado para centrarse en las primeras etapas de la transición, en la que ambos tipos de tráfico son servidos bajo la misma infraestructura de red. En el segundo escenario analizamos la siguiente etapa, en la que el servicio a los usuarios MTC se realiza mediante una infraestructura dedicada. Finalmente, el tercer escenario analiza la provisión de servicios basados en MTC a usuarios finales, mediante la infraestructura analizada en el escenario anterior. Gracias al análisis de todos los escenarios, hemos observado que la transición de redes centradas en usuarios HTC a redes MTC es posible y que la provisión de servicios en tales escenarios es viable. Además, hemos observado que el comportamiento de los usuarios es esencial para determinar la viabilidad de los diferentes modelos de negocio, y por tanto, es necesario estudiar el comportamiento y las preferencias de los usuarios en profundidad en estudios futuros. Específicamente, los factores más relevantes son la sensibilidad de los usuarios al retardo en los datos recopilados por los sensores y la cantidad de los mismos. También hemos observado que la diferenciación del tráfico en categorías mejora el uso de las redes y permite crear nuevos servicios empleando datos que, de otro modo, no se aprovecharían, lo cual nos permite mejorar la monetización de la infraestructura. También hemos demostrado que la provisión de capacidad es un mecanismo válido, alternativo a la fijación de precios, para la optimización de los beneficios de los proveedores de servicio. Finalmente, se ha demostrado que es posible crear roles específicos para ofrecer servicios IoT en el mercado de las telecomunicaciones, específicamente, los IoT-SPs, que proporcionan servicios basados en sensores inalámbricos utilizando infraestructuras de acceso de terceros y sus propias redes de sensores. En resumen, en esta tesis hemos intentado demostrar la viabilidad económica de modelos de negocio basados en redes futuras IoT, así como la aparición de nuevas oportunidades y roles de negocio, lo cual nos permite justificar económicamente el desarrollo y la implementación de las tecnologías necesarias para ofrecer servicios de acceso inalámbrico masivo a dispositivos MTC.
The communications world is moving from a standalone devices scenario to a all-connected scenario known as Internet of Things (IoT), where billions of devices will be connected to the Internet through mobile and fixed networks. In this context, there are several challenges to face, from the development of new standards to the study of the economical viability of the different future scenarios. In this dissertation we have focused on the study of the economic viability of different scenarios using concepts of microeconomics, game theory, non-linear optimization, network economics and wireless networks. The dissertation analyzes the transition from a Human Type Communications (HTC) to a Machine Type Communications (MTC) centered network from an economic point of view. The first scenario is designed to focus on the first stages of the transition, where HTC and MTC traffic are served on a common network infrastructure. The second scenario analyzes the provision of connectivity service to MTC users using a dedicated network infrastructure, while the third stage is centered in the analysis of the provision of services based on the MTC data over the infrastructure studied in the previous scenario. Thanks to the analysis of all the scenarios we have observed that the transition from HTC users-centered networks to MTC networks is possible and that the provision of services in such scenarios is viable. In addition, we have observed that the behavior of the users is essential in order to determine the viability of a business model, and therefore, it is needed to study their behavior and preferences in depth in future studios. Specifically, the most relevant factors are the sensitivity of the users to the delay and to the amount of data gathered by the sensors. We also have observed that the differentiation of the traffic in categories improves the usage of the networks and allows to create new services thanks to the data that otherwise would not be used, improving the monetization of the infrastructure and the data. In addition, we have shown that the capacity provision is a valid mechanism for providers' profit optimization, as an alternative to the pricing mechanisms. Finally, it has been demonstrated that it is possible to create dedicated roles to offer IoT services in the telecommunications market, specifically, the IoT-SPs, which provide wireless-sensor-based services to the final users using a third party infrastructure. Summarizing, this dissertation tries to demonstrate the economic viability of the future IoT networks business models as well as the emergence of new business opportunities and roles in order to justify economically the development and implementation of the new technologies required to offer massive wireless access to machine devices.
El món de les telecomunicacions està canviant d'un escenari on únicament les persones estaven connectades a un model on pràcticament tots els dispositius i sensors es troben connectats, també conegut com a Internet de les Coses (IoT) , on milers de milions de dispositius es connectaran a Internet a través de connexions mòbils i xarxes fixes. En aquest context, hi ha molts reptes que superar, des del desenrotllament de nous estàndards de comunicació a l'estudi de la viabilitat econòmica dels possibles escenaris futurs. En aquesta tesi ens hem centrat en l'estudi de la viabilitat econòmica de diferents escenaris per mitjà de l'ús de conceptes de microeconomia, teoria de jocs, optimització no lineal, economia de xarxes i xarxes inalàmbriques. La tesi analitza la transició des de xarxes centrades en el servici de tràfic HTC a xarxes centrades en tràfic MTC des d'un punt de vista econòmic. El primer escenari ha sigut dissenyat per a centrar-se en les primeres etapes de la transició, en la que ambdós tipus de tràfic són servits davall la mateixa infraestructura de xarxa. En el segon escenari analitzem la següent etapa, en la que el servici als usuaris MTC es realitza per mitjà d'una infraestructura dedicada. Finalment, el tercer escenari analitza la provisió de servicis basats en MTC a usuaris finals, per mitjà de la infraestructura analitzada en l'escenari anterior. Als paràgrafs següents es descriu amb més detall cada escenari. Gràcies a l'anàlisi de tots els escenaris, hem observat que la transició de xarxes centrades en usuaris HTC a xarxes MTC és possible i que la provisió de servicis en tals escenaris és viable. A més a més, hem observat que el comportament dels usuaris és essencial per a determinar la viabilitat dels diferents models de negoci, i per tant, és necessari estudiar el comportament i les preferències dels usuaris en profunditat en estudis futurs. Específicament, els factors més rellevants són la sensibilitat dels usuaris al retard en les dades recopilats pels sensors i la quantitat dels mateixos. També hem observat que la diferenciació del tràfic en categories millora l'ús de les xarxes i permet crear nous servicis emprant dades que, d'una altra manera, no s'aprofitarien, la qual cosa ens permet millorar la monetització de la infraestructura. També hem demostrat que la provisió de capacitat és un mecanisme vàlid, alternatiu a la fixació de preus, per a l'optimització dels beneficis dels proveïdors de servici. Finalment, s'ha demostrat que és possible crear rols específics per a oferir servicis IoT en el mercat de les telecomunicacions, específicament, els IoT-SPs, que proporcionen servicis basats en sensors inalàmbrics utilitzant infraestructures d'accés de tercers i les seues pròpies xarxes de sensors. En resum, en aquesta tesi hem intentat demostrar la viabilitat econòmica de models de negoci basats en xarxes futures IoT, així com l'aparició de noves oportunitats i rols de negoci, la qual cosa ens permet justificar econòmicament el desenrotllament i la implementació de les tecnologies necessàries per a oferir servicis d'accés inalàmbric massiu a dispositius MTC.
Sanchis Cano, Á. (2018). Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/102642
TESIS
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Silva, Fanny Silveira e. „Jogo da Partilha : relação entre ganho, perda e gênero“. Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/7160.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
The Sharing Game, an economic game, studies behavior involved in resource allocation. The participant faces several trials in which he must choose between two options, both with an amount of resources for him and for other passive participant. In the optimal option the distributor receives more and the receiver even more, and in the non optimal option the distributor receives less and the other even less. From their choice, participants may be classified as optimizers, egalitarians or competitives. This work intends to assess whether and to what extent, distributions of strategies in the Sharing Game are affected by the variables gender distributor and allocation frame (gains or losses). There were the Experimental Conditions Gain-Loss and Loss-Gain, both involving hypothetical money. Data were collected online through the website Survey Monkey (n=427). In an intragroup analysis, there was no difference in the strategies adopted by participants distributing gains and losses. However, a between group analysis showed a significant order exposure effect of the allocation type, that is, if the game started with gains or losses. When comparing the two experimental conditions, the Gain-Loss condition presented an optimized strategy in a higher percentage of participants, and the Loss-Gain condition showed a higher percentage of participants both in the egalitarian and competitive strategies. Significant gender differences were found in the two experimental conditions, since in both of them the optimal strategy showed a higher percentage of men. This study has social and scientific importance by presenting an experimental model to study cooperation and competition. It also contributes for the economic games being more known and used in Psychology and Behavior Analysis. Finally, it provides greater generality to the data which may still be inconclusive regarding gender and the use of gains or losses in economic games.
O Jogo da Partilha é um jogo econômico que estuda os comportamentos envolvidos na distribuição de recursos. O participante deve escolher, em uma série de tentativas, entre duas opções com uma quantidade de recursos para ele e para outro participante passivo. Na opção ótima, o distribuidor recebe mais e o outro participante mais ainda e na opção não ótima, o distribuidor recebe menos e o outro menos ainda. A partir das escolhas dos participantes, verificam-se quantos foram otimizadores, igualitários e competitivos. Este trabalho pretendeu avaliar se, e em que extensão, as distribuições de estratégias no Jogo da Partilha são afetadas pelas variáveis gênero do distribuidor e tipo de alocação (ganho ou perda). Houve a Condição Experimental Ganho-Perda e a Condição Experimental Perda-Ganho, ambas envolvendo distribuição de dinheiro hipotético. Os dados foram coletados on-line através do site Survey Monkey (n=427). Em uma análise intragrupo, não houve diferença nas estratégias adotadas pelos participantes, entre distribuir ganho e perda. Porém, uma análise entre grupos mostrou efeitos significativos da ordem do tipo de alocação e do gênero do distribuidor. Na condição Ganho-Perda, houve uma maior porcentagem de participantes na estratégia otimizada, e na condição Perda-Ganho houve uma maior porcentagem na igualitária e na competitiva. E, nas duas condições experimentais, houve uma maior porcentagem de homens na estratégia otimizada. Este trabalho possui importância social e científica ao apresentar um modelo experimental para estudar competição e cooperação, ao contribuir para os jogos econômicos serem mais conhecidos e utilizados na Psicologia e na Análise do Comportamento, e ao fornecer maior generalidade aos dados inconclusivos em relação ao gênero e à utilização de ganho e perda em alocações de recursos.
2012/23951-8
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Jindrová, Jitka. „Vliv sociální organizace her na orientaci v jejich morální dimenzi - revize výzkumu E. Kuruczové“. Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-446482.

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The author is reviewing the research that E. Kuruczová demonstrated in her diploma thesis called The effect of social organization of games on the orientation in their moral dimension. The main goal of the diploma thesis Kuruczová developed another contribution to Piaget's theory of the development of moral reasoning of school-age children. Piaget's empirical data suggested that social organizations could influence orientation in their moral dimensions. Kuruczová found that in her 180 children from one school (aged 1st - 9th grade) the development of orientation in the moral dimension of the game King of Deer Hunters (organized as a competition) performs ahead of the development of orientation in the moral dimension of the game Hot Potato (organized as a collaboration). Furthermore, in the research, children of Kuruczová think about the stories of unjust play situations organized by "Mrs. Teacher". Even the youngest and unoriented did not argue the evaluation of the situation as a fair authority of the teacher - which, according to Piaget's theory, could assume the key role of the criterion of obedience of authority in the heteronomous understanding of the criteria of moral evaluation. This thesis therefore answers the question of whether it can replicate these findings. Unlike Kuruczová,...
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Yi-Li, Ko, und 柯益立. „Modeling Airline Competition with Alliances as Cooperative Games“. Thesis, 1999. http://ndltd.ncl.edu.tw/handle/42982226585146597195.

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碩士
淡江大學
交通管理學系
87
Since1987, the deregulation of the airline industry, all major domestic airline companies have faced enormous competition in order to secure its market share and accumulate maximum profit. Many have questioned that the quality of the domestic airline industry has not been improved. The reason is because of the keen competition between many flight carriers. Others have suggested the authority to encourage airline merging in order to reduce the negative impact in the market. However, the hypothesis of this research is that by the means of cooperation, the operation proficiency, flight safety, and service quality could be improved. As the matter of the fact, the focus of this research is to construct a proper pricing model through the analysis of the current existed alliances. The reviews of the literature in the application of the alliances as the cooperative games will be carefully synthesized by discuss the definition and the resolution process of Core, Shapley value and Nucleolus. The practice of the pool in the current cooperative market will also be illustrated through the construction of the payoff function and the solution to of market equilibrium under. Three major components of the payoff function are as followed: the demand model, the market share model, and the cost model. After the completion of the payoff function, this research uses theory of the cooperative game to find the most profitable price under different scenarios. Based on the profitable prices, the payoff values that correspond with the maximum profits, of the airline companies are obtained. To conclude this research, a case study of a domestic market is presented to verify the effectiveness of this model.
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„Cooperation in competition: Efficiently representing and reasoning about coalitional games“. STANFORD UNIVERSITY, 2008. http://pqdtopen.proquest.com/#viewpdf?dispub=3313818.

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42

Jiang, Huai-Xiao, und 蔣懷孝. „The Study of Rationality of Competition Systems in Ball games“. Thesis, 1996. http://ndltd.ncl.edu.tw/handle/43975327248391145521.

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43

„Potential Games and Competition in the Supply of Natural Resources“. Doctoral diss., 2017. http://hdl.handle.net/2286/R.I.43986.

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abstract: This dissertation discusses the Cournot competition and competitions in the exploitation of common pool resources and its extension to the tragedy of the commons. I address these models by using potential games and inquire how these models reflect the real competitions for provisions of environmental resources. The Cournot models are dependent upon how many firms there are so that the resultant Cournot-Nash equilibrium is dependent upon the number of firms in oligopoly. But many studies do not take into account how the resultant Cournot-Nash equilibrium is sensitive to the change of the number of firms. Potential games can find out the outcome when the number of firms changes in addition to providing the "traditional" Cournot-Nash equilibrium when the number of firms is fixed. Hence, I use potential games to fill the gaps that exist in the studies of competitions in oligopoly and common pool resources and extend our knowledge in these topics. In specific, one of the rational conclusions from the Cournot model is that a firm's best policy is to split into separate firms. In real life, we usually witness the other way around; i.e., several firms attempt to merge and enjoy the monopoly profit by restricting the amount of output and raising the price. I aim to solve this conundrum by using potential games. I also clarify, within the Cournot competition model, how regulatory intervention in the management of environmental pollution externalities affects the equilibrium number of polluters. In addition, the tragedy of the commons is the term widely used to describe the overexploitation of open-access common-pool resources. Open-access encourages potential resource users to continue to enter the resource up to the point where rents are exhausted. The resulting level of resource use is higher than is socially optimal, and in extreme cases can lead to the collapse of the resource and the communities that may depend on it. In this paper I use the concept of potential games to evaluate the relation between the cost of resource use and the equilibrium number of resource users in open access regimes. I find that costs of access and costs of production are sufficient to determine the equilibrium number of resource users, and that there is in fact a continuum between Cournot competition and the tragedy of the commons. I note that the various common pool resource management regimes identified in the empirical literature are associated with particular cost structures, and hence that this may be the mechanism that determines the number of resource users accessing the resource.
Dissertation/Thesis
Doctoral Dissertation Applied Mathematics for the Life and Social Sciences 2017
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Lu, Ming-Chen, und 呂明珍. „A Study on the Rowing Competition Strategies-2012London Olympic Games“. Thesis, 2014. http://ndltd.ncl.edu.tw/handle/21732533831267652179.

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碩士
輔仁大學
體育學系碩士班
102
The research purpose aimed at exploring tactics used in 2000-meter rowing competition in 2012 London Olympic Games. Subjects included a total of 84 participating teams, among which were the first 6 winning teams in 14 competition categories. Based on tactic paradigm analysis, the findings were revealed as follows: 1. Of 84 participating teams, 61 teams (73%) adopted classic optimum paradigm, 21teams (25%) adopted fly and die paradigm, 2 teams (2%) adopted even split paradigm and none of the teams (0%) adopted conservative paradigm. 2. Of the champion teams in 14 competition categories, 10 teams (71%) adopted classic optimum paradigm, 4 teams (29%) adopted fly and die paradigm and none of the teams (0%) adopted either even split paradigm or conservative paradigm. 3. A more detailed look at 500-meter speed distribution, it can be indicated regarding tactics competing teams applied and the correlation between tactics use and results. The research findings imply that in rowing competitions, classic optimum paradigm was implemented most frequently (73%), followed by fly and die paradigm (29%). The research concluded that in rowing competitions, the most efficient and frequently-used tactic was classic optimum paradigm in 2012 London Olympic Games. Such implications could be referred as to rowing competition pre-trainings in the years to come. Keywords: Rowing competition category in Olympic Games / Tactic paradigm
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KANG, SHU-TING, und 康淑婷. „2017 World Universiade Games Taekwondo Competition Womens Gold Medal Technical analysis“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/hv4s89.

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碩士
輔仁大學
體育學系碩士在職專班
107
The purpose of this study is to analyze the number of attacks (rates), scores (rates) and score success rate of womens gold medal players in the 28th Taipei World University Games Taekwondo Competition in 2017, to explore the game attack patterns and comprehensive technical performance. Using the film system observation method, the data obtained is statistically processed according to the percentage distribution of descriptive statistics. The conclusions are as follows: 1. The main attack type, the number of attacks and the number of scores take the active right front foot as the main attack type, and the score is successful. The rate is based on the active left rear foot and the right rear foot as the main attack type, and the match is dominated by the right front left rear standing position. Second, various technical performances, attack numbers and scores of attack methods are mainly single positive mid-end attacks, and the score success rate is dominated by a single positive upper end. The number of attacks using the footwork, the number of points and the success rate of the scores are all based on in-situ attacks. The number of attacks on attack technology is mainly based on side kick attacks. The number of scores is mainly based on spin-kick attacks. Third, the comprehensive technical performance, the number of attacks with active right forefoot single positive mid-end in-situ side kick attack, the number of scores to the right front foot single positive mid-end in-spin kick attack, the score success rate to actively left and right foot single On the front side of the front, sliding, close, turning and kicking, kicking, and pressing down.
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Jeng, Wen-Bin, und 鄭文賓. „Effects of Competition inside Computer Assisted Learning Games for Learning Outcomes“. Thesis, 2001. http://ndltd.ncl.edu.tw/handle/85484648131800934909.

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碩士
國立臺灣師範大學
資訊教育研究所
89
The purpose of this study was to investigate the effect of competition on students’ learning outcomes in computer-assisted learning games. The effect of group-competition and self-competition were examined in this study. There were 191 elementary students, 110 boys and 81 girls, participated in the computer-assisted learning games. Subjects’ learning performance was recorded automatically through the gaming processes. Questionnaires were administrated immediately after the experiment to collect subjects’ attitudes toward competition and gaming. Results show that students in group-competition group outperformed those in self-competition group in learning games. The effect of gender on students’ performance was not significant. Subjects also showed positive attitudes toward competition and gaming.
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Tan, Wie-Seng, und 陳偉生. „Technical Analysis of 2012 Olympic Games Gold Medal Winner in Female49kg Taekwondo Competition“. Thesis, 2015. http://ndltd.ncl.edu.tw/handle/02905868920926631340.

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碩士
國立臺灣師範大學
體育學系
104
The purpose of this study was to examine the technical analysis of 2012 Olympic Games gold medal winner in the female 49 kg Taekwondo competition. The study by observation during her four matches, event recording method was to record the number of attack pattern, attack skill and score, the data were analyzed with descriptive analysis and percentage. The results were : (1)Attack pattern performance; An active attack player, used right foot and forefoot respectively for main attack pattern.The prefer standing position was mainly right leg in front and left foot at back.The right forefoot was mainly attack trunk and head areas.Forefoot axe kick performance advantage and very fast. (2)Attack skill performance;roundhouse kick was performed attack style, axe kick secondly.The active attack skill used roundhouse kick, axe kick, front kick and side kick. Roundhouse kick prefer leg there were no differences significant, but axe kick, front kick, side kick, back kick and back spinning kick attack style prefer used right foot. Roundhouse kick and axe kick used forefoot higher than rearfoot.The mainly attack head used axe kick and skill performance very advantage. (3)Score skill performance;in term valid scoring by active attack, the best scoring usual attack head used right forefoot, axe kick and roundhouse kick skill is major scoring performance. The best score prefer legs standing position was mainly right leg at front and left leg at back. The successful score by attack head and is excellent ability to attack.Back spinning kick was successful performed, back kick secondly, followed axe kick, and last roundhouse kick. The finding of this study provided information for Taekwondo skill has a positive impact, suggestions for continue to gather about taekwondo information study, the establishment of taekwondo athelete archives, and strehgthen information and analysistaekwondo tournament. It could be used us a reference for future training of coaches and atheletes to strengthen attak pattern, attack skill and score skill, and promote enhance the development of Taekwondo. Key words: Taekwondo, Attack pattern, Attack skill, Score, Success rate
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YU, CHENG-HAN, und 游承翰. „The Analysis of the Competition Venues in the National Games of Taiwan, 1999-2011“. Thesis, 2016. http://ndltd.ncl.edu.tw/handle/40238629903569483662.

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碩士
國立臺灣體育運動大學
體育研究所
104
The National Games of Taiwan is the largest multi-sports event in Taiwan. Through the simulation of organizing the Olympic Games and Asian Games, to make Taiwan’s organizing integrated in international sports events. This study aimed to understand the factors influencing the venues of organizing the National Games, including process, site arrangement, and competition type selection. Besides, this study explored the execution way and improvement strategy on the basis of the Guidelines for Organizing of the National Games. The 1st purpose of this study: To explore the consideration factors of organizing the previous National Games of each year. The 2nd purpose of this study: To investigate the types and scales of the previous National Games of each year. The 3rd purpose of this study: To understand the distribution of venues in the previous National Games as a reference of organizing the National Games in the future. The main research tool of this study was the literature analysis and in-depth interviews. The execution was according to the research method, and after collecting and analyzing the data, the following conclusions had been obtained:1.The unit of organizing the National Games is a city or county, which proposes a bid plan, and considers the city or county’s development and planning of sports venues, striving to be compared with the Asian or Olympic Games. However, it is limited to lack of venues, funds, and so on.2.The sports in the National Games are mainly the same with the Asian or Olympic Games, however, some sports in Taiwan are less developed and have not enough qualified venues or teams, so the planning of the National Games can not be completely compared with the Asian or Olympic Games.3. The competition venues of the sports in the National Games often cannot find in a single city or county, as a result, the organizing unit often needs to seek assistance from neighboring cities and counties, and the competition venues are scattered across the country.
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Han, Pang-Kun, und 韓邦琨. „Attacking Types and Analysis of Techniques in Taekwondo Competition –based on 2017 National Intercollegiate Athletic Games“. Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7u2r3e.

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碩士
臺北城市科技大學
休閒事業系碩士班
106
The purpose of this study is to analyze the attack numbers(rate), the scores(rate)and the successes rate of men group and women group of each weight category among the gold medalists in the Taekwondo competition of the National Intercollegiate Athletic Games in 2017, and to discuss the attack patterns and technical performance in the game.The analysis method of the project is the event recording of video observation system.The data is analyzed by descriptive statistics and percentage of statistical distribution. The conclusion: A, Main attack style in the competition, (a) Men Group: Taking initiative right front foot with right front left rear foot stance as main attack style in the competition of attack number and score. Active and passive right front left rear foot and left front right rear foot are both equally used to score success rate. (b) Women Group: Taking initiative right front foot with right front left rear foot stance as main attack style in the competition of attack number. As for score, taking initiative left and right front foot with right front left rear foot and left front right rear stance as main attack style in the competition. Passive left rear foot is more scored than active right front foot which right front left rear stance is more effective than left front right rear stance in scoring success rate. B, The attacking skill performance in the competition (a) Men Group: both attacking number and scores of the sum of attacking techniques mainly depend on front turning kick and side kick. Among the first to the eighth weight categories, front turning kick is the most used and the most scored skill. The highest scoring success rate is the fist, and the rest of the order from high to low is back kick, rising kick, front turning kick, side kick, and crescent kick. Among all weight categories, the highest scoring success rate of the first, third, fourth, seventh, and the eighth weight categories is the fist; the second category is rising kick; the fifth category is front turning kick;and the sixth category is back kick.(b)women group: both attacking number and scores of attacking techniques mainly depend on front turning kick and side kick. Among the first to the eighth weight categories, front turning kick is the most used and the most scored skill. The highest scoring success rate is the fist, and the rest of the order from high to low is rising kick,crescent kick, side kick, front turning kick, and back kick. Among all weight categories,the highest scoring success rate of the first, second, third, fourth, and the sixth weight categories is the fist; the fifth category and the eighth category is rising kick; and the seventh category is crescent kick.
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50

Sang, Chan-Saint, und 宋政賢. „Organized Whole School Games Against Health and Physical Education Teaching goal achievement perceived impact – In Case Elementary Schools in Tainan City“. Thesis, 2014. http://ndltd.ncl.edu.tw/handle/27861681362453407530.

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國立臺南大學
體育學系體育科教學碩士班
102
The purpose of this study is to explore whether or not the existence of organized school games, the awareness of such games, and school size during the organization of the games impact perceptive differences of the health and physical education goals. A survey was handed out to the physical education office head from 213 elementary schools. Of the surveys sent out, 176 were filled out and returned, with 167 containing effect information and 9 containing invalid information. The survey data has been collated in order t test and one-way ANOVA statistical analysis. The major findings of this study are summarized and concluded as follows: 1. The presence of organized school games to reach perception of the health and physical education goals: No significant differences exist in either in cognitive, skill and spirit aspects of teaching objectives. 2. On the importance of organized school sports awareness: Significant differences in cognitive skills and affective aspects of health and physical education goals. By post hoc comparisons, the positive schools were significantly higher than moderate considering organized school games. 3. The impact of different sizes of schools to reach perceptive health and physical education goals on organizing the Games: No significant differences in three aspects of knowledge, skills, and spirit on health and physical education goals.
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