Auswahl der wissenschaftlichen Literatur zum Thema „In-game relationships“

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Zeitschriftenartikel zum Thema "In-game relationships"

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Pronina, N. A., und A. V. Buyanov. „RELATIONSHIPS APROPOS IN-GAME INDUSTRY OBJECTS“. Russian-Asian Legal Journal, Nr. 4 (23.12.2020): 37–46. http://dx.doi.org/10.14258/ralj(2020)4.6.

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The article is devoted to consideration of in-game industry objects, their legal nature and relationshipswith them. At the present stage of information technologies development, various means of leisure areincreasingly popular, in particular online games. It is also important that from the category of children’sgames, such leisure has grown into the rank of serious hobbies, accompanied by significant financialinvestments, which determined the relevance of this work. The incorporation of commodity-money relationsinto in-game ones inevitably entails the need to interpret such relations from the legal point of view. In orderto substantiate the need for legal regulation of relations with respect to the objects of the in-game industryusing the dialectical method, analysis and synthesis, various relations emerging with respect to such objectsare considered, constructions, including those developed by foreign authors, are proposed, which makes itpossible to delimit the range of subject relations to regulation by law. Various positions of understanding thiskind of relations are identified and briefly presented, also the possibility of using one of them is substantiated.The judicial practice of the Russian Federation on this issue was criticized, and the unfairness of the approachused by the Russian courts was revealed. As a result of the study, the authors propose to consider the relationsabout in-game objects as licensed.
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Yayman, Ebru, und Okan Bilgin. „Relationship between social media addiction, game addiction and family functions“. International Journal of Evaluation and Research in Education (IJERE) 9, Nr. 4 (01.12.2020): 979. http://dx.doi.org/10.11591/ijere.v9i4.20680.

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This study examined the relationship between social media addiction, game addiction and family functions in adolescents. Respondent of this study is 762 students studying at four different high schools of the province of İstanbul. In the study, Pearson Moment Correlation Coefficient was found to determine the level of relationships between social media addiction, game addiction and family functions in adolescents. The effects of social media addiction and game addiction in adolescents on family functions were examined with regression analysis technique. When the relationships between social media addiction, game addiction and family functions in adolescents were examined, a positive relationship was found between social media and game addiction, while a positive significant relationship was found between both social media and game addiction and unhealthy family functions. In addition, it was also concluded that social media addiction and game addiction in adolescents were significant predictors of all subdimensions of family functions.
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Baykal, Nur Baser, und Metehan Irak. „Relationships between violent video games and cognition“. Global Journal of Psychology Research: New Trends and Issues 7, Nr. 2 (31.10.2017): 58–70. http://dx.doi.org/10.18844/gjpr.v7i2.2586.

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AbstractObjectives: The differential effects of playing violent video games on information processing has become an issue of concern. Neuropsychological studies provide inconsistent results regarding the effects of playing excessive video games on information processing. The goal of this study was to investigate the effect of violent video games on various cognitive processes, specifically working memory, object recognition, and visual-spatial perception. The relationships between violent video game addiction and aggression, personality, and craving were also investigated. Method: 54 university students were classified into three different groups (addicted, risk, and control) according to the time they spent game playing and their Game Addiction Scale scores. Results: Game addicted individuals have higher scores on aggression, craving, urging, and psychoticism than other groups. Significant differences in reaction times during cognitive tasks were also found. The game addicted group’s reaction times were significantly faster than for risk and non-player groups. Conclusion: This study supports previous findings that violent game playing is related with aggressive thoughts, craving, and urging. However, violent game addiction does not have negative effects on working memory, object recognition, and visual-spatial perception. Keywords: Game addiction, violent games, aggression, cognition.
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Bourdon, Isabelle, Chris Kimble und Nathalie Tessier. „Knowledge sharing in online communities: the power game“. Journal of Business Strategy 36, Nr. 3 (18.05.2015): 11–17. http://dx.doi.org/10.1108/jbs-04-2014-0044.

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Purpose – The purpose of this paper was to gain a better understanding of the nature of online communities, the relationships within them and the relationship between such communities and the host organization. Knowledge sharing via participation in online communities is a central part of many multinational organizations’ business strategies; however, the task is not always straightforward. Design/methodology/approach – The research focused on power relationships in online communities. The approach was inductive and consisted of an exploratory case study using semi-structured interviews, augmented with direct observation and documentary sources, within a framework provided by the French sociologists Crozier and Friedberg. Findings – The findings identify the various reasons for participating in the community and aspects of both the relationships within the community and between the community and the host company. Practical implications – The research shows that online communities are not easy to categorize and that attempting to use a single solution for the management of such communities risks oversimplifying a complex situation. It also shows that Crozier and Friedberg’s framework is useful in highlighting issues that otherwise might not have been noticed. Originality/value – Issues of power are often neglected in studies of online communities. The use of Crozier and Friedberg’s framework offers a novel way to examine power relationships, which can offer new insights into how such communities function.
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Choi, Sooyoung, Young-joo Ahn und Insin Kim. „The Roles of Perceived Innovativeness in Creating Visitors’ Citizenship Behaviors at an International Game Exhibition“. Sustainability 12, Nr. 12 (17.06.2020): 4950. http://dx.doi.org/10.3390/su12124950.

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This study examines the extent of game exhibition visitors’ perceptions of innovativeness through service quality and investigates the relationships between innovativeness and visitors’ citizenship behavior, which are the more active behaviors compared with loyalty in game exhibitions. Data were collected from game exhibition visitors participating in Game Show & Trading, All-Round (G-STAR), one of the largest international exhibitions supporting the game industry in South Korea. The results reveal that all three service quality dimensions were important antecedents of innovativeness. The results also verify that innovativeness has positive effects on citizenship behavior toward other visitors and G-STAR, and membership positively moderates the relationship between innovativeness and citizenship behavior toward other visitors. These results suggest that a conceptual model for understanding the dynamic effects of the relationships between service quality, innovativeness, and visitors’ citizenship behavior can be constructed and can contribute to managing sustainable exhibitions in the game industry.
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Shi, Qianqian, Jianbo Zhu und Qian Li. „Cooperative Evolutionary Game and Applications in Construction Supplier Tendency“. Complexity 2018 (2018): 1–13. http://dx.doi.org/10.1155/2018/8401813.

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Major construction projects have a great influence on the national economy and society, wherein cooperative relationship between construction suppliers plays an increasingly significant role in the overall supply chain system. However, the relationships between suppliers are noncontractual, multistage, dynamic, and complicated. To gain a deeper insight into the suppliers’ cooperative relationships, an evolutionary game model is developed to explore the cooperation tendency of multisuppliers. A replicator dynamic system is further formulated to investigate the evolutionary stable strategies of multisuppliers. Then, fourteen “when-then” type scenarios are concluded and classified into six different evolutionary tracks. Meanwhile, the critical influencing factors are identified. The results show that the suppliers’ production capacity, owner-supplier contract, and the owner’s incentive mechanism influence the cooperation tendency of suppliers directly. The managerial implications contribute to insightful references for a more stable cooperative relationship between the owner and suppliers.
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Choi, Youngkeun. „A Study of the Antecedents of Game Engagement and the Moderating Effect of the Self-Identity of Collaboration“. International Journal of e-Collaboration 16, Nr. 2 (April 2020): 1–11. http://dx.doi.org/10.4018/ijec.2020040101.

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The purpose of the present study was to examine the relationships between motivation factors and game engagement and explore the moderating effect of self-identity on those relationships. For this, the present study collected data from 228 college students in South Korean through a survey method and used hierarchical multiple regression analyses. In the results, first, the more competition, challenge, or social interaction participants pursue in gameplay, the more they are engaged in a game. Second, a positive relationship between social interaction and game engagement is stronger for participants in high rather than low in interdependent self-view. However, interdependent self-view was found to have no significance in the relationship between other motivators and game engagement. This study is the first one to examine the integral model of motivation factors of game engagement by including the moderating effect of self-identity.
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Tang, Jian, und Ping Zhang. „Exploring the relationships between gamification and motivational needs in technology design“. International Journal of Crowd Science 3, Nr. 1 (10.05.2019): 87–103. http://dx.doi.org/10.1108/ijcs-09-2018-0025.

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PurposeDrawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.Design/methodology/approachThe authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.FindingsThe results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.Research limitations/implicationsThis research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.Practical implicationsThis research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.Originality/valueThis research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.
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Lee, Ji-Hun, und Jun-Mo Kang. „A study on the influence of game enthusiasm, game individual lessons, and human relationships on game satisfaction in online team game competitions“. Indian Journal of Public Health Research & Development 9, Nr. 9 (2018): 772. http://dx.doi.org/10.5958/0976-5506.2018.01093.8.

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Hamlen, Karla R. „Exploring factors related to college student expertise in digital games and their relationships to academics“. Research on Education and Media 9, Nr. 1 (01.06.2017): 28–36. http://dx.doi.org/10.1515/rem-2017-0006.

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AbstractDigital game play is a common pastime among college students and monopolizes a great deal of time for many students. Researchers have previously investigated relationships between subject-specific game play and academics, but this study fulfills a need for research focusing on entertainment game strategies and how they relate to strategies and success in other contexts. Utilizing a survey of 191 undergraduate students, the goal was to investigate students’ digital game play habits, strategies, and beliefs that predict gaming expertise, and to determine if these relate to academic success. Factor analysis revealed three latent variables that predict expertise: dedication, solo mastery, and strategic play. Multiple regression analysis was used to determine whether these three components could also predict academic outcome variables. Findings point to the absence of a relationship between these variables and academic GPA, but to the presence of a tentative relationship between confidence in game play and confidence in personal control over academic success.
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Dissertationen zum Thema "In-game relationships"

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Smith, Jamie McClellan. „The Relationship Between Video Game Use and Couple Attachment Behaviors in Committed Romantic Relationships“. BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3606.

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This study examines whether the single or shared leisure activity of video gaming or a report of it as a problem is negatively related to couple attachment behaviors (accessibility, responsiveness, and engagement). The model suggests that individual frequency of violent video game use, individual frequency of nonviolent video game use, and couple video game use frequency predict negative couple attachment behaviors. In addition, video game playing that is perceived as a problem in the relationship serves as a mediator variable in the model. Data were collected using the Relationship Evaluation questionnaire (RELATE). The sample includes 2,112 couples who reported seriously dating, engagement, or marriage. The measures include assessing couple attachment behaviors and questions assessing video game use rates. Results indicated that male's violent video game use predicted the female's attachment behaviors, while the female's nonviolent video game use predicted the male's attachment behaviors. The male's violent video game use and the female's nonviolent video game use predicted his/her perception and their partner's perception that video games were a problem in the relationship, and their perception predicted less attachment behaviors, which was a fully mediated relationship for both. The female's view that video games were a problem negatively predicted both her and her partner's attachment behaviors, while the male's view only predicted his attachment behaviors. Future research directions and clinical implications for couples are discussed.
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Forshaw, Nicola L. „Contingency and context in the relationships of female vervet monkeys“. Thesis, Lethbridge, Alta. : University of Lethbridge, Dept. of Psychology, c2011, 2011. http://hdl.handle.net/10133/3215.

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This study explored the organizing principles of female sociality in free-ranging vervet monkeys (Chlorocebus aethiops) inhabiting the Klein Karoo, South Africa. Females groomed more than males, grooming peaked at the end of the day and less grooming occurred during the mating season. Although females competed over food, they did not compete over grooming partners, rarely formed coalitions and did not trade grooming against other activities. Instead, they maintained grooming whilst trading between feeding and resting and feeding and moving. Despite seasonal shifts in food competition, grooming was not traded for tolerance and there was an upper limit to cohort size before clique size declined. Inter-population comparisons revealed no troop size effects on clique size, aggression and competition over high-ranking grooming partners. The rarity of coalitions suggests coalitions are unlikely to be a central component of female relationships.
xiii, 162 leaves : ill., maps ; 29 cm
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Khodarinova, L. A. „Game-theoretic analysis of behaviour in the context of long-term relationships“. Thesis, Nottingham Trent University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247024.

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Shimoji, Makoto. „Essays in game theory and application : extensive form rationalizability, and demotion in employment relationships /“. Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1999. http://wwwlib.umi.com/cr/ucsd/fullcit?p9949689.

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Feng, Shuang. „Friends or Strangers? Modeling Types of In-game Relationship, Social Capital and Psychological Well-being“. Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447629.

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Online games are becoming more and more popular nowadays. Interacting with others in games has also become a channel for establishing or developing social relationships. In this article, the author conducted an online survey (N=165) to study the relationship between types of in-game relationships, social capital, and psychological well-being. In-game relationships mainly include two types: playing games with friends and playing games with strangers. The author used the framework of social capital, which includes bonding and bridging. Regarding psychological well-being, the author selected two indicators related to social aspects, namely loneliness and relatedness. The author constructs a structural equation model. The results show that playing with friends will enable bonding and bridging while playing with strangers will enable bridging. Second, two different social capitals can both increase players’ feelings of relatedness and reduce players’ feelings of loneliness. This shows that social relationships in online games have a certain impact on people's psychological well-being. This research also provides some information for game design and understanding of social relationships in games.
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Burke, Benjamin M. S., und James M. Ph D. CLFE DAV Duncan. „From virtual to reality: The positive and negative outcomes of video game play in adolescents“. Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/secfr-conf/2019/schedule/20.

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Video games are an almost universal adolescent leisure activity. Though some in the scholarly field are concerned about the effects of violent video game content on adolescent social outcomes, others believe that the benefits of video game play have been overlooked. A literature review was conducted to examine the evidence for positive and negative outcomes of video game play on adolescents. There were 14 articles identified and subsequently reviewed. Findings demonstrated a unique link between video game play and antisocial (e.g., aggression), prosocial (e.g., generosity), and pragmatic (e.g., problem-solving skills) outcomes. However, the results also suggest that much of this research is atheoretical and does adequately consider the roles of relational context. Discussion of the potential roles of relationships, theoretical applications, strengths and limitations of the research, and future directions are provided.
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Choi, Kwok To Maurice. „Online dating as a strategic game : why and how men in Hong Kong Use QQ to chase women in mainland China“. HKBU Institutional Repository, 2011. http://repository.hkbu.edu.hk/etd_ra/1217.

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Bilir, Tanla E. „Real economics in virtual worlds a massively multiplayer online game case study: Runescape /“. Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Lee, Kyung-Sook. „The relationship between children's computer game usage and creativity in Korea“. Thesis, [College Station, Tex. : Texas A&M University, 2005. http://hdl.handle.net/1969.1/ETD-TAMU-1012.

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Gupta, Rina. „The relationship between video game playing and gambling behavior in children and adolescents“. Thesis, McGill University, 1994. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=26274.

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It is suggested that commercial video games and gambling activities make use of similar types of intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children and adolescents. One hundred and four children from grades 4, 6, and 8 participated. A questionnaire exploring issues related to video game playing and gambling behavior was completed and a computerized blackjack game was individually administered. High frequency video game players are compared to low frequency video game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Findings suggest that high frequency video game players nor only gamble more than low frequency video game players but report that gambling makes them feel more important. Furthermore, they appear to be taking greater risks on the blackjack gambling task. Males exhibited greater risk-taking tendencies on the blackjack task than did females.
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Bücher zum Thema "In-game relationships"

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Gutfeld, Greg. The scorecard: Keeping score in the relationships game. London: Chameleon, 1997.

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Back in the game. 2. Aufl. New York, NY: Kensington Publishing Corp., 2006.

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Brown, Kevin. Bully off: Towards a whole new ball game of relationships in schools. Peterborough: First & Best in Education, 1995.

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Harris, Helaine Z. Are you in love with a vampire?: Healing the Relationship Drain Game. Encino, CA: An Awakening Pub. Co., 1997.

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Clarke, Eileen. The rules to the dating game have changed!: Relationships in the 21st century. Orlando: Rivercross Pub., 2001.

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The scorecard: The official point system for keeping score in the relationship game. New York: Henry Holt, 1997.

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R, Anderson John. Why good coaches quit: And how you can stay in the game. Minneapolis, MN: Fairview Press, 1999.

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Chi yi li ai qing sheng li tang: Victory in love game : you are my trophy. Xianggang: Qing ma wen hua shi ye chu ban you xian gong si, 2006.

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Bilgere, Dmitri. Beyond the blame game: Creating compassion and ending the sex war in your life. Madison, Wisc: MPC Press, 1997.

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The most expensive game in town: The rising cost of youth sports and the toll on today's families. Boston: Beacon Press, 2012.

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Buchteile zum Thema "In-game relationships"

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Driessen, Theo S. H. „Relationships Between Bankruptcy Games and Minimum Cost Spanning Tree Games“. In Essays in Game Theory, 51–64. New York, NY: Springer New York, 1994. http://dx.doi.org/10.1007/978-1-4612-2648-2_5.

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Alvarez Reyes, Giancarlo, Valeria Espinoza Tixi, Diego Avila-Pesantez, Leticia Vaca-Cardenas und L. Miriam Avila. „Towards an Improvement of Interpersonal Relationships in Children with Autism Using a Serious Game“. In Advances in Intelligent Systems and Computing, 315–25. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-32033-1_29.

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Caine, Jamie, Julia Davies und Bronwyn T. Williams. „Game 2 Engage: Using iPads to Mediate and Develop Social Relationships in College Learning“. In The Case of the iPad, 143–58. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-4364-2_9.

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Balasse, Marie, Thomas Cucchi, Allowen Evin, Adrian Bălăşescu, Delphine Frémondeau und Marie-Pierre Horard-Herbin. „Wild game or farm animal? Tracking human-pig relationships in ancient times through stable isotope analysis“. In Hybrid Communities, 81–96. Abingdon, Oxon ; New York, NY : Routledge, 2018. | Series: Routledge studies in anthropology ; 46: Routledge, 2018. http://dx.doi.org/10.4324/9781315179988-5.

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Erdbrink, Annebeth, Rens Kortmann und Alexander Verbraeck. „Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design“. In Lecture Notes in Computer Science, 83–91. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34350-7_9.

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Lane, H. Chad, Matthew J. Hays, Daniel Auerbach und Mark G. Core. „Investigating the Relationship between Presence and Learning in a Serious Game“. In Intelligent Tutoring Systems, 274–84. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13388-6_32.

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Voorberg, William, und Victor Bekkers. „Is Social Innovation a Game Changer of Relationships Between Citizens and Governments?“ In The Palgrave Handbook of Public Administration and Management in Europe, 707–25. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-55269-3_37.

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Bonenfant, Maude, Patrick Deslauriers und Issam Heddad. „Methodological and Epistemological Reflections on the Use of Game Analytics toward Understanding the Social Relationships of a Video Game Community“. In Data Analytics Applications in Gaming and Entertainment, 183–204. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2019. | Series: Data analytics applications: Auerbach Publications, 2019. http://dx.doi.org/10.1201/9780429286490-9.

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Najar, Tharwa, und Mokhtar Amami. „Interorganizational Relationships“. In Economic Behavior, Game Theory, and Technology in Emerging Markets, 169–85. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4745-9.ch010.

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Since the 1990s, the subject of “Interorganizational Relationships” (IORs) has gained the interest of academics in several fields (Donnan & Comer, 2001), such as strategic marketing, Management Information Systems (MIS), operation management and logistics, and strategic management. The diversity of approaches related to IOR conceptualization has led to fragmented knowledge bases (Mohr & Nevin, 1990; Claro, et al., 2003; Durand, et al., 2006). The present chapter discusses this concept and proposes an integrated view of IOR evolution in a network context. Furthermore, a presentation of IOR governance typologies is exposed to emphasize the hierarchy-market dichotomy and the hybrid form as the combination of the two perspectives. Last, based on a literature review, the chapter exposes the attributes characterizing interorganizational relationships climate success to demonstrate the informal aspect of interorganizational context.
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Grace, Martin, Jayant Kale, Gerald Gay und Thomas Noe. „Noisy juries and the choice of trial mode in a sequential signalling game“. In Economics of Legal Relationships, 303–27. Routledge, 2008. http://dx.doi.org/10.4324/9780203930885.ch13.

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Konferenzberichte zum Thema "In-game relationships"

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Xu, Zhi-ying, und Cong-dong Li. „Evolutionary Game Analysis on Attitudinal Commitment Behavior in Business Relationships“. In 2009 International Conference on Information Management, Innovation Management and Industrial Engineering. IEEE, 2009. http://dx.doi.org/10.1109/iciii.2009.217.

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Daronnat, Sylvain. „Human-Agent Trust Relationships in a Real-Time Collaborative Game“. In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419953.

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Da Silva, Natalia Pinheiro, Jenifer De Jesus Jang und Vinicius Oliveira Amaral. „Magnet: exposing abusive relationships with interactive narrative“. In Workshop sobre as Implicações da Computação na Sociedad. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/wics.2020.11046.

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This article is part of a non-finished project whose aim is to highlight the importance and the impact of using interactive narratives to expose and provoke reflection on social issues, and, conjointly, to present the concept of Magnet, an interactive game in development that features a female main character who is trapped in an abusive relationship, approaching the circumstances surrounding this matter.
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Bartolome, N. Aresti, A. Me Zorrilla und B. G. Zapirain. „A serious game to improve human relationships in patients with neuro-psychological disorders“. In 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference (ICE-GIC 2010). IEEE, 2010. http://dx.doi.org/10.1109/icegic.2010.5716881.

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Wang, Yingchun, und Wenjuan Liu. „The Game Analysis of the Collaborative Relationships between the Supplier and Vendors in Supply Chain“. In 2010 International Conference on E-Product E-Service and E-Entertainment (ICEEE 2010). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5660497.

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Iga, Naomi, Asuka Wakao, Kohei Matsumura, Roberto Lopez-Gulliver und Haruo Noma. „Improving Relationships between Parents and Children in Shopping Malls by Using a Digital Treasure Hunting Game“. In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3130859.3131320.

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Wang, Li-Chun, und Ming-Puu Chen. „The Relationships of Social Economic Status and Learners' Motivation and Performance in Learning from a Game-Design Project“. In 2011 11th IEEE International Conference on Advanced Learning Technologies (ICALT). IEEE, 2011. http://dx.doi.org/10.1109/icalt.2011.161.

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Sousinha, André, und Ana C. Ferreira de Almeida. „EFFECTS IN SELF-PERCEPTION AND RELATIONSHIPS AFTER A BRIEF EXPERIENCE OF ROLE-PLAYING GAME WITH 7TH GRADE STUDENTS“. In 11th International Conference on Education and New Learning Technologies. IATED, 2019. http://dx.doi.org/10.21125/edulearn.2019.2591.

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Jose Scaglia, Alcides, und Gustavo Batista Tognolo. „Relationships between physical variables, stimuli anaerobic power and muscle damage levels provided by Small-sided game in professional football players.“ In XXIII Congresso de Iniciação Científica da Unicamp. Campinas - SP, Brazil: Galoá, 2015. http://dx.doi.org/10.19146/pibic-2015-37333.

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10

Hao, Dong, Kai Li und Tao Zhou. „Payoff Control in the Iterated Prisoner's Dilemma“. In Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/41.

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Repeated game has long been the touchstone model for agents’ long-run relationships. Previous results suggest that it is particularly difficult for a repeated game player to exert an autocratic control on the payoffs since they are jointly determined by all participants. This work discovers that the scale of a player’s capability to unilaterally influence the payoffs may have been much underestimated. Under the conventional iterated prisoner’s dilemma, we develop a general framework for controlling the feasible region where the players’ payoff pairs lie. A control strategy player is able to confine the payoff pairs in her objective region, as long as this region has feasible linear boundaries. With this framework, many well-known existing strategies can be categorized and various new strategies with nice properties can be further identified. We show that the control strategies perform well either in a tournament or against a human-like opponent.
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Berichte der Organisationen zum Thema "In-game relationships"

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Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini und Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, Juli 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards are contingent on their preferred “candidate” winning the election. We measure the extent to which voters place their trust in others and are themselves trustworthy, that is, willing to honor requests that may not benefit them. Treated respondents are exposed to messages from in-group or out-group politicians, and with positive or negative tone. Results provide robust support for a negative effect of uncivil partisan discourse on trust behavior and null results on trustworthiness. The negative effect on trust is considerably greater among randomly treated respondents who engage with social media messages. These results show that engaging with messages on social media can have a deleterious effect on trust, even when those messages are not relevant to the task at hand or not representative of the actions of the individuals involved in the game.
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