Academic literature on the topic 'Game therory'

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Journal articles on the topic "Game therory"

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Waring, Michael, and Len Almond. "Game-Centred Games- A Revolutionary or Evolutionary Alternative for Games Teaching?" European Physical Education Review 1, no. 1 (April 1995): 55–66. http://dx.doi.org/10.1177/1356336x9500100106.

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Gutierrez, David, and Luis M. García-López. "Gender differences in game behaviour in invasion games." Physical Education & Sport Pedagogy 17, no. 3 (July 2012): 289–301. http://dx.doi.org/10.1080/17408989.2012.690379.

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Hamzah, Mohd Pouzi bin, and Muhammad Faris Izzat bin Ahmad Khairil. "Game Based Learning on Android Platform: Cognitive Remediation Therapy Games." International Journal of Computer Theory and Engineering 9, no. 3 (2017): 179–84. http://dx.doi.org/10.7763/ijcte.2017.v9.1134.

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Harrison, Craig B., Andrew E. Kilding, Nicholas D. Gill, and Taisuke Kinugasa. "Small-sided games for young athletes: is game specificity influential?" Journal of Sports Sciences 32, no. 4 (September 9, 2013): 336–44. http://dx.doi.org/10.1080/02640414.2013.824600.

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Dillon, Deborah, Diane Ailor, and Shelly Amato. "We're Not Just Playing Games: Into Aging-An Aging Simulation Game." Rehabilitation Nursing 34, no. 6 (November 12, 2009): 248–49. http://dx.doi.org/10.1002/j.2048-7940.2009.tb00259.x.

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Crawford, Garry, and Victoria K. Gosling. "More than a Game: Sports-Themed Video Games and Player Narratives." Sociology of Sport Journal 26, no. 1 (March 2009): 50–66. http://dx.doi.org/10.1123/ssj.26.1.50.

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This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday lives of gamers. In particular, we argue that sports-themed games provide an illustrative example of how media texts are used in identity construction, performances, and social narratives.
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Arifovna, Atadjanova Ludmila. "GAME THERAPY AS A FACTOR IN THE FORMATION OF ADOLESCENTS COMMUNICATION SKILLS." Frontline Social Sciences and History Journal 4, no. 6 (June 1, 2024): 17–23. http://dx.doi.org/10.37547/social-fsshj-04-06-03.

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The article examines game therapy as the concept of “communication skills”, as a necessary condition for successful communication, and identifies tasks aimed at developing communicative competence. The corrective capabilities of play therapy as a factor in the development of skills necessary for effective communication in adolescence are also analyzed and, in this context, tasks for psychological support of adolescents are identified.
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Worley, Jennifer R., Sharon N. Rogers, and Robert R. Kraemer. "Metabolic Responses to Wii Fit™ Video Games at Different Game Levels." Journal of Strength and Conditioning Research 25, no. 3 (March 2011): 689–93. http://dx.doi.org/10.1519/jsc.0b013e318207eae9.

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Saavedra, Jose M., Sveinn Þorgeirsson, Milan Chang, Hafrún Kristjánsdóttir, and Antonio García-Hermoso. "Discriminatory Power of Women’s Handball Game-Related Statistics at the Olympic Games (2004-2016)." Journal of Human Kinetics 62, no. 1 (June 13, 2018): 221–29. http://dx.doi.org/10.1515/hukin-2017-0172.

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AbstractSports performance analysis has been a growing field of study in the last decade. However, the number of studies in handball is small. The aims of this present study were (i) to compare handball game-related statistics by the match outcome (winning and losing teams) and (ii) to identify characteristics that discriminated performance in elite women’s handball. The game-related statistics of the 236 matches played in the last four Olympic Games (Athens, Greece, 2004; Beijing, China, 2008; London, United Kingdom, 2012; and Rio de Janeiro, Brazil, 2016) were analysed. Differences between match outcomes (winning or losing teams) were determined using the chi-squared statistic, also calculating the effect sizes of the differences. A discriminant analysis was then performed applying the sample-splitting method according to match outcomes. The results showed the differences between winning and losing teams were red cards and assists. Also, the discriminant analysis selected five variables (shots, goalkeeper-blocked shots, technical fouls, steals, and goalkeeper-blocked fast-break shots) that classified correctly 83% of matches. The selected variables included offensive and defensive predictors. Coaches and players can use these results as a reference against which to assess their performance and plan training.
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Katsarov, Johannes, Markus Christen, Ralf Mauerhofer, David Schmocker, and Carmen Tanner. "Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms." Games and Culture 14, no. 4 (July 20, 2017): 344–66. http://dx.doi.org/10.1177/1555412017719344.

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The goal of this study is to support game designers in the selection and implementation of game mechanisms to promote players’ moral sensitivity (MS). A lack of MS may lead people to behave unethically, without awareness for their actions’ moral implications. In this study, we conduct a theory-based evaluation of 20 distinct game mechanisms in view of their potential to promote MS. MS is thereby operationalized in terms of three learning outcomes (LOs): empathic concern for relevant groups, alertness to values/principles, and awareness for one’s vulnerability to biases. This study suggests that MS is best promoted through a careful combination of game mechanisms, addressing all three LOs.
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Dissertations / Theses on the topic "Game therory"

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Xiaoxi, Zhao. "Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial Neglect." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1440394724.

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Hannan, Joseph. "Formative Evaluation of a Family Cooperation Board Game." UKnowledge, 2017. http://uknowledge.uky.edu/hes_etds/50.

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A lack of credible evidence demonstrating the effectiveness of play therapy and the use of therapeutic board game in play therapy exists (Phillips, 2010; Matorin, 1996). Parent involvement is a key variable in the effectiveness of play therapy (Kottman, Stother, and Deniger, 2001). Formative research was used in this study to evaluate of The Super Family Board Game™ (SFBG) in order to develop an effective therapeutic board game aimed at enhancing family cooperation and cohesion. As the first formative evaluation of a therapeutic board game, this study provides future research implications for developing and testing therapeutic board games.
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Costa, Túlio Henriques. "NuSense: Um framework baseado em plug-ins para ambientes inteligentes aplicado ao monitoramento de gameterapias." Universidade Estadual da Paraíba, 2016. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/2773.

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The emergence of technologies that promote the users' immersion has pointed the interest of researchers into the healthcare field. These technologies, when combined with electronic games, have obtained good results by being used for therapeutic purposes. Commercial games have been widely used to that end, however, it is still required the supervision of health professionals for a better targeting in the patients' treatment. To decrease the burden of the supervision, tailor-made games with monitoring capabilities have been developed. The problem with this approach is that the quality - in terms of gameplay - of those games is low due to the lack of playfulness. To solve this problem, a good scenario is add monitoring capabilities to the treatments using commercial games. Given the lack of proposals with this approach, it is necessary a mechanism to assist developers in building applications for monitoring patients during the gameplay, according with predetermined characteristics set by health specialists. In this work, we propose the NuSense, a plugin-based framework to support in developing applications for the automatic monitoring of people in environments applied to game-based therapies, motor rehabilitation and physical exercises.
O surgimento de tecnologias que promovem a imersão dos usuários tem despertado o interesse dos pesquisadores da área da saúde. Essas tecnologias, quando aliadas aos jogos eletrônicos, têm obtido bons resultados ao serem utilizadas para fins terapêuticos. Jogos comerciais vêm sendo amplamente utilizados com essa finalidade, contudo, ainda é necessária a supervisão de profissionais de saúde para um melhor direcionamento no tratamento dos pacientes. Para diminuir o nível de supervisão necessário, jogos sob medida, com capacidade de monitoramento, estão sendo desenvolvidos. Porém, a qualidade desses jogos – em termos de jogabilidade – ainda é baixa, devido, muitas vezes, à falta de ludicidade, ou seja, torna-se difícil atrair a atenção do paciente. Para resolver esse problema, o cenário ideal é o uso de jogos comerciais com capacidade de monitoramento. Diante da falta de propostas com esse enfoque, torna-se necessário um mecanismo que auxilie os desenvolvedores na construção de aplicações para o monitoramento de pacientes durante o gameplay, de acordo com características pré-determinadas pelo profissional de saúde. Neste trabalho propõe-se o NuSense, um framework baseado em plug-ins para o auxílio no desenvolvimento de aplicações para o monitoramento automático de pessoas em ambientes aplicados a terapias baseadas em jogos – gameterapia, bem como reabilitação motora e exercícios físicos.
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Byles, Hestie Sophia. "The impact of a board game as parent guidance strategy to reinforce Cognitive Control Therapy in the home environment." Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-11132007-113100/.

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Ornelas, Barajas Alejandra. "A Serious Game for Children with Autism Spectrum Disorder." Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36273.

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In this thesis, we propose a Serious Game (SG) for children with the Autism Spectrum Disorder (ASD) that builds on the concept of LEGO®-Based Therapy that is aimed at improving social and cognitive skills. The proposed SG is composed of building blocks augmented with electronic modules that connect to a computing device that provides visual feedback. We investigate the effects of using the proposed computer SG by comparing it to a non-computer block-game during two empirical studies, one following an unstructured play approach and a second one with structured play by assigning roles to the players. For the first study, the proposed system showed an improvement in social interaction, collaborative play and exercise performance, as well as a decrease in solitary play. For the second study, the proposed system showed an improvement in social interaction, positive vocalizations and exploratory behavior. There was also a marked preference towards the proposed game. Furthermore, we perceived a decrease on the assistance needed when using the proposed system during both studies. Our results suggest that the proposed system can be a useful play therapy tool aimed for young children with ASD.
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Hall, Courtney D. "Efficacy of Gaze Stability Exercises." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/582.

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Delande, Olivier. "Symmetric dialogue games in the proof theroy of linear logic." Palaiseau, Ecole polytechnique, 2009. http://pastel.archives-ouvertes.fr/docs/00/50/14/81/PDF/These_Olivier_Delande.pdf.

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Sur la plateforme de thèses en lignes Tel on trouve le résumé suivant en français : Cette thèse développe une approche originale de l'interprétation interactive de la théorie de la démonstration en logique linéaire. À l'inverse du cadre joueur/opposant communément associé aux sémantiques des jeux pour la logique, nous proposons un modèle dans lequel les deux joueurs ont des rôles symétriques. Plus précisément, nous passons d'une situation dans laquelle un joueur tente de démontrer un énoncé tandis que l'autre tente de le réfuter à une situation dans laquelle les deux joueurs tentent de démontrer des énoncés contraires. Dans la tradition du calcul vu comme comme recherche de démonstrations, chaque étape de l'interaction est vue comme une étape de deux recherches de démonstrations orthogonales en calcul des séquents. Ce travail contribue dans une certaine mesure à formaliser les liens entre la recherche de démonstrations et la normalisation de démonstrations. Nous présentons d'abord un jeu symétrique simple pour le fragment additif de la logique linéaire, en guise d'introduction à la recherche duale de démonstrations. Nous passons ensuite à un jeu symétrique bien plus complexe pour le fragment additif et multiplicatif de la logique linéaire. Afin d'obtenir un résultat de pleine complétude, nous développons ensuite un troisième jeu à la fois symétrique et concurrent. Enfin, nous étudions quelques extensions de notre modèle
Sur la plateforme de thèses en lignes Tel on trouve le résumé suivant en anglais : This thesis develops an original approach to the interactive interpretation of the proof theory of linear logic. In contrast with the player/opponent dichotomy commonly associated with game semantics for logic, we propose a model in which the two players have symmetric roles. More precisely, we shift from a situation in which a player aims at proving a goal while the other one aims at refuting it to a situation in which the players aim at proving opposite goals. In the tradition of computation-as-proof-search, each step of the interaction is seen as a step in two orthogonal sequent calculus proof searches. To some extent, this work contributes to formalising the connections between proof search and proof normalisation. We first present a simple symmetric game for the additive fragment of linear logic, as a first introduction to dual proof search. We then introduce a much more involved symmetric game accounting for the multiplicative and additive fragment of linear logic. In order to get a full completeness result, we then develop a third, highly concurrent, symmetric game. Finally, we investigate a few extensions of our model
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Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.

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Thesis (MSc (Computer Science))--University of Stellenbosch, 2009.
ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
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Pon, Kwai-ling, and 潘桂玲. "My wonderful life: developing a game based intervention for patients with advanced cancer." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B44751461.

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Maung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.

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Books on the topic "Game therory"

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Schaefer, Charles E., and Steven E. Reid. Game play: Therapeutic use of childhood games. 2nd ed. New York: John Wiley, 2000.

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Franz, Marion J. Diabetes actively staying healthy: Your game plan for diabetes and exercise. [Minneapolis, MN]: International Diabetes Center, 1990.

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Baker, Robert A. Mind games: Are we obsessed with therapy? New York: Prometheus Books, 1996.

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Barber, Vicky. Creating children's art games for emotional support. London: Jessica Kingsley Publishers, 2011.

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Springer, Craig. Game-based cognitive-behavioral therapy for child sexual abuse: An innovative treatment approach. New York: Springer Publishing Company, 2015.

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Hauck, Paul A. Overcoming the rating game: Beyond self-love, beyond self-esteem. Louisville, Ky: Westminster/John Knox Press, 1991.

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Isabelle, Streng, ed. Lifegames: The social skills game. London: Jessica Kingsley Publishers Ltd, 1996.

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Batel, Günther. Spiellieder und Bewegungsspiele in der Musiktherapie. Stuttgart: G. Fischer, 1992.

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A, McCubbin Jeffrey, ed. Games, sports, and exercises for the physically disabled. 4th ed. Philadelphia: Lea & Febiger, 1991.

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1925-, Brown Fred, ed. Progress in polio eradication: Vaccine strategies for the end game : Institut Pasteur, Paris June 28-30 2000. Basel: Karger, 2001.

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Book chapters on the topic "Game therory"

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Markocki, Milosz. "Fame or Infamy: The Influence of Let's Plays on Independent Game Developers." In Paratextualizing Games, 237–56. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-010.

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In Miłosz Markocki's contribution investigates Let's Play Videos and their influence on the development of independent digital games. In two case studies, »Fame or Infamy: The Influence of Let's Plays on Independent Game Developers« tracks whether creative individuals grow artistically as a result ofá paratextual criticism and encouragement, thereby establishing that »Let's Plays of independent games can be treated as a proper communication channel between players and game developers.«
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Gerber, Andreas, Markus Ulrich, and Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change." In Simulation Gaming Through Times and Disciplines, 275–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.

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AbstractClimate change imposes tremendous, complex challenges on humanity. Thoughtfully designed games can support solving them. This article presents a review of climate games and thereby updates the review conducted by Reckien and Eisenack in 2011. It provides an overview of published climate games and reveals the development of the field over the last years. A total of 119 climate games were found whereof 52 were already part of the review of 2011. The broad variety of discovered games indicates a lively community and different settings where such tools are being applied. A substantial number of games addressed topics such as international climate conferences, global impacts of global decisions, and effects of individual decisions on their local environment. Other topics, however, were largely absent. They included - amongst others - the connection between climate change and health, and games that bride local and global levels. Furthermore, the game types “video games” and “alternate reality games” were not applied frequently. Both, the absent topics and the scarcely used game types open up possibilities to develop the field. Forty-six per cent of the games listed by Reckien and Eisenack seem to have disappeared and could not be found for this review, an observation that may need further attention.
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Feasey, Don. "The Rules of the Game." In Therapy, 53–70. London: Macmillan Education UK, 2005. http://dx.doi.org/10.1007/978-0-230-80211-7_5.

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Hull, Kevin B. "Electronic game play therapy." In Play therapy with children: Modalities for change., 225–40. Washington: American Psychological Association, 2021. http://dx.doi.org/10.1037/0000217-015.

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Mader, Stéphanie, Stéphane Natkin, and Guillaume Levieux. "How to Analyse Therapeutic Games: The Player / Game / Therapy Model." In Lecture Notes in Computer Science, 193–206. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33542-6_17.

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Jost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.

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AbstractEducation is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as card-based workshop tools, cannot be applied in remote teaching.This paper explores how the paper-based card and playboard metaphor can be digitized for remote student co-creation via video call sessions. Therefore, a card-based toolkit for co-creating educational games is transformed into a digital representation for remote application. In a between-subject trial with two university student groups (n = 61), it is investigated how users perceive ideation/balancing support and applicability of the technology-enhanced card toolset compared to the paper-based variant. Both groups thereby created an analytic game concept for privacy education.The results remarkably revealed that remote co-creation using the technology-enhanced card and playboard in video call sessions was perceived as significantly more supportive for ideation and game concept balancing. Students also felt more confident to apply the digitized card toolset independently while being more satisfied with their created game concepts. The designed educational game concepts showed comparable patterns between the groups and disclosed the students’ preferences on how games for privacy education should be designed and when and where they would like to play them. Conclusively, design implications for digital card ideation toolsets were synthesized from the findings.
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Cooper, Scot J. "The Game Plan." In Brief Narrative Practice in Single-Session Therapy, 170–74. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003431688-14.

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Panic-Cidic, Natali. "Digital Fictions: Towards Designing Narrative Driven Games as Therapy." In Mental Health | Atmospheres | Video Games, 77–86. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-008.

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This paper introduces the benefits and possibilities of using digital fiction for narrative-driven games, especially its usage in the project "Writing New Bodies: Critical Co-design for 21st Century Digital-born Bibliotherapy". It addresses body image concerns and consequent psychological problems young women and women identified individuals are facing every day. The goal of "Writing New Bodies" is to develop a narrative-based, interactive story game application that can be used as an intervention method in therapy for body image issues. Digital fiction is an interactive form of storytelling and it only exists in its digital form (Bell et al. 2018, Ensslin et al. 2019, Bell et al. 2010). While some digital fictions are text-based, such as Depression Quest, there are 3D digital fictions such as Wallpaper or Inkubus that are multimodal in their nature (Ensslin et al. 2019). Overall, digital fictions are highly suitable for game developers who want to design narrative-driven projects. This is because they can provide a platform to deal with difficult topics (depression, suicide, body image issues) in an artistically appropriate and matter sensitive way. "Writing New Bodies" is a digital fiction app built in cooperative co-design iterations dealing with such a sensitive topic. First, the author explains what digital fictions are. Second, to point out how digital fiction games can be used in therapy, she introduces the methodology of the "Writing New Bodies" project and bibliotherapy as one of its intended usage options. Finally, she concludes by giving an outlook for further research.
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Widdowson, Mark. "Therapy OF GAMES." In Transactional Analysis, 291–93. 2nd ed. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003375890-86.

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Hand, Daniel. "Concluding Therapy." In Role-Playing Games in Psychotherapy, 159–80. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-31740-8_10.

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Conference papers on the topic "Game therory"

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Stahl, Matilda. "GENDER AND IDENTITY IN VIDEO GAMES AS A VIRTUAL LEARNING ENVIRONMENT." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-079.

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Matilda St?hl, ?bo Akademi University The design of video games encourage playfulness and exploration in an environment that revolves around problem solving. The development of these traits and the learning potential in virtual environments have caught the attention of educators. (Gee & Hayes, 2010.) Video games are a very common motivator in learning how to use new technology; skills the students will have great use of in the future. Although, since gaming is considered unfeminine many girls tend to give up gaming as teenagers and they thereby miss the opportunity to learn how to use new technologies as well as developing their skills in problem solving. (Gee, 2007.) Video games and other virtual learning environments can also be considered as alternative realities where the gamer can become whoever he or she wants. Juul (2009) argues that the gamer's identity is highly characterized by his or her attitude towards gaming and whether he or she is inclined to identify himself or herself as a gamer. Gee notes the relevance of the identity perspective in regard to learning through video games. According to him, the gamer identity consists of three different identities that together form an entirety: the virtual identity, the real life identity and the projective identity where Gee play with the word project and its two meanings. On one hand there is a gamer projecting his or her values and desires onto the virtual character. On the other hand the character can be considered a project where the gamer within the limits of the game creates a personality for their character. (Gee, 2007.) In other words, the girls who give up gaming also miss out the possibility to explore their own identities as well. During eLSE I wish to give a presentation based on my master's thesis on how video games, even commercial ones, can be considered learning environments and how this point of view will evolve in my doctoral thesis. Referenser: Gee, J P. (2007). What Video Games have to teach us about Learning and Literacy. Palgrave Gee, J P. & Hayes, E R. (2010). Women and gaming. The Sims and 21st century learning. Palgrave Juul, J. (2009). Casual Revolution: Reinventing Video Games and Their Players. Cambridge, M A. USA.
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Dubey, Venketesh N., and Soumya K. Manna. "Design of a Game-Based Rehabilitation System Using Kinect Sensor." In 2019 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/dmd2019-3237.

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As technological innovation is fused into the rehabilitation process, it gives conventional therapy a new direction with the products of interactive nature and easy to measure techniques. In the recent years, virtual reality based game therapy has turned out to be a promising option for post-stroke patients since it engages patients with fun based exercises during rehabilitation process. It also triggers their neuro-motor functions and accelerates the recovery process. Nevertheless it is necessary to extract some valuable information from the joint movements to measure the recovery condition of patients. Most of the designed games have introduced features to make them interesting as well as challenging for patients, however, only a few measure the joint parameters. We have designed a Kinect based game in Unity3D platform where patients can play game by moving their joints which results in different orthopaedic lessons required for rehabilitation therapy. In contrast to many Kinect based games where only joint movements are considered for playing the game, we have also introduced voice control through speech recognition and feedback provided in terms of audio-visual command to enhance patient’s engagement. Different joint parameters such as trajectory, range of motion, joint velocity, acceleration, reaching time and joint torque are also measured to help quantify the heath condition.
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Souza, Paula Maia de, Bianca Alessandra de Souza Alves, Vinícius Matheus Romualdo Santos, Fernando Roberto Proença, Vânia de Oliveira Borges, and Vânia Paula de Almeida Neris. "Development and evaluation of a web system for the design of digital games with therapeutic potential by end users." In Simpósio Brasileiro de Computação Aplicada à Saúde. Sociedade Brasileira de Computação - SBC, 2024. http://dx.doi.org/10.5753/sbcas.2024.1974.

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Additional therapy support for the treatment of Substance Use Disorders (SUDs) can be provided through digital games. However, we still face challenges in including people in SUDs rehabilitation in the digital game design process. This work seeks to minimize these challenges by investigating how to build a web system that guides end users in recovery from SUDs in digital game design activities with therapeutic potential. We used the Design Science Research method. To evaluate the system, we conducted a usability test with health professionals. The results suggest that healthcare professionals would use the system as an alternative therapy with their patients in SUDs rehabilitation because they saw therapeutic potential in the proposed solution.
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Tomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.

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The current paper describes the use of game development for improvement of first year Computer Science students’ professional and social competencies. The computer-based education games play grateful platform for integration of knowledge and skills gained by students in several learning courses, i.e., programming, web-design, computer graphics and animation, introduction to software engineering, etc. The multidisciplinary character of the games provides possibilities to constitute teams with students from different study programs. Thereby the students get their first experience in cross-disciplinary communication. Key words: computer-based education, educational games, learning environment.
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Harrenstein, Paul, Paolo Turrini, and Michael Wooldridge. "Characterising the Manipulability of Boolean Games." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/150.

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The existence of (Nash) equilibria with undesirable properties is a well-known problem in game theory, which has motivated much research directed at the possibility of mechanisms for modifying games in order to eliminate undesirable equilibria, or induce desirable ones. Taxation schemes are a well-known mechanism for modifying games in this way. In the multi-agent systems community, taxation mechanisms for incentive engineering have been studied in the context of Boolean games with costs. These are games in which each player assigns truth-values to a set of propositional variables she uniquely controls in pursuit of satisfying an individual propositional goal formula; different choices for the player are also associated with different costs. In such a game, each player prefers primarily to see the satisfaction of their goal, and secondarily, to minimise the cost of their choice, thereby giving rise to lexicographic preferences over goal-satisfaction and costs. Within this setting, where taxes operate on costs only, however, it may well happen that the elimination or introduction of equilibria can only be achieved at the cost of simultaneously introducing less desirable equilibria or eliminating more attractive ones. Although this framework has been studied extensively, the problem of precisely characterising the equilibria that may be induced or eliminated has remained open. In this paper we close this problem, giving a complete characterisation of those mechanisms that can induce a set of outcomes of the game to be exactly the set of Nash Equilibrium outcomes.
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Peixoto, Henrique de Oliveira, Guilherme Brun Moraes, Eunice P. dos Santos Nunes, Luciana Correia L. F. Borges, and Kamila Rios da Hora Rodrigues. "Requirements Gathering for the Development of a Game for Therapy Sessions with Autistic Children to Encourage Social Communication." In Life Improvement in Quality by Ubiquitous Experiences Workshop. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/lique.2022.19996.

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Children with Autism Spectrum Disorder (ASD) are very sensitive to social situations and have difficulties interacting with their peers. In order to mitigate this difficulty, therapeutic treatment is often used. Games, which can be used for many different purposes, can also be used as an Assistive Technology (AT) in the therapy process, in order to encourage social communication and collaboration, which are very important skills in daily life. A Systematic Review (SR) was conducted using two research questions to gather more information about the theme. In parallel, a survey was applied to support the results of the SR. We found that genres of games that are likely to enhance collaboration are collaborative brain games (such as puzzle or memory games). We also found that games should be very minimalist (with a low number of players) and contain clear language, avoiding figures of speech. The results of this paper will be used as a basis to develop a game as an AT for the therapy of children with ASD in the future.
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Kronbauer, Artur Henrique, João Graça Neto, and Shirley Gois Barreto. "Therapy game." In IHC 2015: XIV Brazilian Symposium on Human Factors in Computer Systems. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/3148456.3148494.

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Alnafjan, Abeer. "Math Game for Elementary School Children Using Leap Motion Controller." In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004605.

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Education holds significant importance in society as it provides individuals with essential knowledge, skills, and critical thinking abilities. However, traditional educational approaches may not always engage children effectively. To address this, innovative methods are needed to make education more interesting and captivating for children. By incorporating interactive elements such as educational games, multimedia resources, and creative teaching techniques, we can create a learning environment that fosters curiosity, exploration, and active participation. This approach enhances learning outcomes and fosters a lifelong passion for learning in children. In recent years, the advancement of technology has transformed the educational landscape, offering a wide array of resources to enhance learning experiences. Educational games have emerged as a promising tool, particularly in fostering children's interest and engagement in various subject areas. There has been a significant increase in the number of studies, projects, and research efforts dedicated to designing guidelines and frameworks for integrating technology and educational games in the field of education. This increased focus demonstrates the acknowledgment of the significant potential of educational games as effective tools for improving learning outcomes. To ensure the effectiveness of these games, researchers and developers have identified essential features that contribute to their educational value. These features include the ability to stimulate critical thinking, minimize the reliance on textual content, provide user-friendly interfaces, and promote interactivity. By incorporating these elements into game design, educators can create engaging learning experiences that foster deeper understanding and knowledge acquisition among learners. The focus on these crucial features demonstrates the commitment to designing educational games that effectively support learning goals and engage students in meaningful ways. Our project’s primary aim is to design and develop an educational game employing hand movements using the Leap Motion Controller (LMC) as an interactive input device. The game aims to enhance children's understanding of arithmetic operations, specifically addition and subtraction, in an enjoyable and captivating manner. The use of LMC enables the recognition of children's gestures representing numbers, thereby providing an interactive learning experience. The objectives of the project include acquiring relevant background knowledge, establishing functional requirements and computational constraints, designing and developing a math game incorporating elements such as 3D animations and pictures, and validating the game's effectiveness in achieving its intended benefits for both children and their teachers.The paper is organized into five sections. Section 1 introduces the problem and outlines the aim and objectives of the project. Section 2 reviews related works in the field. Section 3 presents the system design. Section 4 describes the challenges anticipated during and after implementation. Finally, Section 5 concludes with a summary of our findings, future work, and design considerations.
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Barros De Sales, André, Eduardo Palmeira, Fabiana Mendes, and Mateus Augusto Sousa Silva. "Designing User Persona Cards to Support the Development of Digital Human-Computer Interaction Learning Games." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005039.

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This paper introduces a set of user persona cards intended to support the design and validation of learning games in the field of Human-Computer Interaction (HCI). After conducting a survey to understand our target audience better, we used the data to create four personas: one primary, two secondary, and one anti-persona. They prioritize specific player profiles and key attributes identified in the survey. Our user persona cards can serve as a quick and convenient tool to acquire information about the target audience, thereby enabling HCI learning game developers to gain a deeper understanding and more effectively address their users’ needs.
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Zsiray, Barbara, and Ildikó Koós. "HOW RORY’S STORY CUBES CAN IMPROVE THE ABILITY OF STORYTELLING IN WRITING AND SPEAKING." In International Conference on Education and New Developments. inScience Press, 2022. http://dx.doi.org/10.36315/2022v1end041.

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"Using board games in the classroom is an opportunity for experiential learning and teaching. The presentation is an example of how board games can be used in mother tongue teaching. Our previous questionnaire proves that 9–10-year-old children show a positive attitude towards board games, and its use in lessons helps to increase interactions between students. In addition, cooperation within the group was strengthened. We have reflected on this with a new project. Our goal is to examine how the popular board game, Rory's Story Cubes, can develop written and oral communication of 9–10-year-old students. In the first period, essays were written by the members of the experimental group and the control group, in which five previously specified words were used. The quantitative and qualitative indexes of the data were analysed by Mean Length Utterance (MLU) and the Hungarian adaptation of Developmental Sentence Scoring (KFM), and creativity was considered. In the second phase, the members of the experimental group took part in an activity process that lasted 15 weeks and was held twice a week. The games with the Story Cubes were carried out under the supervision of the methodical leader of the experiment and recorded with the video camera. The oral texts were analysed in the same way. In the last period of the process, the participants again wrote an essay. The results show that the consistent use of the given board game is beneficial for the semasiological and syntactic cohesion of the students' oral and written texts. The project's achievements may contribute to the widespread use of Rory's Story Cubes, thereby expanding the methodology of native language teaching."
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Reports on the topic "Game therory"

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Ismailova, L. Yu, S. V. Kosikov, V. S. Zaytsev, and I. O. Sleptsov. educational computer game THE ADVENTURES OF THE GUSARIK" OR THE BASIS OF THE THEORY OF THE STATE AND LAW (version 1.0). SIB-Expertise, July 2022. http://dx.doi.org/10.12731/er0577.04072022.

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TRAINING GAME IS DESIGNED TO OBTAIN NEW AND TEST EXISTING KNOWLEDGE IN THE FIELD OF ONE OF THE MOST IMPORTANT LEGAL DISCIPLINES - THEORY OF STATE AND LAW. GAME ALLOWS TO TEST ITS FORCES IN INTERACTIVE MODE IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS USING NUMEROUS COMMENTS AND CHECK THE RESULTS OF THEIR ASSIMILATION. GAME CHARACTER'S CLUES AND FACIAL EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND ALLOW YOU TO INDEPENDENTLY WORK ON TOPICS THAT CAUSED DIFFICULTIES IN THE CONTROL MODE. GAME CONTENT COMPLIES WITH THE PROGRAM OF THE STATE STANDARD IN THE SPECIALTY "LAW." THE MAIN GOAL OF THE GAME IS TO HELP IN HIGHLIGHTING THEORETICAL LEGAL STRUCTURES IN PRACTICAL SITUATIONS, TO DEVELOP THE SKILLS OF LEGAL ANALYSIS OF THE TEXT OF LEGAL NORMS AND LAW ENFORCEMENT DOCUMENTS, AND THEREBY TO INCREASE THE EFFECTIVENESS OF THE APPLICATION OF LAW.IN ADDITION, THE EDucational GAME WILL INTRODUCE PROFESSIONAL LEGAL TERMINOLOGY IN THIS FIELD. THE GAME "THEORY OF STATE AND LAW" CAN BE USEFUL FOR STUDENTS OF LAW UNIVERSITIES AND FACULTIES, PRACTICING LAWYERS AND EVERYONE WISHING TO IMPROVE THEIR QUALIFICATIONS IN THE FIELD OF LAW. CERTAIN SECTIONS OF THE GAME WILL BE USEFUL FOR TRAINING IN THE UNIVERSITY IN LEGAL SPECIALTIES.
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Gingerich, Daniel, Mauricio Ruiz-Vega, Ana Corbacho, and Virginia Oliveros. Corruption as a Self-Fulfilling Prophecy: Evidence from a Survey Experiment in Costa Rica. Inter-American Development Bank, March 2015. http://dx.doi.org/10.18235/0011681.

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An influential body of scholarship argues that corruption behaves as a selffulfilling prophecy. The idea of this work is that levels of corruption emerge endogenously as a result of a society-wide coordination game in which ther individual returns to corrupt behavior are a function of how disposed towards corruption the other members of society are perceived as being. An empirical implication of this logic is that if one were to exogenously perturb beliefs about societal levels of corruption upward, willingness to engage in corruption should increase as a consequence. The current paper evaluates this claim by utilizing an information experiment embedded in a large-scale household survey conducted in the Gran Área Metropolitana (GAM) of Costa Rica from October 2013 to April 2014 (n=4200). Changes in beliefs about corruption were induced via the random assignment of an informational display depicting the increasing percentage of Costa Ricans who have experienced or directly observed an act of corruption (from 2006 to 2011). The paper finds that, on average, assignment to this display (relative to the control condition) increased the probability that a respondent would be willing to pay a bribe to a police officer by approximately 0. 04 to 0. 08, thereby providing supporting evidence for the self-fulfilling prophecy hypothesis.
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Zachry, Anne, J. Flick, and S. Lancaster. Tune Up Your Teaching Toolbox! University of Tennessee Health Science Center, 2016. http://dx.doi.org/10.21007/chp.ot.fp.2016.0001.

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Occupational therapy (OT) educators strive to prepare entry-level practitioners who have the expertise to meet the diverse health care needs of society. A variety of instructional methods are used in the University of Tennessee Health Science Center (UTHSC) MOT program, including traditional lecture-based instruction (LBI), problem-based learning (PBL), team-based learning (TBL), and game-based learning (GBL). Research suggests that active learning strategies develop the critical thinking and problem-solving skills that are necessary for effective clinical reasoning and decision-making abilities. PBL, TBL, GBL are being successfully implemented in the UTHSC MOT Program to enhance the learning process and improve student engagement.
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Haylock, Stuart. Limbs Alive: Use of computer games to provide motivating, child centred therapy to improve bimanual skills for children with hemiplegic cerebral palsy. National Institute for Health Research, July 2021. http://dx.doi.org/10.3310/nihropenres.1115160.1.

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Carrico, Caitlyn, Erwin Corong, and Dominique van der Mensbrugghe. The GTAP 10A Multi-Region Input Output (MRIO) Data Base. GTAP Research Memoranda, June 2020. http://dx.doi.org/10.21642/gtap.rm34.

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This memorandum describes the GTAP version 10A Multi-Region Input Output (GTAPMRIO) Data Base. GTAP-MRIO extends the standard GTAP Data Base (Aguiar et al., 2019) by additionally distinguishing bilateral trade and tariff flows by agents or so-called end-users,namely: firms, private household, government and investors. In constructing GTAP-MRIO,we employ the methodology in Carrico (2017) and update it in four ways. First, an updated concordance table is used—i.e., the United Nations Statistics Division (UNSD) 6-digit Harmonized System 2012 to Broad Economic Categories concordances revision 4 to System of National Accounts end-use framework (HStoBECtoSNA). Second, the International Trade Centre (ITC) Market Access Map (MAcMap) data is directly used in lieu of the TASTE utility (Horridge and Laborde, 2008) which is also based on MAcMap. Third, the optimization programs are updated to take advantage of grid facility in GAMS, thereby reducing MRIO data build time by 90 percent and easing MRIO data construction at the full dimensionality of GTAP data—i.e., 65-sectors and 141-regions for version 10A. Fourth, accompanying GTAPAgg2 (Horridge, 2019) and FlexAgg packages (Villoria and McDougall, 2012) are provided to aid researchers aggregate the GTAP-MRIO data.
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Just, Richard E., Eithan Hochman, and Sinaia Netanyahu. Problems and Prospects in the Political Economy of Trans-Boundary Water Issues. United States Department of Agriculture, February 2000. http://dx.doi.org/10.32747/2000.7573997.bard.

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The objective of this research was to develop and apply a conceptual framework for evaluating the potential of trans-boundary bargaining with respect to water resource sharing. The research accomplished this objective by developing a framework for trans-boundary bargaining, identifying opportunities for application, and illustrating the potential benefits that can be gained thereby. Specifically, we have accomplished the following: - Developed a framework to measure the potential for improving economic efficiency considering issues of political feasibility and sustainability that are crucial in trans-boundary cooperation. - Used both cooperative and non-cooperative game theory to assess feasible coalitions among the parties involved and to model potential bargaining procedures. - Identified empirically alternative schemes of cooperation that both improve upon the economic efficiency of present water usage and appease all of the cooperating parties. - Estimated the potential short-run and long-run affects of water reallocation on the agricultural sector and used this information to understand potential strategies taken by the countries in bargaining processes. - Performed case studies in Israeli-Jordanian relations, the relationship of Israel to the Palestinian Authority, and cooperation on the Chesapeake Bay. - Published or have in process publication of a series of refereed journal articles. - Published a book which first develops the theoretical framework, then presents research results relating to the case studies, and finally draws implications for water cooperation issues generally. Background to the Topic The increase in water scarcity and decline in water quality that has resulted from increased agricultural, industrial, and urban demands raises questions regarding profitability of the agricultural sector under its present structure. The lack of efficient management has been underscored recently by consecutive years of drought in Israel and increased needs to clean up the Chesapeake Bay. Since agriculture in the Middle East (Chesapeake Bay) is both the main water user (polluter) and the low-value user (polluter), a reallocation of water use (pollution rights) away from agriculture is likely with further industrial and urban growth. Furthermore, the trans-boundary nature of water resources in the case of the Middle East and the Chesapeake Bay contributes to increased conflicts over the use of the resources and therefore requires a political economic approach. Major Conclusions, Solutions, Achievements and Implications Using game theory tools, we critically identify obstacles to cooperation. We identify potential gains from coordination on trans-boundary water policies and projects. We identify the conditions under which partial (versus grand) coalitions dominate in solving water quality disputes among riparian countries. We identify conditions under which linking water issues to unrelated disputes achieves gains in trans-boundary negotiations. We show that gains are likely only when unrelated issues satisfy certain characteristics. We find conditions for efficient water markets under price-determined and quantity-determined markets. We find water recycling and adoption of new technologies such as desalination can be part of the solution for alleviating water shortages locally and regionally but that timing is likely to be different than anticipated. These results have been disseminated through a wide variety of publications and oral presentations as well as through interaction with policymakers in both countries.
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Mackie, James. Promoting policy coherence: Lessons learned in EU development cooperation. European Centre for Development Policy Management, September 2020. http://dx.doi.org/10.55317/casc005.

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Policy coherence for development, or PCD, refers to the need for multiple policies from different sectors to work in unison rather than in opposition to each other, if international development is to be achieved. In Europe, the argument for PCD was based on the recognition that EU efforts on development cooperation were often contradicted or undermined by other EU policies, both internal as much as external, to the extent that the EU was effectively taking back with one hand what it had given with the other. In some severe cases, the EU was even taking back more than it gave. Thus for instance, while on the one hand the EU was funding development projects to support agriculture production projects in Africa, on the other, its trade policies and domestic agriculture subsidy policies in Europe were encouraging the dumping of cheap subsidised food on African markets thereby undercutting local producers competing in the same markets. The impact of European development aid was therefore being negated by its trade and agriculture policies. This note first outlines how the concept of PCD developed in European development policy circles and what measures the EU and its member states took to promote policy coherence since it was first written into the EU Treaty in 1992. The practical experience gained over these nearly 30 years is of course of wider relevance in good policymaking and not just in development cooperation. This became particularly apparent with the agreement on the UN’s 2030 Agenda in 2015 that saw the introduction of the new concept of PCSD or policy coherence for sustainable development that recognised the wider relevance of policy coherence across the whole integrated policy package of the 17 Sustainable Development Goals. The note will also cover this latest, global chapter in the history of efforts to promote policy coherence and see how the EU has responded, notably with the Better Regulation package of the Juncker Commission and in the work on the Von der Leyen Commission Green Deal. The note will conclude with potential lessons on promoting policy coherence for EU policy-making for coping with the cascading effects of climate change.
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Arora, Sanjana, and Olena Koval. Norway Country Report. University of Stavanger, 2022. http://dx.doi.org/10.31265/usps.232.

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This report is part of a larger cross-country comparative project and constitutes an account and analysis of the measures comprising the Norwegian national response to the COVID-19 pandemic during the year of 2020. This time period is interesting in that mitigation efforts were predominantly of a non-medical nature. Mass vaccinations were in Norway conducted in early 2021. With one of the lowest mortality rates in Europe and relatively lower economic repercussions compared to its Nordic neighbours, the Norwegian case stands unique (OECD, 2021: Eurostat 2021; Statista, 2022). This report presents a summary of Norwegian response to the COVID-19 pandemic by taking into account its governance, political administration and societal context. In doing so, it highlights the key features of the Nordic governance model and the mitigation measures that attributed to its success, as well as some facets of Norway’s under-preparedness. Norway’s relative isolation in Northern Europe coupled with low population density gave it a geographical advantage in ensuring a slower spread of the virus. However, the spread of infection was also uneven, which meant that infection rates were concentrated more in some areas than in others. On the fiscal front, the affluence of Norway is linked to its petroleum industry and the related Norwegian Sovereign Wealth Fund. Both were affected by the pandemic, reflected through a reduction in the country’s annual GDP (SSB, 2022). The Nordic model of extensive welfare services, economic measures, a strong healthcare system with goals of equity and a high trust society, indeed ensured a strong shield against the impact of the COVID-19 pandemic. Yet, the consequences of the pandemic were uneven with unemployment especially high among those with low education and/or in low-income professions, as well as among immigrants (NOU, 2022:5). The social and psychological effects were also uneven, with children and elderly being left particularly vulnerable (Christensen, 2021). Further, the pandemic also at times led to unprecedented pressure on some intensive care units (OECD, 2021). Central to handling the COVID-19 pandemic in Norway were the three national executive authorities: the Ministry of Health and Care services, the National directorate of health and the Norwegian Institute of Public Health. With regard to political-administrative functions, the principle of subsidiarity (decentralisation) and responsibility meant that local governments had a high degree of autonomy in implementing infection control measures. Risk communication was thus also relatively decentralised, depending on the local outbreak situations. While decentralisation likely gave flexibility, ability to improvise in a crisis and utilise the municipalities’ knowledge of local contexts, it also brought forward challenges of coordination between the national and municipal level. Lack of training, infection control and protection equipment thereby prevailed in several municipalities. Although in effect for limited periods of time, the Corona Act, which allowed for fairly severe restrictions, received mixed responses in the public sphere. Critical perceptions towards the Corona Act were not seen as a surprise, considering that Norwegian society has traditionally relied on its ‘dugnadskultur’ – a culture of voluntary contributions in the spirit of solidarity. Government representatives at the frontline of communication were also open about the degree of uncertainty coupled with considerable potential for great societal damage. Overall, the mitigation policy in Norway was successful in keeping the overall infection rates and mortality low, albeit with a few societal and political-administrative challenges. The case of Norway is thus indeed exemplary with regard to its effective mitigation measures and strong government support to mitigate the impact of those measures. However, it also goes to show how a country with good crisis preparedness systems, governance and a comprehensive welfare system was also left somewhat underprepared by the devastating consequences of the pandemic.
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Ayala, David, Ashley Graves, Colton Lauer, Henrik Strand, Chad Taylor, Kyle Weldon, and Ryan Wood. Flooding Events Post Hurricane Harvey: Potential Liability for Dam and Reservoir Operators and Recommendations Moving Forward. Edited by Gabriel Eckstein. Texas A&M University School of Law Program in Natural Resources Systems, September 2018. http://dx.doi.org/10.37419/eenrs.floodingpostharvey.

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When Hurricane Harvey hit the Texas coast as a category 4 hurricane on August 25, 2017, it resulted in $125 billion in damage, rivaling only Hurricane Katrina in the amount of damage caused. It also resulted in the deaths of 88 people and destroyed or damaged 135,000 homes. Much of that devastation was the result of flooding. The storm dumped over 27 trillion gallons of rain over Texas in a matter of days. Some parts of Houston received over 50 inches of rainfall. The potential liability that dam and reservoir operators may face for decisions they make during storm and flooding events has now become a major concern for Texas citizens and its elected officials. Law suits have now been instituted against the federal government for its operation of two flood control reservoirs, as well as against the San Jacinto River Authority for its operation of a water supply reservoir. Moreover, the issues and concerns have been placed on the agenda of a number of committees preparing for the 2019 Texas legislative session. This report reviews current dam and reservoir operations in Texas and examines the potential liability that such operators may face for actions and decisions taken in response to storm and flooding events. In Section III, the report reviews dam gate operations and differentiates between water supply reservoirs and flood control reservoirs. It also considers pre-release options and explains why such actions are disfavored and not recommended. In Section IV, the report evaluates liabilities and defenses applicable to dam and reservoir operators. It explains how governmental immunity can limit the exposure of state and federally-run facilities to claims seeking monetary damages. It also discusses how such entities could be subject to claims of inverse condemnation, which generally are not subject to governmental immunity, under Texas law as well as under the Fifth Amendment to the U.S. Constitution. In addition, the Section discusses negligence and nuisance claims and concludes that plaintiffs asserting either or both of these claims will have difficulty presenting successful arguments for flooding-related damage and harm against operators who act reasonably in the face of storm-related precipitation. Finally, Section V offers recommendations that dam and reservoir operators might pursue in order to engage and educate the public and thereby reduce the potential for disputes and litigation. Specifically, the report highlights the need for expanded community outreach efforts to engage with municipalities, private land owners, and the business community in flood-prone neighborhoods both below and above a dam. It also recommends implementation of proactive flood notification procedures as a way of reaching and alerting as many people as possible of potential and imminent flooding events. Finally, the report proposes implementation of a dispute prevention and minimization mechanism and offers recommendations for the design and execution of such a program.
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Chopra, Deepta, Devanik Saha, Luize Guimarães, Lucia Bernadete, and Kerry Selvestre. The case of MUVA Assistentes: Moving Beyond Income Generation to a New Approach Towards Achieving Women’s Empowerment. Institute of Development Studies, March 2023. http://dx.doi.org/10.19088/muva.2023.002.

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This paper highlights the case of MUVA Assistentes, a public works programme (PWP) that provided training and mentoring to young vulnerable women (YVW) in urban Mozambique. Our paper draws out the main learnings from the MUVA Assistentes project to inform the design of other PWPs that have women’s empowerment as their major aim. We show through our analysis that it is possible for PWPs to achieve women’s empowerment, but only if they go beyond a sole focus on income provision through paid work to women. Instead, we argue that if PWPs formulate their theory of change in line with Kabeer (1999)’s notion of empowerment, with its three interrelated dimensions (resources, agency and achievements), women’s empowerment through PWPs can be both realistic and long-lasting. PWPs have always been popular in low- and middle-income countries as tools for poverty alleviation and mitigating high unemployment rates among young people. Given the disproportionate impact of poverty on women and girls, many existing PWPs often include a ‘gender’ component in their theories of change. A common limitation of such PWPs and theories of change is their overarching focus on providing income opportunities, which they suggest leads to women’s empowerment. However, this has not been the case for most PWPs; hence, learnings from a project that has led to substantive empowerment of young women are highly valuable. The MUVA Assistentes project was a component of the broader MUVA Programme running in urban Mozambique. It provided training to YVW and gave them paid work as classroom assistants in primary schools for one academic year. The project addressed two major problems plaguing Mozambique today: (1) high unemployment among urban young people, especially women; and (2) poor educational outcomes among primary school students. Through a dedicated focus on mentoring the participants, the project supported these women to build soft assets and skills to enable them to realise their future goals and aspirations. This paper highlights that the MUVA Assistentes project led to three major outcomes: (1) building technical skills; (2) improving opportunities for women’s employability in the labour market (while improving public goods); and (3) building soft assets through training and mentoring. Through a close discussion of the experiences of four women participants, we find that the MUVA Assistentes led to an increase not only in income opportunities for YVW, but also in their sense of self‑worth and confidence to exercise their agency in achieving their goals. Further, the project also provided a critical public good by working towards improving the quality of classroom outcomes in government primary schools. We conclude that through building these skills and increasing women participants’ self-worth, PWPs can build women’s resources, agency and achievements, thereby moving closer to achieving a holistic view of empowerment, which encouragingly extends beyond the PWPs’ duration as well.
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