Dissertations / Theses on the topic 'Internet game'

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1

Nypadymka, Anna. "Language game application in psychological Internet-discourse." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18285.

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2

Saberi, Amin. "Algorithmic Aspects of the Internet." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.

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The goal of this thesis is to use and advance the techniques developed in the field of exact and approximation algorithms for many of the problems arising in the context of the Internet. We will formalize the method of dual fitting and the idea of factor-revealing LP. We use this combination to design and analyze two greedy algorithms for the metric uncapacitated facility location problem. Their approximation factors are 1.861 and 1.61 respectively. We also provide the first polynomial time algorithm for the linear version of a market equilibrium model defined by Irving Fisher in 1891. Our algorithm is modeled after Kuhn's primal-dual algorithm for bipartite matching. We also study the connectivity properties of the Internet graph and its impact on its structure. In particular, we consider the model of growth with preferential attachment for modeling the graph of the Internet and prove that under some reasonable assumptions, this graph has a constant conductance.
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Badasyan, Narine. "Game Theoretic Models of Connectivity Among Internet Access Providers." Diss., Virginia Tech, 2004. http://hdl.handle.net/10919/11193.

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The Internet has a loosely hierarchical structure. At the top of the hierarchy are the backbones, also called Internet Access Providers (hereafter IAPs). The second layer of the hierarchy is comprised of Internet Service Providers (hereafter ISPs). At the bottom of the hierarchy are the end users, consumers, who browse the web, and websites. To provide access to the whole Internet, the providers must interconnect with each other and share their network infrastructure. Two main forms of interconnection have emerged â peering under which the providers carry each otherâ s traffic without any payments and transit under which the downstream provider pays the upstream provider a certain settlement payment for carrying its traffic. This dissertation develops three game theoretical models to describe the interconnection agreements among the providers, and analysis of those models from two alternative modeling perspectives: a purely non-cooperative game and a network perspective. There are two original contributions of the dissertation. First, we model the formation of peering/transit contracts explicitly as a decision variable in a non-cooperative game, while the current literature does not employ such modeling techniques. Second, we apply network analysis to examine interconnection decisions of the providers, which yields much realistic results. Chapter 1 provides a brief description of the Internet history, architecture and infrastructure as well as the economic literature. In Chapter 2 we develop a model, in which IAPs decide on private peering agreements, comparing the benefits of private peering relative to being connected only through National Access Points (hereafter NAPs). The model is formulated as a multistage game. Private peering agreements reduce congestion in the Internet, and so improve the quality of IAPs. The results show that even though the profits are lower with private peerings, due to large investments, the network where all the providers privately peer is the stable network. Chapter 3 discusses the interconnection arrangements among ISPs. Intra-backbone peering refers to peering between ISPs connected to the same backbone, whereas inter-backbone peering refers to peering between ISPs connected to different backbones. We formulate the model as a two-stage game. Peering affects profits through two channels - reduction of backbone congestion and ability to send traffic circumventing congested backbones. The relative magnitude of these factors helps or hinders peering. In Chapter 4 we develop a game theoretic model to examine how providers decide who they want to peer with and who has to pay transit. There is no regulation with regard to interconnection policies of providers, though there is a general convention that the providers peer if they perceive equal benefits from peering, and have transit arrangements otherwise. The model discusses a set of conditions, which determine the formation of peering and transit agreements. We argue that market forces determine the terms of interconnection, and there is no need for regulation to encourage peering. Moreover, Pareto optimum is achieved under the transit arrangements.
Ph. D.
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McBroom, Evan S. "An Examination of Correlates of Video Game and Internet Addiction." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.

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Bolzan, Regina de Fátima Fructuoso de Andrade. "O aprendizado na internet utilizando estratégias de Roleplaying Game (RPG)." Florianópolis, SC, 2003. http://repositorio.ufsc.br/xmlui/handle/123456789/84979.

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Tese (doutorado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós-Graduação em Engenharia de Produção.
Made available in DSpace on 2012-10-20T14:15:07Z (GMT). No. of bitstreams: 1 193599.pdf: 2382220 bytes, checksum: ac27400fcfc35d971706aab3d6b4bc08 (MD5)
Este trabalho estuda uma proposta de melhoria do processo de ensino-aprendizagem utilizando estratégias de Roleplaying Game (RPG). Para isso relata o desenvolvimento da disciplina "Teorias Contemporâneas de Aprendizagem Aplicadas a Tecnologia" no ano de 1999 a 2001 e a análise de resultados da pesquisa realizada com os alunos do Programa de Pós-Graduação em Engenharia de Produção da área de Mídia e Conhecimento da Universidade Federal de Santa Catarina que utilizaram RPG. A disciplina foi ministrada na modalidade de videoconferência e no ensino presencial e a aula convencional de repassar conteúdos foi substituída pela metodologia de Roleplaying Game. O estudo pretende também apresentar o design instrucional para cursos e-Learning, fundamentado nas teorias de aprendizagem e em RPG.
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Yu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.

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7

Johansson, Emil, and Johan Kindmark. "Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering." Thesis, Linnéuniversitetet, Institutionen för samhällsvetenskaper, SV, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10584.

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This work aims to improve our knowledge about Swedish video game journalists, a new occupation in a quickly expanding business. Through a survey sent out to over 50 Swedish video game journalists, the result indicate some unexpected facts. Men largely dominate the profession; just 10 % of the work forces are females. This relation was notable in our survey, as well as in earlier studies. Video game journalists between 26 and 35 years old seems to be the largest age group, which we think is a bit surprising considering how new this form of journalism is, and the fact the internet provides opportunities for every enthusiastic video game writer. The professionalism of video game journalists has been debated over a long time, with many people arguing that this type of work has little to do with traditional journalism. In our survey, a large part of the respondents made clear that they consider themselves to be writers rather than journalists. The majority of the Swedish video game journalists don't have a journalistic education, whether it's from high school or university. Most of them don't value education as much as writing skill, talent, passion and knowledge about video games. The minority arguing about the importance of education motivates their standpoint with arguments of classical journalistic ethics and values. One respondent told us that the whole industry would benefit from more highly educated journalists, another one pointed out that a lot of ground has been covered in the last 5-6 years, although there ́s still a great distance compared to traditional journalism.
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Riahi, Sfar Arbia. "Privacy preservation in internet of things : a game theory based approach." Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2384.

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La question de sécurité a toujours constitué un défi pour les chercheurs dans le domaine des réseaux de communication. L’apparition de nouveaux paradigmes, applications et des technologies d’un côté ; l’ubiquité et l’hétérogénéité des entités communicantes d’un autre côté, ont induit des problèmes de sécurité très complexes. Les préjudices engendrés sur la vie privée des utilisateurs peuvent être irréparables. D’abord, nous avons proposé une approche systémique et cognitive permettant d’inclure les aspects de sécurité d’Internet des Objets (IdO) dans un cadre cohérent. Comparé à l’approche analytique, elle peut manquer de rigueur théorique, mais reste flexible et utilisable dans la prise de décision dans l’environnement ubiquitaire d’IdO. Ensuite, nous avons défini des questions liées aux menaces accidentelles ou intentionnelles, pouvant arriver en cas de compromission de données privées échangées. La caractérisation du problème a eu lieu en étudiant les concepts fondamentaux dans IdO et les travaux de recherche effectués dans le contexte de la sécurité. En examinant les différents travaux de recherche, nous avons constaté que plusieurs solutions classiques restent applicables de point de vue sécurité mais sont limitées par des contraintes d’énergie, de mémoire et de capacité de calcul. Pour y remédier, nous avons visé à construire une réponse pragmatique en utilisant la théorie des jeux. L’avantage de cette approche réside dans ses bases mathématiques et formelles solides permettant d’atteindre les meilleurs équilibres. Après, nous avons justifié analytiquement nos choix portant sur des éléments essentiels de notre système, leurs interactions et leurs objectifs. Nous avons utilisé un calcul probabiliste basé sur un processus Markovien. Dans notre approche, nous avons défini trois scénarios différents (e-santé, commerce et transport intelligent), deux acteurs principaux (DH : Data Holder, et DR : Data Requester), ayant des comportements de types différents (trusted-regular, trusted-curious, untrusted-curious et untrusted-malicious), et un ensemble de stratégies dépendant de quatre paramètres (moyens de communication, détection d’attaque, motivation financière, et concession sur les données privées). Enfin, nous avons montré l’existence d’un équilibre du jeu avec une valeur de motivation financière et un niveau de protection des données privées satisfaisants, et en calculant les probabilités correspondantes. Nous avons validé notre modèle en obtenant des résultats numériques conformes à ceux tirés du modèle théorique
Security questions have always constituted a research challenge in the field of communication networks. The appearance of new paradigms, concepts, applications and technologies from one hand, and the ubiquity and the heterogeneity of the communicating entities from another hand, led to new complex problems of security. In some cases, the damages caused to the private life of every user can be irreparable. First, we propose a systemic and cognitive approach to include all Internet of Things (henceforth IoT) security aspects in a coherent framework. Compared to the analytic approach, our vision may lack theoretical rigor, but remains a flexible approach that may be required during decision making in ubiquitous environment. Next, we identify precise questions related to accidental or intentional threats, which may lead to private data breach during their exchange over networks. Then, we characterize the privacy problem by studying the fundamental concepts of IoT and the research activities related to security. By examining the related research work, it has been noticed that several classical solutions remain applicable but are limited by energy constraints, memory space, and calculation capacities. To overcome this problem, we propose a logical and controllable solution based on game theory approach. The advantage of this choice resides in its solid mathematical and formal basis. Then, we analytically explain the choice of the main system components, their interactions and their objectives. We used a probabilistic approach using a Markovian process, where we define three different application scenarios (e-health, trade and intelligent transport), two main actors (private data owner and requester) with different player’s types (trusted-regular, trusted-curious, untrusted-curious and untrusted-malicious), and a set of strategies depending on communication facilities, attack detection, incentive motivation and privacy concession. Finally, we evaluate the model by demonstrating the existence of an equilibrium solution with a satisfactory value of incentive motivation and data privacy concession, and by calculating the final state probabilities. We validate the proposed model through numerical results obtained from the theoretical model
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Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation and intimidation. Players are not fully immersed in the world until they have accepted cooperation as their dominant paradigm for play.
Department of Telecommunications
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10

Oliveira, Atol Fortin de. "Leilões para publicidade na Internet." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-23012013-011946/.

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Neste projeto apresentamos três modelos para publicidade na Internet, e mecanismos associados a cada modelo, analisando suas propriedades como estabilidade, otimalidade, prova de estratégia, e consumo de tempo. Primeiramente apresentamos um dos primeiros artigos publicados sobre o problema de leilões para publicidade na Internet, que descreve essencialmente o funcionamento dos atuais leilões para publidade na Internet. Em seguida, apresentamos outros dois modelos. O primeiro deles permite publicidade com exclusividade. O segundo modelo permite mais opções ao leiloeiro e aos anunciantes, ao permitir preços mínimos de venda e preços máximos de compra.
In this project we present three Internet sponsored search advertising models, and mechanisms related to each model, analyzing properties such as stability, optimality, strategy-proof, and time consumption. We start presenting one of the first articles on the problem of sponsored search advertising. Next, we present other two models. The first one allows exclusivity advertising. The second model allows a wider variety of options for both the auctioneer and the bidders, including minimum selling prices and maximum buying prices.
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Tiruchirappalli, Narayana Kumar Venkataramani. "A Game Theoretical Approach to Green Communications in Seamless Internet of Things." University of Dayton / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1576032496171712.

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12

Chen, Zesheng. "Modeling and Defending Against Internet Worm Attacks." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14582.

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As computer and communication networks become prevalent, the Internet has been a battlefield for attackers and defenders. One of the most powerful weapons for attackers is the Internet worm. Specifically, a worm attacks vulnerable computer systems and employs self-propagating methods to flood the Internet rapidly. The objective of this research is to characterize worm attack behaviors, analyze Internet vulnerabilities, and develop effective countermeasures. More specifically, some fundamental factors that enable a worm to be designed with advanced scanning methods are presented and investigated through mathematical modeling, simulations, and real measurements. First, one factor is an uneven vulnerable-host distribution that leads to an optimal scanning method called importance scanning. Such a new method is developed from and named after importance sampling in statistics and enables a worm to spread much faster than both random and routable scanning. The information of vulnerable-host distributions, however, may not be known before a worm is released. To overcome this, worms using two sub-optimal methods are then investigated. One is a self-learning worm that can accurately estimate the underlying vulnerable-host distribution while propagating. The other is a localized-scanning worm that has been exploited by Code Red II and Nimda worms. The optimal localized scanning and three variants of localized scanning are also studied. To fight against importance-scanning, self-learning, and localized-scanning worms, defenders should scatter applications uniformly in the entire IP-address space from the viewpoint of game theory. Next, a new metric, referred to as the non-uniformity factor, is presented to quantify both the unevenness of a vulnerable-host distribution and the spreading ability of network-aware worms. This metric is essentially the Renyi information entropy and better characterizes the non-uniformity of a distribution than the Shannon entropy. Finally, another fundamental factor is topology information that enables topological-scanning worms. The spreading dynamics of topological-scanning worms are modeled through a spatial-temporal random process and simulated with both real and synthesized topologies.
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Venegas, Flores Luis Alberto. "Banner game — modelos de persuasión desde la temporalidad hipermedial." Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/101227.

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La investigación es un desplazamiento de herramientas que ocupan una función y lugar en la Internet comercial. Utilización de la publicidad y la información disponible en sitios de sociabilidad en Internet complementada con modificaciones de videojuegos comerciales. Se investigó la persuasión como uno de los recursos principales en los mensajes publicitarios transmitidos para influir en los potenciales clientes sobre la elección de un determinado producto. En el caso de Internet los mensajes se presentan en anuncios llamados banner teniendo como función principal dirigir a los usuarios a las páginas donde pueden comprar los productos. La característica del banner es presentar mensajes vistosos y animados en loop y con grados de interactividad que lo relaciona directamente con los videojuegos. La influencia de los videojuegos se ha hecho una tendencia en el siglo XXI generando variados género interactivos de transmisión online. La construcción de la propuesta de la obra se presenta en un sitio web pagado como cualquier otro sitio web comercial.
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Eklund, Lina, and Bergmark Karin Helmersson. "Parental mediation of digital gaming and internet use." Stockholms universitet, Sociologiska institutionen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-90033.

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In this study the focus is set on parental rules for digital gaming and Internet use. First a review of the field is presented followed by analyses of adolescents’ media use and parental strategies for regulation. Data was derived from a Swedish survey of parents—Predominantly mothers—of adolescents aged 9-16 complemented with data from a separate survey of adolescents aged 9-16. Analyses are presented using gamma coefficients for bivariate correlations and linear regression models for multivariate analyses. We conclude that parents in this study are involved in their adolescents’ gaming and Internet by restricting access to these media. Boys and young adolescents are controlled more than girls and older adolescents. Mothers made use of restrictive mediation more than fathers. Parents harbour quite negative views on gaming which might interfere with a more active role of parents in mediating their children’s gaming
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Mehta, Aranyak. "Algorithmic Game Theory." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7220.

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The interaction of theoretical computer science with game theory and economics has resulted in the emergence of two very interesting research directions. First, it has provided a new model for algorithm design, which is to optimize in the presence of strategic behavior. Second, it has prompted us to consider the computational aspects of various solution concepts from game theory, economics and auction design which have traditionally been considered mainly in a non-constructive manner. In this thesis we present progress along both these directions. We first consider optimization problems that arise in the design of combinatorial auctions. We provide an online algorithm in the important case of budget-bounded utilities. This model is motivated by the recent development of the business of online auctions of search engine advertisements. Our algorithm achieves a factor of $1-1/e$, via a new linear programming based technique to determine optimal tradeoffs between bids and budgets. We also provide lower bounds in terms of hardness of approximation in more general submodular settings, via a PCP-based reduction. Second, we consider truth-revelation in auctions, and provide an equivalence theorem between two notions of strategy-proofness in randomized auctions of digital goods. Last, we consider the problem of computing an approximate Nash equilibrium in multi-player general-sum games, for which we provide the first subexponential time algorithm.
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Lewis, Stacey. "VideoTag : encouraging the effective tagging of internet videos through tagging games." Thesis, University of Wolverhampton, 2014. http://hdl.handle.net/2436/621745.

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The tags and descriptions entered by video owners in video sharing sites are typically inadequate for retrieval purposes, yet the majority of video search still uses this text. This problem is escalating due to the ease with which users can self-publish videos, generating masses that are poorly labelled and poorly described. This thesis investigates how users tag videos and whether video tagging games can solve this problem by generating useful sets of tags. A preliminary study investigated tags in two social video sharing sites, YouTube and Viddler. YouTube contained many irrelevant tags because the system does not encourage users to tag their videos and does not promote tags as useful. In contrast, using tags as the sole means of categorisation in Viddler motivated users to enter a higher proportion of relevant tags. Poor tags were found in both systems, however, highlighting the need to improve video tagging. In order to give users incentives to tag videos, the VideoTag project in this thesis developed two tagging games, Golden Tag and Top Tag, and one non-game tagging system, Simply Tag, and conducted two experiments with them. In the first experiment VideoTag was a portal to play video tagging games whereas in the second experiment it was a portal to curate collections of special interest videos. Users preferred to tag videos using games, generating tags that were relevant to the videos and that covered a range of tag types that were descriptive of the video content at a predominately specific, objective level. Users were motivated by interest in the content rather than by game elements, and content had an effect on the tag types used. In each experiment, users predominately tagged videos using objective language, with a tendency to use specific rather than basic tags. There was a significant difference between the types of tags entered in the games and in Simply Tag, with more basic, objective vocabulary entered into the games and more specific, objective language entered into the non-game system. Subjective tags were rare but were more frequent in Simply Tag. Gameplay also had an influence on the types of tags entered; Top Tag generated more basic tags and Golden Tag generated more specific and subjective tags. Users were not attracted to use VideoTag by the games alone. Game mechanics had little impact on motivations to use the system. VideoTag used YouTube videos, but could not upload the tags to YouTube and so users could see no benefit for the tags they entered, reducing participation. Specific interest content was more of a motivator for use than games or tagging and that this warrants further research. In the current game-saturated climate, gamification of a video tagging system may therefore be most successful for collections of videos that already have a committed user base.
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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game's expectations to assume a limited sense of agency within the world. The interaction between role-players and the locations they occupy within these worlds is a notable marker of this narrative layering; specific locations inform social codes of conduct, designed by developers, and then repurposed by players for their characters and stories. Through a qualitative case study in World of Warcraft on public role-playing events, this thesis considers how the design of in-game locations inform their use for role-playing, and how locations are altered through storytelling as a result.
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Junior, Adhemar Villani. "Evidências empíricas de leilões na Internet: selos na eBay." Universidade de São Paulo, 2001. http://www.teses.usp.br/teses/disponiveis/12/12138/tde-18012002-194111/.

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Os leilões na Internet têm ganhado muita popularidade, tornando-se uma das mais bem sucedidas formas de comércio eletrônico na atualidade. Apresento um modelo teórico para descrever um leilão ascendente, semelhante ao que ocorre na eBay, e verifico suas previsões comportamentais através de dois experimentos. Os resultados mostraram um distanciamento grande entre as previsões teóricas e o que foi observado na prática, no que se refere às estratégias utilizadas, mas acredito que isso se deva à falta de experiência dos participantes dos experimentos. Desenvolvo, então, programas que automatizam a coleta de dados de leilões de selos na eBay e analiso as variáveis que influenciam preços, número de compradores e lances iniciais (preços mínimos). Não houve surpresas em tal análise, no sentido de observar-se resultados contra-intuitivos, mas destaco a reputação dos vendedores como fator relevante para a determinação de preços finais e número de compradores participantes. Além disso, também destaco a ocorrência da submissão tardia de lances, fenômeno recorrente nos leilões na Internet. Proponho, por fim, um método simples que busca determinar o tipo de modelo de leilão, se de valor comum ou de valor privado, e aplico o método nos dados obtidos dos leilões de selos. O resultado foi o de que os leilões analisados estão enquadrados no modelo de valor comum.
Online auctions are one of the most popular and successful types of electronic commerce nowadays. I present a theoretical framework to address the kind of ascending auction implemented at eBay, and I check its predictions through two experiments. The results of the experiments did not confirm the theory, but I believe this is due to the bidders’ lack of previous experience. I also present an algorithm that automatically gathers data from auctions of stamps at eBay. These data is then used on an exploratory analysis that tries to shed some light on the determinants of final prices, minimum bids and the number of bidders. There were no surprises in this analysis, but I would highlight the measurable effect that seller’s reputation has on final prices and the number of bidders. Furthermore, it was possible to observe the occurrence of late bidding. At last, I propose a simple method that determines to which paradigm the on-line auction of stamps at eBay belongs: private value or common value. The result was that the auction of stamps at eBay belongs to the common value paradigm.
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Nilsson, Billy, and Zebastian Såthén. "Competitive Intelligence Today : How the Internet has changed the rules of the game." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-31816.

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Molinos, Martin. "The relationship between video game use, Internet use, addiction, and subjective well-being." Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10150586.

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This quantitative study investigates the relationship between video game usage, video game addiction, compulsive Internet use, and subjective well-being. The key variables were measured using three different scales: The Game Addiction Scale; the Compulsive Internet Use Scale; and the Flourishing scale. 121 participants over the age of 18 partook in the study. The empirical results demonstrate a statistically significant, negative correlation between addictive video game usage and well-being. Video game addiction and compulsive Internet use were both found to be negatively correlated with subjective well-being.

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Venegas, Flores Luis Alberto. "Gusano Game. Mitología urbanas y personales del grabado al videojuego." Tesis, Universidad de Chile, 2006. http://www.repositorio.uchile.cl/handle/2250/101400.

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McManus, John. "Playing the game : a study of transnational Turkish football fans, imaginations and the internet." Thesis, University of Oxford, 2015. https://ora.ox.ac.uk/objects/uuid:fa0ad6ae-f193-45d1-8d5f-7c072b739e11.

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This thesis is about transnational Turkish football communities and how they come to be imagined through internet technologies. The research is based on an ethnography of one particular group of Turkish football fans in Europe. The team is Beşiktaş, one of Turkey's top teams, and the fans make up Çarşi Berlin, their largest supporters' club in Europe. Founded in 2003 in Berlin, the group has grown to consist of 600 members, with branches from London to Switzerland. The thesis explores the internet and its effects at a specific historic juncture on the fashioning of Çarşi Berlin. I approach the topic via three routes, namely, the effects of internet technologies on: football fandom; the spaces in which it occurs; and the cultural forms and practices by which it is instantiated. In the process I contribute to current scholarly debates across sub-disciplines both within and outside anthropology: those of sport and globalisation, enchantment, publics, personhood and the imagination. I argue that football communities are increasingly imagined in ways that are distracted, ephemeral and playful and that, contrary to common conceptions, fun, affect-laden imaginings can have the power to alter conceptions of concepts such as the nation or family. In the process, I contribute greater appreciation of the experience of being a diasporan football fan and its salience for broader understandings of how we imagine belonging in the twenty-first century.
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Šepikas, Antanas. "Internetinis Šachmatų žaidimo serveris." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2014~D_20140716_111602-98045.

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Šachmatų žaidimas buvo žaidžiamas nuo senų laikų. Praeityje buvo modifikuotos jo taisyklės, buvo naudotos medinės, akmeninės, plastikinės, stiklinės figūros. Skirtinguose amžiuose šachmatų žaidimą žaidė skirtingi žmonės, tačiau jo esmė išliko ta pati. Ir nors atrodo, kad toks senas dalykas turėtų būti užmirštas arba praradęs savo populiarumą, tačiau to nėra. Šiais laikais, šachmatų žaidimas tebėra vienas populiariausių. Tačiau bėgant metams ir keičiantis technologijoms reikia apsvarstyti kaip būtų galima pakeisti šio žaidimo realizaciją, kad ji taptų dar labiau patrauklesnė ir paprastesnė naudotis. Šiuo metu yra nemažai internetinių šachmatų žaidimų serverių ir aplikacijų, kurios leidžia vartotojams žaisti šachmatų žaidimą internete. Tačiau, tokios sistemos neretai iš vartotojo reikalauja parsisiųsti papildomą programą į kompiuterį ar išmanųjį įrenginį, arba papildomų įskiepių diegimo, o tai sudaro sistemos naudojimo nepatogumą. Šio darbo tikslas – sukurti šachmatų žaidimo serverį, panaudojant naujas populiarėjančias technologijas „Node.js“ ir „HTML5“, kuriame žaidėjai galės žaisti šachmatų žaidimą savo naršyklėse be papildomų programų ar įskiepių diegimo. Darbe iškelti uždaviniai: 1. Parengti kuriamos sistemos reikalavimų ir architektūros specifikacijas. 2. Remiantis reikalavimų ir architektūros specifikacijomis, realizuoti šachmatų žaidimo serverį, nereikalaujantį iš vartotojo papildomų įskiepių ir programų diegimo. 3. Ištestuoti sukurtą sistema ir įvertinti sistemos... [toliau žr. visą tekstą]
The main goal of this project, is to develop a system, where players can connect to each other, and play Chess game by using internet browser, with no additional software like “Adobe Flash Player“, “Microsoft Silverlight“ or any other, but the browser itself. This is achieved by using new technologies: “Node.js“, and “HTML5 WebSockets“. This document consists of five parts, containing different technical information on this subject: First part, is analysis of above mentioned technologies, and explanation of why are they chosen. Second part, is “Requirements Specification” where all the requirements for the system user use cases raise, those requirements are specified by using UML diagrams, and their descriptions. Third part is “Architectural Requirements” this section is used to visualize system, by using various UML diagrams and their descriptions just like the “Requirements Specification” but different UMLs. For example, in this case UML sequence diagrams are used to show how system handles match making process. Fourth part is “Testing”, testing section displays tables with information about system quality assurance tests. Test are made to determine if the system is ready to be published to the public. Last part is “User Guide”, this system has quite unusual user guide compared to other systems. This user guide is different because it’s integrated in the system itself, it makes it more accessible and user friendly because of its interactivity with the user. User guide... [to full text]
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24

Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.

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Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic games in 2004.These fourteen Chinese games and American games were selected for content analysis of the quantity and context of game violent interactions. The percentage breakdown of PATs (violent interactions) was coded by rate per minute, as was perpetrator characteristic, target characteristic, weapon used and visual perspective.The goal of the study was to determine if the popular Chinese electronic games carry as much violence as do popular American games, and if the context of violence in the former is significantly different from that in the latter. The American games were used as a basis for comparison to Chinese games for this study.The results of the study showed that popular Chinese games featured as much violence as American games. However, their context of violence was significantly different in terms of perpetrator characteristic, weapon used and visual perspective.Based on the results, the researcher concluded that China would definitely need a game rating system. However, the significant difference in the context of violence suggested that the Chinese rating system does not necessarily have to be the same as the U.S. system.
Department of Telecommunications
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25

Rapisarda, Alessandro. "Advergaming e In-game advertising: Attori e contesti di una forma emergente di Internet marketing." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amslaurea.unibo.it/1147/.

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Due nuove mode che si stanno propagando sempre più tra gli innumerevoli tentativi di realizzare nuovi formati di pubblicità on-line sono la pubblicità che diventa videogame gratuito, giocabile on-line o scaricabile, chiamata advergame, e la collocazione di pubblicità, oramai nella stragrande maggioranza dinamiche, nei videogames sopratutto di grandi software house, chiamata in-game advertising. Infatti nella società odierna i pubblicitari devono camuffare i consigli per gli acquisti per fare in modo che non vengano rifiutati. L'advergame in passato è stato lodato per il suo metodo innovativo di fare pubblicità. La sua caratteristica è la capacità di divertire e intrattenere l'utente ottenendo una connotazione non intrusiva e un effetto fidelizzante, peculiarità che fa di questo mezzo uno strumento potenzialmente molto valido. Si tratta, in parole povere, di videogames spesso multiplayer, nei quali gli scenari, gli oggetti e i personaggi evocano determinati brand o prodotti. Per quello che invece riguarda l'in-game advertising, si tratta di una forma particolarmente efficace di pubblicità che permette di ottenere dei tassi di ricordo rilevanti e che consente un elevato coinvolgimento emotivo. E' a livello della creazione degli spazi pubblicitari che si scatena la fantasia degli sviluppatori: se nei giochi sportivi basta trasporre in 3D gli spazi pubblicitari presenti solitamente nella realtà, in altre tipologie di gioco è necessario sfruttare parti dell'ambientazione o creare degli intermezzi atti allo scopo. Esempio tipico è quello di manifesti pubblicitari inseriti in spazi di gioco come le locande, soprattutto nei giochi di ruolo e nelle avventure grafiche. Gli investimenti in queste particolari forme di comunicazione, crescono a tassi elevatissimi e il business è molto allettante, non a caso le principali agenzie specializzate in materia sono state acquisite da grandi colossi: AdScape Media da Google e Massive Inc. da Microsoft. L'advergame e l'in-game advertising possono essere usati per lanciare un nuovo prodotto sul mercato, per rafforzare l'immagine del brand e per ottenere un database di utenti disposti ad essere sollecitati per ottenere in modo facile e non dispendioso riscontri su future attività di marketing. Perciò mi sono proposto di analizzare la situazione odierna del marketing, in particolare la parte che riguarda la pubblicità, i vantaggi ottenuti da questa scienza dallo sviluppo tecnologico, fattore che ha determinato la nascita dei due formati pubblicitari in esame e analizzati in seguito. Inoltre effettuerò l'analisi del fenomeno che vede i grandi colossi dell'IT tentare l'inserimento come agenzie intermediarie fra le software house da una parte e le grandi multinazionali dall'altra, queste ultime alla ricerca di nuovi canali più profittevoli dove sponsorizzare le proprie attività. Cercherò infine di capire le scelte di tutti gli attori che girano attorno a questi formati pubblicitari e i benefici che ne traggono per ipotizzare quale sarà il contesto che si andrà a delineare.
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26

Trinneer, Anne. "Teaching children about Internet safety: An evaluation of the effectiveness of an interactive computer game." Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27303.

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The effectiveness of an interactive computer game designed to alert children to dangers on the Internet and to encourage them to develop their own guidelines for Internet safety is assessed. Pre- and post-test data were collected from a treatment (n = 181) and comparison group (n = 157) of Grade 6 and 7 students from 8 elementary schools in and around a large Western Canadian city. Reported frequencies of risky online behaviours, Internet safety-related attitudes, and number of Internet safety guidelines were measured in a questionnaire format. Initial frequencies of risky online behaviours and attitudes were quite low, making it difficult to demonstrate change due to playing the computer game. Subjects who had played the game, however, wrote more Internet safety guidelines than did those who had not. These positive results for the safety guidelines provide promising initial evidence that this computer game can be used effectively as part of an Internet safety program in schools. Methodological limitations are discussed to provide direction for future research in this area.
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27

Madej, Krystina. "Characteristics of Early Narrative Experience : Connecting print and digital game /." Burnaby B.C. : Simon Fraser University, 2007. http://ir.lib.sfu.ca/handle/1892/9751.

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Thesis (Ph.D.) - Simon Fraser University, 2007.
Theses (School of Interactive Arts & Technology) / Simon Fraser University. Senior supervisor: Dr. John Bowes -- School of Interactive Arts & Technology. Also issued in digital format and available on the World Wide Web.
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28

Axén, Albin, and Niklas Adamsson. "Spelutvecklingen och grafikernas arbetssituation : med fokus på dataspelsföretaget Dice." Thesis, Södertörn University College, School of Communication, Technology and Design, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-320.

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The goal of this bachelor thesis is to explain how computer game graphic artists at the game company Digital Illusions(Dice) has changed during the last six years. To give this question a background the essay describes how the computer game process works and it also describes the working roles for the peoples in the process. Further the thesis describes the changes for the computer game graphic artist and the reasons for this change. When it comes to Digital Illusions the thesis focus on the game Battlefield 1942. The work began with telephone interviews with game artists at the largest game company’s in Sweden, witch gave us indications of the fact that the status and the influence of the production of the game for the game artists had been ascending during the last six years. We therefore wanted to find out the reasons for this change, as well as finding one single game to study. We therefore interviewed three of the responsible computer game artists for the game Battlefield 1942. We also went to the computer game education Playground Squad in Falun for two days of interviews and observations. We concluded that the computer game graphic artists had increased during the last six years primarily caused by the fact that computer game graphics more and more had been used as means of marketing and the fact that the knowledge and the making use of editors among the artists has increased.

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29

Sanchis, Cano Ángel. "Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/102642.

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El mundo de las telecomunicaciones está cambiando de un escenario donde únicamente las personas estaban conectadas a un modelo donde prácticamente todos los dispositivos y sensores se encuentran conectados, también conocido como Internet de las cosas (IoT), donde miles de millones de dispositivos se conectarán a Internet a través de conexiones móviles y redes fijas. En este contexto, hay muchos retos que superar, desde el desarrollo de nuevos estándares de comunicación al estudio de la viabilidad económica de los posibles escenarios futuros. En esta tesis nos hemos centrado en el estudio de la viabilidad económica de diferentes escenarios mediante el uso de conceptos de microeconomía, teoría de juegos, optimización no lineal, economía de redes y redes inalámbricas. La tesis analiza la transición desde redes centradas en el servicio de tráfico HTC a redes centradas en tráfico MTC desde un punto de vista económico. El primer escenario ha sido diseñado para centrarse en las primeras etapas de la transición, en la que ambos tipos de tráfico son servidos bajo la misma infraestructura de red. En el segundo escenario analizamos la siguiente etapa, en la que el servicio a los usuarios MTC se realiza mediante una infraestructura dedicada. Finalmente, el tercer escenario analiza la provisión de servicios basados en MTC a usuarios finales, mediante la infraestructura analizada en el escenario anterior. Gracias al análisis de todos los escenarios, hemos observado que la transición de redes centradas en usuarios HTC a redes MTC es posible y que la provisión de servicios en tales escenarios es viable. Además, hemos observado que el comportamiento de los usuarios es esencial para determinar la viabilidad de los diferentes modelos de negocio, y por tanto, es necesario estudiar el comportamiento y las preferencias de los usuarios en profundidad en estudios futuros. Específicamente, los factores más relevantes son la sensibilidad de los usuarios al retardo en los datos recopilados por los sensores y la cantidad de los mismos. También hemos observado que la diferenciación del tráfico en categorías mejora el uso de las redes y permite crear nuevos servicios empleando datos que, de otro modo, no se aprovecharían, lo cual nos permite mejorar la monetización de la infraestructura. También hemos demostrado que la provisión de capacidad es un mecanismo válido, alternativo a la fijación de precios, para la optimización de los beneficios de los proveedores de servicio. Finalmente, se ha demostrado que es posible crear roles específicos para ofrecer servicios IoT en el mercado de las telecomunicaciones, específicamente, los IoT-SPs, que proporcionan servicios basados en sensores inalámbricos utilizando infraestructuras de acceso de terceros y sus propias redes de sensores. En resumen, en esta tesis hemos intentado demostrar la viabilidad económica de modelos de negocio basados en redes futuras IoT, así como la aparición de nuevas oportunidades y roles de negocio, lo cual nos permite justificar económicamente el desarrollo y la implementación de las tecnologías necesarias para ofrecer servicios de acceso inalámbrico masivo a dispositivos MTC.
The communications world is moving from a standalone devices scenario to a all-connected scenario known as Internet of Things (IoT), where billions of devices will be connected to the Internet through mobile and fixed networks. In this context, there are several challenges to face, from the development of new standards to the study of the economical viability of the different future scenarios. In this dissertation we have focused on the study of the economic viability of different scenarios using concepts of microeconomics, game theory, non-linear optimization, network economics and wireless networks. The dissertation analyzes the transition from a Human Type Communications (HTC) to a Machine Type Communications (MTC) centered network from an economic point of view. The first scenario is designed to focus on the first stages of the transition, where HTC and MTC traffic are served on a common network infrastructure. The second scenario analyzes the provision of connectivity service to MTC users using a dedicated network infrastructure, while the third stage is centered in the analysis of the provision of services based on the MTC data over the infrastructure studied in the previous scenario. Thanks to the analysis of all the scenarios we have observed that the transition from HTC users-centered networks to MTC networks is possible and that the provision of services in such scenarios is viable. In addition, we have observed that the behavior of the users is essential in order to determine the viability of a business model, and therefore, it is needed to study their behavior and preferences in depth in future studios. Specifically, the most relevant factors are the sensitivity of the users to the delay and to the amount of data gathered by the sensors. We also have observed that the differentiation of the traffic in categories improves the usage of the networks and allows to create new services thanks to the data that otherwise would not be used, improving the monetization of the infrastructure and the data. In addition, we have shown that the capacity provision is a valid mechanism for providers' profit optimization, as an alternative to the pricing mechanisms. Finally, it has been demonstrated that it is possible to create dedicated roles to offer IoT services in the telecommunications market, specifically, the IoT-SPs, which provide wireless-sensor-based services to the final users using a third party infrastructure. Summarizing, this dissertation tries to demonstrate the economic viability of the future IoT networks business models as well as the emergence of new business opportunities and roles in order to justify economically the development and implementation of the new technologies required to offer massive wireless access to machine devices.
El món de les telecomunicacions està canviant d'un escenari on únicament les persones estaven connectades a un model on pràcticament tots els dispositius i sensors es troben connectats, també conegut com a Internet de les Coses (IoT) , on milers de milions de dispositius es connectaran a Internet a través de connexions mòbils i xarxes fixes. En aquest context, hi ha molts reptes que superar, des del desenrotllament de nous estàndards de comunicació a l'estudi de la viabilitat econòmica dels possibles escenaris futurs. En aquesta tesi ens hem centrat en l'estudi de la viabilitat econòmica de diferents escenaris per mitjà de l'ús de conceptes de microeconomia, teoria de jocs, optimització no lineal, economia de xarxes i xarxes inalàmbriques. La tesi analitza la transició des de xarxes centrades en el servici de tràfic HTC a xarxes centrades en tràfic MTC des d'un punt de vista econòmic. El primer escenari ha sigut dissenyat per a centrar-se en les primeres etapes de la transició, en la que ambdós tipus de tràfic són servits davall la mateixa infraestructura de xarxa. En el segon escenari analitzem la següent etapa, en la que el servici als usuaris MTC es realitza per mitjà d'una infraestructura dedicada. Finalment, el tercer escenari analitza la provisió de servicis basats en MTC a usuaris finals, per mitjà de la infraestructura analitzada en l'escenari anterior. Als paràgrafs següents es descriu amb més detall cada escenari. Gràcies a l'anàlisi de tots els escenaris, hem observat que la transició de xarxes centrades en usuaris HTC a xarxes MTC és possible i que la provisió de servicis en tals escenaris és viable. A més a més, hem observat que el comportament dels usuaris és essencial per a determinar la viabilitat dels diferents models de negoci, i per tant, és necessari estudiar el comportament i les preferències dels usuaris en profunditat en estudis futurs. Específicament, els factors més rellevants són la sensibilitat dels usuaris al retard en les dades recopilats pels sensors i la quantitat dels mateixos. També hem observat que la diferenciació del tràfic en categories millora l'ús de les xarxes i permet crear nous servicis emprant dades que, d'una altra manera, no s'aprofitarien, la qual cosa ens permet millorar la monetització de la infraestructura. També hem demostrat que la provisió de capacitat és un mecanisme vàlid, alternatiu a la fixació de preus, per a l'optimització dels beneficis dels proveïdors de servici. Finalment, s'ha demostrat que és possible crear rols específics per a oferir servicis IoT en el mercat de les telecomunicacions, específicament, els IoT-SPs, que proporcionen servicis basats en sensors inalàmbrics utilitzant infraestructures d'accés de tercers i les seues pròpies xarxes de sensors. En resum, en aquesta tesi hem intentat demostrar la viabilitat econòmica de models de negoci basats en xarxes futures IoT, així com l'aparició de noves oportunitats i rols de negoci, la qual cosa ens permet justificar econòmicament el desenrotllament i la implementació de les tecnologies necessàries per a oferir servicis d'accés inalàmbric massiu a dispositius MTC.
Sanchis Cano, Á. (2018). Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/102642
TESIS
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30

Elkourdi, Mohamed. "Machine Learning, Game Theory Algorithms, and Medium Access Protocols for 5G and Internet-of-Thing (IoT) Networks." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7782.

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In the first part of this dissertation, a novel medium access protocol for the Internet of Thing (IoT) networks is introduced. The Internet of things (IoT), which is the network of physical devices embedded with sensors, actuators, and connectivity, is being accelerated into the mainstream by the emergence of 5G wireless networking. This work presents an uncoordinated non-orthogonal random-access protocol, which is an enhancement to the recently introduced slotted ALOHA- NOMA (SAN) protocol that provides high throughput, while being matched to the low complexity requirements and the sporadic traffic pattern of IoT devices. Under ideal conditions it has been shown that slotted ALOHA-NOMA (SAN), using power- domain orthogonality, can significantly increase the throughput using SIC (Successive Interference Cancellation) to enable correct reception of multiple simultaneous transmitted signals. For this ideal performance, the enhanced SAN receiver adaptively learns the number of active devices (which is not known a priori) using a form of multi-hypothesis testing. For small numbers of simultaneous transmissions, it is shown that there can be substantial throughput gain of 5.5 dB relative to slotted ALOHA (SA) for 0.07 probability of transmission and up to 3 active transmitters. As a further enhancement to SAN protocol, the SAN with beamforming (BF-SAN) protocol was proposed. The BF-SAN protocol uses beamforming to significantly improve the throughput to 1.31 compared with 0.36 in conventional slotted ALOHA when 6 active IoT devices can be successfully separated using 2×2 MIMO and a SIC (Successive Interference Cancellation) receiver with 3 optimum power levels. The simulation results further show that the proposed protocol achieves higher throughput than SAN with a lower average channel access delay. In the second part of this dissertation a novel Machine Learning (ML) approach was applied for proactive mobility management in 5G Virtual Cell (VC) wireless networks. Providing seamless mobility and a uniform user experience, independent of location, is an important challenge for 5G wireless networks. The combination of Coordinated Multipoint (CoMP) networks and Virtual- Cells (VCs) are expected to play an important role in achieving high throughput independent of the mobile’s location by mitigating inter-cell interference and enhancing the cell-edge user throughput. User- specific VCs will distinguish the physical cell from a broader area where the user can roam without the need for handoff, and may communicate with any Base Station (BS) in the VC area. However, this requires rapid decision making for the formation of VCs. In this work, a novel algorithm based on a form of Recurrent Neural Networks (RNNs) called Gated Recurrent Units (GRUs) is used for predicting the triggering condition for forming VCs via enabling Coordinated Multipoint (CoMP) transmission. Simulation results show that based on the sequences of Received Signal Strength (RSS) values of different mobile nodes used for training the RNN, the future RSS values from the closest three BSs can be accurately predicted using GRU, which is then used for making proactive decisions on enabling CoMP transmission and forming VCs. Finally, the work in the last part of this dissertation was directed towards applying Bayesian games for cell selection / user association in 5G Heterogenous networks to achieve the 5G goal of low latency communication. Expanding the cellular ecosystem to support an immense number of connected devices and creating a platform that accommodates a wide range of emerging services of different traffic types and Quality of Service (QoS) metrics are among the 5G’s headline features. One of the key 5G performance metrics is ultra-low latency to enable new delay-sensitive use cases. Some network architectural amendments are proposed to achieve the 5G ultra-low latency objective. With these paradigm shifts in system architecture, it is of cardinal importance to rethink the cell selection / user association process to achieve substantial improvement in system performance over conventional maximum signal-to- interference plus noise ratio (Max-SINR) and Cell Range Expansion (CRE) algorithms employed in Long Term Evolution- Advanced (LTE- Advanced). In this work, a novel Bayesian cell selection / user association algorithm, incorporating the access nodes capabilities and the user equipment (UE) traffic type, is proposed in order to maximize the probability of proper association and consequently enhance the system performance in terms of achieved latency. Simulation results show that Bayesian game approach attains the 5G low end-to-end latency target with a probability exceeding 80%.
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31

Hong, Tianpeng, and hodyhong@gmail com. "Investigating privacy issues in mobile messaging through a role playing game." RMIT University. Media and Communication, 2010. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20100128.142455.

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When internet-mediated messaging and social networking applications were introduced in mobile phones, mobile messaging entered a new paradigm. Users can easily create profiles and communicate with other users instantly at anytime of day and anywhere in the world. This paradigm however, has brought forward new privacy issues. Over the course of this exegesis I aimed to explore different aspects of privacy issues related to mobile messaging, including users' awareness and the control of the privacy issues when using social networking messaging. This was demonstrated by conducting a project, which involved development of a mobile phone application and a role-playing game. The project created a frictional scenario of users communicating via mobile messaging. My research revealed that the participants lacked awareness of privacy violations when using mobile messaging, and tended not to modify their behaviours immediately when privacy breaches arose. This research contributes to the existing body of research in the area of mobile messaging privacy, and advocated user awareness of privacy issues in this domain. It could potentially be used as a base for future research.
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32

Nguyen, Ho Dac Duy. "Strategic path diversity management across internet layers." Electronic Thesis or Diss., Sorbonne université, 2018. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2018SORUS104.pdf.

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Nous présentons dans cette thèse de nouveaux protocoles de routage capables de prendre en compte des aspects stratégiques lorsqu’il s’agit de choisir le chemin à emprunter et ce à l’échelle du réseau de communication Internet. Le point de vue adopté dans cette étude est que les nouvelles architectures de routage donnent aux réseaux et aux applications une plus grande diversité de chemins, ce qui leur permet de choisir plus rationnellement leur stratégie lorsqu'ils décident le chemin à suivre pour transférer leur trafic, en tenant compte des coûts opérationnels ainsi que des objectifs de performance. Nous présentons des comportements améliorés au noyau décisionnel de trois protocoles de routage, le protocole BGP (Border Gateway Protocol), le protocole LISP (Locator / Identifier Separation Protocol) et, dans une moindre mesure, le protocole MPTCP (Multipath TCP). Pour chaque cadre protocolaire, nous présentons comment les stratégies de routage peuvent être déterminées, sélectionnées et réellement exploitées par des systèmes réels, en appliquant également les concepts de la théorie des jeux non coopératifs, en évaluant l’impact des solutions de routage en termes de coûts opérationnels et de performances réseau. La thèse adopte une méthodologie expérimentale permettant de tester et d'évaluer les propositions via des simulations réalistes et la mise en œuvre et l'observation réelles de systèmes réels. La plupart des résultats sont reproductibles grâce à la publication du code source
We present in this thesis novel routing protocols able to take into consideration strategic aspects when deciding which path among many to take, and that at the Internet communication network scale. The standpoint adopted in this study is that novel routing architectures are exposing a higher path diversity to networks and applications so that networks and applications can be made capable to more intelligently select their strategy when selecting toward which path to forward their traffic, taking into consideration operational costs as well as performance goals. We present enhanced behaviors to the decision-making core of three routing protocols, the Border Gateway Protocol (BGP), the Locator/Identifier Separation Protocol (LISP) and, at a minor extent, the Multipath TCP (MPTCP) protocol. For each protocol framework we present how routing strategies can be computed, selected and actually operated by real systems, also applying concepts from non-cooperative game theory, evaluating the impact of the routing solutions in terms of operational costs and network performance. The thesis adopts an experimental methodology willing to experiment and evaluate proposals via realistic simulations or actual implementation and observation of real systems. Most of the results are made reproducible by open sourcing the corresponding code
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Li, Yan. "E-Marketing of Virtual Products Based onE-Commerce : A Case Study in Net Game Company." Thesis, Karlstad University, Karlstad University, Faculty of Economic Sciences, Communication and IT, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5584.

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This essay is about the E-marketing of virtual products based on ElectronicCommerce. With the development of the network technology, the improvement ofElectronic Commerce is necessary. The E-Commerce is become more and morepopular with the wide usage of Internet in our daily life. The traditional marketingstrategy is not enough. Hence, I think we should pay more attention on E-Marketingstrategy and earn profits from E-Commerce.The foundation of Electronic Commerce and the development of ChineseElectronic Commerce are introduced in the thesis as well. There is also a discussionthe some concrete methods how to do the marketing of the virtual products based onthe E-Commerce in the thesis, such as software. For the software manufacturers,through the free download and try it attracts users. After the users know about and arefamiliar with the function of software, or after tasting some useful sweet, the furtheruse of the software should be required to do payment to the manufacturerIn particular, take the famous net game Mir2, as an example. We elaborate theE-marketing tactics and some related questions of the net game that is a form ofvirtual products. The typical method is to use New Marketing Group Strategy, “4C”that Customer Want, Convenient, Cost and Communication in the marketing process.I think this case is the typical example to demonstrate the importance of NewMarketing Group Strategy compared with Traditional Marketing Group Strategy,Product, Price, Promotion and Place. When you combine 4P strategy and 4C strategytogether, it will be effective.

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34

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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35

Xia, Jun Hao. "Serious game per il crowdsourcing di dati sull'accessibilità urbana." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8262/.

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L'obiettivo di questo documento di tesi è descrivere il design e lo sviluppo di uno strumento per la raccolta delle segnalazioni di barriere architettoniche che possa coinvolgere il maggior numero possibile di utenti attraverso un serious game, implementando meccaniche di gioco che incitino il suo utilizzo, e che al tempo stesso sia divertente, anche grazie a contenuti tematici quali gli zombie, il tutto attraverso una interfaccia semplice e funzionale. Le segnalazioni sono disponibili pubblicamente attraverso Fusion Tables dove esse sono memorizzate, permettendo inoltre di avere una visione globale delle criticità grazie alla visualizzazione su Google Maps.
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36

Shiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.

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37

Williams, Klew. "Occlusion: Creating Disorientation, Fugue, and Apophenia in an Art Game." Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/409.

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Occlusion is a procedurally randomized interactive art experience which uses the motifs of repetition, isolation, incongruity and mutability to develop an experience of a Folie àDeux: a madness shared by two. It draws from traditional video game forms, development methods, and tools to situate itself in context with games as well as other forms of interactive digital media. In this way, Occlusion approaches the making of game-like media from the art criticism perspective of Materiality, and the written work accompanying the prototype discusses critical aesthetic concerns for Occlusion both as an art experience borrowing from games and as a text that can be academically understood in relation to other practices of media making. In addition to the produced software artifact and written analysis, this thesis includes primary research in the form of four interviews with artists, authors, game makers and game critics concerning Materiality and dissociative themes in game-like media. The written work first introduces Occlusion in context with other approaches to procedural remixing, Glitch Art, net.art, and analogue and digital collage and décollage, with special attention to recontextualization and apophenia. The experience, visual, and audio design approach of Occlusion is reviewed through a discussion of explicit design choices which define generative space. Development process, release process, post-release distribution, testing, and maintenance are reviewed, and the paper concludes with a description of future work and a post- mortem discussion. Included as appendices are a full specification document, script, and transcripts of all interviews.
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Enrich, Yann. "Étude socio-technique des usages et de l'imaginaire des communautés virtuelles sur Internet." Montpellier 3, 2009. http://www.theses.fr/2009MON30015.

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A travers trois communautés virtuelles distinctes que sont les hackers, les joueurs de jeux en réseau et les utilisateurs lambdas, cette étude met en lumière la dimension sociotechnique incontournable des liens sociaux entre les individus sur Internet. Appuyé par une analyse des outils majeurs tels que les forums, les blogs et les chats, il est démontré qu'Internet est un média communautaire par excellence, tant au niveau des usages de ses membres que de l'imaginaire commun à chaque internaute
Three communities are studied in this document : the hackers, the online gamers and the lambdas users. This study shows that the socio-technical dimension of the social links is fundamental within the users on the Internet. Helped by an analysis of major tools like Internet bulletin boards, blogs and chats it is showned that the world wide web is the number one communautary media, both on the member's uses and their imaginary
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Zagaglia, Fabrizio. "Progettazione e Sviluppo di un Multiplayer Online Game su Reti Peer-to-Peer." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/1809/.

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40

Kellner, Marcus, Fredrik Brundin, Ola Blissing, Tim Ekberg, and Sam Samuelsson. "Spelutveckling för Facebook – från koncept till produkt." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3194.

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Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö. Nyckelord: Facebook, spelutveckling, webbutveckling, internet, sociala spel Abstract During our bachelor thesis we worked for 20 weeks with the development of a web-based game for Facebook. We used Agile/Scrum as our project planning method, changed the method to make it more effective for our purpose and developed tools for the method. We came to the conclusion that it's hard to make a social game and that the most important thing in the production is to make sure that there's a clear connection between the players' interaction with each other and the foundations of the game mechanics. We lost focus during the development and learned the hard way the value of planning realistically and to start from the core when developing a game. The game we created uses a random generated terrain, is written in JavaScript and takes place in a Victorian environment. Keywords: Facebook, game development, web development, internet, social games
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Goodman, Carly. "Global Game of Chance: The U.S. Diversity Visa Lottery, Transnational Migration, and Cultural Diplomacy in Africa, 1990-2016." Diss., Temple University Libraries, 2016. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/370316.

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History
Ph.D.
As part of the Immigration Act of 1990, the United States has held an annual Diversity Visa (DV) lottery, encouraging nationals of countries that historically sent few migrants to the United States to apply for one of 50,000 legal immigrant visas. The DV lottery has reshaped global migration, making possible for the first time significant voluntary immigration from sub-Saharan Africa to the United States, and serving U.S. public diplomacy in the region by sustaining the American Dream. Drawing on a range of archival and published sources and oral interviews conducted in Africa, this dissertation illuminates how immigration and American global power have shaped each other since the end of the Cold War. It traces the history of the lottery from its legislation in Washington to its operation in sub-Saharan Africa, where, transmitted by non-state actors, it shaped African perceptions of the United States. Sparked by the advocacy of undocumented Irish immigrants in the United States in the late 1980s, policymakers created the lottery as an instrument for legal migration outside of family, employment, and refugee admissions categories. Motivated by domestic politics, and aiming to make visas available to white Europeans shut out of the system since 1965’s Hart-Cellar Act, Congress embraced “diversity” to attract immigrants from countries underrepresented in the immigration stream. Once enacted, immigration attorneys and others amplified the program for personal profit, attracting eager applicants both within and outside of U.S. borders. The lottery was the subject of the world’s first internet spam in 1994, and its operation coincided with the global spread of internet cafés, which became, by the early 2000s, key sites of DV lottery participation and migration commercialization in Africa. The lottery provided a rare chance at geographic mobility for Africans after the end of the Cold War, making it powerful in the countries examined in this dissertation: Ghana, Nigeria, and Cameroon. As neoliberal reforms reconfigured many African states’ economies in the 1980s and 1990s, individuals sought increasingly to escape in search of greener pastures. Unlike other contemporary migration policies, the lottery unintentionally created a channel of legal access to the United States for Africans. Local entrepreneurs seized the visa lottery as an opportunity to profit from fellow Africans’ desperation and aspiration to depart. They transformed the abstract policy into a concrete possibility and promoted positive impressions of the United States as a land of “milk and honey,” reshaping African migrations and international relations in the process.
Temple University--Theses
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42

Sanjab, Anibal Jean. "Security of Cyber-Physical Systems with Human Actors: Theoretical Foundations, Game Theory, and Bounded Rationality." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/86204.

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Cyber-physical systems (CPSs) are large-scale systems that seamlessly integrate physical and human elements via a cyber layer that enables connectivity, sensing, and data processing. Key examples of CPSs include smart power systems, smart transportation systems, and the Internet of Things (IoT). This wide-scale cyber-physical interconnection introduces various operational benefits and promises to transform cities, infrastructure, and networked systems into more efficient, interactive, and interconnected smart systems. However, this ubiquitous connectivity leaves CPSs vulnerable to menacing security threats as evidenced by the recent discovery of the Stuxnet worm and the Mirai malware, as well as the latest reported security breaches in a number of CPS application domains such as the power grid and the IoT. Addressing these culminating security challenges requires a holistic analysis of CPS security which necessitates: 1) Determining the effects of possible attacks on a CPS and the effectiveness of any implemented defense mechanism, 2) Analyzing the multi-agent interactions -- among humans and automated systems -- that occur within CPSs and which have direct effects on the security state of the system, and 3) Recognizing the role that humans and their decision making processes play in the security of CPSs. Based on these three tenets, the central goal of this dissertation is to enhance the security of CPSs with human actors by developing fool-proof defense strategies founded on novel theoretical frameworks which integrate the engineering principles of CPSs with the mathematical concepts of game theory and human behavioral models. Towards realizing this overarching goal, this dissertation presents a number of key contributions targeting two prominent CPS application domains: the smart electric grid and drone systems. In smart grids, first, a novel analytical framework is developed which generalizes the analysis of a wide set of security attacks targeting the state estimator of the power grid, including observability and data injection attacks. This framework provides a unified basis for solving a broad set of known smart grid security problems. Indeed, the developed tools allow a precise characterization of optimal observability and data injection attack strategies which can target the grid as well as the derivation of optimal defense strategies to thwart these attacks. For instance, the results show that the proposed framework provides an effective and tractable approach for the identification of the sparsest stealthy attacks as well as the minimum sets of measurements to defend for protecting the system. Second, a novel game-theoretic framework is developed to derive optimal defense strategies to thwart stealthy data injection attacks on the smart grid, launched by multiple adversaries, while accounting for the limited resources of the adversaries and the system operator. The analytical results show the existence of a diminishing effect of aggregated multiple attacks which can be leveraged to successfully secure the system; a novel result which leads to more efficiently and effectively protecting the system. Third, a novel analytical framework is developed to enhance the resilience of the smart grid against blackout-inducing cyber attacks by leveraging distributed storage capacity to meet the grid's critical load during emergency events. In this respect, the results demonstrate that the potential subjectivity of storage units' owners plays a key role in shaping their energy storage and trading strategies. As such, financial incentives must be carefully designed, while accounting for this subjectivity, in order to provide effective incentives for storage owners to commit the needed portions of their storage capacity for possible emergency events. Next, the security of time-critical drone-based CPSs is studied. In this regard, a stochastic network interdiction game is developed which addresses pertinent security problems in two prominent time-critical drone systems: drone delivery and anti-drone systems. Using the developed network interdiction framework, the optimal path selection policies for evading attacks and minimizing mission completion times, as well as the optimal interdiction strategies for effectively intercepting the paths of the drones, are analytically characterized. Using advanced notions from Nobel-prize winning prospect theory, the developed framework characterizes the direct impacts of humans' bounded rationality on their chosen strategies and the achieved mission completion times. For instance, the results show that this bounded rationality can lead to mission completion times that significantly surpass the desired target times. Such deviations from the desired target times can lead to detrimental consequences primarily in drone delivery systems used for the carriage of emergency medical products. Finally, a generic security model for CPSs with human actors is proposed to study the diffusion of threats across the cyber and physical realms. This proposed framework can capture several application domains and allows a precise characterization of optimal defense strategies to protect the critical physical components of the system from threats emanating from the cyber layer. The developed framework accounts for the presence of attackers that can have varying skill levels. The results show that considering such differing skills leads to defense strategies which can better protect the system. In a nutshell, this dissertation presents new theoretical foundations for the security of large-scale CPSs, that tightly integrate cyber, physical, and human elements, thus paving the way towards the wide-scale adoption of CPSs in tomorrow's smart cities and critical infrastructure.
Ph. D.
Enhancing the efficiency, sustainability, and resilience of cities, infrastructure, and industrial systems is contingent on their transformation into more interactive and interconnected smart systems. This has led to the emergence of what is known as cyber-physical systems (CPSs). CPSs are widescale distributed and interconnected systems integrating physical components and humans via a cyber layer that enables sensing, connectivity, and data processing. Some of the most prominent examples of CPSs include the smart electric grid, smart cities, intelligent transportation systems, and the Internet of Things. The seamless interconnectivity between the various elements of a CPS introduces a wealth of operational benefits. However, this wide-scale interconnectivity and ubiquitous integration of cyber technologies render CPSs vulnerable to a range of security threats as manifested by recently reported security breaches in a number of CPS application domains. Addressing these culminating security challenges requires the development and implementation of fool-proof defense strategies grounded in solid theoretical foundations. To this end, the central goal of this dissertation is to enhance the security of CPSs by advancing novel analytical frameworks which tightly integrate the cyber, physical, and human elements of a CPS. The developed frameworks and tools enable the derivation of holistic defense strategies by: a) Characterizing the security interdependence between the various elements of a CPS, b) Quantifying the consequences of possible attacks on a CPS and the effectiveness of any implemented defense mechanism, c) Modeling the multi-agent interactions in CPSs, involving humans and automated systems, which have a direct effect on the security state of the system, and d) Capturing the role that human perceptions and decision making processes play in the security of CPSs. The developed tools and performed analyses integrate the engineering principles of CPSs with the mathematical concepts of game theory and human behavioral models and introduce key contributions to a number of CPS application domains such as the smart electric grid and drone systems. The introduced results enable strengthening the security of CPSs, thereby paving the way for their wide-scale adoption in smart cities and critical infrastructure.
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43

Wu, Pei-Tzu, and 吳佩諮. "Game Theory Approach for Internet Pricing Model." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/69761841321269227903.

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碩士
國立清華大學
工業工程與工程管理學系
93
The numbers of Internet users continue to grow at astonishing rate so the network congestion is inevitable. However, the bandwidth and the number of users are two factors affecting the Internet quality of service (QoS). The objective of this thesis is to design the pricing mechanism in order to solve the more urgent demands of accessing the Internet. Hence, we propose the pricing model with priority discipline to achieve the maximal benefit and use network resource more efficiently. Here, the response time is chosen as QoS in our pricing model. In this thesis, the basic framework of pricing model is the local Internet Service Provider (ISP) that provides the Internet Access Service to the customers. The pricing model is based on the leader-follower game, i.e., Stackelberg Game, where the ISP is the leader and the user is the follower. Consequently, we can find a Nash equilibrium point from which the ISP and the users would not move out without the cooperation. In addition, we also illustrate a special case to discuss the competition between two ISPs. But the Nash equilibrium point may or may not exist. Finally, we demonstrate some numerical examples to show that the priority discipline can improve the efficiency of Internet and increase the ISP’s profit.
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Lin, Shung-Ming, and 林湘茗. "A Distributed Generic Game Server over Internet." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/09375085125416651230.

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碩士
國立交通大學
資訊工程學系
85
Abstract In this thesis , a distributed game platform called CyberspaceCenter(CYC) is developed. This game platform is easy to learn andeasy to use . The characteristics of this platform is that we providea simple and clear interface for the game programmer to follow . Withthe interface , the game programmer can design the game by takingthe view of object-oriented design methodalogy . After finishing thegame design , he can dynamically load it into the CYC system.Besides, the Java is the most popular one of the mobile code language , the current design language of our system is based on the Java language.The system now can offer the functions such as dynamically loading the servlet , building a system browsing browser , etc . Based on the architechture of this game platform , we can easily extend it to other system.
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45

Bortle, Jennifer Jamieson. "Games people play identity and relationships in an online role-playing game /." 2005. http://cdm256101.cdmhost.com/cdm-p256101coll31/document.php?CISOROOT=/p256101coll31&CISOPTR=30357.

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46

Chang, Chih-hsiang, and 張智翔. "Language Game In Internet--Emoticon Using In PTT." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/83364710318898379503.

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碩士
南華大學
傳播學系碩士班
97
Internet literature is the new culture in internet these years. There were some internal or abroad researches about psychology, pedagogy, sociology and philology, but the researches about philology researched internet literature without the contexts. Therefore, this study research Internet literature emoticon using in NTU BBS PTT by the concept of language game of. Wittgenstein.      As the analysis result, there are four apposition and overlap phases with the development of time sequence and complex gradation, Emotion Reaction, Context Reflection, Interaction play and Image Narrative. These phases embody the concepts of Wittgenstein. Otherwise, the emoticon is more important than the word in the four phases.
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47

林威邑. "The study of Internet Addiction in Online Game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/56566576903584909745.

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碩士
佛光大學
管理學系
99
With the progressive development of information technology and the open access of online games to the public, using computers to connect to the Internet for playing online games offers a new communicative media and activity zone. However, the popularization of online gaming has let partail consumers make playing them as a daily habits, and then gradually and unconsciously, they has become addicted to online games, become online-game addicts. The purpose of this study is to understand what factors has led to online-game addiction. Through the image based on interviews with a metaphor for the extraction technology (Zaltman Metaphor Elicitation Technique, ZMET) , I, as a reserchers, tries to establish a consensus map of the players to find out the inner and metal factors that leads to online-game addiction. Also, based on the core symptoms of Internet addiction (IA-Sym) , this study tries to adapte them to set up a standard to measure online-game addiction, and then to verify the impact of these symptoms and inner factors on online-game addiction for the consumers. After interviewing 12 players in ZMET way, and through the establishment of a consensus map, this study gains 19 addictive factors, and going a step further, relates them to 16 constructs. According to these 16 constrcts, the resercher designs its questionary for the follow-up quantification reserch in online-game factors. After the resercher received 286 valid smapling(questionaries)in return, response rate 95%, and then analyzed them, the result showes that the 16 constrcts can be divided into two factors, "virtual and achievement" and "passion and enthusiasm”, and furthermore, that this two categories of factors have significant and positive influences on the core symptoms of those online-game addicts.
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"Ambiente de Trabajo Cooperativo en Internet para Management Game." Tesis, Universidad de las Américas Puebla, 1998. http://catarina.udlap.mx/u_dl_a/tales/documentos/lis/medelez_o_e/.

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49

"O Aprendizado na Internet Utilizando Estratégias de Roleplaying Game Rpg." Tese, Programa de Pós Graduação em Engenharia de Produção, 2003. http://teses.eps.ufsc.br/defesa/pdf/3912.pdf.

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SU, SHENG-CHIA, and 蘇勝嘉. "The types of Internet Crimes ---- A study of Online Game." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/87060775851403400017.

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碩士
國立臺北大學
法學系
91
Chapter 1: This chapter is an introduction. It brings up Questions and defines the scope of this essay、the ways and goal of research. Chapter 2: We focus on computer and internet crime. First, take the academic circle and profession’s viewpoint for definition. Then, introduce the same cases which happen in the real world. Chapter 3: Take American Law for example. Show the same punishment about computer or internet crime in US Federation Law and State Law. And talk about similar criminal types for the compare Laws. Chapter 4: Take care about our actual situation in internet crimes, especially in 7 affairs. Chapter 5: This chapter is for the Law correction in 2003. To discuss how it works, think about its structure,and its legal theory. Chapter 6: In order to bring in the most important parts of this dissertation, it’s necessary to take some elucidation. First, divide it into 7 section, introduce how it happens, how to make a solution, than, make my own viewpoints. Chapter 7: it is the conclusion of this dissertation.
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