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Dissertations / Theses on the topic 'Simulation game'

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1

Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Jintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.

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Dominguez, Angel E. "The hotel management simulation/game : an evaluation of game mechanics and learning outcomes /." Online version of thesis, 1993. http://hdl.handle.net/1850/11572.

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4

Eliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.

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Abstract Game contingent claims (GCCs), as introduced by Kifer (2000), are a generalization of American contingent claims where the writer has the opportunity to terminate the contract, and must then pay the intrinsic option value plus a penalty. In complete markets, GCCs are priced using no-arbitrage arguments as the value of a zero-sum stochastic game of the type described in Dynkin (1969). In incomplete markets, the neutral pricing approach of Kallsen and Kühn (2004) can be used. In Part I of this thesis, we introduce GCCs and their pricing, and also cover some basics of mathematical finance. In Part II, we present a new algorithm for valuing game contingent claims. This algorithm generalises the least-squares Monte-Carlo method for pricing American options of Longstaff and Schwartz (2001). Convergence proofs are obtained, and the algorithm is tested against certain GCCs. A more efficient algorithm is derived from the first one using the computational complexity analysis technique of Chen and Shen (2003). The algorithms were found to give good results with reasonable time requirements. Reference implementations of both algorithms are available for download from the author’s Github page https://github.com/del/ Game-option-valuation-library
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Hood, Linda Christine. "The formative evaluation of a retirement simulation game." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0015/MQ47755.pdf.

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Rojas, Vanessa. "Real time wind simulation in a 3D game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176704.

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While many games incorporate physics to simulate different aspects of gameplay, this is uncommon when it comes to fluid flows like wind, due to the complexity of the associated equations. The challenge increases in 3-dimensional worlds with large world maps and a real-time simulation. It is however possible to simplify a simulation by prioritizing visual and gameplay effects rather than physical accuracy, while still using a physically-sound system as a base. What this means for each game will differ depending on the architecture of the game, the desired outcome and acceptable performance costs. This paper addresses the implementation of a real-time, grid-based wind simulation in Rust for the game Veloren. A preliminary implementation with a simple graphical output was used before the simulation was integrated with the game. In Veloren, the resulting implementation is primarily server-based with a windsim system that runs the simulation itself, while the client side receives updates for the player's position, allowing the player to fly with a handglider using the wind currents created by the simulation. The performance cost of the implementation was measured for both the server and the client, using frames per second according to the grid size (space resolution) and how often the simulation is run (time resolution). When compared to the baseline before the implementation, it showed a performance cost for the server that increased with the time and space resolution. For the client side, no detectable performance cost was observed, but a lower simulation frequency resulted in sharp changes in wind direction from the player's perspective. Given that many options for optimization exist which were not systematically explored, the results show promise for the feasibility of this type of simulation in Veloren by expanding the current implementation.
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Elnourani, Mohamed. "COGNITIVE RADIO AND GAME THEORY : OVERVIEW AND SIMULATION." Thesis, Blekinge Tekniska Högskola, Avdelningen för signalbehandling, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5646.

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This thesis aims to clearly describe the cognitive radio and its components and operations. Moreover, it aims on describing the expected outcome from the most common techniques that are proposed for use in cognitive radios. In addition, it describes the basic principles of game theory and some simple game models that can be used to analyze the efficiency of the optimization algorithms. Furthermore, it investigates the use of load balancing algorithm and genetic algorithm in optimizing the decision making operation in cognitive radios. Matlab software simulations were carried out and the results show the promising benefit of using those two algorithms along with game theory in optimizing the dynamic spectrum allocation process.
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Gustafsson, Christoffer, and Filip Björklund. "Wind Simulation in Networked Games." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420299.

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Wind is a natural phenomenon that interacts with the majority of physical objects to some extent. Yet, in games this is often neglected. This is largely due to the complexity of the physics behind wind, in relation to the impact that it may have on the game experience. Adding to the complexity of wind is the fact that many modern games are networked, meaning multiple players need to share a consistent world view. Wind is inherently chaotic in nature, which is a problem for networked games that heavily favors deterministic behavior. In this thesis we will summarize the current state of the art, in games and briefly other areas. With this knowledge we push forward to improve on the existing solutions. Due to computational limitations of a real time game, we have divided up the problem into two steps. First, we run the complex computational calculations of the wind in a certain scenario in an offline setting, storing the result. Next, when running the game, we utilize the pre-computed wind scenario to let the players experience realistic wind at a low computational cost. We also investigate how to network the wind in a feasible way. The result of the project shows that doing offline computation of wind, by running physical simulations is a feasible solution for adding wind in a game setting.
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Fraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.

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This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes University, South Africa. Subsequent modifications were implemented over a five month period with three diverse participant groups, namely Finnish, American and South African participants. An interpretive research orientation was employed in order to analyse both the qualitative and quantitative data that was generated. Pre- and Post-Game Questionnaires were used in order to identify the learning and understanding which the participants constructed as a result of playing the ACG. The Chi-Square Test was also applied to each of the pre- and post- questions to establish statistical significance. Subsequent analysis of these questions identified and traced patters and trends associated with learning and understanding across the three game runs. This research study draws on social constructivism and experiential learning as the dominant education theory that underpins it. Results revealed that for all three game runs learning took place. Participants identified dominant themes and environmental dimensions both before and after playing the ACG. The analysis of these responses indicated a deeper awareness of water as a contributing factor for sustainable economic development while the game runs enabled the researcher to adjust the water availability within each game run until rainfall and water management processes representative of a southern African context were successfully simulated in the last game run.
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Leemkuil, Hendrik Harmanus. "Is it all in the game? learner support in an educational knowledge management simulation game /." Enschede : University of Twente [Host], 2006. http://doc.utwente.nl/56172.

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11

Kiss, Tibor. "Design and development of a flexible business simulation game." Thesis, Middlesex University, 1997. http://eprints.mdx.ac.uk/6636/.

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Availability of managers competent in managing organisations operating in a competitive and global market is among the key factors affecting the likelihood of the success of the transition economies. This in turn will depend on the ability of the higher education institutions to align their curriculum with the needs of industry and commerce. Changes in the curriculum need to be underpinned with the appropriate learning material. This research project, in a small way, fulfils this important need. The primary aim of the work presented in this dissertation is to develop an interactive learning tool that enables the management student to acquire relevant managerial competencies, and knowledge regarding functions and processes of a firm operating in a competitive economy. Development of a business game demands a framework that specifies its requirements. This framework was established by examining the relevant literature, existing business games, and the specific needs of the transition economies. These requirements were used to identify the detailed objectives of the research. The research methodology consisted of: (a) analysis of relevant published papers and existing business games; (b) modelling of business processes; (c) testing the internal validity of the business game using multivariate statistical tools; and (d) testing the external validity of the business game using structured observations, report feedback, and survey of participants. In line with the objectives of this research, a multifunctional Business Simulation Game (BSG) was developed. The game enables the student to acquire skills and knowledge of functional areas, as well as, to develop an understanding of the relationship of those functional areas in the organisation. The resultant BSG has a number of unique features. First, it can operate in two languages, English and Hungarian. Moreover, the program can be easily modified to accommodate other languages. This is important because a majority of students in transition countries can not speak English. Second, based 'on the "white box theory", the students have access to detailed analysis of each functional area. Third, BSG allows the students to choose between practice (playing against the computer) and competitive (playing against other students) mode. Fourth, the development of the functional areas used in the BSG contains new concepts and methods. A new dynamic aggregate market model was developed and validated by using real life data. A new approach for modelling short run production and cost function allows for a deeper understanding of economic theory. The accounting function of BSG includes a completely new methodology for the harmonisation of different accounting systems, and a new approach to computerised accounting. BSG was validated internally and externally. The internal validation included face validation; sensitivity tests; consideration of the existence of dominant factors; and examination of the stability of decision variable – performance criterion relationships. These were accomplished using the response surface methodology and multivariate regression analysis. The external validation was concerned with the effectiveness of BSG as a learning tool. The data was collected by structured observation, report feedback, and survey data from three different cohorts of graduate and postgraduate students. This data was analysed using factor analysis; discriminant analysis; cross tabulation; and independent sample t-test. The analysis of the qualitative and quantitative data suggests that students found BSG to be an effective learning tool. The conduct of this study has found room for further research and improvement to BSG. These include methodological design; content; and the platform of the program. Methodologically, incorporating a linear programming method can improve the final evaluation of the market influential factors of companies, and help to optimise the product distribution. A comprehensive model with short-run revenue and profit functions allows for building up a more comprehensive model. Sustainable development will be included in the future that will be developed on Windows platform. The output of this research project is an interactive learning vehicle that can help the Hungarian business students at all levels to acquire the managerial competencies required to manage in a competitive economy. BSG can also be used by students in other transition economies, as well as students in first and third world countries.
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LOPES, GUILHERME ALVES. "A FRAMEWORK FOR MICROBAYS SIMULATION AS A SERIOUS GAME." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2013. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=23150@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
FUNDAÇÃO DE APOIO À PESQUISA DO ESTADO DO RIO DE JANEIRO
PROGRAMA DE EXCELENCIA ACADEMICA
Esta dissertação apresenta um framework para simulação de um ambiente de microbacias como serious game, onde o compromisso de representação mais realista de personagens, processos e ambientes está alinhado com as características usuais de jogos de entretenimento. O jogo tem por objetivo auxiliar na educação e na discussão de tópicos sobre sustentabilidade econômica e preservação do meio ambiente. Além da simulação física do terreno, este trabalho agrega uma nova funcionalidade ao simulador capaz de simular a interação dos habitantes de uma microbacia com o terreno e a interação entre eles na forma de um jogo. O framework permite a implementação de lógicas nos agentes, que simulam os habitantes, e as conjurações para atualização de preços e de valores de produção.
This dissertation presents a framework for the simulation of a watershed environment as a serious game, where the commitment of a more realistic representation of characters, processes and environment is aligned with the usual features of entertaining games. The game aims to assist education and discussing topics on economic sustainability and environmental preservation. In addition to the physical simulation of the terrain, this work adds a new functionality to the simulator which makes it capable of simulating the interaction of the inhabitants of a small watershed with the terrain and the interaction between them as a game. The framework allows us to implement logic in the agents that simulate inhabitants, and the settings for updating prices and values of production.
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Garrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, Sept. 2004.
Thesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
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Hájek, Jiří. "Zkoumání chování distribučního řetězce na příkladu Beer Game." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-76112.

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The paper examines the behavior of the supply chain through a system dynamic model. The theoretical part presents system dynamics, the Beer game and the simulation environment in which the model was created. In the practical part, the response of five surveyed decision-making order rules on the 4 patterns of demand is analyzed.
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Lei, Tianyu. "Traffic Cop: the serious game report." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/1174.

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Traffic Cop is a game where the player become a traffic police officer trainee and direct the traffic to reduce the car accident rate in MA. The game is a top-down view traffic simulation and the player need to respond to the violations correctly. The game is aimed at new drivers ages from 16-24 and the purpose is to change the drivers' attitude about safe driving. Player will learn what they should stay focused on while driving and what the consequences may be when they choose to violate the traffic signal.
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Sotomayor, Teresita. "EVALUATING TACTICAL COMBAT CASUALTY CARE TRAINING TREATMENTS EFFECTS ON COMBAT MEDIC TRAINEES IN LIGHT OF SELECT HUMAN DESCRIPTI." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3017.

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The use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a percentage of all casualties since data was kept since before the Civil War. For that period of time, nearly all the reduction in overall mortality rate occurred through reduced mortality in Hospital Chain. As of 1970, about 90 percent of all combat deaths occur before a casualty reaches a definitive care facility. Tactical Combat Casualty Care (TCCC), also known as TC3, is the pre-hospital care rendered to a casualty in a combat environment. The application of TCCC principles during a tactical combat environment has proven highly effective and is a major reason why combat deaths in latest conflicts (Operation Iraqi Freedom and Operation Enduring Freedom) are lower than in any other conflict in the history of the United States. The Army continues to emphasize reducing battlefield mortality rate. Current tools and methods used for initial skills and sustainment training of combat medics throughout the Army are insufficient. New technologies are needed to provide medics with greater opportunities to develop and test their decision making and technical medical skills in multiple, COE-relevant, training scenarios. In order to address some of these requirements, the U.S. Army Research Development and Engineering Command, Simulation and Training Technology Center (RDECOM-STTC) is developing the 68W – Tactical Combat Casualty Care Simulation (TC3 Sim) for the US Army Medical Department (AMEDD) Center & School at Fort Sam Houston. The Army is considering the use of the TC3 Sim game as a tool to improve the training of individual Soldiers as well as improve the readiness of combat medics. It is the intent of this research to evaluate the effectiveness of instructional games in general and the use of the TC3 game in particular for teaching the concepts of tactical combat casualty care. Experiments were conducted to evaluate the training effectiveness of this tool in supporting the 68W10 Healthcare Specialist Course program of instruction (POI). The goal of this research is to address important questions such as: Is this game an effective tool to train Soldiers the aspects of TC3? Can knowledge gain through the use of the simulation be transferred into task related situations? How can this tool be incorporated in the current POI in order to increase training effectiveness?
Ph.D.
Other
Engineering and Computer Science
Modeling and Simulation PhD
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Praiwattana, P. "Investigation into game-based crisis scenario modelling and simulation system." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/9188/.

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A crisis is an infrequent and unpredictable event. Training and preparation process requires tools for representation of crisis context. Particularly, crisis events consist of different situations, which can occur at the same time combining into complex situation and becoming a challenge in coordinating several crisis management departments. In this regards, disaster prevention, preparedness and relief can be conceptualized into a design of hypothetical crisis game. Many complex tasks during development of emergency circumstance provide an opportunity for practitioners to train their skills, which are situation analysis, decision-making, and coordination procedures. While the training in physical workouts give crisis personal a hand-on experience in the given situation, it often requires a long time to prepare with a considerable budget. Alternatively, computational framework which allows simulation of crisis models tailoring into crisis scenario can become a cost-effective substitution to this study and training. Although, there are several existing computational toolsets to simulate crisis, there is no system providing a generic functionality to define crisis scenario, simulation model, agent development, and artificial intelligence problem planning in the single unified framework. In addition, a development of genetic framework can become too complex due to a multi-disciplinary knowledge required in each component. Besides, they have not fully incorporated a game technology toolset to fasten the system development process and provide a rich set of features and functionalities to these mentioned components. To develop such crisis simulation system, there are several technologies that must be studied to derive a requirement for software engineering approach in system’s specification designs. With a current modern game technology available in the market, it enables fast prototyping of the framework integrating with cutting-edge graphic render engine, asset management, networking, and scripting library. Therefore, a serious game application for education in crisis management can be fundamentally developed early. Still, many features must be developed exclusively for the novel simulation framework on top of the selected game engine. In this thesis, we classified for essential core components to design a software specification of a serious game framework that eased crisis scenario generation, terrain design, and agent simulation in UML formats. From these diagrams, the framework was prototyped to demonstrate our proposed concepts. From the beginning, the crisis models for different disasters had been analysed for their design and environment representation techniques, thus provided a choice of based simulation technique of a cellular automata in our framework. Importantly, a study for suitability in selection of a game engine product was conducted since the state of the art game engines often ease integration with upcoming technologies. Moreover, the literatures for a procedural generation of crisis scenario context were studied for it provided a structure to the crisis parameters. Next, real-time map visualization in dynamic of resource representation in the area was developed. Then the simulation systems for a large-scale emergency response was discussed for their choice of framework design with their examples of test-case study. An agent-based modelling tool was also not provided from the game engine technology so its design and decision-making procedure had been developed. In addition, a procedural content generation (PCG) was integrated for automated map generation process, and it allowed configuration of scenario control parameters over terrain design during run-time. Likewise, the artificial planning architecture (AI planning) to solve a sequence of suitable action toward a specific goal was considered to be useful to investigate an emergency plan. However, AI planning most often requires an offline computation with a specific planning language. So the comparison study to select a fast and reliable planner was conducted. Then an integration pipeline between the planner and agent was developed over web-service architecture to separate a large computation from the client while provided ease of AI planning configuration using an editor interface from the web application. Finally, the final framework called CGSA-SIM (Crisis Game for Scenario design and Agent modelling simulation) was evaluated for run-time performance and scalability analysis. It shown an acceptable performance framerate for a real-time application in the worst 15 frame-per-seconds (FPS) with maximum visual objects. The normal gameplay performed capped 60 FPS. At same time, the simulation scenario for a wildfire situation had been tested with an agent intervention which generated a simulation data for personal or case evaluation. As a result, we have developed the CGSA-SIM framework to address the implementation challenge of incorporating an emergency simulation system with a modern game technology. The framework aims to be a generic application providing main functionality of crisis simulation game for a visualization, crisis model development and simulation, real-time interaction, and agent-based modelling with AI planning pipeline.
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Zhou, Qili. "Game traffic analysis and simulation in first person shooter environment." Thesis, Abertay University, 2008. https://rke.abertay.ac.uk/en/studentTheses/4eab6f5e-5387-4687-a12c-aa1e743f6d0c.

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Internet delay is caused by transmission medium and also by routing and queuing. Although delay is often tolerable in many applications such as file transfer or Web, it does affect performances for delay-sensitive applications such as IP phone and video streaming. For First Person Shooter (FPS) games, where delay is even more important, Internet delay can determine who wins or loses a game. The previous research showed that player at a distance was disadvantaged due to larger delay. Network traffic for such games was analysed using packet size and inter-packet time metrics fitting a statistical model. However, no research explored the relation between "clean" and "interfered" traffic, only Joyce (2000), Bangun (2000), Jehaes (2003) and Carrig (2005) explored the interactions between game and other traffic, and the effect of other traffic on the game server-client delay was overlooked. This dissertation explores the traffic generated by an FPS game, using Quake III as an example, taking into account the effects of network delays. An FPS game was played both in an isolated local network with no other traffic and was repeated across the Internet to explore the difference between "clean" test-bed traffic and realistic Internet "interfered" traffic. The metrics of packet size and interpacket time of empirical traffic were analysed. A simple statistical approach was applied using goodness-of-fit test based on the probability calculation to produce a mathematical model. The results were used to set up a simulator experiment to further explore the behaviour of game traffic under varying degrees and also different types of network traffic. The approximate statistical distributions for "clean" test-bed game traffic were based on packet size and inter-packet time. As to packet-size, server traffic had extreme probability distribution, while client traffic was simply distributed in a short interval. As to inter-packet time, both server and client had deterministic distribution. Interarrival time in "interfered" network was totally different from inter-send time and was network dependent, and this was confirmed in a simulation experiment. The difference with results in previous research was also explained by the simulation results. The game delay was not only affected by volume but also by inter-packet time behaviour of network traffic, because simulation showed that traffic streams with same parameters but different inter-packet time affected game traffic delay differently. The pseudo game traffic generated by analytical distribution can replace the realistic game traffic in simulation experiment.
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Ono, Teruo S. M. Massachusetts Institute of Technology. "Game theoretic analysis and agent-based simulation of electricity markets." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33857.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.
Includes bibliographical references (p. 91-92).
In power system analysis, uncertainties in the supplier side are often difficult to estimate and have a substantial impact on the result of the analysis. This thesis includes preliminary work to approach the difficulties. In the first part, a specific electricity auction mechanism based on a Japanese power market is investigated analytically from several game theoretic viewpoints. In the second part, electricity auctions are simulated using agent-based modeling.
by Teruo Ono.
S.M.
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Zunis, Anthony Alan. "A Game Theoretic Analysis and Simulation of Non-Incumbent Elections." University of Akron / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=akron1396541701.

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21

Cheung, Priscilla 1980. "Charles River City : an educational augmented reality simulation pocket PC game." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/27096.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2004.
Includes bibliographical references (p. 79).
This thesis has designed and implemented Charles River City, an educational, location-based augmented reality simulation game that uses Pocket PC devices and GPS technology. As mobile devices and processing power become more common and affordable, high school teachers can take advantage of these technological advances to explore new channels for teaching and motivating students. The Charles River City game seeks to engage middle to high school students in learning science in a fun and innovative way. The story and background in the game is loosely based on a previous work called River City, a desktop multi-player virtual simulation game. In Charles River City, students work in teams to investigate the cause of several illnesses in a virtual town. Through interviewing virtual characters, gathering water samples, and analyzing collected data, students learn to think and solve problems as a scientist would. A test run of the game shows that the simulation game is an effective teaching tool that gives students a hands on experience in solving a real world problem that is fun and challenging.
by Priscilla Cheung.
M.Eng.
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Poonnawat, Waranya. "A framework for teaching decision support using a business simulation game." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.763529.

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23

Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game to decrease the knowledge gapbetween parents and children regarding what the Convention means for their relationship. The thesisalso asks the question: how can a game, played by parents and children meant to teach them about softvalues in accordance with the Convention look like.Beyond traditional qualitative research methods, this thesis used Research through Design anddeveloped a presumptive prototype for the project in order to explore the research subject. Findingsshowed that the games narrative and the power to change the narrative through player choices play anessential part in the participant’s ability to immerse in the game, and that this interactive narrative isclosely connected with the ability to learn. The thesis also shows designer directions to consider whendeveloping a game meant to teach the players about soft values.
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Nihlén, Karl, and Sebastian Lind. "Interactive Evolution as a Game Mechanic." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20222.

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This thesis explores how interactive evolution is perceived as a game mechanic in a simulation based environment. An artifact called Genetic Olympics was created as a simulation in which interactive evolution was implemented. In the artifact, users are presented with activities that allow AI-agents, in the form of Olympians, to compete against each other. The user functions as the selection part of an evolutionary algorithm, letting the user choose the direction to evolve the Olympians by continually breeding them in different ways. Data about how users perceived interactive evolution as a game mechanic was gathered through interviews. The data from the interviews later formed a questionnaire. The answers from the questionnaire showed how the users had both positive and negative experiences when using the artifact. The users proposed how to augment the artifact to become more like a game. By adding minor goals for the user to reach, the artifact could lean more toward what a game resembles. All in all, the data shows that interactive evolution works in simulation based games.
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Punyalert, Sansanee, and Sansanee Punyalert. "Game-Enhanced Simulation as an Approach to Experiential Learning in Business English." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625617.

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This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private university in Bangkok, Thailand. Informed by those approaches, a game-enhanced simulation was specifically designed as an experiential space for L2 learners to experience the dynamic and real business contexts of language use. A strategy-simulation video game, RollerCoaster Tycoon 3 Platinum (RCT3), was selected and used in the implementation of the pilot course. The game was embedded in a global simulation of two amusement park companies – where students worked in groups of five to form characters and socially interact with others. The global simulation involved learners in a sequence of genre-based (e.g., memoranda and business presentations) and technology-based tasks (e.g., using Gmail, Google Docs, and LinkedIn). Ten second-year students from five disciplines – Accounting, Logistics Engineering, Technology and Creative Business, Logistics Management, and Airline Business Management, participated in the study. Within this game-enhanced simulation, it turned out that each student simulated the role of a department head that was relevant to her or his discipline, for example, department heads of Financial Management, Technical Service Management, Customer Relationship Management, Legal and Operations Management, and Human Capital Management. The findings show that the learners' interactivity within the gameplay depicted the pedagogical affordances of RCT3 for a business English simulation, that is, exploratory interactivity, goal-orientedness in gameplay, goal-orientedness for roleplaying, and emergent narratives. The data present how this videogame features an interplay between two game perspectives – ludology and narratology. That is, ludic affordances in RCT3 could be activated in a narrative system: meaningful personal or emergent narrative by well-designed global simulation tasks. The simulations were established through students’ interpretation and creativity in gameplay and roleplay as related to their disciplines. Moreover, the game-enhanced simulation appeared to provide learners with an effective social context for promoting global English development and professional identity formation, which moved them beyond the learning practices of traditional coursebooks and classroom settings. Students of the study had opportunities to use professional Discourses related to their disciplines as ways to establish their desired identities within the simulated global workplace.
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Xu, Dong. "An Integrated Simulation, Learning and Game-theoretic Framework for Supply Chain Competition." Diss., The University of Arizona, 2014. http://hdl.handle.net/10150/338942.

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An integrated simulation, learning, and game-theoretic framework is proposed to address the dynamics of supply chain competition. The proposed framework is composed of 1) simulation-based game platform, 2) game solving and analysis module, and 3) multi-agent reinforcement learning module. The simulation-based game platform supports multi-paradigm modeling, such as agent-based modeling, discrete-event simulation, and system dynamics modeling. The game solving and analysis module is designed to include various parts including strategy refinement, data sampling, game solving, equilibrium conditions, solution evaluation, as well as comparative statistics under varying parameter values. The learning module facilitates the decision making of each supply chain competitor under the stochastic and uncertain environments considering different learning strategies. The proposed integrated framework is illustrated for a supply chain system under the newsvendor problem setting in several phases. At phase 1, an extended newsvendor competition considering both the product sale price and service level under an uncertain demand is studied. Assuming that each retailer has the full knowledge of the other retailer's decision space and profit function, we derived the existence and uniqueness conditions of a pure strategy Nash equilibrium with respect to the price and service dominance under additive and multiplicative demand forms. Furthermore, we compared the bounds and obtained various managerial insights. At phase 2, to extend the number of decision variables and enrich the payoff function of the problem considered at phase 1, a hybrid simulation-based framework involving systems dynamics and agent-based modeling is presented, followed by a novel game solving procedure, where the procedural components include strategy refinement, data sampling, gaming solving, and performance evaluation. Various numerical analyses based on the proposed procedure are presented, such as equilibrium accuracy, quality, and asymptotic/marginal stability. At phase 3, multi-agent reinforcement learning technique is employed for the competition scenarios under a partial/incomplete information setting, where each retailer can only observe the opponent' behaviors and adapt to them. Under such a setting, we studied different learning policies and learning rates with different decay patterns between the two competitors. Furthermore, the convergence issues are discussed as well. Finally, the best learning strategies under different problem scenarios are devised.
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Ketelhohn, Niels. "Development of an interactive simulation game for ISE-5204 Manufacturing Systems Engineering." Thesis, This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-03242009-040732/.

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Neto, Pedro Ribeiro de Andrade. "Game theory and agent-based modelling for the simulation of spatial phenomena." Instituto Nacional de Pesquisas Espaciais, 2010. http://urlib.net/sid.inpe.br/mtc-m19/2010/11.21.17.15.

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A modelagem baseada em agentes (\TEXTIT{Agent-Based Modelling} - ABM) fornece uma metodologia \textit{bottom-up} para a construção sistemas complexos. Ela tem obtido uma crescente aceitação em vários campos da ciência, tais como economia, sociologia e antropologia, por causa de sua capacidade de expressar como ações coletivas podem emergir a partir de um comportamento social individual. Um dos desafios importantes na modelagem baseada em agentes diz respeito a como representar as ações humanas em um ambiente espacialmente explícito. Agentes têm de ser conectados a uma representação do mundo, que pode ser observada e sobre a qual eles podem tomar decisões. Para estes estudos, ferramentas para modelagem baseada em agentes precisam ser capazes de manipular os diferentes tipos de dados geoespaciais. Entretanto, as demandas e os formalismos para se tratar estes problemas ainda não estão bem estabelecidos na literatura. Este trabalho apresenta avanços em metodologias para se representar e desenvolver modelos baseados em agentes de fenômenos geoespaciais. Primeiro, é apresentada uma arquitetura para estudar fenômenos geográficos usando a abordagem baseada em agentes. Segundo, é apresentado um conjunto de modelos que usam a teoria de jogos como base para o comportamento dos agentes. Nestes modelos, os agentes competem por espaço, e a interação entre eles é expressa através de jogos não-cooperativos. Uma definição de mobilidade é apresentada e seus efeitos sobre o desenvolvimento dos modelos são investigados.
Agent-based modelling (ABM) provides a bottom-up method for building complex systems. It has been gaining growing acceptance in various fields of science, such as economics, sociology, and anthropology, because of its capacity to show how collective social actions emerge from individual behaviour. One of the important research challenges for ABM concerns how to represent human actions in a landscape. The agents have to be grounded to a representation of the world, on which they can sense and act. In these studies, ABM toolkits need to support different types of geospatial data. However, the demands and formalisms for creating agent-based models for geospatial problems are not well established in the literature. This work presents advances on methodologies to represent and develop agent-based models of geospatial phenomena. First, it describes an architecture for studying geospatial phenomena using an agent-based approach. Second, it presents a couple of models that uses game theory as basis for the behaviour of agents. Agents compete for space, and their interactions are expressed as non-cooperative games. A definition of mobility is presented, and the effect of this and other parameters on the development of the models are investigated.
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Romero, Margaurete. "Comparing Game Simulation to Concept Models for Student-Centered Learning in Biology." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6577.

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Science education research continues to demonstrate improved learning with active-learning techniques compared to lectures. However, the question of which active-learning methods are the most effective for learning complex scientific principles in various context still remains. Models are commonly used in activities that allow students to simplify complex systems and understand how components interact. I investigated the outcomes for student learning and engagement of two model-based activities - concept models and game simulations. The activities were conducted in an introductory biology course in sixteen discussion sections. Eight sections were assigned to the concept model activity and eight to the simulation activity. To assess engagement, students filled out a Likert-scale questionnaire on enjoyment and usefulness of activity (concept model: 130 students for food web activity and 131 for carbon cycle activity; game simulation: 131 students for food web activity and 126 game simulation students during the carbon cycle activity). To assess student learning, 152 students completed pre-post homework assignment based on conservation and transformation of matter. Over 80% of students enjoyed both the concept-mapping and simulation activities. Students reported that the hands-on nature of the concept activity was helpful for understanding the connections in food webs. For the homework assessment, all students significantly increased in their scores from pre to post on the MC (paired t-test, meanpre = 4.86±1.6; meanpost = 5.23±1.6;p<.05) and TF assessments (paired t-test; meanpre = 2.06±1.0 meanpost = 2.32± 1.0; p<0.05). For the TF assessments, we observed the trend that students in the simulation group showed a greater improvement in their scores than students in the concept-mapping group (t-test; meanΔconcept = 0.11±1.4; meanΔsimulation =0 .43±1.0 p=.059). There was no difference between student improvement for the two groups on the MC assessment ( t-test meanΔconcept = 0.27±2.1; meanΔsimulation = 0.51±1.8 p=.474). Students’ responses to short answer questions showed those students’ ideas about the concept of matter conservation varied from naive to scientific. For example, students failed to conserve matter during nutrient cycling. More scientific responses demonstrated principled reasoning such as references to conservation of matter. The students within the two activities did not demonstrate large differences between their text responses for the short answer. Overall, students in both activity type demonstrated learning gains, though there was no significant difference between the activity types.
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Andre, Randall S. "The factors required for winning the business simulation game| A regression analysis." Thesis, Capella University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10032418.

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The belief that business students are ready for work in the real world is mostly false (Fabris, 2015). Fabris found just 24% of employers believed college graduates were ready to start their careers. Research has shown that 61% of business decision-makers and 63% of corporate recruiters indicated a real problem with how well college graduates were prepared for their first job. Colleges and universities are increasingly under criticism for using outdated pedagogy and not preparing students for the future. To that end, business simulations have now become mainstream as an instructional tool at universities worldwide. Simulations provide experiences similar to those in the real business world. Through simulations students learn how their business decisions affect revenues, net income, market share, and stock prices. Since the 1970s business simulations have been studied from many perspectives to determine which factors relate to successfully competing in the workplace. One such perspective is that a student’s previous academic performance is an indication of how well the student will navigate the simulation. Previous research is dated and of mixed findings. Further, the factors of leadership, commitment and teamwork in business simulations have only begun to be studied. This dissertation used the GLO-BUS business simulation to determine to what extent a student’s previous academic performance (indicated by the student’s GPA and grades on prerequisite courses), and the concepts of leadership, commitment, and teamwork predict the team composite score earned on the business simulation. A regression analysis of the data was performed for all factors. The average team grade in the Marketing course and the Commitment factor were the only two factors providing any predictive ability of the team’s performance on the simulation.

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Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? This study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. It is followed by an examination and comparison of the game industry with other media/cultural industries in relation to their economy and business dynamics. With inconclusive answers regarding the medium-industry relation, this study proceeds by exploring literary theories from the field of game studies, in order to gain insights into the dynamics of medium and industry. Literary theories from ludology and narratology provide rewarding perspectives on this inquiry, since it is found that the ontological dichotomy of simulation vs. respresentation present in the interpretational realm of the game medium is also reflected in the industry and its dynamics. This has pivotal consequences for the analysis of the game industry. This study concludes by positing the current critical condition of the industry as an extremely decisive moment in its history: will it become a truly universal mass-medium, or will it continue down its subcultural path? Subcultural “interactive cinema” meets mass-cultural media of simulation – how will the industry evolve?
QC20100708
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Lupi, Paolo. "The evolution of collusion : three essays in computational economics." Thesis, University of York, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341598.

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Valldeperas, Roger. "Production Cell Simulation Visualization in 3D." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27964.

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The thesis explains the development process of a production cell simulation in 3D implemented using Unity3D. The developed simulation communicates with existing control software and aims to test this control software in a 3D environment with physics simulation. The final result includes 3D models and also works as a visualization since it allows us to present the control system, and this visualization can be viewed using most web browsers. The thesis also includes a brief study and comparison between currently popular game engines to choose an appropriate option for this project.This is a project in collaboration with a local company (ARiSA) and has a high practical relevance.
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Pan, Zhengzheng. "Learning, Game Play, and Convergence of Behavior in Evolving Social Networks." Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/27460.

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I study information dissemination and opinion formation in a framework of evolving social networks. Individuals take weighted averages repeatedly to update their opinions. They also update their assessments on others' opinions, represented by an influence weight matrix. It is proven that both opinions and the influence weights are convergent. In the steady state, consensus is reached where all individuals hold the same opinion. Convergence occurs with an extended model as well, which indicates the tremendous influential power possessed by a minority group. Then I impose a dual network structure, where individuals not only collect information, but also use the information to play a coordination game with a selected group of opponents that one is connected with. All individuals update their strategies based on a naive learning process within a separate influence network in which information is disseminated. The selection of opponents also gets updated over time. I calculate the critical values of costs associated with connections for different network structures and strategies to occur in the steady state. Finally, I investigate the outcomes of social learning under various exogenous network structures. Individuals use an algorithm that takes into account both proximity of opinions and impact of neighbors. Results also show consensus, with convergence speed correlated with the network structure. In addition, an endogenous network formation in two stages that utilizes network and distance between agents' opinions is proposed. The resulting networks show power-law patterns in degree distribution.
Ph. D.
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Benson, Karen L. 1958. "Simulation-game enactment for heightened motivation and enhanced retention in the discipline-based classroom." Thesis, The University of Arizona, 1989. http://hdl.handle.net/10150/277232.

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Linking educational theories with an empirical study, using an art related simulation-game, was the intent of this thesis. These educational theories involved retention of content matter, student motivation, simulation-gaming and art education. The importance of the project was directly related to the advantages of simulation-gaming. Research has suggested that students have been more motivated to learn, enjoy learning more and retain more content information as simulation-games have been brought into the classroom. Empirical data was collected as a simulation-game entitled "Investigation Simulation" was enacted with sixth grade students. A sequence of surveys was given to measure knowledge, enjoyment and retention. These consisted of a pre-test, a post-test and a delayed post-test. The results suggested (1) Students participating in the simulation-game were more actively involved in learning, (2) their retention of content matter was raised.
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Prayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.

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Ahmadi, Olounabadi Atefeh. "TARLAN: A Simulation Game to Improve Social Problem-Solving Skill of ADHD Children." Thesis, University of Canterbury. Computer Science and Software Engineering, 2015. http://hdl.handle.net/10092/10693.

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Traditional classrooms in which children are expected to sit down quietly and listen to the teacher are not attractive to students in the era of technology. Therefore, researchers have started to study the possibilities of applying modern approaches to educational contexts. The interactive nature and the attractive virtual environment of computer games have made them a high-potential context for learning purposes. Sitting in a classroom is challenging for students with Attention Deficit Hyperactivity Disorder (ADHD)because of their inattentiveness, impulsivity, and hyperactivity, so that they distract easily.However, researchers have discovered that children with ADHD are not distracted when playing computer games. Therefore, computer games can be beneficial learning contexts that can attract ADHD children’s attention in order to teach them. So far, a large number of studies have been conducted to help ADHD children. Some researchers have worked on cognitive-training approaches to improve skills such as eye gaze, emotion recognition, and working memory enhancement of ADHD children. In addition to the core deficits associated with ADHD, children with ADHDalso face difficulties in social situations, because they are not equipped with the required social skills. Therefore, they face many problems in society that they cannot solve. Consequently, they face peer rejection or social isolation and other mental health problems. Social problem solving is a step-by-step process. For ADHD children, learning the different steps of social problem solving is difficult because they are inattentive. Moreover, acting upon the steps is also hard for ADHD children because they are impulsive. We developed a simulation game, named TARLAN, wherein different steps of solving a social problemare taught to ADHD children. We designed and developed real life scenarios in which children can practise, in order to enable them to apply what they have learnt from the game to real-life situations.TARLAN was designed in three phases, from the elementary level to more advanced levels in order to help the ADHD child gradually become an independent problem solver in society. That happens by building strong scaffolding around the child’s learning on the elementary level and remove it in the more advanced levels. This scaffolding/levelling within games has positive learning outcomes. Forty children with ADHD aged 8-12 were randomly allocated to two interventions, a computer-based intervention in which children worked with TARLAN and another intervention which was a standard psychological intervention. We also had a control group in which 20 children without ADHD also worked with TARLAN. The effectiveness of our game in improving social skills as well as problem behaviour of ADHD children was evaluated using the Social Skills Improvement System (SSIS), which is a standard psychologicalmeasure. The results of the SSIS showed that TARLANimproves children’s social acquisition and problem behaviour significantly more than a more expensive standard intervention led by a psychologist (role playing).Moreover, after analysingdata collected during the study,we found out that TARLANimproved children’s performance: the ADHD children reached the same performance level as children without ADHD after working with the game. These results open up the possibility of using games as helpful tools in teaching important life-changing subjects that are hard for ADHD children to learn from traditional approaches. Therefore, the educational life of ADHD children can be changedfrom a challenging experience into a rewarding and attractive experience and time and money can be saved.
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Belik, Ivan. "MODELING THE EFFECTS OF NETWORK GAMES ON SOCIAL REASONING." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/558.

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The analysis of social reasoning is at the core of understanding how to manage social networks. Since interpersonal relations are composed of multiple factors with different nature (i.e., structural and social factors), we explore their influence on the strategizing processes in social networks. The research is based on the consideration of social networks in terms of network games. Therefore, we formalize interpersonal relations using the methods of structural and social analysis combined with game theoretic approach. Specifically, we formalize social power of an agent and use it to quantify payoffs. Based on reasoning over values of power we show how individuals reach stability and Nash equilibrium with their peers in network games.
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Srivastava, Vivek. "Behavior-based Incentives for Node Cooperation in Wireless Ad Hoc Networks." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29172.

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A Mobile Ad Hoc Network (MANET) adopts a decentralized communication architecture which relies on cooperation among nodes at each layer of the protocol stack. Its reliance on cooperation for success and survival makes the ad hoc network particularly sensitive to variations in node behavior. Specifically, for functions such as routing, nodes which are limited in their resources may be unwilling to cooperate in forwarding for other nodes. Such selfish behavior leads to degradation in the performance of the network and possibly, in the extreme case, a complete cessation of operations. Consequently it is important to devise solutions to encourage resource-constrained nodes to cooperate. Incentive schemes have been proposed to induce selfish nodes to cooperate. Though many of the proposed schemes in the literature are payment-based, nodes can be incentivized to cooperate by adopting policies which are non-monetary in nature, but rather are based on the threat of retaliation for non-cooperating nodes. These policies, for which there is little formal analysis in the existing literature on node cooperation, are based on observed node behavior. We refer to them as behavior-based incentives. In this work, we analyze the effectiveness of behavior-based incentives in inducing nodes to cooperate. To determine whether an incentive scheme is effective in fostering cooperation we develop a game-theoretic model. Adopting a repeated game model, we show that nodes may agree to cooperate in sharing their resources and forward packets, even if they perceive a cost in doing so. This happens as the nodes recognize that refusing to cooperate will result in similar behavior by others, which ultimately would compromise the viability of the network as a whole. A major shortcoming in the analysis done in past works is the lack of consideration of practical constraints imposed by an ad hoc environment. One such example is the assumption that a node, when making decisions about whether to cooperate, has perfect knowledge of every other node's actions. In a distributed setting this is impractical. In our work, we analyze behavior-based incentives by incorporating such practical considerations as imperfect monitoring into our game-theoretic models. In modeling the problem as a game of imperfect public monitoring (nodes observe a common public signal that reflects the actions of other nodes in the network) we show that, under the assumption of first order stochastic dominance of the public signal, the grim trigger strategy leads to an equilibrium for nodes to cooperate. Even though a trigger-based strategy like grim-trigger is effective in deterring selfish behavior it is too harsh in its implementation. In addition, the availability of a common public signal in a distributed setting is rather limited. We, therefore, consider nodes that individually monitor the behavior of other nodes in the network and keep this information private. Note that this independent monitoring of behavior is error prone as a result of slow switching between transmit and promiscuous modes of operation, collisions and congestion due to the wireless medium, or incorrect feedback from peers. We propose a probability-based strategy that induces nodes to cooperate under such a setting. We analyze the strategy using repeated games with imperfect private monitoring and show it to be robust to errors in monitoring others" actions. Nodes achieve a near-optimal payoff at equilibrium when adopting this strategy. This work also characterizes the effects of a behavior-based incentive, applied to induce cooperation, on topology control in ad hoc networks. Our work is among the first to consider selfish behavior in the context of topology control. We create topologies based on a holistic view of energy consumption " energy consumed in forwarding packets as well as in maintaining links. Our main results from this work are to show that: (a) a simple forwarding policy induces nodes to cooperate and leads to reliable paths in the generated topology, (b) the resulting topologies are well-connected, energy-efficient and exhibit characteristics similar to those in small-world networks.
Ph. D.
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40

Lee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.

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41

Baldwin, Alexander, and Simon Dahlberg. "Gamification of a Physics Simulation Tool." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20205.

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Gamification -- bruket av spelelement i icke-spelsammanhang -- har visat sig vara ett effektivt sätt att skapa mer underhållande och engagerande användarupplevelser. Många tillämpningar av gamification förlitar sig på en begränsad delmängd av spelelement som poäng, emblem och resultatlistor -- tekniker som kritiserats för att inte vara representativa för vad som gör spel underhållande. Forskning inom psykologin indikerar att personer blir mest effektivt motiverade av faktorer som vädjar till deras personliga tillfredsställelse, såsom nöje, snarare än externa faktorer som belöning och priser. Detta arbete utforskar bruket av speldesignelement och relaterade 3D-teknologier i utvecklingen av ett verktyg avsett för att skapa och simulera fysikaliska modeller. Implementationen av ett sådant verktyg beskrivs med fokus på integrationen av speldesignelement vilka bidrar till en underhållande och engagerande upplevelse för användaren. En studie utförs för att validera effekten av bruket av spelelement på användarnas nöje när dessa interagerar med simulationsverktyget. Det observerades att genom att använda teman som användaren kan relatera till och som är kontextuellt passande för applikationen i fråga kan spelelement förstärka en njutbar användarupplevelse.
Gamification -- the use of game elements in non-game contexts -- has been shown to be an effective way of creating more enjoyable and engaging user experiences. Many applications of gamification rely on a limited subset of game elements such as points, badges and leaderboards -- techniques which have been criticised for not being representative of what makes games enjoyable. Research in psychology suggests that people are most effectively motivated by factors that appeal to their personal satisfaction, such as fun, rather than external factors such as rewards and prizes. This thesis explores the use of game design elements and related 3D technologies in the creation of a tool for the construction and simulation of physical models. The implementation of such a tool is described, focussing on the integration of game design elements that produce a fun and engaging experience for the user. A study is performed to determine the effects of the use of game elements on users’ enjoyment when interacting with the simulation tool. It was found that by appealing to themes users can relate to and which are contextually appropriate for the application, game elements can help promote an enjoyable user experience.
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42

Reber, Ethan A., and Benjamin J. Bernard. "The Sea of Simulation : Improving Naval Shiphandling Training and Readiness through Game-Based Learning." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/6860.

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Approved for public release, distribution unlimited
Currently, a gap exists between seminar-style shiphandling training and higher fidelity simulations available to the U.S. Navy Surface Warfare Officer (SWO). There is currently no individually accessible, low cost, intermediate level, interactive modality shiphandling resource that would allow SWOs to practice shiphandling skills without requiring instructor oversight. A student research team from the Naval Postgraduate Schools MOVES Institute exposed newly commissioned SWO students at the Surface Warfare Officers School to basic task scenarios designed to be complementary to material covered in their introductory course of instruction utilizing VSTEPs Ship Simulator Extremes game. The students completed the treatment task trainer protocol utilizing a Coast Guard High Endurance Cutter model and continued with the standard introductory course curriculum where they utilized the fully immersive Conning Officer Virtual Environment (COVE) shiphandling trainer. Students were later evaluated in COVE on their ability to maneuver a Guided Missile Destroyer, a similarly configured but larger ship, underway from a San Diego pier. The students exposed to the game-based scenarios performed at a statistically significantly higher level in the categories of Standard Commands and Margins of Safety Maintainedtwo key indicators of shiphandling proficiencyfollowing their normal course of instruction, than the control group. Also of note, the novice level students encountered difficulty in unlearning the handling characteristics of one model and learning a new one through the course of their instruction. Our findings suggest that an individually accessible, game based, shiphandling task trainer with ship models matching those found in the COVE and Full Mission Bridge would benefit newly commissioned SWOs by reinforcing classroom instruction. This trainer could potentially be used by SWOs of all skill levels as a self-study tool prior to participation in high level, fully immersive, and manpower intensive, naval shiphandling simulators.
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43

Lien, Oskarsson Mathias. "A game of wealth inequality : A Monte Carlo simulation of wealth inequality using Monopoly." Thesis, Uppsala universitet, Statistiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385498.

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The debate of economic inequality is long-lived and have in the recent years come to be reignited. Although there is little research that supports fully eradicating wealth inequality, the subject of appropriate levels of inequality is an extensively discussed matter. This paper uses a model based upon the board game Monopoly to discuss the drivers of wealth inequality, and study the effect of introducing georgistic, income and wealth taxation respectively in the game. Using iterated simulations the results yielded display evidence of wealth and georgistic taxation having a noteworthy impact on wealth inequality at certain stages of the game. Additionally, correctly specified income taxation yields notable results. Despite the model’s simplicity, the results found share interesting similarities with empirical evidence.
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Forsell, Adam. "Exploring the Efficiency of a Digital Simulation Game for Vocational Training : An experimental approach." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16526.

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This thesis covers an experiment which explores how effectively skills that are gained in a digital serious game can be transferred to a real situation. The context of the experiment is the casual restaurant industry, with focus on the task of a food runner. The results showed to be unreliable when ruling out the chance element with the use of t-tests, which points to that the data produced were coincidental, however the limited deviation in the groups’ performances indicate that there is potential in the addition of a digital game to the traditional training material. This is learned from the reports of the experiments and the analysis of the questionnaires filled out by all the participators.
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45

Zhang, Mark (Mark A. ). "Ecology and evolution simulation and quest design for an educational massive multiplayer online game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85535.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 74-75).
In this design-based research project, I developed two simulations to be used as student tools in a massively multiplayer online game targeted at STEM education, the Radix Endeavor. I designed both the underlying agent-based model as well as the user interface for each simulation, and furthermore designed quests for my simulations for the purposes of playtesting. My final ecological prototype is able to authentically model fairly complex food webs of six or more organisms, and my final evolutionary prototype can handle complex fitness relationships between the individual traits of a single population and various environmental factors. In my thesis, I discuss the design and implementation of these simulations, the feedback we received from students, the overall effectiveness of my prototypes, and recommendations for further work.
by Mark Zhang.
M. Eng.
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46

Rundle, Wendy L. "The low-level radwaste siting simulation game : a case study of learning about negotiation." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/77307.

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Thesis (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 1985.
MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Bibliography: leaves 74-75.
by Wendy L. Rundle.
M.C.P.
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47

Bhatti, Bilal Ahmad. "A Game Theoretic-based Transactive Energy Framework for Distributed Energy Resources." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/101788.

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Power systems have evolved significantly during the last two decades with the advent of Distributed Energy Resources (DERs) like solar PV. Traditionally, large power plants were considered as the sole source of energy in the power systems. However, DERs connected to the transmission and the distribution systems are creating a paradigm shift from a centralized generation to a distributed one. Though the variable power output from these DERs poses challenges to the reliable operation of the grid, it also presents opportunities to design control and coordination approaches to improve system efficiency and operational reliability. Moreover, building new transmission lines to meet ever-increasing load demand is not always viable. Thus, the industry is leaning towards developing non-wires alternatives. Considering the existing limitations of the transmission system, line congestions, and logistic/economic constraints associated with its capacity expansion, leveraging DERs to supply distribution system loads is attractive and thus capturing the attention of researchers and the electric power industry. The primary objective of this dissertation is to develop a framework that enables DERs to supply local area load by co-simulating the power system and transactive system representations of the network. To realize this objective, a novel distributed optimization and game theory-based network representation is developed that optimally computes the power output of the Home Microgrids/DER aggregators. Moreover, the optimum operational schedules of the DERs within these Home Microgrids/DER aggregators are also computed. The novel electrical-transactive co-simulation ensures that the solution is optimum in the context of power systems i.e. power flow constraints are not violated while the payoffs are maximized for the Home Microgrids/DER aggregators. The transactive mechanism involves two-way iterative signaling. The signaling is modeled as an infinite strategy, multiplayer, non-cooperative game, and a novel theory is developed for the game model. The dissertation also introduces a novel concept of ranking the Home Microgrids/DER aggregators according to their historic performance, thus leading to fairness, higher participation, and transparency. Significant advantages offered by the framework include consumption of local generation, transmission upgrade deferral, mitigation of line congestions in peak periods, and reduced transmission systems losses.
Doctor of Philosophy
In past, electricity was primarily produced by the large fossil fuel-based and nuclear power plants, usually located farther away from the populated areas where the bulk of the electricity consumption occurs. The electricity from the power plants is carried by the transmission lines to the populated areas where it is distributed to end-users via a distribution network. However, during the last two decades, issues like global warming and depleting fossil fuels have led to the development and increased adoption of renewable energy resources like solar photovoltaics (PV), wind turbines, etc. These resources are commonly known as Distributed Energy Resources (DERs), and they are connected to both the transmission and the distribution systems. Initially, they were mainly used to supply the load within the facility in which they are installed. However, the electric load (demand) continues to grow while adding new fossil fuel-based plants and transmission lines are becoming logistically/economically challenging. Thus, researchers are working on developing techniques that can enable DERs to supply the loads in the distribution system to which they are connected. This dissertation develops a method to use DERs for load support in the distribution systems. Specifically, the buildings that house the DERs can use the energy generated by the DERs to supply the local load (building load), and once the total generation exceeds the load demand, the building can inject the power into the distribution system to support the local area load. The proposed framework considers the electric network constraints like limits of lines supplying the power and limits of the transformers. The proposed work also develops a new method to maximize the benefit (in terms of profit) for the DER owners. A ranking system is introduced for the DER owners that enhances the transparency and fairness of the process. The key benefits offered by the proposed work include reduced losses in the transmission system, more energy consumed closer to the point of generation, and avoidance of transmission line and large central generation additions.
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48

Wang, Zhen. "Human disease-behavior interactions on complex networks models: incorporating evolutionary game into epidemiology." HKBU Institutional Repository, 2014. https://repository.hkbu.edu.hk/etd_oa/22.

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In the past decade, the study of disease dynamics on complex networks has at­tracted great attention from both theoretical and empirical viewpoints. Under such a framework, people try to predict the outbreak of disease and propose im­munization mechanisms. However, this framework possesses a limitation, which makes it inconsistent with realistic cases. That is, this framework does not con­sider the impact of human behavior or decision-making progress on disease dy­namic characters and prevention measures. To further resolve this problem, we in this thesis propose behavioral epidemiology based on game theory, which in­volves the interactions between disease dynamics and human behavior in complex networks. Motivated by realistic cases, we proceed with the research from theo­retical models and consider the following aspects. We .rst re-construct a scheme of risk perception incorporating local and global information and show that this new evaluation scenario not only promotes vaccination uptake, but also eliminates the disease spreading. This interesting .nding could be attributed to the positive feedback mechanism between vaccination uptake and disease spreading. Then, we introduce a self-protection measure, which, due to low cost, can only provide tem­porary protection. By simulations and analysis we show that this measure leads to multiple e.ects: contrary with cases of low (high) e.ciency and cost of the self-protection measure, middle values drive more infection and larger cost, which is related to the loss of positive feedback between prevention measures and disease propagation. Subsequently, another scheme of adaptive protection is proposed, where a healthy agent can cut the connection with infected ones. We .nd that adaptive protection can e.ectively eradicate the disease and result in an optimal level of pruning infected links. Di.erent from these proposals focusing on indi­vidual interest, we lastly study a subsidy policy from the viewpoint of population bene.t. We .nd that disease can be well controlled with an increase of the vac­cination level, while the total expense reduces. Taken together, these .ndings of the thesis further demonstrate that the interplay between disease dynamics and human behavior plays an important role in the control of diseases. The models presented in this thesis, especially combining with empirical data, may serve as a foundation for further investigation of the subject in the future.
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49

Myhrberg, Viktor. "Fluid Dynamics as a Foundation for Game Mechanics." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-419539.

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This thesis investigates whether a game world based solely on fluid dynamics could be an interesting alternative to one based on rigid bodies by presenting a prototype to players where they can control the movement of a fluid. The players evaluate the prototype’s responsiveness, intuitiveness, visual appeal, immersion, and how well they think the fluid could represent ghosts, flocks, magic, and a platformer avatar by rating them vocally while playing. The fluid physics engine prototype is a simple grid-based one that utilizes the ideal gas law and pressure gradient force to calculate the flow between its cells. It is unstable and thus cannot handle too large time-steps. Therefore, simulating many cells (more than 10000 for two fluids) at the same is a slow process, and the prototype can only present a pixelated result. If a highresolution game is in general preferred by players, a computationally efficient solution could consist of utilizing shaders for cell blending. In the experiments, all categories except the platform avatar received positive evaluations despite the prototype’s early stage, which according to theories presented within Swink’s Game Feel (Swink, 2009) and the MDA framework (Hunicke et al., 2004) may indicate that a game based on a fluid physics engine like this one could be entertaining. The simulation could possibly be run as a separate system to add game mechanics to a game based on rigid bodies as well.
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50

Voháňka, Ondřej. "Business simulace řízení firmy." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234984.

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This master's thesis deals with business simulation games. The first part introduces us to the field of business management, analysis of available business simulations and situation of this market. Further in the text we will find design of new business simulation game. In the last part there is a complete description of project realization. The main contribution is an unusual theme (software selling companies), availability and modern solution.
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