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Articles de revues sur le sujet "Economic Dynamics, Environmental Economics, Economic Development, Evolutionary Game Theory"

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Hackney, Donald D., Daniel L. Friesner et Matthew Q. McPherson. « A Simple Model of Financial Epidemiology ». International Journal of Social Ecology and Sustainable Development 5, no 1 (janvier 2014) : 47–57. http://dx.doi.org/10.4018/ijsesd.2014010105.

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Declining economic conditions over the past several years have identified a disturbing trend; more and more households in the US are being pushed to the brink of financial insolvency. Current legal and market protections (including, but not limited to the use of collateral and mortgage insurance, consumer credit counseling and bankruptcy protection) provide relief after financial distress occurs, but do nothing to prevent the likelihood of distress. Recent research argues that the use of preventive measures are superior to ex post measures, but can only be implemented with the help of predictive models to identify at risk households. This paper uses tools drawn from evolutionary game theory, economics and public health to create a simple model of “financial epidemiology”, which illustrates the role that social dynamics play in shaping household financial decisions. The model facilitates the prediction of financial insolvency by constructing phase diagrams which illustrate “tipping points” beyond which households move down an inexorable path towards insolvency.
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Zhao, Daozhi, Jiaqin Hao, Cejun Cao et Hongshuai Han. « Evolutionary Game Analysis of Three-Player for Low-Carbon Production Capacity Sharing ». Sustainability 11, no 11 (28 mai 2019) : 2996. http://dx.doi.org/10.3390/su11112996.

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In the era of the sharing economy, the rise of production capacity sharing has changed traditional manufacturing modes and broken the balance of original production systems. In addition to that environmental-friendly manufacturing enterprises are of great significance with regard to production capacity sharing and sustainable development of the ecology environment. To investigate the decision-making behaviors of the participants involved in low-carbon production capacity sharing, an evolutionary game model taking into account the platforms, manufacturing enterprises with idle production capacity, and those with demanding production capacity is constructed. Then, both evolutionary game theory and Lyapunov stability theorem are used to analyze the asymptotic stability of the equilibrium and evolutionary stability strategies of the system. Besides, the economic and managerial significance of the evolutionary stability strategy is given. Finally, the influence of low-carbon production capacity of enterprises on the stability of the dynamic system is discussed, such as the cost effect of low-carbon production capacity, the effect of transaction cost, and so on. Results indicate that they can provide theoretical reference for decision-making with respect to the platforms, manufacturing enterprises, and sustainable development of the dynamic system.
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Güth, Werner. « (Non)Behavioral Economics ». Zeitschrift für Psychologie / Journal of Psychology 216, no 4 (janvier 2008) : 244–53. http://dx.doi.org/10.1027/0044-3409.216.4.244.

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Economic theory has evolved without paying proper attention to behavioral approaches, especially to social, economic, and cognitive psychology. This has recently been addressed by including behavioral economics courses in many doctoral study programs. Although this new development is most welcome, the typical topics of the behavioral economics courses like aversion theories and simple adaptive (learning or evolutionary) dynamics are not truly behavioral. More specifically, we question whether neoclassical repairs or game-fitting exercises as well as more or less mechanical adaptation processes qualify as behavioral approaches. To avoid criticizing without offering alternatives, we suggest some truly behavioral concepts, especially the satisficing approach.
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Chen, Fan, Sen Liu et Andrea Appolloni. « Horizontal Coordination of I-LNGOs in the Humanitarian Supply Chain : An Evolutionary Game Approach ». Sustainability 12, no 15 (23 juillet 2020) : 5953. http://dx.doi.org/10.3390/su12155953.

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Disasters accompanied by heavy casualties and huge economic losses directly result in the disruption or delay of economic development. Considering the urgent need for reducing losses and accelerating the process of social recovery, international nongovernment organizations (INGOs) and local NGOs (LNGOs) with different resource endowments should achieve organizational coordination to improve the relief efficiency and sustainability of the humanitarian supply chain. Due to conflicting interests and expectations, this coordination is hard to achieve. In this study, we first establish an evolutionary game model between INGOs and LNGOs to determine the influencing factors and explore the interaction of NGOs in a dynamic way. Our results show that: (1) coordination by resource sharing can improve the sustainability of the humanitarian supply chain; (2) coordination willingness is affected by the behavior of other players, which can nevertheless achieve equilibrium under certain conditions; and (3) the important factors and optimal strategies of players are highlighted in the dynamic model. This study provides several insights into the theory of organizational coordination in the humanitarian supply chain regarding sustainability.
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Li, Qian, et Yuanfei Kang. « Knowledge Sharing Willingness and Leakage Risk : An Evolutional Game Model ». Sustainability 11, no 3 (23 janvier 2019) : 596. http://dx.doi.org/10.3390/su11030596.

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Prior research of knowledge sharing between firms mainly focuses on enabling factors, such as benefits resulting from knowledge sharing, leading to an overlook at barriers. Guided by transaction cost economics and social exchange theory, our study constructed an evolutional game model to analyse the dynamic evolution process of the firm’s knowledge sharing behaviour in a setting of supply chain networks. Using a simulation in our game model, we firstly reveal how a long-term strategy for supply chain partners towards knowledge sharing is determined through reaching an equilibrium between enabling factors (revenue gained in various forms) and impeding factors (knowledge leakage) in a dynamic process. Secondly, our analysis demonstrates that the competition or rivalry side of the “co-opetition” relationship acts as the major barrier for knowledge sharing due to the sharer’s concern of knowledge leakage. Thirdly, our model has identified knowledge relevancy as the inherent property of knowledge and the firm’ ability of knowledge inference as two important factors influencing knowledge leakage.
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Jinsong, Zhang, et Li Meng. « Environmental Regulation, Optimal Choice Strategy of Innovation Activities and Enterprise Value in Tobacco Control Cities ». Tobacco Regulatory Science 7, no 5 (30 septembre 2021) : 1230–44. http://dx.doi.org/10.18001/trs.7.5.40.

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With the accelerating the pace of tobacco control legislation step by step, innovation is the primary driving force for development and we should pay attention to the construction of ecological civilization and unswervingly. In this context, tobacco production enterprises must carry out innovation activities. Based on the theory of value creation, this paper studies the relationship between the path of tobacco production enterprise innovation activities and enterprise value and the dynamic evolution process of enterprise innovation activities under the effect of environmental regulation from the perspective of theoretical deduction. The purpose is to provide an important reference for the choice of enterprise innovation activities, and at the same time enrich the theoretical research on the consequences of environmental regulation and the influencing factors of enterprise value. First, according to the process of value creation, the source of innovation results and the choice of strategies are studied to provide theoretical support for the primary link of tobacco production enterprise innovation activities. Second, study the application product types of innovation achievements and provide the selection basis for the important links of tobacco production enterprise innovation activities. Third, from the perspective of evolutionary economics, the equilibrium dynamic evolutionary game process between government environmental regulation and tobacco production enterprise innovation efficiency and innovation effect is discussed.
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Gu, Qianqian, et Lei Hang. « A Game Analysis-Based Behavioral Interaction Framework between Governments and Innovative Enterprises for Intellectual Property Regulation Policies ». Sustainability 14, no 11 (31 mai 2022) : 6732. http://dx.doi.org/10.3390/su14116732.

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Although the Chinese government has issued and revised a series of policies and regulations on intellectual property, infringement still repeatedly occurs. China is in a critical period of economic transformation and upgrading, and the problem of intellectual property infringement is becoming increasingly prominent. Accordingly, in this study, an evolutionary game analysis-based behavioral interaction framework between innovative enterprises and local government regulators, based on evolutionary game theory, was constructed. The strategy choice of both sides of the game and the evolutionary stability of the system were analyzed, and the evolutionary path of each equilibrium point was verified by simulation. The results show that the proposed framework is complex; the dynamic evolutionary system has different evolutionary equilibrium states under different institutional environments. Profit is not the only factor affecting the behavior decision of enterprises; the behavior strategies of governments also have an effect, and the interaction is mutual. Under the government supervision mode, innovative enterprises gradually evolve into the non-infringement strategy under the pressure of external supervision. However, the policy cost of this mode is too high for it to be the optimal solution for regulatory policy. Under the mode of no government supervision, the innovation incentive policy gives enterprises the internal motivation to innovate, results in a relative reduction in the infringement income, and blocks the inducement of infringement. This can effectively control enterprise infringement to realize the sustainable development of enterprises and ultimately achieve the desired objectives of government regulatory policy.
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Qu, Xiaoyu, Xiao Wang et Xutian Qin. « Research on Responsible Innovation Mechanism Based on Prospect Theory ». Sustainability 15, no 2 (11 janvier 2023) : 1358. http://dx.doi.org/10.3390/su15021358.

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In 2020, the new crown pneumoniaCOVID-19 epidemic swept the world, and it still has an impact on the production and lifestyle of various countries. Guiding enterprises to implement responsible innovation can enable enterprises to shoulder social responsibilities while innovating, resist the impact of the epidemic, accelerate countries to get out of the haze of the epidemic, and promote high-quality economic development. In this paper, three typical subjects of government, enterprise, and consumer are selected to construct an evolutionary game model, and prospect theory is introduced to explore the strategic choices and influencing factors of the three parties. Through the numerical simulation of MATLAB software, the following conclusions are obtained: in the early stage of policy implementation, the enthusiasm of enterprises to implement responsible innovation is not high; with the implementation of policies and the continuation of time, the enthusiasm of enterprises gradually increases; and the supervision role of the government and consumers gradually decreases. Appropriate government incentives and disincentives will promote enterprises and consumers to participate in responsible innovation. This paper explores the game process of government, enterprises, and consumers from a dynamic perspective, explores the decision-making process of all parties under the prospect theory, reveals the implementation process of responsible innovation and the factors affecting responsible innovation, and provides a theoretical reference for the implementation of responsible innovation model.
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Leonardos, Stefanos, Joseph Sakos, Costas Courcoubetis et Georgios Piliouras. « Catastrophe by Design in Population Games : A Mechanism to Destabilize Inefficient Locked-in Technologies ». ACM Transactions on Economics and Computation, 15 février 2023. http://dx.doi.org/10.1145/3583782.

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In multi-agent environments in which coordination is desirable, the history of play often causes lock-in at sub-optimal outcomes. Notoriously, technologies with significant environmental footprint or high social cost persist despite the successful development of more environmentally friendly and/or socially efficient alternatives. The displacement of the status quo is hindered by entrenched economic interests and network effects. To exacerbate matters, the standard mechanism design approaches based on centralized authorities with the capacity to use preferential subsidies to effectively dictate system outcomes are not always applicable to modern decentralised economies. What other types of mechanisms are feasible? In this paper, we develop and analyze a mechanism which induces transitions from inefficient lock-ins to superior alternatives. This mechanism does not exogenously favor one option over another – instead, the phase transition emerges endogenously via a standard evolutionary learning model, Q-learning, where agents trade off exploration and exploitation. Exerting the same transient influence to both the efficient and inefficient technologies encourages exploration and results in irreversible phase transitions and permanent stabilization of the efficient one. On a technical level, our work is based on bifurcation and catastrophe theory, a branch of mathematics that deals with changes in the number and stability properties of equilibria. Critically, our analysis is shown to be structurally robust to significant and even adversarially chosen perturbations to the parameters of both our game and our behavioral model.
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Moore, Christopher Luke. « Digital Games Distribution : The Presence of the Past and the Future of Obsolescence ». M/C Journal 12, no 3 (15 juillet 2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. 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Thèses sur le sujet "Economic Dynamics, Environmental Economics, Economic Development, Evolutionary Game Theory"

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IANNUCCI, GIANLUCA. « A dynamic approach to environmental externalities : structural changes, institutions, and foreign direct investments ». Doctoral thesis, 2016. http://hdl.handle.net/2158/1029190.

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The thesis analyses three different, yet interconnected, issues of environmental externalities: how structural changes may deteri- orate natural resources and workers’ welfare, how policy instruments may reduce environmental corruption, and how foreign direct invests may affect pollution level and land owners’ welfare of a local economy. The study of these three issues is crucial in several developing countries characterized by ill-defined property rights on natural resources, on interaction with institutions, on protection against pollution, and high levels of inequality. The tool used is economic dynamics, more specifically, two-sector growth models and evolutionary games.
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