Littérature scientifique sur le sujet « Hedonic Game »
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Articles de revues sur le sujet "Hedonic Game"
Cesco, Juan Carlos. « Subordinated Hedonic Games ». Game Theory 2013 (29 juillet 2013) : 1–10. http://dx.doi.org/10.1155/2013/512742.
Texte intégralDavis, Robert, Bodo Lang et Neil Gautam. « Modeling utilitarian‐hedonic dual mediation (UHDM) in the purchase and use of games ». Internet Research 23, no 2 (29 mars 2013) : 229–56. http://dx.doi.org/10.1108/10662241311313330.
Texte intégralKranich, Laurence. « Cooperative Games with Hedonic Coalitions ». Games and Economic Behavior 18, no 1 (janvier 1997) : 83–97. http://dx.doi.org/10.1006/game.1997.0510.
Texte intégralTaywade, Kshitija. « Multi-agent Reinforcement Learning for Decentralized Coalition Formation Games ». Proceedings of the AAAI Conference on Artificial Intelligence 35, no 18 (18 mai 2021) : 15738–39. http://dx.doi.org/10.1609/aaai.v35i18.17866.
Texte intégralBogomolnaia, Anna, et Matthew O. Jackson. « The Stability of Hedonic Coalition Structures ». Games and Economic Behavior 38, no 2 (février 2002) : 201–30. http://dx.doi.org/10.1006/game.2001.0877.
Texte intégralSandes, Nelson C., et André L. V. Coelho. « Clustering ensembles : A hedonic game theoretical approach ». Pattern Recognition 81 (septembre 2018) : 95–111. http://dx.doi.org/10.1016/j.patcog.2018.03.017.
Texte intégralIehlé, Vincent. « The core-partition of a hedonic game ». Mathematical Social Sciences 54, no 2 (septembre 2007) : 176–85. http://dx.doi.org/10.1016/j.mathsocsci.2007.05.007.
Texte intégralJimenez, Nadia, Sonia San-Martin, Carmen Camarero et Rebeca San Jose Cabezudo. « What kind of video gamer are you ? » Journal of Consumer Marketing 36, no 1 (14 janvier 2019) : 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
Texte intégralLai, Weipeng, Zhixu Yang, Yanhui Mao, Qionghan Zhang, Hezhi Chen et Jianhong Ma. « When Do Good Deeds Lead to Good Feelings ? Eudaimonic Orientation Moderates the Happiness Benefits of Prosocial Behavior ». International Journal of Environmental Research and Public Health 17, no 11 (6 juin 2020) : 4053. http://dx.doi.org/10.3390/ijerph17114053.
Texte intégralZaharias, Panagiotis, Christos Gatzoulis et Yiorgos Chrysanthou. « Exploring User Experience While Playing Educational Games ». International Journal of Gaming and Computer-Mediated Simulations 4, no 4 (octobre 2012) : 19–32. http://dx.doi.org/10.4018/jgcms.2012100102.
Texte intégralThèses sur le sujet "Hedonic Game"
Sandes, Nelson Carvalho. « Clustering ensembles : a hedonic game theoretical approach ». Universidade de Fortaleza, 2018. http://dspace.unifor.br/handle/tede/105662.
Texte intégralClustering ensembles (CE) is an approach that takes advantage of a set of clusterings, known as base partitions, to generate a consensus solution. The related literature has shown that usually the consensus partition has better quality in comparison with the single base partitions. This work tackles the CE problem from a hedonic game theoretical perspective. In the formulated cooperative game, the points (instances or objects) are viewed as players, while clusters are regarded as coalitions. The preferences of each player are stored in an evidence-accumulation matrix, obtained through the base partitions, which has properties that guarantee the existence of at least one Nash stable coalition structure. That is, a coalition structure where players do not have the incentive to move from their own coalition to another existent coalition. To achieve this kind of solution, we proposed the HGCE (Hedonic Game based Clustering Ensemble) algorithm, which is based on the best dynamics approach. Initially each player is in a singleton coalition, composed by itself. After that, in each iteration, each player has the option to switch to a new coalition where it will obtain a better payoff. This process repeats itself until it reaches an equilibrium, where players do not benefit anymore by changing coalitions. Because different coalition structures may emerge due to the order of the playes, we also developed a version of HGCE where the final solution is independent of the players ordering. Empirical experiments conducted on several data sets have shown that the coalition structure obtained by HGCE is frequently a better clustering solution in comparison with clusterings generated from others well known CE algorithms. The experiments also show that HGCE is computational efficient and resilient to random perturbations on the base partitions used as input of the algorithm. Keywords: Clustering, Clustering ensemble, Coalition, Hedonic games, Cooperative game theory.
Clustering ensembles (CE) é uma abordagem que se aproveita de um conjunto de cluster- ings, conhecidos como partições-base, para produzir uma partição consenso. A literatura tem demonstrado que a qualidade das partições obtidas pela abordagem CE é geralmente superior à qualidade das partições-base, quando consideradas individualmente. Este tra- balho aborda o problema de CE sob a perspectiva dos jogos hedônicos. No jogo cooperativo formulado, os pontos (instâncias ou objetos) são vistos como jogadores, enquanto os clus- ters são encarados como coalizões. As preferências de cada jogador são armazenadas em uma matriz de similaridade, obtida através das partições-base, que contém propriedades que garantem a existência de pelo menos uma estrutura de coalizão Nash estável. Ou seja, uma estrutura de coalizão em que os jogadores não possuem o incentivo de mudar de suas próprias coalizões para outra coalizão existente. Para alcançar esse tipo de solução, nós propusemos o algoritmo HGCE (Hedonic Game based Clustering Ensemble) que é baseado na abordagem de best response dynamics. Inicialmente, cada jogador está em uma coalizão com um elemento, composta por ele mesmo. Depois disso, em cada iteração, cada jogador pode se mover para uma nova coalizão, caso ele obtenha um payoff melhor. Este processo se repete até um equilíbrio ser alcançado, em que nenhum jogador se beneficia em mudar de coalizão. Pelo fato de diferentes estruturas de coalizão emergirem de acordo com a ordem dos jogadores, nós também desenvolvemos uma versão do algoritmo HGCE que é independente da ordem dos jogadores. Experimentos empíricos conduzidos em diversos conjuntos de dados mostram que a estrutura de coalizão obtida pelo algoritmo HGCE, em grande parcela dos casos, é uma solução de clustering melhor quando comparada com soluções obtidas por outros algoritmos que também adotam a abordagem de CE. Os experimentos mostram que o HGCE é computacionalmente eficiente e se demonstra resiliente a perturbações nas partições-base utilizadas como entrada do algoritmo. Palavras-chave: Clustering, Clustering ensembles, Coalizão, Jogos hedônicos, Teoria dos jogos cooperativos.
VARRICCHIO, GIOVANNA. « Gathering Self-Interested People Together : a Strategic Perspective ». Doctoral thesis, Gran Sasso Science Institute, 2021. http://hdl.handle.net/20.500.12571/23261.
Texte intégralSpradling, Matthew. « Role Based Hedonic Games ». UKnowledge, 2015. http://uknowledge.uky.edu/cs_etds/38.
Texte intégralde, Millo Cole. « Gaze not upon the * : Paganism and history use within digital games ». Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-100115.
Texte intégralSchend, Lena [Verfasser], Jörg [Akademischer Betreuer] Rothe et Rolf [Akademischer Betreuer] Niedermeier. « From Election Fraud to Finding the Dream Team : A Study of the Computational Complexity in Voting Problems and Stability in Hedonic Games / Lena Schend. Gutachter : Jörg Rothe ; Rolf Niedermeier ». Düsseldorf : Universitäts- und Landesbibliothek der Heinrich-Heine-Universität Düsseldorf, 2016. http://d-nb.info/1093668172/34.
Texte intégralDungner, Jakob, et Freja Kåreby. « Att spela i syfte att bli starkare : En kvalitativ studie om vad som motiverar barn med spinal muskelatrofi till att spela spel i habiliterande syfte ». Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105210.
Texte intégralChildren with spinal muscular atrophy live a life of limited mobility. Their everyday life includes a lot of exercise with the goal of being able to live a better life. In our digital world today, there are many digital games aimed at training, such as Nintendo Wii games and the popular game Just Dance. Without thinking about it, we train the body while performing the various steps of the game. But how can children maintain motivation and how can immersion occur for children to forget space and time when they exercise? In our study, we collaborated with the company Nordic Forest Games, which on behalf of a pharmaceutical company, develops a mobile game for children with spinal muscular atrophy. We have investigated what qualities a digital game should have in order not to be perceived as just training. Two physiotherapists and four parents participate in the study with the aim of describing their experiences of their children's everyday life and how exercise and motivation are experienced. When analyzing data, the Hedonic Motivation System Adoption Model (HMSAM) theory has been applied in order to be able to delineate which different areas are central to children in order to experience immersion and motivation. The result of the study is not generalizable due partly to the low number of participants in the study and partly given that Spinal muscular atrophy is an unusual disease of great variety and very individual. Without being able to draw any general conclusions, we have been able to distinguish parts that are interesting to study further in terms of competition elements and inclusion. The company also gave us access to a prototype of the game. To evaluate the prototype, an heuristic evaluation was made in accordance with finding usability problems by looking at the prototype through Nielsen's ten heuristic guidelines. With these two qualitative methods, the study has adopted a qualitative approach where the results are then linked to the theory HMSAM.
Cerutti, Andrea. « Motivational drivers behind gamification : the role of utilitarian, hedonic and social aspects ». Master's thesis, 2017. http://hdl.handle.net/10362/23377.
Texte intégralYen, Ting-Ju, et 顏婷如. « The Effect of Flow Experience in Social Game User Participation on Hedonic Value, Social Value and Service Quality - A Study of Line App Games ». Thesis, 2015. http://ndltd.ncl.edu.tw/handle/45b9x2.
Texte intégral東吳大學
企業管理學系
103
With the evolution of technology and the popularization of smart mobile devices nowadays, user behaviors in social games have enlarged the business opportunity in marketplace. How to improve consumer perception towards service quality provided by social games is relatively essential for gaming management. Previous studies in game industry are mainly focused on on-line games. However, user demands of gamers are changing with the times from hardly portable computers to handy mobile platforms, which also leads to a variety of psychological needs in hedonic value and social value that gamers expect to acquire from social games. Meanwhile, flow experience, as well as customer value and social value, plays a highly important role in increasing consumer perception of social game service quality. This study investigates the effect of flow experience on hedonic value, social value and service quality by applying empirical research methods. Studying from 421 online surveys completed by consumer with Line app gaming experience, the results of this study suggest that structural equation modeling (SEM) established here with flow experience, hedonic value, social value and service quality is well-supported and able to explain the relevance between each variable. Acquisition of flow experience has obviously positive influence on individual variable, such as hedonic value, social value and service quality, and hedonic value and social value are significant intervening factors in the relationship of flow experience and service quality. This study proposes an integrated model to discuss the connections among flow experience, hedonic value, social value and service quality in social games, and emphasizes on its path that affects service quality the most. Thus, it can be applied to managerial academic and suggestions as reference in this field.
Chou, Chien-hsiang, et 周千翔. « Towards an Understanding of the Behavioral Intention to Use Motion-sensing Video Game : The Role of Utilitarian and Hedonic Motivation ». Thesis, 2009. http://ndltd.ncl.edu.tw/handle/84652377981099769417.
Texte intégral國立彰化師範大學
數位內容科技與管理研究所
97
Motion-sensing games like Wii have become popular now. For game console usage, the different operation ways may influence the factors of behavioral intention. For this reason, this research aimed to explore the factors affecting behavioral intention of motion-sensing game. Based on hedonic and utilitarian motivation, this research proposed perceived enjoyment and perceived exercise utility, and hypothesized that perceived motion sensing, challenge, interactivity, ease of use and design aesthetics would affect behavioral intention of motion-sensing game through perceived enjoyment or perceived exercise utility. The data was collected by an experiment and analyzed by structural equation model (SEM). The results indicated that perceived exercise utility and perceived enjoyment have significant effect on behavioral intention, and the perceived motion sensing has significant effect on perceived exercise utility and perceived enjoyment. Challenge, interactivity, ease of use, and design aesthetics have significant effect on perceived enjoyment. In addition, this study found that the moderating effect only has significant effect between perceived enjoyment and behavioral intention. Finally, the finding of this research provides several implications for research and practice.
Tzu-FenWang et 王姿棻. « Exploring the Affecting Factors of Hedonic App Sales through Opinion Mining - As a Case Study on Top Game & Media Apps ». Thesis, 2016. http://ndltd.ncl.edu.tw/handle/7hah2b.
Texte intégral國立成功大學
電信管理研究所
104
With the ubiquity of Internet, the development of technology, and the increasing number of mobile devices, app market grows intensively. After using app services, mobile users can share their own experience or opinions as a reference to potential customers on App Store. However, for potential consumers, a large number of comments may make purchasing decisions difficult; for app developers, tracking product reviews is a huge project as well. Thus, this study used opinion mining method called double propagation proposed by Qiu et al. in 2011 to expand opinion words and extract targets by several syntactic relations between them. With information system success model and regression analysis, we performed a systematic analysis of customer reviews to find out the software characteristics attracting consumers to download and consume in apps. Mobile applications are categorized into utilitarian and hedonic segments based on the purpose, motivation and experience of users. In this study, we sorted out 23 top game and 15 media apps in 2015 as a representative of hedonic apps, and conducted the opinion mining on consumer reviews. The results showed that for the game apps, the download was affected by service quality but not system quality, and the IAP had nothing to do with the WOM. For media apps, service quality affected both downloads and IAP. Furthermore, the amount of IAP related to system quality as well. The statistical results said the reputation of service quality and system quality indeed affected consumer behavior of media apps.
Chapitres de livres sur le sujet "Hedonic Game"
Caskurlu, Bugra, Fatih Erdem Kizilkaya et Berkehan Ozen. « Hedonic Expertise Games ». Dans Algorithmic Game Theory, 314–28. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85947-3_21.
Texte intégralGairing, Martin, et Rahul Savani. « Computing Stable Outcomes in Hedonic Games ». Dans Algorithmic Game Theory, 174–85. Berlin, Heidelberg : Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16170-4_16.
Texte intégralHoefer, Martin, et Wanchote Jiamjitrak. « On Proportional Allocation in Hedonic Games ». Dans Algorithmic Game Theory, 307–19. Cham : Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66700-3_24.
Texte intégralSpradling, Matthew, Judy Goldsmith, Xudong Liu, Chandrima Dadi et Zhiyu Li. « Roles and Teams Hedonic Game ». Dans Algorithmic Decision Theory, 351–62. Berlin, Heidelberg : Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41575-3_27.
Texte intégralBilò, Vittorio, Laurent Gourvès et Jérôme Monnot. « On a Simple Hedonic Game with Graph-Restricted Communication ». Dans Algorithmic Game Theory, 252–65. Cham : Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30473-7_17.
Texte intégralKaklamanis, Christos, Panagiotis Kanellopoulos et Konstantinos Papaioannou. « The Price of Stability of Simple Symmetric Fractional Hedonic Games ». Dans Algorithmic Game Theory, 220–32. Berlin, Heidelberg : Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-53354-3_18.
Texte intégralElomri, A., Z. Jemai, A. Ghaffari et Y. Dallery. « Stability of Hedonic Coalition Structures : Application to a Supply Chain Game ». Dans Springer Series in Advanced Manufacturing, 337–63. London : Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5295-8_15.
Texte intégralFlammini, Michele, Bojana Kodric, Martin Olsen et Giovanna Varricchio. « Distance Hedonic Games ». Dans SOFSEM 2021 : Theory and Practice of Computer Science, 159–74. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67731-2_12.
Texte intégralDarmann, Andreas. « Hedonic Diversity Games Revisited ». Dans Algorithmic Decision Theory, 357–72. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-87756-9_23.
Texte intégralFlammini, Michele, Gianpiero Monaco et Qiang Zhang. « Strategyproof Mechanisms for Additively Separable Hedonic Games and Fractional Hedonic Games ». Dans Approximation and Online Algorithms, 301–16. Cham : Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-89441-6_22.
Texte intégralActes de conférences sur le sujet "Hedonic Game"
Bullinger, Martin, et Stefan Kober. « Loyalty in Cardinal Hedonic Games ». Dans Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California : International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/10.
Texte intégralKauffman, Robert J., Kwansoo Kim et Byungjoon Yoo. « Hedonic valuation of online game participation ». Dans the 14th Annual International Conference. New York, New York, USA : ACM Press, 2012. http://dx.doi.org/10.1145/2346536.2346594.
Texte intégralZhao, Fan, Pengcheng Zhu, Jiamin Li et Xiaohu You. « Hedonic coalition formation game for clustered interference alignment ». Dans 2017 9th International Conference on Wireless Communications and Signal Processing (WCSP). IEEE, 2017. http://dx.doi.org/10.1109/wcsp.2017.8170929.
Texte intégralSimon, Sunil, et Dominik Wojtczak. « Synchronisation Games on Hypergraphs ». Dans Twenty-Sixth International Joint Conference on Artificial Intelligence. California : International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/57.
Texte intégralShin, Hyo-Sang, Inmo Jang et Antonios Tsourdos. « Frequency channel assignment for networked UAVs using a hedonic game ». Dans 2017 Workshop on Research, Education and Development of Unmanned Aerial Systems (RED-UAS). IEEE, 2017. http://dx.doi.org/10.1109/red-uas.2017.8101663.
Texte intégralMalik, Sweta, Maeve Duffy, Subhasis Thakur et John G. Breslin. « Fractional Hedonic Coalition Formation Game for Peer to Peer Energy Trading in a Microgrid ». Dans 2021 IEEE Madrid PowerTech. IEEE, 2021. http://dx.doi.org/10.1109/powertech46648.2021.9494877.
Texte intégralWatson, Jan, Adrian Curtin, Yigit Topoglu, Nicholas Defilippis, Jintao Zhang, Rajneesh Suri, Hasan Ayaz et Sukethram Sivakumar. « Natural Language Processing to Assess Communication Dynamics between Cooperating Dyads during Video Gameplay ». Dans 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001827.
Texte intégralSliwinski, Jakub, et Yair Zick. « Learning Hedonic Games ». Dans Twenty-Sixth International Joint Conference on Artificial Intelligence. California : International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/380.
Texte intégralFeldman, Moran, Liane Lewin-Eytan et Joseph (Seffi) Naor. « Hedonic clustering games ». Dans Proceedinbgs of the 24th ACM symposium. New York, New York, USA : ACM Press, 2012. http://dx.doi.org/10.1145/2312005.2312053.
Texte intégralGeorgara, Athina, et Georgios Chalkiadakis. « Hedonic Utility Games ». Dans SETN 2020 : 11th Hellenic Conference on Artificial Intelligence. New York, NY, USA : ACM, 2020. http://dx.doi.org/10.1145/3411408.3411412.
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