Livros sobre o tema "Static game"

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1

L, Bajari Patrick, e National Bureau of Economic Research., eds. Estimating static models of strategic interaction. Cambridge, Mass: National Bureau of Economic Research, 2006.

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2

Oliva, Juan Carlos Martinez. Macroeconomic policy coordination of interdependent economies: The game-theory approach in a static framework. [Rome]: Banca d'Italia, 1987.

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3

Oliva, Juan Carlos Martinez. Macroeconomic policy coordination of interdependent economies: The game-theory approach in a static framework. Rome: Banca d'Italia, 1987.

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4

Acemoglu, Daron. Aggregate comparative statics. Cambridge, MA: Massachusetts Institute of Technology, Dept. of Economics, 2009.

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5

United States. National Aeronautics and Space Administration., ed. High temperature static strain gage development contract. East Hartford, Conn: United Technologies Research Center, 1987.

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6

United States. National Aeronautics and Space Administration., ed. High temperature static strain gage development: Final report. East Hartford, Conn: United Technologies Research Center, 1990.

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7

S, Bailey R., Lemkey F. D e United States. National Aeronautics and Space Administration., eds. High temperature static strain gage alloy development: Final report. [East Hartford, Conn.]: United Technologies Research Center, 1987.

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8

Yun, Chan-Su. Static and dynamic thermal behavior of IGBT power modules. Konstanz: Hartung-Gorre, 2001.

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9

Basu, Subrata. The Asiad stadia. New Delhi: National Book Trust, India, 1988.

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10

Brown, Dale. End game. New York: HarperTorch, 2006.

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11

Brown, Dale. End Game. New York: HarperCollins, 2006.

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12

The game inventor's guidebook: How to invent and sell board games, card games, role-playing games, & everything in between. Garden City, NY: Morgan James Pub., 2008.

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13

Stabenow, Dana. Blindfold game. New York: St. Martin's Press, 2006.

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14

Stabenow, Dana. Blindfold game. New York: St. Martin's Press, 2006.

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15

Pascal, Francine. Kill game. New York: Simon Pulse, 2005.

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16

Wilson, Valerie Plame. Fair game. Waterville, ME: Thorndike Press, 2008.

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17

Wilson, Valerie Plame. Fair game. New York, NY: Simon & Schuster, 2007.

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18

Wilson, Valerie Plame. Fair game. Waterville, ME: Thorndike Press, 2008.

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19

Leopold, Aldo. Game management. Madison, Wis: University of Wisconsin Press, 1986.

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20

Stabenow, Dana. Blindfold game. Thorndike, Me: Center Point Pub., 2006.

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21

Jones, Bryan. The farming game. Lincoln: University of Nebraska Press, 1995.

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22

The party game. New York: W.H. Freeman, 1985.

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23

Austin, Abrendal. The insurance game. Riverside, CA: Black Penny Press, 2012.

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24

Heilemann, John. Game Change. New York: HarperCollins, 2010.

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25

1967-, Bekaert Philippe, e Bala Kavita 1971-, eds. Advanced global illumination. Natick, MA: AK Peters, 2003.

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26

Myers, Walter Dean. Game. New York: HarperTeen, 2008.

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27

Dees, Cindy. The Medusa Game. Toronto, Ontario: Silhouette, 2010.

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28

Game. Waterville, Me: Thorndike Press, 2008.

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29

Myers, Walter Dean. Game. Waterville, Me: Thorndike Press, 2008.

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30

Barton, Beverly. The murder game. Detroit: Wheeler/Gale/Cengage Learning, 2008.

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31

Mark, Roberts, ed. Operation shell game. New York: Avon Books, 1999.

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32

Zagare, Frank C., e Branislav L. Slantchev. Game Theory and Other Modeling Approaches. Oxford University Press, 2018. http://dx.doi.org/10.1093/acrefore/9780190846626.013.401.

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Game theory is the science of interactive decision making. It has been used in the field of international relations (IR) for over 50 years. Almost all of the early applications of game theory in international relations drew upon the theory of zero-sum games, but the first generation of applications was also developed during the most intense period of the Cold War. The theoretical foundations for the second wave of the game theory literature in international relations were laid by a mathematician, John Nash, a co-recipient of the 1994 Nobel Prize in economics. His major achievement was to generalize the minimax solution which emerged from the first wave. The result is the now famous Nash equilibrium—the accepted measure of rational behavior in strategic form games. During the third wave, from roughly the early to mid-1980s to the mid-1990s, there was a distinct move away from static strategic form games toward dynamic games depicted in extensive form. The assumption of complete information also fell by the wayside; games of incomplete information became the norm. Technical refinements of Nash’s equilibrium concept both encouraged and facilitated these important developments. In the fourth and final wave, which can be dated, roughly, from around the middle of the 1990s, extensive form games of incomplete information appeared regularly in the strategic literature. The fourth wave is a period in which game theory was no longer considered a niche methodology, having finally emerged as a mainstream theoretical tool.
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33

Figone, Albert J. Student-Athletes and Campus Bookies. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037283.003.0008.

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This chapter reviews further basketball scandals from the 1980s and 1990s. As the professionalization and commercialization of college sports continued, gambling became increasingly accepted among college students. Since wagering on college sports was illegal in all states except Nevada, shady bookmakers reaped immense sums from the public's interest in betting on college football and basketball. By the early 1980s, the NCAA relied on the federal, state, and local governments to enforce and prosecute gambling-related crimes because the association, along with the conferences and colleges' athletic establishments, found it impossible to prevent game fixing. Most coaches had convinced the public that it was impossible to detect the rigging of basketball games, a viewpoint that only encouraged anyone wanting to fix games. A new generation of college student gamblers on sports would contribute to the decades-old scourge of game rigging, leading once again to federal and state investigations and prosecutions.
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34

Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
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35

Ferrari, Simon. Congratulations! You Have Killed Osama bin Laden!! University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252038860.003.0010.

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This chapter examines the political and cultural narratives surrounding bin Laden and the Global War on Terrorism through the field of video games. It begins with an exploration of games about the news and one method of critiquing them. It then deals with the first wave of Flash games made after September 11, 2001 (the term Flash game denotes any videogame created in Adobe's Flash software development platform). It compares and contrasts those early offerings with the more refined documentary videogames made after bin Laden's death. Finally, it reflects on how the mainstream industry has capitalized on the War on Terror and what a look back at this tumultuous decade of experimentation tells us about the state of game design and its relation to the broader context of cultural production.
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36

Wolf, Mark J. P., ed. The Video Game Explosion. Greenwood Publishing Group, Inc., 2007. http://dx.doi.org/10.5040/9798216032106.

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The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.
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37

Miller, Don. Carport in a Raging Static Electrical Gale: Epilepsy and Silent Seizures LP. Independently Published, 2018.

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38

Miller, Don. Carport in a Raging Static Electrical Gale: Epilepsy and Silent Seizures RP. Independently Published, 2018.

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39

Henry, Jean. How To Play The Game: American English Sports & Games Idioms. Authorhouse, 2004.

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40

Heinz, Annelise. Mahjong. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190081799.001.0001.

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Mahjong: A Chinese Game and the Making of Modern American Culture illustrates how the spaces between tiles and the moments between games have fostered distinct social cultures in the United States. When this mass-produced game crossed the Pacific it created waves of popularity over the twentieth century. Mahjong narrates the history of this game to show how it has created a variety of meanings, among them American modernity, Chinese American heritage, and Jewish American women’s culture. As it traveled from China to the United States and caught on with Hollywood starlets, high society, middle-class housewives, and immigrants alike, mahjong became a quintessentially American pastime. This book also reveals the ways in which women leveraged a game for a variety of economic and cultural purposes, including entrepreneurship, self-expression, philanthropy, and ethnic community building. One result was the forging of friendships within mahjong groups that lasted decades. This study unfolds in two parts. The first half is focused on mahjong’s history as related to consumerism, with a close examination of its economic and cultural origins. The second half explores how mahjong interwove with the experiences of racial inclusion and exclusion in the evolving definition of what it means to be American. Mahjong players, promoters, entrepreneurs, and critics tell a broad story of American modernity. The apparent contradictions of the game—as both American and foreign, modern and supposedly ancient, domestic and disruptive of domesticity—reveal the tensions that lie at the heart of modern American culture.
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41

Tinsman, Brian. Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, and Everything in Between! Morgan James Publishing, 2008.

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42

Jones, Bryan. Farming Game. Ballantine Books, 1987.

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43

Stadia. Routledge, 2010.

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44

Game Changer. CreateSpace Independent Publishing Platform, 2016.

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45

Richards, Douglas E., e Joe Hempel. Game Changer. Audible Studios on Brilliance Audio, 2016.

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46

Reeves, Connie. Elimination Game. Tannenbaum Publishing Company, 2010.

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47

Reeves, Connie. Elimination Game. Tannenbaum Publishing Company, 2010.

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48

The game. Signet, an imprint of New American Library, a division of Penguin Group (USA) LLC, 2013.

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49

Glass, Matthew. End Game. Atlantic Books, Limited, 2011.

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50

Glass, Matthew. End Game. Atlantic Books, Limited, 2011.

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