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Статті в журналах з теми "Hedonic Game"

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Cesco, Juan Carlos. "Subordinated Hedonic Games." Game Theory 2013 (July 29, 2013): 1–10. http://dx.doi.org/10.1155/2013/512742.

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Hedonic games are simple models of coalition formation whose main solution concept is that of core partition. Several conditions guaranteeing the existence of core partitions have been proposed so far. In this paper, we explore hedonic games where a reduced family of coalitions determines the development of the game. We allow each coalition to select a subset of it so as to act as its set of representatives (a distribution). Then, we introduce the notion of subordination of a hedonic game to a given distribution. Subordination roughly states that any player chosen as a representative for a coalition has to be comfortable with this decision. With subordination we have a tool, within hedonic games, to compare how a “convenient” agreement reached by the sets of representatives of different groups of a society is “valued” by the rest of the society. In our approach, a “convenient” agreement is a core partition, so this paper is devoted to relate the core of a hedonic game with the core of a hedonic game played by the sets of representatives. Thus we have to tackle the existence problem of core partitions in a reduced game where the only coalitions that matter are those prescribed by the distribution as a set of representatives. We also study how a distribution determines the whole set of core partitions of a hedonic game. As an interesting example, we introduce the notion of hedonic partitioning game, which resembles partitioning games studied in the case where a utility, transferable or not, is present. The existence result obtained in this new class of games is later used to provide a nonconstructive proof of the existence of a stable matching in the marriage model.
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Davis, Robert, Bodo Lang, and Neil Gautam. "Modeling utilitarian‐hedonic dual mediation (UHDM) in the purchase and use of games." Internet Research 23, no. 2 (March 29, 2013): 229–56. http://dx.doi.org/10.1108/10662241311313330.

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PurposeIt is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis in the game context or clarifies whether these consumption values have dual mediated or individual effects. Therefore, the purpose of this research is to model the relationship between hedonic and utilitarian consumption and game purchase and usage.Design/methodology/approachThis research question is answered through two studies. In Study One, qualitative interviews with 18 gamers were implemented to explore the relationship between hedonic and utilitarian consumption and, game purchase and usage behaviour. In Study Two, we surveyed 493 consumers and conducted confirmatory factor analysis and structural equation modelling across four game types to model this relationship.FindingsThe paper concludes that hedonic rather than utilitarian consumption positively impacts purchase and usage. Support was also found for the utilitarian‐hedonic dual mediation model (UHDM). Therefore, utilitarian consumption has an indirect causal effect on game purchase or usage through hedonic consumption.Practical implicationsGame development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of hedonic consumption. Attention could be focused on perceived enjoyment, self‐concept, self‐congruity and self‐efficacy as the primary drivers of use and purchase. Practical solutions should also be developed to develop the UHDM effect.Originality/valueThis is the first paper in the game context to explore and model the relationship between hedonic, utilitarian consumption and the UHDM effect on game purchase and usage. This paper is also unique because it provides results across four game groups: all games (ALL), Sports/Simulation/Driving (SSD), Role Playing Game/Massively Multiplayer Online Role‐Playing Game Strategy (RPG), and Action/Adventure/Fighting (AAF).
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Kranich, Laurence. "Cooperative Games with Hedonic Coalitions." Games and Economic Behavior 18, no. 1 (January 1997): 83–97. http://dx.doi.org/10.1006/game.1997.0510.

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Taywade, Kshitija. "Multi-agent Reinforcement Learning for Decentralized Coalition Formation Games." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 18 (May 18, 2021): 15738–39. http://dx.doi.org/10.1609/aaai.v35i18.17866.

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We study the application of multi-agent reinforcement learning for game-theoretical problems. In particular, we are interested in coalition formation problems and their variants such as hedonic coalition formation games (also called hedonic games), matching (a common type of hedonic game), and coalition formation for task allocation. We consider decentralized multi-agent systems where autonomous agents inhabit an environment without any prior knowledge of other agents or the system. We also consider spatial formulations of these problems. Most of the literature for coalition formation problems does not consider these formulations of the problems because it increases computational complexity significantly. We propose novel decentralized heuristic learning and multi-agent reinforcement learning (MARL) approaches to train agents, and we use game-theoretic evaluation criteria such as optimality, stability, and indices like Shapley value.
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Bogomolnaia, Anna, and Matthew O. Jackson. "The Stability of Hedonic Coalition Structures." Games and Economic Behavior 38, no. 2 (February 2002): 201–30. http://dx.doi.org/10.1006/game.2001.0877.

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Sandes, Nelson C., and André L. V. Coelho. "Clustering ensembles: A hedonic game theoretical approach." Pattern Recognition 81 (September 2018): 95–111. http://dx.doi.org/10.1016/j.patcog.2018.03.017.

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Iehlé, Vincent. "The core-partition of a hedonic game." Mathematical Social Sciences 54, no. 2 (September 2007): 176–85. http://dx.doi.org/10.1016/j.mathsocsci.2007.05.007.

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Jimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (January 14, 2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.

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PurposeThis paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality).Design/methodology/approachInformation was collected from 511 Spanish video game consumers. Structural equation modeling, clustering and multi-group analysis were then conducted to compare results between segments of gamers.FindingsResults show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, the authors identify a typology of gamer that gives rise to differences in motivations-purchase intention links: Analysts include individuals who are essentially conscientious, prefer inventive or cognitive and simulation games and whose behavior is more influenced by hedonic and social motivations to play; socializers comprise individuals who are mainly extrovert and emotionally stable gamers and who prefer sports and strategy games. The motivations to play that affect their purchase intentions are mainly social; and sentinels include individuals that are unmindful and introvert, prefer inventive, cognitive, sports and simulation games, and whose social motivations drive their purchase intentions.Originality/valueThere are 2,200 million video gamers around the world, although it is assumed that this vast market is not homogeneous, which has implications for consumer motivations and purchase intention. However, the currently available classifications that address this challenge are rather limited. In this sense, the present paper provides valuable insights into understanding how personality offers a useful variable to segment consumers in the video game industry and how it moderates the effect of motivations on purchase behavior.
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Lai, Weipeng, Zhixu Yang, Yanhui Mao, Qionghan Zhang, Hezhi Chen, and 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 (June 6, 2020): 4053. http://dx.doi.org/10.3390/ijerph17114053.

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Engaging in prosocial behavior is considered an effective way to increase happiness in a sustainable manner. However, there is insufficient knowledge about the conditions under which such a happiness effect occurs. From a person-activity congruence perspective, we proposed that an individual’s eudaimonic orientation moderates the effect of prosocial behavior on happiness, whereas hedonic orientation does not. For this purpose, 128 participants were assigned to play a game in which half of them were explained the benevolence impact of playing the game (the benevolence condition), and the other half played the same game without this knowledge (the control condition). Participants’ eudaimonic and hedonic orientations were assessed before the game, and their post-task happiness were measured after the game. The results showed that participants in the benevolence condition reported higher post-task positive affect than those in the control condition. Furthermore, this happiness effect was moderated by participants’ eudaimonic orientation—participants with high eudaimonic orientation reaped greater benefits from benevolence, and their hedonic orientation did not moderate the relationship between benevolence and happiness. The importance of the effect of person-activity congruence on happiness is discussed, along with the implications of these findings for sustainably pursuing happiness.
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Zaharias, Panagiotis, Christos Gatzoulis, and Yiorgos Chrysanthou. "Exploring User Experience While Playing Educational Games." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 19–32. http://dx.doi.org/10.4018/jgcms.2012100102.

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The concept and methods of user experience (UX) are gaining momentum in the game industry. Designers and educational practitioners aim to provide rich and effective user experience through serious educational games. Nevertheless several phenomena that delineate the complex issue of UX in serious gaming remain unexplored. This empirical study sheds light on temporality of UX and attractiveness of serious games. More specifically it explores a) how pragmatic and hedonic UX quality affects attractiveness in a serious game and b) investigates differences between anticipated and episodic UX so as to capture how the UX develops over time. Key findings are presented and discussed.
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Дисертації з теми "Hedonic Game"

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Sandes, Nelson Carvalho. "Clustering ensembles : a hedonic game theoretical approach." Universidade de Fortaleza, 2018. http://dspace.unifor.br/handle/tede/105662.

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Made available in DSpace on 2019-03-30T00:05:56Z (GMT). No. of bitstreams: 0 Previous issue date: 2018-05-14
Clustering 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.
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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.

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Over the past decades, the understanding of how individuals spontaneously gather together received particular attention leading to the definition of several variants of Coalition Formation Games, including the so-called Hedonic Games. In such games, the individuals (or agents) have to be split into disjoint coalitions and express preferences only on the coalition they belong to, and not on how the others aggregate. Subsequently, the more general class of the Group Activity Selection Problem, where agents’ preferences depend also on the activity they are performing, has been introduced. In both these classes of games, the study of the existence, the computability, and the efficiency of suitable stability solution concepts as well as the elicitation of agents’ preferences through strategyproof mechanisms have been addressed. In this work, we consider both the aforementioned research directions. In particular, we put our attention on classes of games in which agents’ preferences are expressed by a utility function and we evaluate the global agents’ satisfaction in a given outcome by means of the utilitarian social welfare. Moreover, we often compare the social welfare of the considered solutions with the social optimum, that is the maximum achievable value of the social welfare. We first introduce and study a new model in the Hedonic Games setting, called Distance Hedonic Games, and we focus on the computation and the efficiency of Nash stable outcomes, i.e. coalition structures in which no agent can unilaterally improve her gain by deviating to another coalition. We then turn our attention to the design of strategyproof mechanisms for two specific classes of games: namely, Friends and Enemies Games and the Additively Separable Group Activity Selection Problem. In both cases, we measure the performances of the proposed mechanisms by considering their approximation ratio with respect to the social optimum.
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Spradling, Matthew. "Role Based Hedonic Games." UKnowledge, 2015. http://uknowledge.uky.edu/cs_etds/38.

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In the hedonic coalition formation game model Roles Based Hedonic Games (RBHG), agents view teams as compositions of available roles. An agent's utility for a partition is based upon which role she fulfills within the coalition and which additional roles are being fulfilled within the coalition. I consider optimization and stability problems for settings with variable power on the part of the central authority and on the part of the agents. I prove several of these problems to be NP-complete or coNP-complete. I introduce heuristic methods for approximating solutions for a variety of these hard problems. I validate heuristics on real-world data scraped from League of Legends games.
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de, 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.

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This bachelor thesis goal is to explore how paganism has expressed itself within the world of digitalgames through three different examples. It builds onto already existing research around videogames and history use as well as my own term paper that touched upon this subject. This thesis willbe done using academic literature concerning digital games, history use and paganism from Russiaas well as Japan.
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Schend, Lena [Verfasser], Jörg [Akademischer Betreuer] Rothe, and 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.

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Dungner, Jakob, and 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.

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Barn med Spinal muskelatrofi lever ett liv med begränsad rörlighet. Deras vardag innehåller att mycket träning med syfte att kunna leva ett bättre liv. I vår digitala värld finns det idag många digitala spel som syftar till träning, exempelvis Nintendo Wii-spel och det populära spelet Just Dance. Utan att vi tänker på det, tränar vi kroppen medan vi utför spelets olika moment. Men hur kan barn bibehålla motivation och hur kan immersion uppstå för att barn ska glömma rum och tid när dem tränar? Vi har i vår studie samarbetat med företaget Nordic Forest Games, som på uppdrag av ett läkemedelsföretag, utvecklar ett mobilspel för barn med Spinal muskelatrofi. Vi har undersökt vilka egenskaper ett digitalt spel bör ha för att inte upplevs som enbart träning. I studien deltar två fysioteraputer och fyra föräldrar med syfte att beskriva sina upplevelser kring deras barns vardag och hur träning och motivation upplevs. Vid analys av data har teorin Hedonic Motivation System Adoption Model (HMSAM) tillämpats för att kunna ringa in vilka olika områden som är central hos barnen för att uppleva immersion och motivation. Resultatet i studien är inte generaliserbart på grund av dels det låga antalet deltagare i studien och dels med tanke på att Spinal muskelatrofi är en ovanlig sjukdom av stor variation och mycket individuell. Utan att kunna dra någon generell slutsats har vi kunnat urskilja delar som är intressanta att studera vidare när det gäller tävlingsmoment och inkludering. Av företaget fick vi även tillgång till en prototyp av spelet. För att utvärdera prototypen gjordes en heuristisk utvärdering i enlighet med att finna användbarhetsproblem genom att se på prototypen genom Nielsens tio heuristiska riktlinjer. Med dessa två kvalitativa metoder har studien antagit en kvalitativ ansats där resultaten sedan kopplats samman med teorin HMSAM.
Children 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.
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Cerutti, Andrea. "Motivational drivers behind gamification: the role of utilitarian, hedonic and social aspects." Master's thesis, 2017. http://hdl.handle.net/10362/23377.

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The purpose of this paper is to investigate the motivational drivers behind gamification, adding new findings to the limited understanding of this phenomenon related to the use of game design elements in non game context, with the scope of affecting the user’s behaviour. Several elements related to possible motivational drivers have been identified (characteristic of utilitarian, hedonic and social aspects) and analysed aiming to assess their impact over the intention to use and recommend a gamified service. The study presents multiple regression analysis conducted on data collected through an online survey (n = 208) related to the gamification e-learning experience of Duolingo. The results indicate that utilitarian, hedonic and social aspects present a statistically significant impact on the intention to use and to recommend the service. However, the various elements analysed assume different roles as predictors, implying specific approaches depending on the objective pursued.
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Yen, Ting-Ju, and 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.

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Анотація:
碩士
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.
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Chou, Chien-hsiang, and 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.

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Анотація:
碩士
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.
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Tzu-FenWang and 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.

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Анотація:
碩士
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.
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Частини книг з теми "Hedonic Game"

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Caskurlu, Bugra, Fatih Erdem Kizilkaya, and Berkehan Ozen. "Hedonic Expertise Games." In Algorithmic Game Theory, 314–28. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85947-3_21.

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Gairing, Martin, and Rahul Savani. "Computing Stable Outcomes in Hedonic Games." In Algorithmic Game Theory, 174–85. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16170-4_16.

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3

Hoefer, Martin, and Wanchote Jiamjitrak. "On Proportional Allocation in Hedonic Games." In Algorithmic Game Theory, 307–19. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66700-3_24.

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4

Spradling, Matthew, Judy Goldsmith, Xudong Liu, Chandrima Dadi, and Zhiyu Li. "Roles and Teams Hedonic Game." In Algorithmic Decision Theory, 351–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41575-3_27.

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5

Bilò, Vittorio, Laurent Gourvès, and Jérôme Monnot. "On a Simple Hedonic Game with Graph-Restricted Communication." In Algorithmic Game Theory, 252–65. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30473-7_17.

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6

Kaklamanis, Christos, Panagiotis Kanellopoulos, and Konstantinos Papaioannou. "The Price of Stability of Simple Symmetric Fractional Hedonic Games." In Algorithmic Game Theory, 220–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-53354-3_18.

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7

Elomri, A., Z. Jemai, A. Ghaffari, and Y. Dallery. "Stability of Hedonic Coalition Structures: Application to a Supply Chain Game." In Springer Series in Advanced Manufacturing, 337–63. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5295-8_15.

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8

Flammini, Michele, Bojana Kodric, Martin Olsen, and Giovanna Varricchio. "Distance Hedonic Games." In 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.

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9

Darmann, Andreas. "Hedonic Diversity Games Revisited." In Algorithmic Decision Theory, 357–72. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-87756-9_23.

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Flammini, Michele, Gianpiero Monaco, and Qiang Zhang. "Strategyproof Mechanisms for Additively Separable Hedonic Games and Fractional Hedonic Games." In Approximation and Online Algorithms, 301–16. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-89441-6_22.

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Тези доповідей конференцій з теми "Hedonic Game"

1

Bullinger, Martin, and Stefan Kober. "Loyalty in Cardinal Hedonic Games." In 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.

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Анотація:
A common theme of decision making in multi-agent systems is to assign utilities to alternatives, which individuals seek to maximize. This rationale is questionable in coalition formation where agents are affected by other members of their coalition. Based on the assumption that agents are benevolent towards other agents they like to form coalitions with, we propose loyalty in hedonic games, a binary relation dependent on agents' utilities. Given a hedonic game, we define a loyal variant where agents' utilities are defined by taking the minimum of their utility and the utilities of agents towards which they are loyal. This process can be iterated to obtain various degrees of loyalty, terminating in a locally egalitarian variant of the original game. We investigate axioms of group stability and efficiency for different degrees of loyalty. Specifically, we consider the problem of finding coalition structures in the core and of computing best coalitions, obtaining both positive and intractability results. In particular, the limit game possesses Pareto optimal coalition structures in the core.
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2

Kauffman, Robert J., Kwansoo Kim, and Byungjoon Yoo. "Hedonic valuation of online game participation." In the 14th Annual International Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2346536.2346594.

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3

Zhao, Fan, Pengcheng Zhu, Jiamin Li, and Xiaohu You. "Hedonic coalition formation game for clustered interference alignment." In 2017 9th International Conference on Wireless Communications and Signal Processing (WCSP). IEEE, 2017. http://dx.doi.org/10.1109/wcsp.2017.8170929.

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4

Simon, Sunil, and Dominik Wojtczak. "Synchronisation Games on Hypergraphs." In 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.

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Анотація:
We study a strategic game model on hypergraphs where players, modelled by nodes, try to coordinate or anti-coordinate their choices within certain groups of players, modelled by hyperedges. We show this model to be a strict generalisation of symmetric additively separable hedonic games to the hypergraph setting and that such games always have a pure Nash equilibrium, which can be computed in pseudo-polynomial time. Moreover, in the pure coordination setting, we show that a strong equilibrium exists and can be computed in polynomial time when the game possesses a certain acyclic structure.
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5

Shin, Hyo-Sang, Inmo Jang, and Antonios Tsourdos. "Frequency channel assignment for networked UAVs using a hedonic game." In 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.

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6

Malik, Sweta, Maeve Duffy, Subhasis Thakur, and John G. Breslin. "Fractional Hedonic Coalition Formation Game for Peer to Peer Energy Trading in a Microgrid." In 2021 IEEE Madrid PowerTech. IEEE, 2021. http://dx.doi.org/10.1109/powertech46648.2021.9494877.

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7

Watson, Jan, Adrian Curtin, Yigit Topoglu, Nicholas Defilippis, Jintao Zhang, Rajneesh Suri, Hasan Ayaz, and Sukethram Sivakumar. "Natural Language Processing to Assess Communication Dynamics between Cooperating Dyads during Video Gameplay." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001827.

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Анотація:
Latent Dirichlet Allocation (LDA) and Sentiment Analysis have become prominent tools in natural language processing applications for both research and industry. While LDA is a generative probabilistic modeling methodology that is widely used in Topic Modeling to extract underlying themes and topics from a collection of words, Sentiment Analysis is defined as identifying the hedonic tone of a corpus of text. Here, supervised Sentiment Analysis is used to classify conversations between team gaming dyads in terms of valence. Additionally, LDA is utilized to label segments of cooperative conversation between dyads as topics. Fourteen participants were paired as dyads (7 teams) and instructed to complete thirty-two 150 second gaming scenarios (trials) in the first-person shooter (FPS) video game Overwatch. While completing the scenarios, participants were instructed to communicate with their respective teammate via a voice communication headset. The conversations from each scenario were transcribed from recorded voice channels before analysis was performed. Our approach examines the relationship between perceived task difficulty and both conversation sentiment scores and topic frequency in both novice experienced skill groups. Preliminary results indicate evidence that conversation topic, sentiment and perception dynamics are consistent with an encouragement and frustration sentiment paradigm.
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8

Sliwinski, Jakub, and Yair Zick. "Learning Hedonic Games." In 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.

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Анотація:
Coalitional stability in hedonic games has usually been considered in the setting where agent preferences are fully known. We consider the setting where agent preferences are unknown; we lay the theoretical foundations for studying the interplay between coalitional stability and (PAC) learning in hedonic games. We introduce the notion of PAC stability - the equivalent of core stability under uncertainty - and examine the PAC stabilizability and learnability of several popular classes of hedonic games.
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Feldman, Moran, Liane Lewin-Eytan, and Joseph (Seffi) Naor. "Hedonic clustering games." In Proceedinbgs of the 24th ACM symposium. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2312005.2312053.

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10

Georgara, Athina, and Georgios Chalkiadakis. "Hedonic Utility Games." In 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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