Author: Prajit K. Dutta
Publisher: MIT Press
ISBN: 0262368501
Category : Business & Economics
Languages : en
Pages : 713
Book Description
The new edition of a widely used introduction to game theory and its applications, with a focus on economics, business, and politics. This widely used introduction to game theory is rigorous but accessible, unique in its balance between the theoretical and the practical, with examples and applications following almost every theory-driven chapter. In recent years, game theory has become an important methodological tool for all fields of social sciences, biology and computer science. This second edition of Strategies and Games not only takes into account new game theoretical concepts and applications such as bargaining and matching, it also provides an array of chapters on game theory applied to the political arena. New examples, case studies, and applications relevant to a wide range of behavioral disciplines are now included. The authors map out alternate pathways through the book for instructors in economics, business, and political science. The book contains four parts: strategic form games, extensive form games, asymmetric information games, and cooperative games and matching. Theoretical topics include dominance solutions, Nash equilibrium, Condorcet paradox, backward induction, subgame perfection, repeated and dynamic games, Bayes-Nash equilibrium, mechanism design, auction theory, signaling, the Shapley value, and stable matchings. Applications and case studies include OPEC, voting, poison pills, Treasury auctions, trade agreements, pork-barrel spending, climate change, bargaining and audience costs, markets for lemons, and school choice. Each chapter includes concept checks and tallies end-of-chapter problems. An appendix offers a thorough discussion of single-agent decision theory, which underpins game theory.
Strategies and Games, second edition
Game Practice System
Author: Rick Butler
Publisher: Independently Published
ISBN: 9781795272186
Category : Sports & Recreation
Languages : en
Pages : 104
Book Description
We feel there is a better way to practice the game of football. The standard way most coaches organize and conduct a practice has just been copied and pasted since the Vince Lombardi days. Quite simply, we as coaches have just duplicated the practice process from our own days as a player. Schemes have changed, players have changed, and society has changed. But, practices for the most part have not. This book will attempt to convey why S2A Game Practice System (GPS) is an "edge of the knife" way to conduct a football practice. The Surface to Air System (S2A), is an offensive consulting service. This book will detail our thoughts from our offensive perspective, but the principles can be applied to all three phases of the game (Offense, Defense, Special Teams). In introducing this "outside the box" way of looking at something new in the game of football, we challenge you as a coach to take this information and determine if there's truly a better way of doing things. Ask yourself, "Is the way we've been conducting practices since I was a player really the most effective way?" Offenses have evolved, the passing game has evolved, and off-season methods of training have evolved. Why hasn't practice evolved? The objective of this book is to make football a better game through the utilization of S2A GPS. It is our specific objective to check the following boxes when developing this practice method: -Get more kids out for football-Create scenarios in which players have a richer knowledge of the game-Create practice situations recreating game situations that lead to more success -Create a safer game-Score more points-Win more games Again, we check those boxes with our main tenant: "If any activity is done in practice that does not directly have an impact on the actual game, we do not do it." It is our sincere hope that football coaches will take from this work the following: To implement a system that allows for a safer game by reducing the amount of time preparing, that reduces the repetitions for contact, and thus lessens the eventuality of injuries.-To implement a system that eliminates the need for the overuse of contact, but heightens the ability for game preparedness.-To implement a system that captures and keeps the learning attention span of even the lowest level learner-To implement a system that elevates the abilities of second and third teamers, and thus increases their value to the overall makeup and depth of the squad-To implement a system that elevates the practice role of each member of the coaching staff-To implement a system that leads to both recruiting more and keeping more young people playing the game-To implement a system that leads to more wins
Publisher: Independently Published
ISBN: 9781795272186
Category : Sports & Recreation
Languages : en
Pages : 104
Book Description
We feel there is a better way to practice the game of football. The standard way most coaches organize and conduct a practice has just been copied and pasted since the Vince Lombardi days. Quite simply, we as coaches have just duplicated the practice process from our own days as a player. Schemes have changed, players have changed, and society has changed. But, practices for the most part have not. This book will attempt to convey why S2A Game Practice System (GPS) is an "edge of the knife" way to conduct a football practice. The Surface to Air System (S2A), is an offensive consulting service. This book will detail our thoughts from our offensive perspective, but the principles can be applied to all three phases of the game (Offense, Defense, Special Teams). In introducing this "outside the box" way of looking at something new in the game of football, we challenge you as a coach to take this information and determine if there's truly a better way of doing things. Ask yourself, "Is the way we've been conducting practices since I was a player really the most effective way?" Offenses have evolved, the passing game has evolved, and off-season methods of training have evolved. Why hasn't practice evolved? The objective of this book is to make football a better game through the utilization of S2A GPS. It is our specific objective to check the following boxes when developing this practice method: -Get more kids out for football-Create scenarios in which players have a richer knowledge of the game-Create practice situations recreating game situations that lead to more success -Create a safer game-Score more points-Win more games Again, we check those boxes with our main tenant: "If any activity is done in practice that does not directly have an impact on the actual game, we do not do it." It is our sincere hope that football coaches will take from this work the following: To implement a system that allows for a safer game by reducing the amount of time preparing, that reduces the repetitions for contact, and thus lessens the eventuality of injuries.-To implement a system that eliminates the need for the overuse of contact, but heightens the ability for game preparedness.-To implement a system that captures and keeps the learning attention span of even the lowest level learner-To implement a system that elevates the abilities of second and third teamers, and thus increases their value to the overall makeup and depth of the squad-To implement a system that elevates the practice role of each member of the coaching staff-To implement a system that leads to both recruiting more and keeping more young people playing the game-To implement a system that leads to more wins
Game Magic
Author: Jeff Howard
Publisher: CRC Press
ISBN: 1466567872
Category : Computers
Languages : en
Pages : 362
Book Description
Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi
Publisher: CRC Press
ISBN: 1466567872
Category : Computers
Languages : en
Pages : 362
Book Description
Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi
Understanding Game Scoring
Author: Mack Enns
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187
Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187
Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
In-Game
Author: Gordon Calleja
Publisher: MIT Press
ISBN: 0262294540
Category : Games & Activities
Languages : en
Pages : 235
Book Description
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.
Publisher: MIT Press
ISBN: 0262294540
Category : Games & Activities
Languages : en
Pages : 235
Book Description
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.
Auravana Lifestyle System
Author: Auravana
Publisher: Travis A. Grant
ISBN:
Category : Science
Languages : en
Pages : 110
Book Description
This publication is the Lifestyle System for a community-type society. A lifestyle system describes the common behavioral orientations and interests of individuals among society, while identifying the cycles to which they entrain and that make up the daily motion of their lives. A lifestyle is how individuals spend their time; it is their pattern of living in the world as expressed by their activities, interests, and fundamental understandings about work and play. In part, a lifestyle refers to the decided timing of activities in individuals’ lives. This standard provides a reasoned reflection on the lifestyle of individuals in a community-type society. It logically derives and discursively argues for a life experience that all humanity has in common. Humans participate in communities of practice, we all have interests and needs, we all contribute through our participation, we all seek self-integration and self-development, we are all active sometimes and inactive at other times, we all discover and adapt through our experiences, we all have routine patterns of behavior, and we all entrain to a cycle(s). Herein, learning is something individuals do through life experience and something which influences life experience. What would your life be like in community where goods and services are coordinated to be accessible without the need for any form of exchange or coercion? What is an optimal way of living in the world? It is interesting to think about what a lifestyle might be like in a society oriented toward self-development and contribution, and not stratified by financial/trade accounting or the power positioning of oneself over others.
Publisher: Travis A. Grant
ISBN:
Category : Science
Languages : en
Pages : 110
Book Description
This publication is the Lifestyle System for a community-type society. A lifestyle system describes the common behavioral orientations and interests of individuals among society, while identifying the cycles to which they entrain and that make up the daily motion of their lives. A lifestyle is how individuals spend their time; it is their pattern of living in the world as expressed by their activities, interests, and fundamental understandings about work and play. In part, a lifestyle refers to the decided timing of activities in individuals’ lives. This standard provides a reasoned reflection on the lifestyle of individuals in a community-type society. It logically derives and discursively argues for a life experience that all humanity has in common. Humans participate in communities of practice, we all have interests and needs, we all contribute through our participation, we all seek self-integration and self-development, we are all active sometimes and inactive at other times, we all discover and adapt through our experiences, we all have routine patterns of behavior, and we all entrain to a cycle(s). Herein, learning is something individuals do through life experience and something which influences life experience. What would your life be like in community where goods and services are coordinated to be accessible without the need for any form of exchange or coercion? What is an optimal way of living in the world? It is interesting to think about what a lifestyle might be like in a society oriented toward self-development and contribution, and not stratified by financial/trade accounting or the power positioning of oneself over others.
HCI in Games
Author: Xiaowen Fang
Publisher: Springer Nature
ISBN: 303105637X
Category : Computers
Languages : en
Pages : 675
Book Description
This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
Publisher: Springer Nature
ISBN: 303105637X
Category : Computers
Languages : en
Pages : 675
Book Description
This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
Intelligent Tutoring Systems
Author: Alessandro Micarelli
Publisher: Springer
ISBN: 3319395831
Category : Education
Languages : en
Pages : 567
Book Description
This book constitutes the refereed proceedings of the 13th International Conference on Intelligent Tutoring Systems, ITS 2016, held in Zagreb, Croatia, in June 2016. The 20 revised full papers, 32 short papers, 35 posters, and 7 young researchers’ track papers presented in this volume were carefully reviewed and selected from 147 submissions. The specific theme of the ITS 2016 conference is "Adaptive Learning in Real World Contexts". ITS 2016 covers a wide range of topics such as: intelligent tutoring; informal learning environments, learning as a side effect of interactions; collaborative and group learning, communities of practice and social networks; simulation-based learning and serious games; dialogue and discourse during learning interactions; co-adaptation between technologies and human learning; ubiquitous and mobile learning environments; empirical studies of learning with technologies, understanding human learning on the web; adaptive support for learning, models of learners, diagnosis and feedback; modeling of motivation, metacognition, and affect aspects of learning; recommender systems for learning; virtual pedagogical agents and learning companions; ontological modeling, semantic web technologies and standards for learning; multi-agent and service oriented architectures for learning and tutoring environments; educational exploitation of data mining and machine learning techniques; instructional design principles or design patterns for educational environments; authoring tools and development methodologies for advanced learning technologies; domain-specific learning technologies, e.g. language, mathematics, reading, science, medicine, military, and industry; non conventional interactions between artificial intelligence and human learning; and privacy and security in e-learning environments.
Publisher: Springer
ISBN: 3319395831
Category : Education
Languages : en
Pages : 567
Book Description
This book constitutes the refereed proceedings of the 13th International Conference on Intelligent Tutoring Systems, ITS 2016, held in Zagreb, Croatia, in June 2016. The 20 revised full papers, 32 short papers, 35 posters, and 7 young researchers’ track papers presented in this volume were carefully reviewed and selected from 147 submissions. The specific theme of the ITS 2016 conference is "Adaptive Learning in Real World Contexts". ITS 2016 covers a wide range of topics such as: intelligent tutoring; informal learning environments, learning as a side effect of interactions; collaborative and group learning, communities of practice and social networks; simulation-based learning and serious games; dialogue and discourse during learning interactions; co-adaptation between technologies and human learning; ubiquitous and mobile learning environments; empirical studies of learning with technologies, understanding human learning on the web; adaptive support for learning, models of learners, diagnosis and feedback; modeling of motivation, metacognition, and affect aspects of learning; recommender systems for learning; virtual pedagogical agents and learning companions; ontological modeling, semantic web technologies and standards for learning; multi-agent and service oriented architectures for learning and tutoring environments; educational exploitation of data mining and machine learning techniques; instructional design principles or design patterns for educational environments; authoring tools and development methodologies for advanced learning technologies; domain-specific learning technologies, e.g. language, mathematics, reading, science, medicine, military, and industry; non conventional interactions between artificial intelligence and human learning; and privacy and security in e-learning environments.
Designing Gamified Systems
Author: Sari Gilbert
Publisher: CRC Press
ISBN: 1317931432
Category : Computers
Languages : en
Pages : 337
Book Description
Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice
Publisher: CRC Press
ISBN: 1317931432
Category : Computers
Languages : en
Pages : 337
Book Description
Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice
Open Source Systems: Grounding Research
Author: Scott Hissam
Publisher: Springer Science & Business Media
ISBN: 3642244173
Category : Business & Economics
Languages : en
Pages : 402
Book Description
This book constitutes the refereed proceedings of the 7th International IFIP WG 2.13 Conference on Open Source Systems, OSS 2010, held in Salvador, Brazil, in October 2011. The 20 revised full papers presented together with 4 industrial full papers, 8 lightning talks and 2 workshop papers were carefully reviewed and selected from 56 submissions. The papers are organized in the following topical sections: OSS quality and reliability, OSS products, review of technologies of and for OSS, knowledge and research building in OSS, OSS reuse, integration, and compliance, OSS value and economics, OSS adoption in industry, and mining OSS repositories.
Publisher: Springer Science & Business Media
ISBN: 3642244173
Category : Business & Economics
Languages : en
Pages : 402
Book Description
This book constitutes the refereed proceedings of the 7th International IFIP WG 2.13 Conference on Open Source Systems, OSS 2010, held in Salvador, Brazil, in October 2011. The 20 revised full papers presented together with 4 industrial full papers, 8 lightning talks and 2 workshop papers were carefully reviewed and selected from 56 submissions. The papers are organized in the following topical sections: OSS quality and reliability, OSS products, review of technologies of and for OSS, knowledge and research building in OSS, OSS reuse, integration, and compliance, OSS value and economics, OSS adoption in industry, and mining OSS repositories.