24 resultados para Business Games

em Archivo Digital para la Docencia y la Investigación - Repositorio Institucional de la Universidad del País Vasco


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La sociedad está sometida a un proceso de cambio constante y las metodologías docentes deben adaptarse también a estos cambios. Hemos decidido realizar el presente Trabajo de Fin de Grado con el fin de poner en valor la utilidad de las metodologías docentes más innovadoras que consigan adaptar la docencia a la sociedad moderna. Así pues, explicamos lo que son los Serious Games y los usos que pueden tener en la docencia desde el punto de vista del emprendimiento empresarial. Como ejemplo más cercano de Serious Game, utilizamos el simulador del concurso E-mprende, un concurso diseñado para estudiantes que enfrenta a los usuarios a través de un Simulador empresarial. Se trata de un Business Game desarrollado entre otros por la Universidad del País Vasco que intenta enseñar a los jugadores lo que es dirigir una empresa de nueva creación dándoles el control virtual de la misma a través de una plataforma web donde deberán tomar una serie de rondas de decisiones. Para comenzar, realizamos un análisis bibliográfico con el fin de dar una correcta explicación de lo que son los juegos, los Serious Games y los Business Games. Básicamente, un Serious Game se diferencia de un Juego ordinario en su finalidad. Mientras que un juego ordinario se ha diseñado con el único fin de divertir, el Juego Serio también tiene el objetivo de formar, entrenar o educar. Por su parte, Un Business Game es un Serious Game diseñado para el ámbito de los negocios en el que se pretende formar al jugador en materia de empresas. Realizando ese análisis bibliográfico, obtenemos una serie de conclusiones que podremos contrastar utilizando como ejemplo el simulador del concurso emprende. Para conseguir datos totalmente verídicos, elaboramos un cuestionario a medida destinado a los participantes del concurso que se entregó al finalizar el concurso. Dado que este Trabajo de Fin de Grado se enmarca en el ámbito del emprendimiento, lo que nos interesa contrastar por encima de todo es si el hecho de participar en un Business Game como el del concurso E-mprende ayuda a fomentar el espíritu emprendedor en el alumno más allá de complementar conocimientos teóricos y prácticos, lo cual no deja de ser importante.

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This paper provides experimental evidence on how players predict end game effects in a linear public good game. Our regression analysis yields a measure of the relative importance of priors and signals on subjects\' beliefs on contributions and allow us to conclude that, firstly, the weight of the signal is relatively unimportant, while priors have a large weight and, secondly, priors are the same for all periods. Hence, subjects do not expect end game effects and there is very little updating of beliefs.

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We characterize a monotonic core concept defined on the class of veto balanced games. We also discuss what restricted versions of monotonicity are possible when selecting core allocations. We introduce a family of monotonic core concepts for veto balanced games and we show that, in general, the nucleolus per capita is not monotonic.

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We study the supercore of a system derived from a normal form game. For the case of a finite game with pure strategies, we define a sequence of games and show that the supercore of that system coincides with the set of Nash equilibrium strategy profiles of the last game in the sequence. This result is illustrated with the characterization of the supercore for the n-person prisoners’ dilemma. With regard to the mixed extension of a normal form game, we show that the set of Nash equilibrium profiles coincides with the supercore for games with a finite number of Nash equilibria. For games with an infinite number of Nash equilibria this need not be no longer the case. Yet, it is not difficult to find a binary relation which guarantees the coincidence of these two sets.

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We generalise and extend the work of Iñarra and Laruelle (2011) by studying two person symmetric evolutionary games with two strategies, a heterogenous population with two possible types of individuals and incomplete information. Comparing such games with their classic homogeneous version vith complete information found in the literature, we show that for the class of anti-coordination games the only evolutionarily stable strategy vanishes. Instead, we find infinite neutrally stable strategies. We also model the evolutionary process using two different replicator dynamics setups, each with a different inheritance rule, and we show that both lead to the same results with respect to stability.

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This paper extends the technique suggested by den Haan (2000) to investigate contemporaneous as well as lead and lag correlations among economic data for a range of forecast horizons. The technique provides a richer picture of the economic dynamics generating the data and allows one to investigate which variables lead or lag others and whether the lead or lag pattern is short term or long term in nature. The technique is applied to monthly sectoral level employment data for the U.S. and shows that among the ten industrial sectors followed by the U.S. Bureau of Labor Statistics, six tend to lead the other four. These six have high correlations indicating that the structural shocks generating the data movements are mostly in common. Among the four lagging industries, some lag by longer intervals than others and some have low correlations with the leading industries indicating that these industries are partially influenced by structural shocks beyond those generating the six leading industries.

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[EN] In the last decades, the topic of business ethics has attracted great interest at the academic and professional levels. Nowadays business ethics is being increasingly implemented as a necessary discipline in universities’ study plans on business management. Moreover, its importance is also evident according to the worldwide increase of organizations and/or institutions that have implemented ethics systems. However, some approaches thoroughly do not consider the importance and the need of an ethical behaviour and are still guiding the actions and the way of thinking of many academics and professionals led to consider that the only responsibility of business is limited just to profit maximization.

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[EN] The increasing interest in eco-innovation or environmental innovation as a strategy not only to address the serious global environmental problems but also as a source of competitive advantages for companies and for the emergence of new business areas, leads us to try to identify the different factors that act as determinants of its development and adoption at the micro level.

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We assume that 2 x 2 matrix games are publicly known and that players perceive a dichotomous characteristic on their opponents which defines two types for each player. In turn, each type has beliefs concerning her opponent's types, and payoffs are assumed to be type-independent. We analyze whether the mere possibility of different types playing different strategies generates discriminatory equilibria. Given a specific information structure we find that in equilibrium a player discriminates between her types if and only if her opponent does so. We also find that for dominant solvable 2x2 games no discriminatory equilibrium exists, while under different conditions of concordance between players' beliefs discrimination appears for coordination and for competitive games. A complete characterization of the set of Bayesian equilibria is provided.

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We analyze the von Neumann and Morgenstern stable sets for the mixed extension of 2 2 games when only single profitable deviations are allowed. We show that the games without a strict Nash equilibrium have a unique vN&M stable set and otherwise they have infinite sets.

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We report the findings of an experiment designed to study how people learn and make decisions in network games. Network games offer new opportunities to identify learning rules, since on networks (compared to e.g. random matching) more rules differ in terms of their information requirements. Our experimental design enables us to observe both which actions participants choose and which information they consult before making their choices. We use this information to estimate learning types using maximum likelihood methods. There is substantial heterogeneity in learning types. However, the vast majority of our participants' decisions are best characterized by reinforcement learning or (myopic) best-response learning. The distribution of learning types seems fairly stable across contexts. Neither network topology nor the position of a player in the network seem to substantially affect the estimated distribution of learning types.

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We prove that the SD-prenucleolus satisfies monotonicity in the class of convex games. The SD-prenucleolus is thus the only known continuous core concept that satisfies monotonicity for convex games. We also prove that for convex games the SD-prenucleolus and the SD-prekernel coincide.

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Eguíluz, Federico; Merino, Raquel; Olsen, Vickie; Pajares, Eterio; Santamaría, José Miguel (eds.)

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This paper studies an allocation procedure for coalitional games with veto players. The procedure is similar to the one presented by Dagan et al. (1997) for bankruptcy problems. According to it, a player, the proposer, makes a proposal that the remaining players must accept or reject, and con ict is solved bilaterally between the rejector and the proposer. We allow the proposer to make sequential proposals over several periods. If responders are myopic maximizers (i.e. consider each period in isolation), the only equilibrium outcome is the serial rule of Arin and Feltkamp (2012) regardless of the order of moves. If all players are farsighted, the serial rule still arises as the unique subgame perfect equilibrium outcome if the order of moves is such that stronger players respond to the proposal after weaker ones.

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On several classes of n-person NTU games that have at least one Shapley NTU value, Aumann characterized this solution by six axioms: Non-emptiness, efficiency, unanimity, scale covariance, conditional additivity, and independence of irrelevant alternatives (IIA). Each of the first five axioms is logically independent of the remaining axioms, and the logical independence of IIA is an open problem. We show that for n = 2 the first five axioms already characterize the Shapley NTU value, provided that the class of games is not further restricted. Moreover, we present an example of a solution that satisfies the first five axioms and violates IIA for two-person NTU games (N, V) with uniformly p-smooth V(N).