894 resultados para Wiener game


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Limited academic attention has been given to the nexus between corruption in soccer and its impact on fandom. Consequently, the purpose of this qualitative study was to better understand the lived experiences of highly identified soccer fanatics living through this era of match fixing in the sport. Social networking site Twitter was utilized to recruit participants from three continents – Africa, Europe, and North America – based on submissions to the site in response to a perceived fix from a high-profile March, 2013 match. A total of 12 semi-structured interviews were conducted with highly identified soccer fans in accordance with Funk and James’ (2001) Psychological Continuum Model (PCM). Despite the majority of participants feeling skepticism about the purity of soccer today, half of the participants’ fandom remained unchanged in the face of perceived match fixing. Directions for future research and recommendations are considered and discussed.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The link between video game play and aggression is an important issue as video games The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature. are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

A paperback booklet of the Ontario Game and Fishery Laws 1916. The booklet is 91 pages in length and includes an index. See the full text in the Brock University Special Collections and Archives.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

An act to consolidate and amend the laws for protection of game and fur-bearing animals in Ontario (1 double-sided page of printed material), 1871.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Nous considérons des processus de diffusion, définis par des équations différentielles stochastiques, et puis nous nous intéressons à des problèmes de premier passage pour les chaînes de Markov en temps discret correspon- dant à ces processus de diffusion. Comme il est connu dans la littérature, ces chaînes convergent en loi vers la solution des équations différentielles stochas- tiques considérées. Notre contribution consiste à trouver des formules expli- cites pour la probabilité de premier passage et la durée de la partie pour ces chaînes de Markov à temps discret. Nous montrons aussi que les résultats ob- tenus convergent selon la métrique euclidienne (i.e topologie euclidienne) vers les quantités correspondantes pour les processus de diffusion. En dernier lieu, nous étudions un problème de commande optimale pour des chaînes de Markov en temps discret. L’objectif est de trouver la valeur qui mi- nimise l’espérance mathématique d’une certaine fonction de coût. Contraire- ment au cas continu, il n’existe pas de formule explicite pour cette valeur op- timale dans le cas discret. Ainsi, nous avons étudié dans cette thèse quelques cas particuliers pour lesquels nous avons trouvé cette valeur optimale.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This is an exercise to use with groups. It was sent to Debra Morris in 2007, by David Jaques, an educationalist with many years' experience in groupwork.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

For students learning JavaScript programming, this exercise sets out a fairly complete template for a DHTML implementation of Life. Students have to program the missing sections of code and attempt the extra features described. Only I have the password to unlock the solution!

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understand agile methods, to present their use within a project, and to demonstrate how they differ from traditional project management methodologies. The final system, which is web based, was implemented using PHP, MySQL and JavaScript. It was fully tested against the requirements and evaluated by peer students. The evaluation showed that the majority of users were satisfied with the system but they thought that it should contain more detailed information at every step of the game. For this reason, some parts of the design and the content were reviewed to meet user requirements.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

A brief one lecture introduction to Game Theory and Addiction techniques for building a games.