872 resultados para games of chance


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The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.

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This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned, designed and implemented by university teachers interested in using games, which are integrated into lesson plans and orchestrated as part of a learning sequence at any scale. The findings outline the potential of classifying the links between learning attributes and game mechanics as a means to scaffold teachers’ understanding of how to perpetuate learning in optimal ways while enhancing the in-game learning experience. The findings of this paper provide a foundation for describing methods, frames and discourse around experiences of design and use of serious games, linked to methodological limitations and recommendations for further research in this area.

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The “Nash program” initiated by Nash (Econometrica 21:128–140, 1953) is a research agenda aiming at representing every axiomatically determined cooperative solution to a game as a Nash outcome of a reasonable noncooperative bargaining game. The L-Nash solution first defined by Forgó (Interactive Decisions. Lecture Notes in Economics and Mathematical Systems, vol 229. Springer, Berlin, pp 1–15, 1983) is obtained as the limiting point of the Nash bargaining solution when the disagreement point goes to negative infinity in a fixed direction. In Forgó and Szidarovszky (Eur J Oper Res 147:108–116, 2003), the L-Nash solution was related to the solution of multiciteria decision making and two different axiomatizations of the L-Nash solution were also given in this context. In this paper, finite bounds are established for the penalty of disagreement in certain special two-person bargaining problems, making it possible to apply all the implementation models designed for Nash bargaining problems with a finite disagreement point to obtain the L-Nash solution as well. For another set of problems where this method does not work, a version of Rubinstein’s alternative offer game (Econometrica 50:97–109, 1982) is shown to asymptotically implement the L-Nash solution. If penalty is internalized as a decision variable of one of the players, then a modification of Howard’s game (J Econ Theory 56:142–159, 1992) also implements the L-Nash solution.

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This paper addresses a problem with an argument in Kranich, Perea, and Peters (2005) supporting their definition of the Weak Sequential Core and their characterization result. We also provide the remedy, a modification of the definition, to rescue the characterization.

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A szerző tanulmányában a női karrierpálya és a szervezeti karriergondozás sajátosságait mutatja be. A női munkaerő sajátos munkaerő. Sajátosságait a társadalmi munkamegosztásban elfoglalt helye, szerepe, az ebből is táplálkozó férfiakétól eltérő személyisége, motivációja, habitusa, munkahellyel és munkakörrel kapcsolatos elvárásai alkotják. A hatékony emberierőforrás-menedzsment célja, hogy a rendelkezésre álló munkaerő-potenciált, kompetenciatárat minél jobban kihasználja. Ezért hasznosítja a sokszínűségből fakadó szinergiahatást, és számol a különböző alkalmazotti rétegek eltérő adottságaival. _____________________ The career needs of women demands special requirements towards organizational career development which covers the whole process of the human resource management. It is necessary to take attention to the elimination of all forms of discrimination in the organization, to develop an objective selection process based on competences, to eliminate barriers of advancement, to contact and inform women during the paid child-care period, to provide new ways to balance career and family, to extend the mentor system, to aid the preparation of individual career plans, to extend the different forms of flexible employment, to eliminate the wage and income differences. In Hungary the lack of women-friendly social environment and organizational culture prevent the development of diversity management, the fulfilling of the special mission and tasks of female career development. These circumstances waste the human resources in social and organizational level, too. It results the insufficient utilization of the competences of skilled workforce, especially that of women.

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We consider the problem of axiomatizing the Shapley value on the class of assignment games. We first show that several axiomatizations of the Shapley value on the class of all TU-games do not characterize this solution on the class of assignment games by providing alternative solutions that satisfy these axioms. However, when considering an assignment game as a communication graph game where the game is simply the assignment game and the graph is a corresponding bipartite graph buyers are connected with sellers only, we show that Myerson's component efficiency and fairness axioms do characterize the Shapley value on the class of assignment games. Moreover, these two axioms have a natural interpretation for assignment games. Component efficiency yields submarket efficiency stating that the sum of the payoffs of all players in a submarket equals the worth of that submarket, where a submarket is a set of buyers and sellers such that all buyers in this set have zero valuation for the goods offered by the sellers outside the set, and all buyers outside the set have zero valuations for the goods offered by sellers inside the set. Fairness of the graph game solution boils down to valuation fairness stating that only changing the valuation of one particular buyer for the good offered by a particular seller changes the payoffs of this buyer and seller by the same amount.

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A kooperatív játékelmélet egyik legjelentősebb eredménye, hogy számos konfliktushelyzetben stabil megoldást nyújt. Ez azonban csak statikus és determinisztikus környezetben alkalmazható jól. Most megmutatjuk a mag egy olyan kiterjesztését - a gyenge szekvenciális magot -, amely képes valós, dinamikus, bizonytalan környezetben is eligazítást nyújtani. A megoldást a csődjátékok példájára alkalmazzuk, és segítségével megvizsgáljuk, hogy a pénzügyi irodalom ismert elosztási szabályai közül melyek vezetnek stabil, fenntartható eredményre. _______ One of the most important achievements of cooperative game theory is to provide a stable solution to numerous conflicts. The solutions it presents, on the other hand, have been limited to situations in a static, deterministic environment. The paper examines how the core can be extended to a more realistic, dynamic and uncertain scenario. The bankruptcy games studied are ones where the value of the estate and of the claims are stochastic, and a Weak Sequential Core is used as the solution concept for them. The author tests the stability of a number of well known division rules in this stochastic setting and finds that most are unstable, except for the Constrained Equal Awards rule, which is the only one belonging to the Weak Sequential Core.

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Kimutatható-e az e-kereskedelem hatása a vállalati teljesítményre a recesszióval küzdő magyar kiskereskedelmi piacon? A hagyományos bolti értékesítés vagy on-line kereskedelem vezet hazánkban jobb pénzügyi teljesítményhez? Ezekre a kérdésekre a magyar IKT (infokommunikációs technológiai) kiskereskedők 187 elemű mintáján igyekeznek a szerzők választ keresni, az adatgyűjtést újszerű módon részben automatizált webpókokra bízva, következtetéseiket pedig elsősorban klaszterelemzési technikákra építve. Megállapítják, hogy bár a legjobb bolti kereskedők többnyire valamivel nagyobb és stabilabb profitrátákkal jellemezhetők a válság éveiben is, a piac megtartása és növelése terén már egyértelműen az e-kereskedők jeleskedtek. Eredményeik szerint az e-kereskedelem hozzásegítheti a kiskereskedőket a munkaerő-hatékonyság növeléséhez is, ám ha gyors rendelkezésre állással vagy alacsony árakkal csábítják vevőiket, akkor a profittöbblet egy részét felőrölheti a magasabb készlettartási igény vagy az árverseny. _____ The study examines whether e-commerce has a significant impact on corporate performance on the Hungarian retail market struggling with the effects of economic downturn. Is it brick-and-mortal retail or e-commerce that leads to a better financial performance? Using the innovative data gathering tools of automotive web crawlers the authors seek answers to these questions on a sample of 187 Hungarian ICT retailers. Based on cluster analysis they conclude that while the best traditional retailers have somewhat higher and more stable profitability ratios even during the years of recession, e-tailers are more successful in retaining and increasing their market share. E-commerce is also associated with higher human resource productivity, but the possible profit surplus originating from this advantage could be jeopardized in the long run as new electronic traders typically attract their customers by shorter service time or lower prices.

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We consider various lexicographic allocation procedures for coalitional games with transferable utility where the payoffs are computed in an externally given order of the players. The common feature of the methods is that if the allocation is in the core, it is an extreme point of the core. We first investigate the general relationship between these allocations and obtain two hierarchies on the class of balanced games. Secondly, we focus on assignment games and sharpen some of these general relationship. Our main result is the coincidence of the sets of lemarals (vectors of lexicographic maxima over the set of dual coalitionally rational payoff vectors), lemacols (vectors of lexicographic maxima over the core) and extreme core points. As byproducts, we show that, similarly to the core and the coalitionally rational payoff set, also the dual coalitionally rational payoff set of an assignment game is determined by the individual and mixed-pair coalitions, and present an efficient and elementary way to compute these basic dual coalitional values. This provides a way to compute the Alexia value (the average of all lemacols) with no need to obtain the whole coalitional function of the dual assignment game.

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The behaviors of youth ice hockey coaches during games are examined using the Coaches Observation System for Games. This tool identifies 16 types of coach behaviors and eight targets of such behaviors. Findings reveal that coaches spend 51.2% of their time simply observing the game. Other common coach behaviors are organizing (15%), directing the game (8.1%) and giving information (6.1%). Targets of these behaviors include players in action (40.9%), on the bench (30.4%) and in transition (22.3%).

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A study analyzed the behaviors of eight youth ice hockey referees during 15 different games. The results support the potential educational role that referees can have during games.

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The use of serious games in education and their pedagogical benefit is being widely recognized. However, effective integration of serious games in education depends on addressing two big challenges: the successful incorporation of motivation and engagement that can lead to learning; and the highly specialised skills associated with customised development to meet the required pedagogical objectives. This paper presents the Westminster Serious Games Platform (wmin-SGP) an authoring tool that allows educators/domain experts without games design and development technical skills to create bespoke roleplay simulations in three dimensional scenes featuring fully embodied virtual humans capable of verbal and non-verbal interaction with users fit for specific educational objectives. The paper presents the wmin-SGP system architecture and it evaluates its effectiveness in fulfilling its purpose via the implementation of two roleplay simulations, one for Politics and one for Law. In addition, it presents the results of two types of evaluation that address how successfully the wmin-SGP combines usability principles and game core drives based on the Octalysis gamification framework that lead to motivating games experiences. The evaluation results shows that the wmin-SGP: provides an intuitive environment and tools that support users without advanced technical skills to create in real-time bespoke roleplay simulations in advanced graphical interfaces; satisfies most of the usability principles; and provides balanced simulations based on the Octalysis framework core drives. The paper concludes with a discussion of future extension of this real time authoring tool and directions for further development of the Octalysis framework to address learning.

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The ability to project oneself into the future to pre-experience an event is referred to as episodic future thinking (Atance & O’Neill, 2001). Only a relatively small number of studies have attempted to measure this ability in pre-school aged children (Atance & Meltzoff, 2005; Busby & Suddendorf, 2005ab, 2010; Russell, Alexis, & Clayton, 2010).Perhaps the most successful method is that used by Russell et al (2010). In this task, 3- to 5-year-olds played a game of blow football on one end of a table. After this children were asked to select tools that would enable them to play the same game tomorrow from the opposite, unreachable, side of the table. Results indicated that only 5-year-olds were capable of selecting the right objects for future use more often than would be expected by chance. Above-chance performance was observed in this older group even though most children failed the task because there was a low probability of selecting the correct 2 objects from a choice of 6 by chance.This study aimed to identify the age at which children begin to consistently pass this type of task. Three different tasks were designed in which children played a game on one side of a table, and then were asked to choose a tool to play a similar game on the other side of the table the next day. For example, children used a toy fishing rod to catch magnetic fish on one side of the table; playing the same game from the other side of the table required a different type of fishing rod. At test, children chose between just 2 objects: the tool they had already used, which would not work on the other side, and a different tool that they had not used before but which was suitable for the other side of the table. Experiment 1: Forty-eight 4-year-olds (M = 53.6 months, SD = 2.9) took part. These children were assigned to one of two conditions: a control condition (present-self) where the key test questions were asked in the present tense and an experimental condition (future-self) where the questions were in the future tense. Surprisingly, the results showed that both groups of 4-year-olds selected the correct tool at above chance levels (Table 1 shows the mean number of correct answers out of three). However, the children could see the apparatus when they answered the test questions and so perhaps answered them correctly without imagining the future. Experiment 2: Twenty-four 4-year-olds (M = 53.7, SD = 3.1) participated. Pre-schoolers in this study experienced one condition: future-self looking-away. In this condition children were asked to turn their backs to the games when answering the test questions, which were in the future tense. Children again performed above chance levels on all three games.Contrary to the findings of Russell et al. (2010), our results suggest that episodic future thinking skills could be present in 4-year-olds, assuming that this is what is measured by the tasks. Table 1. Mean number of correct answers across the three games in Experiments 1 and 2Experimental Conditions (N=24 in each condition)Mean CorrectStandardDeviationStatistical SignificanceExp. 1 (present-self, look) – 2 items2.750.68p < 0.001Exp. 1 (future-self, look) – 2 items 2.790.42p < 0.001Exp. 2 (future-self, away) – 2 items 2.330.64p < 0.001Exp. 3 (future-self away) – 3 items1.210.98p = 0.157

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There has been significant research undertaken examining the “creative class” thesis within the context of the locational preferences of creative workers. However, relatively little attention has been given to the locational preferences of creative companies within the same context. This paper reports on research conducted to qualitatively analyse the location decision making of companies in two creative sectors: media and computer games. We address the role of the so-called “hard” and “soft” factors in company location decision making within the context of the creative class thesis, which suggests that company location is primarily determined by “soft” factors rather than “hard” factors. The study focuses upon “core” creative industries in the media and computer game sectors and utilises interview data with company managers and key elite actors in the sector to investigate the foregoing questions. The results show that “hard” factors are of primary importance for the location decision making in the sectors analysed, but that “soft” factors play quite an important role when “hard” factors are satisfactory in more than one competing city-region.