848 resultados para dictator games


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Moreira, A, Arsati, F, de Oliveira Lima-Arsati, YB, de Freitas, CG, and de Araujo, VC. Salivary immunoglobulin a responses in professional top-level futsal players. J Strength Cond Res 25(7): 1932-1936, 2011-The purpose of this study was to investigate the responses of salivary immunoglobulin A (SIgA) in 10 professional top-level Brazilian futsal players after 2 highly competitive games separated by 7 days. Unstimulated saliva was collected over a 5-minute period at PRE- and POST-match. The SIgA was measured by an enzyme-linked immunosorbent assay and expressed as the absolute concentration (SIgAabs) and secretion rate of IgA (SIgArate). Rate of perceived exertion and heart rate were used to monitor the exercise intensity. A 2-way analysis of variance with repeated measures showed nonsignificant differences between matches to SIgAabs, SIgArate, and saliva flow rate (p > 0.05). However, significant time differences were observed for all these parameters. In summary, we showed that a competitive training match induced a decrease in SIgA levels in top-level futsal players, which suggests an increment of the vulnerability to infections meditated by the training stimulus. This decrease suggests that the athletes were at an increased risk of developing an upper respiratory tract infection, and therefore, it could be necessary to take protective actions to minimize contact with cold viruses or even reduce the training load for athletes.

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Global climate change may reduce leaf area in crop plants due to factors such as increasing occurrence of pests and diseases. The aim of this work was to estimate the impact of leaf area reduction on agronomic traits in corn. An experiment simulating leaf area reduction was carried out in a tropical region of Brazil. The agronomic performance of corn plants was evaluated at different percentages of leaf loss. It was observed that leaf area reductions over 41.01% significantly harm yield, mass of 1000 grains, cob density, and stem and root quality Crop improvement programs should take into account the development of genotypes resistant to factors that cause leaf area reduction in tropical crops.

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Background and Purpose: What drives some athletes to achieve at the highest level whilst other athletes fail to achieve their physical potential? Why does the ‘fire’ burn so brightly for some elite athletes and not for others? A good understanding of an athlete’s motivation is critical to a coach designing an appropriate motivational climate to realize an athlete’s physical talent. This paper examines the motivational processes of elite athletes within the framework of three major social-cognitive theories of motivation. Method: Participants were five male and five female elite track and field athletes from Australia who had finished in the top ten at either the Olympic Games and/or the World Championships in the last six years. Qualitative data were collected using semi-structured interviews. Results and Discussion: Inductive analyses revealed several major themes associated with the motivational processes of elite athletes: (a) they were highly driven by personal goals and achievement, (b) they had strong self-belief, and (c) track and field was central to their lives. The findings are discussed in light of recent social-cognitive theories of motivation, namely, self-determination theory, the hierarchical model of motivation, and achievement goal theory. Self-determined forms of motivation characterised the elite athletes in this study and, consistent with social-cognitive theories of motivation, it is suggested that goal accomplishment enhances perceptions of competence and consequently promotes self-determined forms of motivation.

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Starting with an initial price vector, prices are adjusted in order to eliminate the excess demand and at the same time to keep the transfers to the sellers as low as possible. In each step of the auction, to which set of sellers should those transfers be made is the key issue in the description of the algorithm. We assume additively separable utilities and introduce a novel distinction by considering multiple sellers owing multiple identical objects and multiple buyers with an exogenously defined quota, consuming more than one object but at most one unit of a seller`s good and having multi-dimensional payoffs. This distinction induces a necessarily more complicated construction of the over-demanded sets than the constructions of these sets for the other assignment games. For this approach, our mechanism yields the buyer-optimal competitive equilibrium payoff, which equals the buyer-optimal stable payoff. The symmetry of the model allows to getting the seller-optimal stable payoff and the seller-optimal competitive equilibrium payoff can then be also derived.

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We characterize asymmetric equilibria in two-stage process innovation games and show that they are prevalent in the different models of R&D technology considered in the literature. Indeed, cooperation in R&D may be accompanied by high concentration in the product market. We show that while such an increase may be profitable, it may be socially inefficient.

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In most previous work on strategic trade policy the form of government intervention has been prescribed in advance. In this paper, we apply a solution concept discussed by Klemperer and Meyer for games in which the strategy space consists of the class of all (non state-contingent) price quantity schedules. We examine a series of specific assumptions on demand and supply conditions and derive the associated equilibrium trade policies. We derive welfare implications for all cases examined.

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This article examines the efficiency of the National Football League (NFL) betting market. The standard ordinary least squares (OLS) regression methodology is replaced by a probit model. This circumvents potential econometric problems, and allows us to implement more sophisticated betting strategies where bets are placed only when there is a relatively high probability of success. In-sample tests indicate that probit-based betting strategies generate statistically significant profits. Whereas the profitability of a number of these betting strategies is confirmed by out-of-sample testing, there is some inconsistency among the remaining out-of-sample predictions. Our results also suggest that widely documented inefficiencies in this market tend to dissipate over time.

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Today's challenge to medical educators is to provide continuing education that supports excellence in clinical practice while finding new approaches to make learning more stimulating, motivating, and entertaining. At our hospital we are experimenting with innovative teaching techniques, incorporating games and debate, which encapsulate core concepts of the theory of adult learning: active participation by learners, application of knowledge, informal presentation, and feedback(1).

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Esta tese se propôs investigar a lógica inferencial das ações e suas significações em situações que mobilizam as noções de composição probabilística e acaso, bem como o papel dos modelos de significação no funcionamento cognitivo de adultos. Participaram 12 estudantes adultos jovens da classe popular, voluntários, de ambos os sexos, de um curso técnico integrado ao Ensino Médio da Educação de Jovens e Adultos. Foram realizados três encontros, individualmente, com registro em áudio e planilha eletrônica, utilizando-se dois jogos, o Likid Gaz e o Lucky Cassino, do software Missão Cognição (Haddad-Zubel, Pinkas & Pécaut, 2006), e o jogo Soma dos Dados (Silva, Rossetti & Cristo, 2012). Os procedimentos da tarefa foram adaptados de Silva e Frezza (2011): 1) apresentação do jogo; 2) execução do jogo; 3) entrevista semiestruturada; 4) aplicação de três situações-problema com intervenção segundo o Método Clínico; 5) nova partida do jogo; e 6) realização de outras duas situações-problema sem intervenção do Método Clínico. Elaboraram-se níveis de análise heurística, compreensão dos jogos e modelos de significação a partir da identificação de particularidades de procedimentos e significações nos jogos. O primeiro estudo examinou as implicações dos modelos de significação e representações prévias no pensamento do adulto, considerando que o sujeito organiza suas representações ou esquemas prévios relativos a um objeto na forma de modelos de significação em função do grau de complexidade e novidade da tarefa e de sua estrutura lógico matemática, que evoluem por meio do processo de equilibração; para o que precisa da demanda a significar esse aspecto da 13 realidade. O segundo estudo investigou a noção de combinação deduzível evidenciada no jogo Likid Gaz, identificando o papel dos modelos de significação na escolha dos procedimentos, implicando na rejeição de condutas de sistematização ou enumeração. Houve predominância dos níveis iniciais de análise heurística do jogo. O terceiro estudo examinou a noção de probabilidade observada no jogo Lucky Cassino, no qual a maioria dos participantes teve um nível de compreensão do jogo intermediário, com maior diversidade de modelos de significação em relação aos outros jogos, embora com predominância dos mais elementares. A síntese das noções de combinação, probabilidade e acaso foi explorada no quarto estudo pelo jogo Soma dos Dados (Silva, Rossetti & Cristo, 2012), identificando-se que uma limitação para adequada compreensão das ligações imbricadas nessas noções é a implicação significante – se aleatório A, então indeterminado D (notação A  D), com construção de pseudonecessidades e pseudo-obrigações ou mesmo necessidades locais, generalizadas inapropriadamente. A resistência ou obstáculos do objeto deveria provocar perturbações, mas a estrutura cognitiva, o ambiente social e os modelos culturais, e a afetividade podem interferir nesse processo.

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O objetivo do estudo foi identificar jogos, danças, brincadeiras e outras práticas corporais para analisar o processo de sua apreensão pelos sujeitos nas dinâmicas de relações sociais das comunidades. Em menor instância, os objetivos foram listados para analisar os momentos de continuidade, descontinuidade e/ou ruptura das tradições que ocorrem ao se desenvolver as práticas corporais e identificar e analisar as relações registradas nos espaços de “entrega” e “recepção” dessas tradições. Para tanto, ao propor a investigação das práticas corporais de comunidades tradicionais como nosso objeto de estudo, decidimos analisar Alto Santa Maria, do estado do Espírito Santo, localizada no município de Santa Maria de Jetibá, elegendo como sujeitos deste estudo crianças e adultos da comunidade pomerana. A partir de uma abordagem qualitativa, num primeiro momento foi realizado um levantamento bibliográfico e, posteriormente, o trabalho em campo para a coleta de dados por meio de entrevistas abertas e da técnica de observação assistemática de campo. A análise das entrevistas foi realizada de forma interpretativa, buscando apreender nas falas dos sujeitos, e de forma qualitativamente satisfatória,as categorias previamente selecionadas. A análise dos dados permitiu reconhecer, dentre os vários elementos da identidade cultural, a cultura corporal com relaçãoàspráticas corporais locais. Em Alto Santa Maria, elas se inscrevem em um contexto dinâmico, no qual se registram tanto tradicionais quanto não-tradicionais. Desta forma, concluímos que as práticas corporais, como jogos, brincadeiras e danças, materializam-se, nos contextos descritos, simultaneamente como práticas pomeranas ou externas à comunidade, mas que hoje fazem parte das práticas culturais do Alto Santa Maria, conduzindo a um diálogo entre elas.

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The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.