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Wyszukujesz frazę "Games" wg kryterium: Temat


Tytuł:
The mixed temporal game 1×1 with uncertain actions
Autorzy:
Cegielski, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/748232.pdf
Data publikacji:
1980
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
Stochastic games, stochastic differential games
Opis:
.
Author's introduction: "The game solved in the present paper belongs to a class of temporal games whose general model was given by S. Karlin [Mathematical methods and theory in games, programming and economics, Addison-Wesley, Reading, Mass., 1959; MR0111634]. The rules are as follows. There are two opposing players, A and B. Each player has a certain number of actions which he can take in the time interval [0,1]. Neither player knows the number of actions he or his opposer has. Each player knows only the distribution of the number of actions for him and his opponent. More precisely, let k1 denote the number of actions of player A and k2 the number of actions of player B, and let k1 and k2 be independent random variables. The distributions of these random variables are as follows: P(k1=1)=p, P(k1=0)=1−p, P(k2=1)=q, P(k2=0)=1−q, p,q∈(0,1]. The opponent knows only both distributions. Thus player A [player B] knows beforehand that he as well as his opponent has zero or one action with the probability given above. If player A has an action then it is silent, i.e., his opponent does not know the moment when the action is taken. If player B has an action it is noisy, i.e. his opponent knows the moment when the action is taken. As a result of the action the player can win or, equivalently, his opponent can lose. A win can be achieved according to the probability given above. If player A [player B] takes an action at time t, then the probability of winning is equal to P(t) [to Q(t)]. Functions P(t) and Q(t) are called payoff functions. These functions satisfy the following conditions: (1) P(t) and Q(t) are differentiable and P′(t)>0 and Q′(t)>0 for t∈(0,1); (2) P(0)=Q(0)=0, P(1)=Q(1)=1. Both functions are known to the players before the game begins. The game ends when one player wins or when neither wins at time t=1. If only player A wins he obtains the payoff +1 from his opponent, and likewise if only B wins he obtains the payoff +1. In the remaining cases the payoff is equal to zero. Y. Teraoka solved a temporal game 1×1 with uncertain actions [Rep. Himeji Inst. Tech. 28 (1975), 1–8; RŽMat 1976:8 V662]. If in the game, played according to the rules given above, we put p=q=1, then this type of game is a particular case of the game solved by A. Styszyński [Zastos. Mat. 14 (1974), 205–225; MR0351487]. Here we present a solution to a more generalized game in which the first player has n actions. The game defined above can be interpreted as a duel. In the course of an action shots are fired and a win is achieved when the opponent is hit. The payoff function is then called an accuracy function. The duelists do not know beforehand whether the weapons are loaded or accurate. They know only the probability of drawing a loaded weapon. We shall use this interpretation in later sections of the paper. This game can also be viewed as an advertising war. Two enterprises are engaged in an advertising war to win a contract. Here an action can be viewed as setting in motion the advertising machine of the player's company. A win is achieved when the contract is awarded to the player's company as a result of his action. Before the campaign the players do not know whether they will receive funds from their central offices to engage in the advertising war."
Źródło:
Mathematica Applicanda; 1980, 8, 16
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Restoration, Reflection, and Nostalgia for the New in Yakuza Kiwami and Final Fantasy VII Remake
Autorzy:
Neill Hoch, Indira
Powiązania:
https://bibliotekanauki.pl/articles/2150914.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
Final Fantasy VII Remake
nostalgia
remade games
remastered games
retro games
Yakuza Kiwami
Opis:
This study applies concepts of restorative and reflective nostalgia to ‘remake’ titles for eighth-generation consoles (here, PlayStation and PlayStation 2 titles remade for the PlayStation 4). Retro-game scholarship has considered 8 and 16-bit titles and fan practices through the concept of nostalgia since the mid-2000s. However, increasingly AAA game publishers have begun to remake and remaster more recent games. Given the potential for nostalgia to be either an oppressive or resistive set of interactions between object-game and subject-player, this paper analyses how restorative and reflective nostalgia is manifested throughout the narrative and gameplay mechanics of Yakuza Kiwami and Final Fantasy VII Remake, alongside players’ and digital game journalists reactions to the titles. This study utilizes a qualitative analysis of the remade titles, user comments from the E3 trailers posted to YouTube for each game, and digital game popular press articles to approach nostalgic reactions. Ultimately, the potential for both modes of nostalgia coexist as each of these titles are consumed and exist alongside other consumer goods.
Źródło:
Acta Ludologica; 2021, 4, 2; 62-77
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cancer on the Holodeck: Metaphors and Cultural Construction of a Disease through Digital Games
Autorzy:
Navarro-Sierra, Nuria
Carrillo-Vera, José Agustín
Gómez-García, Salvador
Powiązania:
https://bibliotekanauki.pl/articles/2084171.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
cancer
cultural industries
digital games
serious games
Opis:
A study from the OECD published that Cancer is one of the main causes of mortality in developed societies, with remarkably high prevalence, incidence and mortality rates for both sexes. This study closely examines nine digital games to elucidate how they conceptualize a disease like cancer around a narrative concerning the sickness, patients, treatments and outcomes. Discourse and content analysis techniques were applied to the message contained in the games looking to illuminate the connection between the narrative core, the audio-visual representation and the interactive aspects of the game, within the parameters of values-conscious design applied to digital games. This provides some evidence about the cultural and visual aspects of how game designers conceptualize the disease as a part of society. This research uncovers culturally embedded themes and reveals the prevalence of metaphor use in cancer discourse which relied on science, social support and spiritual convictions for social empowerment, building empathy and identification.
Źródło:
Acta Ludologica; 2020, 3, 2; 4-20
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Use Of Unity 3D in a Serious Game Dedicated to Development of Firearm Handling Skills
Autorzy:
Dziak, Ł.
Plechawska-Wójcik, M.
Powiązania:
https://bibliotekanauki.pl/articles/117868.pdf
Data publikacji:
2017
Wydawca:
Polskie Towarzystwo Promocji Wiedzy
Tematy:
serious games
educational games
firearm handling game
Opis:
The paper presents the model of the serious game designed to develop firearm handling skills. The game is dedicated to act as an educational tool. Its aim is to teach how to disassembly and assembly weapons. The main aim of the paper is to present and discuss educational value of this kind of serious games. Detailed results were obtained after end user examination. What is more, the aspect of ergonomic and usability is also covered. The paper presents also the game design and development process.
Źródło:
Applied Computer Science; 2017, 13, 2; 15-22
1895-3735
Pojawia się w:
Applied Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Necessary conditions for linear noncooperative N-player delta differential games on time scales
Autorzy:
Martins, Natália
Torres, Delfim
Powiązania:
https://bibliotekanauki.pl/articles/729242.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Zielonogórski. Wydział Matematyki, Informatyki i Ekonometrii
Tematy:
delta differential games
dynamic games on time scales
Opis:
We present necessary conditions for linear noncooperative N-player delta dynamic games on an arbitrary time scale. Necessary conditions for an open-loop Nash-equilibrium and for a memoryless perfect state Nash-equilibrium are proved.
Źródło:
Discussiones Mathematicae, Differential Inclusions, Control and Optimization; 2011, 31, 1; 23-37
1509-9407
Pojawia się w:
Discussiones Mathematicae, Differential Inclusions, Control and Optimization
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Indie games: fenomen niezależnych gier komputerowych
INDIE GAMES - A PHENOMENON OF THE INDEPENDENT VIDEO GAMES
Autorzy:
Garda, Maria B.
Lewandowski, Bartosz
Powiązania:
https://bibliotekanauki.pl/articles/636995.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
COMPUTER GAMES
GAME INDUSTRY
INDEPENDENT COMPUTER GAMES
INDIEWOOD
Opis:
In this essay we elaborate on the phenomenon of independent computer games by comparing it to the independent stream of American cinema - also known as Indiewood. The parallel between the film and gaming industries, that can be observed in the United States, has its roots in the early years of arcade games when the young companies like Atari were bought by media giants like Warner Communications. Having this influence in mind, we investigate the similarities and differences between those two segments of audiovisual media production. To illustrate the argument, we examine the two most prominent indie game titles of the past few years: World of Goo and Braid. In the last part of our article we also try to introduce a more national perspective by describing the situation of independent computer games in Poland
Źródło:
Przegląd Kulturoznawczy; 2011, 1(9); 143-153
1895-975X
2084-3860
Pojawia się w:
Przegląd Kulturoznawczy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Berge equilibrium in discontinuous games
Autorzy:
Deghdak, M.
Powiązania:
https://bibliotekanauki.pl/articles/206586.pdf
Data publikacji:
2014
Wydawca:
Polska Akademia Nauk. Instytut Badań Systemowych PAN
Tematy:
Berge equilibrium
game theory
discontinuous games
abstract games
Opis:
In this paper we consider some classes of abstract discontinuous games, for which the games possessing essential Berge equilibrium are the generic case. We extend the essential Berge equilibrium result from Deghdak (2014) to general abstract games.
Źródło:
Control and Cybernetics; 2014, 43, 3; 439-448
0324-8569
Pojawia się w:
Control and Cybernetics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Energy Expenditure and Intensity of Interactive Video Dance Games according to Health Recommendations
Autorzy:
Polechoński, Jacek
Mynarski, Władysław
Garbaciak, Wiesław
Fredyk, Artur
Rozpara, Michał
Nawrocka, Agnieszka
Powiązania:
https://bibliotekanauki.pl/articles/1030599.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
active video games
energy expenditure
interactive dance video games
Opis:
Backround: The aim of this study was the assessment of energy expenditure (EE) and the intensity of physical activity (PA) of adult women during the interactive dance video game (IDVG) Dance Central on Xbox 360 Kinect in the context of health recommendations. Methods: Twenty eight intentionally selected women (mean ± SD age: 21.8±1.1 years, body height: 167.3±6.1cm, body mass: 59.3±5.9 kg, body mass index: 21.2±1.3) met the inclusion criteria and took part in to the experiment. Heart rate monitor, accelerometer, and pedometer were used as measurement tools. Participants performed the same easy dance routine three times (for a total of 10 min.). Trials consisted of imitating the motions presented by the virtual dancer. Results: The data from accelerometer and heart rate monitor were similar, and indicated the moderate intensity of interactive dance video game (IDVG) Dance Central. However, energy expenditure assessed by pedometer was significantly lower. Conclusion: IDVG Dance Central may be useful in increasing the daily dose of physical activity of adult women and meet the health-related recommendations provided its regular practice.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2018, 24, 4; 35-43
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Research potential in virtual worlds. An example of Second Life
Autorzy:
Hofman-Kohlmeyer, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1178922.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
computer games
research in games
second life
virtual worlds
Opis:
The emergence of virtual worlds made significant influence on companies’ performance. Second Life became a space for various business activities like brand promotion, selling products, education, learning. Increase in use of virtual worlds on the business purposes can be also observed. This article is aimed to give an outlook on the research opportunities in virtual environment on the example of Second Life. In order to achieve the assumed goal, the author employed a literature review. The results show that virtual worlds offer a lot of sources of information’s such as community groups, snapshots, video footages, in-game forums that can be utilize on the research purposes. Researchers can also involve avatars in the surveys. Literature review also offer many suggestions how to conduct business research in special game environment and show differences between virtual and real worlds.
Źródło:
World Scientific News; 2017, 89; 225-230
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Formy tekstowości w grach wideo
Forms of Textuality in Video Games
Autorzy:
Wójcik, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/520062.pdf
Data publikacji:
2016
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
video games
game studies
poetics of video games
poetics
Opis:
Reviewed book: Piotr Kubiński, Gry wideo: Zarys poetyki, Kraków: Universitas 2016, ISBN: 97883-242-2788-4
Źródło:
Creatio Fantastica; 2016, 3-4(54-55); 59-62
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Digital Games as a Cultural Phenomenon: A Brief History and Current State
Autorzy:
Rokošný, Ivan
Powiązania:
https://bibliotekanauki.pl/articles/485133.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
arcade games
digital games
game industry
history
portable consoles
Opis:
Digital games are one of the biggest cultural phenomenon of our time. From the first primitive devices, throught milestones of age, which inherited cultural status, to the newest technology – every part has its own meaning and proves that humans are playful creatures. But in digital games lies much greater potential, which can be used outside of the gaming industry, because games have an irredeemable place in the majority of the population. In current times we can even talk about gaming society and the author of this overview study sees his goal to process the historical development of digital games, analyse its current state and therefore this study could serve as the theoretical framework for further exploration, such as the future development of this area.
Źródło:
Acta Ludologica; 2018, 1, 2; 48-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Game-based Enhancement of Teaching Logistics and Supply Chain Management
Autorzy:
Cvetić, Biljana
Vasiljević, Dragan
Powiązania:
https://bibliotekanauki.pl/articles/45631809.pdf
Data publikacji:
2012-09-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
games
games-based learning
logistics
supply chain management
education
Opis:
The paper focuses on the selection, application and evaluation of games suitable to enhance teaching and learning processes in two courses related to logistics and supply chain management (SCM) at the Faculty of Organizational Sciences, University of Belgrade. The selection procedure of logistics and SCM games which incorporates the database of these games and a multi-criteria analysis are designed and applied. Based on requirements to support practicing the distribution requirements planning (DRP) a new game has also been designed. The outcomes of post-game evaluation have shown that students like playing logistics and SCM games and that playing these games helps them learn something they have not previously known. The results of this study are useful for both academics and practitioners interested in training and education of logistics and supply chain (SC) professionals.
Źródło:
The New Educational Review; 2012, 29; 162-173
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Schelling games, Kuran dominos and electoral coalitions. Non-standard game-theoretic models of collective action
Autorzy:
Kaminski, Marek
Powiązania:
https://bibliotekanauki.pl/articles/1198726.pdf
Data publikacji:
2015
Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Tematy:
collective action
non-cooperative games
partition function
Schelling’s games
Kuran’s games
Mancur Olson
Opis:
Non-cooperative games such as the Prisoner’s Dilemma, Stag Hunt, Asymmetric Coordination and others are primary tools used for modeling collective action. I consider formal models that are close cousins of such standard games: Schelling’s games, Kuran’s dominos and partition function form games. For certain empirical problems, each of these formalisms may have advantages over standard games. Among the benefi ts there are mathematical simplicity, more intuitive depiction of represented phenomena, and better operationalizability. I formalize all three models and prove simple existence theorems for two of them. The detailed examples of applications include vaccination, unpredictability of revolutions, and electoral coalitions.
Źródło:
Decyzje; 2015, 24; 91-105
1733-0092
2391-761X
Pojawia się w:
Decyzje
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
DIGITAL GAMES FOR ENGLISH CLASSROOMS
Autorzy:
Sardone, Nancy B.
Devlin-Scherer, Roberta
Powiązania:
https://bibliotekanauki.pl/articles/955818.pdf
Data publikacji:
2010
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
digital games
CALL
Opis:
This article describes the games played and highlights reactions of preservice teachers and their students. In addition, suggested ways inservice teachers can use games in the current curriculum are included.
Źródło:
Teaching English with Technology; 2010, 10, 1; 35-50
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Climate Change Games as an Effective Tool for ESD Practices
Autorzy:
Khalaim, Oleksandra
Powiązania:
https://bibliotekanauki.pl/articles/1390745.pdf
Data publikacji:
2017
Wydawca:
Wyższa Szkoła Bankowa w Poznaniu
Tematy:
climate change education
ecological games
ESD
role playing games
Opis:
Climate change is one of the most acute problems humanity is facing nowadays. At the same time, the school curriculum in Ukraine in most cases does not include up-to-date, practically oriented knowledge about climate change threats. For this reason this study describes examples of well-known climate change games, translated and adaptated for use in Ukrainian schools and aims to analyze role playing games about climate change as a tool that can be used in Education for Sustainable Development (ESD). The article describes 12 games selected from 5 open-access sources (like WWF, Red Cross Climate Centre), which were used in pilot studies conducted in 5 Ukrainian schools in order to estimate their applicability in the school educational program for biological disciplines. The results indicate a significant effect of raising the level of understanding of climate change threats and solutions; the proposed games can efficiently cover the educational gap in this field.
Źródło:
Studia Periegetica; 2017, 17(1); 111-122
1897-9262
2658-1736
Pojawia się w:
Studia Periegetica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Świat przedstawiony w przygodowych grach planszowych
The Diegetic World in Adventure Board Games
Autorzy:
Zielińska-Nowak, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/2014906.pdf
Data publikacji:
2021
Wydawca:
Komisja Nauk Filologicznych Polskiej Akademii Nauk, Oddział we Wrocławiu
Tematy:
board games
adventure games
diegetic world
game mechanics
theatre
Opis:
The article presents the ways in which the diegetic world is built in adventure board games: 1) material components attached to the game, 2) game mechanics and rules and 3) co-creating history by players during the game. The article shows how the decisions of players influence the story and through that – the diegetic world. For the purpose of the article, I analysed elements of adventure board games and conducted an online survey among players to check what elements create the diegetic world. Their answers confirmed my findings regarding the adventure board games.
Źródło:
Academic Journal of Modern Philology; 2021, 12; 261-278
2299-7164
2353-3218
Pojawia się w:
Academic Journal of Modern Philology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Stackelberg Security Games: Models, Applications and Computational Aspects
Autorzy:
Wilczyński, A.
Jakóbik, A.
Kołodziej, J.
Powiązania:
https://bibliotekanauki.pl/articles/309423.pdf
Data publikacji:
2016
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
Bayesian game
game theory
leadership
Nash equilibrium
normal form games
security games
Stackelberg equilibrium
Stackelberg games
Opis:
Stackelberg games are non-symmetric games where one player or specified group of players have the privilege position and make decision before the other players. Such games are used in telecommunication and computational systems for supporting administrative decisions. Recently Stackleberg games became useful also in the systems where security issues are the crucial decision criteria. In this paper authors briefly survey the most popular Stackelberg security game models and provide the analysis of the model properties illustrated in the realistic use cases.
Źródło:
Journal of Telecommunications and Information Technology; 2016, 3; 70-79
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Comparing two ways of measuring the power of party members in simple majority voting games
Autorzy:
Ekes, M.
Powiązania:
https://bibliotekanauki.pl/articles/206089.pdf
Data publikacji:
2011
Wydawca:
Polska Akademia Nauk. Instytut Badań Systemowych PAN
Tematy:
simple majority voting games
games with a priori unions
composite games
Shapley-Shubik index
Owen index
Opis:
We examine two approaches to the problem of measuring the voting power of individuals in a voting body with an a priori coalition structure by means of the Shapley-Shubik index. In order to analyze this question we apply games with a priori unions and composite games. We compare these two approaches basing on voting games with 100 voters and different coalition structures and present our conclusions.
Źródło:
Control and Cybernetics; 2011, 40, 4; 1189-1208
0324-8569
Pojawia się w:
Control and Cybernetics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
An antagonistic game of random duration
Autorzy:
Styszyński, Antoni
Powiązania:
https://bibliotekanauki.pl/articles/747928.pdf
Data publikacji:
1981
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
2-person games
Opis:
W pracy Домански'ego(1974) rozważa się pewien model gry antagonistycznej związanej z ciągiem zmiennych losowych niezależnych, przyjmujących wartości 0 i l. Celem niniejszej pracy jest znalezienie rozwiązania dla wersji z czasem ciągłym modelu gry z Домански(1974). Zakłada się, że czas przebywania w stanie l jest zmienną losową o znanej dystrybuancie F( t), t ~ O. Zmodyfikowana gra jest grą na produkcie (O, co) x [O, co) z nieciągłą funkcją wypłaty. Stosując metodę dodatnich transformacji całkowych rozwiniętą przez Karlina(1959) dla gier czasowych uzyskujemy postać strategii optymalnych w rozważanej grze.
The author considers a game of timing over [0,∞)×[0,∞) with a pay-off function discontinuous at the main diagonal. The game has its origin in a game in which two producers seek the favour of a buyer who drops the attempt to buy the production after a random time. Under certain regularity assumptions and by means of the known method of S. Karlin [Mathematical methods and theory in games, programming and economics, Addison, London, 1959; MR0111634], the author shows the existence of a unique pair of mixed optimal strategies, which are distribution functions over [0,∞). These are concentrated on a finite interval and continuous in the whole domain with the exclusion, perhaps, of 0. Some gaps in the representation do not diminish the value of the paper.
Źródło:
Mathematica Applicanda; 1981, 9, 17
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Airport interval games and their Shapley value
Lotniskowe gry przedziałowe i ich wartość Shapleya
Autorzy:
ALPARSLAN GÖK, Sırma Zeynep
BRANZEİ, Rodica
TİJS, Stef
Powiązania:
https://bibliotekanauki.pl/articles/907537.pdf
Data publikacji:
2009
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
cooperative interval games
concave games
airport games
cost games
interval data
kooperatywne gry przedziałowe
gry wklęsłe, gry lotniskowe
gry kosztowe
dane przedziałowe
Opis:
This paper deals with the research area of cooperative interval games arising from airport situations with interval data. The major topic of the paper is to present and identify the interval Baker–Thompson rule.
Praca dotyczy gier kooperacyjnych opisujących sytuacje występujące na lotniskach, gdzie dane są przedziałowe. Głównym celem pracy jest przedstawienie i identyfikacja przedziałowych zasad Bakera–Thompsona, służących do rozwiązywania problemu opłat lotniskowych dla samolotów lądujących na lotniskach z jednym pasem startowym, gdzie koszt użycia pasa startowego jest nieustalony. Dla takich gier lotniskowych podany jest dowód zgodności pomiędzy alokacją przedziałową Bakera–Thompsona a wartością Shapleya. Pokazano, że zasady przedziałowe Bakera–Thompsona zastosowane do dowolnej sytuacji lotniskowej z danymi przedziałowymi prowadzą do alokacji, należącej do przedziałowego jądra odpowiedniej przedziałowej gry lotniskowej. Zdefiniowano oraz podano niektóre charakterystyki takich wklęsłych gier przedziałowych. Dowiedziono wklęsłości lotniskowych gier przedziałowych oraz użyto tej właściwości do alternatywnego dowodu stabilności przedziałowej alokacji Bakera–Thompsona.
Źródło:
Operations Research and Decisions; 2009, 19, 2; 9-18
2081-8858
2391-6060
Pojawia się w:
Operations Research and Decisions
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wyścig kolonialny. Przedstawienie kolonializmu w grach planszowych
The Scramble for Colonies. Representations of Colonialism in Board Games
Autorzy:
Poręba, Izabela
Powiązania:
https://bibliotekanauki.pl/articles/28642307.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
gry planszowe
kolonizacja
etyka gier
board games
colonialism
games ethics
Opis:
Jednym z  popularnych tematów gier planszowych jest kolonializm jako zarówno tło historyczne dla growej narracji, jak i zbiór mitów, stereotypów i fantazmatów o imperialnej proweniencji. Wśród nich wskazać można: orientalne reprezentacje Innego, uprzywilejowanie europocentrycznej perspektywy, mityzowanie kolonizacji jako rozwoju cywilizacyjnego czy jej przedstawienie jako odkrywanie „ziemi niczyjej”. W artykule omówione zostały wybrane gry planszowe realizujące różne strategie ukazywania kolonialnej tematyki oraz mechaniki gier ekonomicznych i strategicznych. Celem pracy było również dotarcie do źródła nieporozumień co do zasadności lub niezasadności rozpatrywania gier planszowych w kategoriach etycznych.
One of the popular themes of board games is colonialism, both as a historical background for the game’s narrative and as a collection of myths, stereotypes and phantasms of imperial provenance. These include: oriental representations of the Other, privileging the Eurocentric perspective, mythicizing colonization as a  civilization development or presenting it as discovering of a “no man’s land”. The article discusses selected board games that implement various strategies of presenting colonial themes and mechanics of economic and strategic games. The aim of the paper was also to indicate the source of misunderstandings as to the validity or invalidity of considering board games in ethical terms.
Źródło:
Homo Ludens; 2022, 1(15); 13-30
2080-4555
Pojawia się w:
Homo Ludens
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Maps in video games - range of applications
Autorzy:
Chądzyńska, D.
Gotlib, D.
Powiązania:
https://bibliotekanauki.pl/articles/92470.pdf
Data publikacji:
2015
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
cartography
computer simulators
visualizations in games
video games
virtual world
Opis:
The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
Źródło:
Polish Cartographical Review; 2015, 47, 3; 137-145
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On the comparison of group playing and computer games and their effects on students
Autorzy:
Jamalahdin, Mostafa
Zahra, Mirzaei
Pourkarim, Ameneh
Powiązania:
https://bibliotekanauki.pl/articles/1181439.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
children and adolescents
computer games
group playing
play and games
Opis:
Attention to children and adolescents and their helath status will guarantee the future of health of the society. Games as spirit of childhood and the thing distinguishing children from adulthood is a medium with which the child communicates with the world around. Thus, it is imperative to carry out a research on comparing children's physical games in natural settings and computer games which have recently entered into the children world. In the current research, an all-out comparison between these two games has taken place while examining features and outcomes of physical and computer games. The present research has been conducted in a library form and through examination of relevant books and sources. Upon analyzing evidence and sources, it is concluded that children's play in natural settings free from virtual world is far better than computer games and its positive outcomes are more while less risks are incurred. Moreover, computer games related negative outcomes are greater than positive ones.
Źródło:
World Scientific News; 2017, 72; 670-679
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tekstowe gry przeglądarkowe – nowa płaszczyzna gier fabularnych
Browser text games – a new field for role-play
Autorzy:
Nowaczek, Karolina
Powiązania:
https://bibliotekanauki.pl/articles/648759.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
role-play
text games
browser games
interner
creating public image
Opis:
The article addresses the subject of text-based browser games belonging to the RPG genre. The characteristic feature of this game type is its social aspect and a greater level of immersion. Role-playing games have adapted to new technologies using the new media – the Internet and web browsers – as a gaming platform. Consequently, it has become possible to overcome the temporal and spatial barriers. The article examines a game session as the interactive negotiation of meaning, a phenomenon distinct from the fictional game time, and character creation as a form of creating public image.
Źródło:
Acta Universitatis Lodziensis. Folia Litteraria Polonica; 2012, 17, 3; 227-236
1505-9057
2353-1908
Pojawia się w:
Acta Universitatis Lodziensis. Folia Litteraria Polonica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Agresywność i kontrola emocjonalna użytkowników azjatyckich gier sieciowych MMORPG
Aggressiveness and emotional control of Asiatic online MMORPG games’ users
Autorzy:
Izdebski, Paweł
Górska, Agata
Szymanik, Anna
Powiązania:
https://bibliotekanauki.pl/articles/1178590.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Kazimierza Wielkiego w Bydgoszczy
Tematy:
MMORPG
aggressiveness
agression
anger
computer games
emotional control
online games
Opis:
Using MMORPG computer games, in which users’ strong commitment to the game is connected with the influence of the rules prevailing in the virtual world, can lead to the users’ aggresive reactions, establishing them and transferring into the real world through modification of cognitive constructs as well as changes in the assessment of the situation and the response choices. Studies conducted on a group of 32 people playing MMORPG of Japanese production shows, that players compared with the control group are more aggressive verbally, often reveal anger as well as it is harder for them to suppress it, easier enter into the emotogenic situations, it is harder for them to control their behavior and they are often guided by affection in it.
Źródło:
Polskie Forum Psychologiczne; 2012, XVII, 2; 381-394
1642-1043
Pojawia się w:
Polskie Forum Psychologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł

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