WorldWideScience

Sample records for selling lottery game

  1. 22 CFR 1203.735-210 - Gambling, betting, and lotteries.

    Science.gov (United States)

    2010-04-01

    ... RESPONSIBILITIES AND CONDUCT Ethical and Other Conduct and Responsibilities of Employees § 1203.735-210 Gambling..., in conducting a lottery or pool, in a game for money or property, or in selling or purchasing a...

  2. Stress Induces Contextual Blindness in Lotteries and Coordination Games

    Directory of Open Access Journals (Sweden)

    Isabelle Brocas

    2017-12-01

    Full Text Available In this paper, we study how stress affects risk taking in three tasks: individual lotteries, Stag Hunt (coordination games, and Hawk-Dove (anti-coordination games. Both control and stressed subjects take more risks in all three tasks when the value of the safe option is decreased and in lotteries when the expected gain is increased. Also, subjects take longer to take decisions when stakes are high, when the safe option is less attractive and in the conceptually more difficult Hawk-Dove game. Stress (weakly increases reaction times in those cases. Finally, our main result is that the behavior of stressed subjects in lotteries, Stag Hunt and Hawk-Dove are all highly predictive of each other (p-value < 0.001 for all three pairwise correlations. Such strong relationship is not present in our control group. Our results illustrate a “contextual blindness” caused by stress. The mathematical and behavioral tensions of Stag Hunt and Hawk-Dove games are axiomatically different, and we should expect different behavior across these games, and also with respect to the individual task. A possible explanation for the highly significant connection across tasks in the stress condition is that stressed subjects habitually rely on one mechanism to make a decision in all contexts whereas unstressed subjects utilize a more cognitively flexible approach.

  3. Do New Lottery Games Stimulate Retail Activity? Evidence from West Virginia Counties

    OpenAIRE

    Skidmore, Mark; Serkan Tosun, Mehmet

    2008-01-01

    In this study we examine the impact of lottery sales and the introduction of new lottery games on the retail activity using panel data on all West Virginia counties over the 1987-2001 period. We find that the introduction of video lottery spurred retail activity in those counties that have been granted the authority to offer video lottery. Empirical analysis also suggests that there is a positive relationship between lottery sales and retail activity, and that generally the introduction of ne...

  4. Segmentation in low-penetration and low-involvement categories: an application to lottery games.

    Science.gov (United States)

    Guesalaga, Rodrigo; Marshall, Pablo

    2013-09-01

    Market segmentation is accepted as a fundamental concept in marketing and several authors have recently proposed a segmentation model where personal and environmental variables intersect with each other to form motivating conditions that drive behavior and preferences. This model of segmentation has been applied to packaged goods. This paper extends this literature by proposing a segmentation model for low-penetration and low involvement (LP-LI) products. An application to the lottery games in Chile supports the proposed model. The results of the study show that in this type of products (LP-LI), the attitude towards the product category is the most important factor that distinguishes consumers from non consumers, and heavy users from light users, and consequently, a critical segmentation variable. In addition, a cluster analysis shows the existence of three segments: (1) the impulsive dreamers, who believe in chance, and in that lottery games can change their life, (2) the skeptical, that do not believe in chance, nor in that lottery games can change their life and (3) the willing, who value the benefits of playing.

  5. Did the Gamemakers Fix the Lottery in the Hunger Games?

    Science.gov (United States)

    Caudle, Kyle; Daniels, Erica

    2015-01-01

    The Hunger Games is an annual event in the fictional country of Panem. Each year, 24 children (tributes) are chosen by lottery from 12 districts to fight to the death in the arena for the entertainment of the Capitol citizens. Using statistical analysis and computer simulations, we will explore the possibility that the Gamemakers, those in charge…

  6. How Not to Strike it Rich: Semantics, Pragmatics, and Semiotics of a Massachusetts Lottery Game Card

    Science.gov (United States)

    Butters, Ronald R.

    2004-01-01

    In 2001, the Massachusetts State Lottery Commission released for sale a new "instant lottery ticket" "scratch-and-play" game card named "Caesars [sic] Palace[R]" (played by scratching the surface of each card at designated spots to reveal hidden numbers or images). It offered ten grand prizes of $1,000,000 each and a…

  7. Lucky Stores, Gambling, and Addiction: Empirical Evidence from State Lottery Sales

    OpenAIRE

    Jonathan Guryan; Melissa S. Kearney

    2005-01-01

    There is a large body of literature in both psychology and economics documenting mistaken perceptions of randomness. In this paper we demonstrate that people appear to believe that "lightning will strike twice" when it comes to lottery jackpots. First, we show that in the week following the sale of a winning ticket, retailers that sell a winning jackpot ticket experience relative increases in game-specific ticket sales of between 12 and 38 percent, with the sales response increasing in the si...

  8. Constructing a Model of Lottery Tax Incidence Measurement: Revisiting the Illinois Lottery Tax for Education

    Science.gov (United States)

    Daberkow, Kevin S.; Lin, Wei

    2012-01-01

    Nearly half a century of lottery scholarship has measured lottery tax incidence predominantly through either the Suits Index or regression analysis. The present study builds on historic lottery tax burden measurement to present a comprehensive set of tools to determine the tax incidence of individual games in addition to determining which lottery…

  9. The Lottery Is a Mathematics Powerball

    Science.gov (United States)

    Lim, Vivian; Rubel, Laurie; Shookhoff, Lauren; Sullivan, Mathew; Williams, Sarah

    2016-01-01

    The lottery has rich potential for mathematical explorations. It serves as a real-world context to explore concepts of permutations, combinations, sample space, and probability in terms of making sense of the lottery games. The lottery offers additional possibilities in terms of scaling, data analysis, and spatial analysis. Finally, by readily…

  10. Winning Strategies: A Case Study of Oyo State Lottery, Nigeria

    African Journals Online (AJOL)

    PROF. OLIVER OSUAGWA

    2014-06-01

    Jun 1, 2014 ... Keywords: Tickets, Lottery strategy, Winning numbers, Hypothesis testing, Historical ... Among all the games of ... different kinds of games are organized by ..... [1] Bradley, R.E. (2001), “Euler and the Genoese lottery”, [Online; ...

  11. Video lottery: winning expectancies and arousal.

    Science.gov (United States)

    Ladouceur, Robert; Sévigny, Serge; Blaszczynski, Alexander; O'Connor, Kieron; Lavoie, Marc E

    2003-06-01

    This study investigates the effects of video lottery players' expectancies of winning on physiological and subjective arousal. Participants were assigned randomly to one of two experimental conditions: high and low winning expectancies. Participants played 100 video lottery games in a laboratory setting while physiological measures were recorded. Level of risk-taking was controlled. Participants were 34 occasional or regular video lottery players. They were assigned randomly into two groups of 17, with nine men and eight women in each group. The low-expectancy group played for fun, therefore expecting to win worthless credits, while the high-expectancy group played for real money. Players' experience, demographic variables and subjective arousal were assessed. Severity of problem gambling was measured with the South Oaks Gambling Screen. In order to measure arousal, the average heart rate was recorded across eight periods. Participants exposed to high as compared to low expectations experienced faster heart rate prior to and during the gambling session. According to self-reports, it is the expectancy of winning money that is exciting, not playing the game. Regardless of the level of risk-taking, expectancy of winning is a cognitive factor influencing levels of arousal. When playing for fun, gambling becomes significantly less stimulating than when playing for money.

  12. Examining the gambling behaviors of Chinese online lottery gamblers: are they rational?

    Science.gov (United States)

    Yuan, Jia

    2015-06-01

    In this research, we explore a unique Chinese peer to peer (P2P) online lottery gambling data (n = 388,123) and examine the rationality of Chinese online lottery gamblers. We show that Chinese online lottery gamblers are irrational in the sense that they are significantly affected by the lottery winning history of others even though this winning history is shown to be merely an exogenous random shock. Specifically, in this Chinese P2P online lottery gambling game, some of the lottery gamblers (named the proposers) propose lottery packages first, and then, other lottery gamblers (named the followers) will follow by choosing among the different packages and deciding on how much to purchase. The past lottery winning return rate of each proposer is provided as public information and calculated as the ratio between her past winning money and wager. It is shown that this past return rate is merely a random shock because winning in the past cannot predict anything about the performance in the future. However, we find that Chinese online P2P lottery gamblers are significantly more likely to join a lottery package if it is proposed by proposers with higher return rates.

  13. Are your numbers up? The psychological appeal of lotteries

    OpenAIRE

    Griffiths, MD

    2010-01-01

    Playing on national lottery games is one of the most popular forms of gambling worldwide and they are also growing in popularity in their many online incarnations. But what is the psychological appeal of an activity where the odds of winning huge jackpot prizes are usually infinitesimal? For instance, the odds of winning the EuroMillions lottery are 76 million to one. I often joke that you would get better odds of Elvis Presley landing on the moon on the back of the Loch Ness Monster!

  14. Manipulations of the features of standard video lottery terminal (VLT) games: effects in pathological and non-pathological gamblers.

    Science.gov (United States)

    Loba, P; Stewart, S H; Klein, R M; Blackburn, J R

    2001-01-01

    The present study was conducted to identify game parameters that would reduce the risk of abuse of video lottery terminals (VLTs) by pathological gamblers, while exerting minimal effects on the behavior of non-pathological gamblers. Three manipulations of standard VLT game features were explored. Participants were exposed to: a counter which displayed a running total of money spent; a VLT spinning reels game where participants could no longer "stop" the reels by touching the screen; and sensory feature manipulations. In control conditions, participants were exposed to standard settings for either a spinning reels or a video poker game. Dependent variables were self-ratings of reactions to each set of parameters. A set of 2(3) x 2 x 2 (game manipulation [experimental condition(s) vs. control condition] x game [spinning reels vs. video poker] x gambler status [pathological vs. non-pathological]) repeated measures ANOVAs were conducted on all dependent variables. The findings suggest that the sensory manipulations (i.e., fast speed/sound or slow speed/no sound manipulations) produced the most robust reaction differences. Before advocating harm reduction policies such as lowering sensory features of VLT games to reduce potential harm to pathological gamblers, it is important to replicate findings in a more naturalistic setting, such as a real bar.

  15. Decision making over imprecise lotteries

    OpenAIRE

    Rébillé, Yann

    2005-01-01

    URL des Cahiers :http://mse.univ-paris1.fr/MSEFramCahier2005.htm; Cahiers de la Maison des Sciences Economiques 2005.89 - ISSN : 1624-0340; Since von Neuman and Morgenstern's (1944) contribution to game theory, the expected utility criterion has become the standard functional to evaluate risky prospects. Risky prospects are understood to be lotteries on a set of prizes. In which case a decision maker will receive a precise prize with a given probability. A wide interest on imprecise object ha...

  16. Responsible gambling tools: pop-up messages and pauses on video lottery terminals.

    Science.gov (United States)

    Cloutier, Martin; Ladouceur, Robert; Sévigny, Serge

    2006-09-01

    The authors examined the effect of messages and pauses, presented on video lottery terminal screens, on erroneous beliefs and persistence to play. At posttest, the strength of erroneous beliefs was lower for participants who received messages conveying information about randomness in gambling as compared to those who received pauses. Pauses also diminished the strength of erroneous beliefs, and there was no difference between the effects of pauses and messages on the number of games played. The authors discuss these results in terms of the use of messages and pauses on video lottery terminals as a strategy for promoting responsible gambling.

  17. The silver linings of lottery play: motivation and subjective well-being of British lottery participants

    NARCIS (Netherlands)

    M.J. Burger (Martijn); M. Hendriks (Martijn); E. Pleeging; P.W. van der Zwan (Peter)

    2016-01-01

    textabstractAlthough certain researchers have attributed widespread lottery play to irrational beliefs that people hold regarding the chances of winning the lottery, another explanation for the popularity of lottery gambling is that lottery players may experience positive emotions before the draw.

  18. Reflections on the voluntary self-exclusion of gamblers and the law-suits against Ontario Lottery and Gaming Corporation.

    Science.gov (United States)

    Faregh, Neda; Leth-Steensen, Craig

    2009-06-01

    Legalized gambling in Canada is governed by Provincial legislation. In Ontario, the Ontario Lottery and Gaming Corporation is responsible for all aspects of gambling in the Province. There have been a number of recent lawsuits against this Crown agency of the Government of Ontario by gamblers, most of which have been settled or otherwise resolved. A recent class-action lawsuit on behalf of thousands of Ontario gamblers against this agency raises a number of interesting questions regarding the issue of responsibility and liability. The questions surround the issue of self-exclusionary practices of gamblers who deem themselves in need of external intervention in order interesting questions regarding the issue of responsibility and liability. The questions surround the issue to abstain from further gambling. A contract is voluntarily signed by the self-excluding gamblers whereby their further attendance at gaming venues is prevented and could be punishable by law. Where the gaming venues have failed to enforce the terms of this contract, gamblers have continued to gamble at these establishments. The class-action lawsuit stems from the grievances of these self-excluded gamblers who were not turned away. Relevant psychological theories and recent findings pertaining to gambling are reviewed and questions relevant to these grievances are discussed in favor of government responsibility and liability toward gamblers.

  19. Transformational change in the SA gambling and lotteries sector

    Directory of Open Access Journals (Sweden)

    D. Van Lill

    2007-12-01

    Full Text Available Purpose: This paper examines the transformation of the South African gaming and casino sub-sector after South Africa's democratic dispensation in 1994 and the National Gambling Act (33 of 1996. These developments introduced an adapt-or-die scenario to the gambling and lotteries sector leading to a total overhaul of strategy, structure, systems, processes, technology, work, culture, behaviour and mindset. More specifically, Sun International's gaming and casino division's response to transformational change was examined by tapping into, and reflecting on, the experiences of managers involved in day-to-day casino operations. Design: The conceptual framework of the research is based on transformation as a form of change where business principles and people management are highly integrated. Subsequently, a user-friendly tool called the "See-Saw model" was developed to measure transformational progress. The model was applied in six change management workshops for casino managers and, from this framework, transformational progress was interpreted. Findings: The results highlighted the magnitude of change in the gambling and lotteries sector. It appeared that this sector has evolved in 10 year cycles up to 2000, whereas the current level of competitiveness fuels the demand for innovation and change in less than two year cycles. The second significant finding revolved around employees' perception that Sun International's gaming and casinos division has performed well in terms of value innovation variables. Implications: The study confirmed that, in successful transformation, business innovation needs to be balanced by fairness principles. Moreover, that the threat-rigidity in leader and employee mindset has become a most challenging people management puzzle to position in securing sustainable competitive advantage. Originality: The value of the research lies in the development of a user-friendly, non-threatening strategic tool called the "see-saw model

  20. [Online gaming. Potential risk and prevention programs].

    Science.gov (United States)

    Malischnig, Doris

    2014-12-01

    Online gaming is more and more common and increasingly accessible. Due to a lack of social control the participation could be a potential risk for certain customers. The given article focuses on prevention measures that are provided by the Austrian online gaming operator, the Austrian Lotteries, provider of the online gaming platform win2day, in the light of the specifics of Internet gaming in order to avoid problems with gaming.

  1. Reduction of Compound Lotteries with Objective Probabilities

    DEFF Research Database (Denmark)

    Harrison, Glenn W.; Martínez-Correa, Jimmy; Swarthout, J. Todd

    2015-01-01

    -stages compound lotteries, and their actuarially equivalent one-stage lotteries. We find violations of ROCL and that behavior is better characterized by a source-dependent version of the Rank-Dependent Utility model rather than Expected Utility Theory. Since we use the popular “1-in-K” random lottery incentive....... These results are supported by both structural estimation of latent preferences as well as non-parametric analysis of choice patterns. The random lottery incentive mechanism, used as payment protocol, itself induces an additional layer of “compounding” by design that might create confounds in tests of ROCL...

  2. Three Arguments for Lotteries

    OpenAIRE

    STONE, PETER

    2010-01-01

    PUBLISHED Philosophers and social scientists have offered a variety of arguments for making certain types of decisions by lot. This paper examines three such arguments. These arguments identify indeterminacy, fairness and incentive effects as the major reasons for using lotteries to make decisions. These arguments are central to Jon Elster?s study of lottery use, Solomonic judgments (1989), and so the paper focuses upon their treatment in this work. Upon closer examination, all three argum...

  3. Uncertainty: lotteries and risk

    OpenAIRE

    Ávalos, Eloy

    2011-01-01

    In this paper we develop the theory of uncertainty in a context where the risks assumed by the individual are measurable and manageable. We primarily use the definition of lottery to formulate the axioms of the individual's preferences, and its representation through the utility function von Neumann - Morgenstern. We study the expected utility theorem and its properties, the paradoxes of choice under uncertainty and finally the measures of risk aversion with monetary lotteries.

  4. Winning strategies: A case study of Oyo State Lottery, Nigeria ...

    African Journals Online (AJOL)

    In this study, we investigated three common lottery strategies: random, low and high frequency strategies, usually employed by lottery players. The Oyo State Lottery, a type of lottery in Oyo State, Nigeria was used as a case study. For the three strategies, we considered whether the selection of numbers in Oyo State lottery ...

  5. Inducing Risk Neutral Preferences with Binary Lotteries

    DEFF Research Database (Denmark)

    Harrison, Glenn W.; Martínez-Correa, Jimmy; Swarthout, J. Todd

    2013-01-01

    validity of any strategic equilibrium behavior, or even the customary independence axiom. We show that subjects sampled from our population are generally risk averse when lotteries are defined over monetary outcomes, and that the binary lottery procedure does indeed induce a statistically significant shift......We evaluate the binary lottery procedure for inducing risk neutral behavior. We strip the experimental implementation down to bare bones, taking care to avoid any potentially confounding assumptions about behavior having to be made. In particular, our evaluation does not rely on the assumed...... toward risk neutrality. This striking result generalizes to the case in which subjects make several lottery choices and one is selected for payment....

  6. Is Lottery Gambling Addictive?

    OpenAIRE

    Jonathan Guryan; Melissa S. Kearney

    2010-01-01

    We present an empirical test for the addictiveness of lottery gambling. To distinguish state dependence from serial correlation, we exploit an exogenous shock to local market consumption of lottery gambling. We use the sale of a winning ticket in the zip code, the location of which is random conditional on sales, as an instrument for present consumption and test for a causal relationship between present and future consumption. This test of addiction is based on the definition of addiction com...

  7. Lottery promotions at the point-of-sale in Ontario, Canada.

    Science.gov (United States)

    Planinac, Lynn C; Cohen, Joanna E; Reynolds, Jennifer; Robinson, Daniel J; Lavack, Anne; Korn, David

    2011-06-01

    We documented the extent of point-of-sale (POS) lottery promotions in Ontario, Canada and the relationship between lottery promotions and store and city characteristics. This is the first quantitative study of POS lottery promotions. A total of 366 stores-independent and chain convenience stores, gas stations and grocery stores-were visited across 20 cities in Ontario. Data collectors unobtrusively observed the type of lottery promotions in each store and completed a data collection checklist. A lottery promotion index was created and hierarchical linear modeling (HLM) was conducted to examine the relationship between extent of lottery promotions and independent variables such as neighbourhood socioeconomic status and city prevalence of lottery ticket purchasing. POS lottery promotions were widespread across Ontario, with the highest level of promotion found in independent convenience stores. In the multivariable HLM model, none of the remaining independent variables remained statistically significant, except for store type. Lottery promotions are extensive at the POS in Ontario. These findings can help initiate discussions around the appropriateness and possible future regulation of this form of advertising.

  8. Eliciting Subjective Probabilities with Binary Lotteries

    DEFF Research Database (Denmark)

    Harrison, Glenn W.; Martínez-Correa, Jimmy; Swarthout, J. Todd

    objective probabilities. Drawing a sample from the same subject population, we find evidence that the binary lottery procedure induces linear utility in a subjective probability elicitation task using the Quadratic Scoring Rule. We also show that the binary lottery procedure can induce direct revelation...

  9. 32 CFR 228.14 - Prohibition on gambling.

    Science.gov (United States)

    2010-07-01

    ... 32 National Defense 2 2010-07-01 2010-07-01 false Prohibition on gambling. 228.14 Section 228.14...) MISCELLANEOUS SECURITY PROTECTIVE FORCE § 228.14 Prohibition on gambling. Participating in games for money or other personal property, or the operating of gambling devices, the conduct of a lottery, or the selling...

  10. 7 CFR 503.7 - Gambling.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 6 2010-01-01 2010-01-01 false Gambling. 503.7 Section 503.7 Agriculture Regulations... CONDUCT ON PLUM ISLAND ANIMAL DISEASE CENTER § 503.7 Gambling. Participating in games for money or other personal property, or the operation of gambling devices, the conduct of a lottery or pool, or the selling...

  11. 36 CFR 504.6 - Gambling.

    Science.gov (United States)

    2010-07-01

    ... 36 Parks, Forests, and Public Property 3 2010-07-01 2010-07-01 false Gambling. 504.6 Section 504.6... INSTITUTION BUILDINGS AND GROUNDS § 504.6 Gambling. Participating in games for money or other personal property or the operation of gambling devices, the conduct of a lottery or pool, or the selling or...

  12. 31 CFR 407.7 - Gambling.

    Science.gov (United States)

    2010-07-01

    ... 31 Money and Finance: Treasury 2 2010-07-01 2010-07-01 false Gambling. 407.7 Section 407.7 Money... Gambling. Participating in games for money or other property, the operation of gambling devices, the conduct of a lottery or pool, the selling or purchasing of numbers tickets, or any other gambling, in or...

  13. When feeling skillful impairs coordination in a lottery selection task.

    Directory of Open Access Journals (Sweden)

    Anna Dorfman

    Full Text Available Choosing a major field of study to secure a good job after graduation is a tacit coordination problem that requires considering others' choices. We examine how feeling skillful, either induced (Experiment 1 or measured (Experiment 2, affects coordination in this type of task. In both experiments participants chose between two lotteries, one offering a larger prize than the other. Participants' entry into the chosen lottery was either related or unrelated to their skill, with the final prize allocated randomly to one of the entrants in each lottery. Importantly, across conditions skill was irrelevant to choosing between lotteries. Notwithstanding, when skill was related to determining lottery entrants, participants who felt highly skillful chose the high prize lottery excessively. Results further suggest that this stems from high confidence in self skill, rather than incorrect expectations regarding others.

  14. The mathematics of games an introduction to probability

    CERN Document Server

    Taylor, David G

    2014-01-01

    Dice, Coins, and Candy Introduction ProbabilityCandy (Yum)! Wheels and More Dice RouletteCrapsCounting the Pokers Cards and CountingSeven Card Pokers Texas Hold'Em BluffingWindmills and Black Jacks? Blackjack Blackjack VariantsMore Fun Dice!Liar's Dice Yahtzee Zombie Dice Board Games, Not ""Bored"" Games Board Game Movement Pay Day (The Board Game) MonopolySpread, RevisitedCan You Bet and Win? Betting SystemsGambler's RuinThere Are More Games! The LotteryBingo Baccarat Farkle BackgammonMemoryAppendices A Probabilities with Infinity B St. Petersburg Paradox C Prisoner's Dilemma and More Game Th

  15. Funding the Search for Extraterrestrial Intelligence with a Lottery Bond

    OpenAIRE

    Haqq-Misra, Jacob

    2013-01-01

    I propose the establishment of a SETI Lottery Bond to provide a continued source of funding for the search for extraterrestrial intelligence (SETI). The SETI Lottery Bond is a fixed rate perpetual bond with a lottery at maturity, where maturity occurs only upon discovery and confirmation of extraterrestrial intelligent life. Investors in the SETI Lottery Bond purchase shares that yield a fixed rate of interest that continues indefinitely until SETI succeeds---at which point a random subset of...

  16. 31 CFR 91.7 - Gambling.

    Science.gov (United States)

    2010-07-01

    ... 31 Money and Finance: Treasury 1 2010-07-01 2010-07-01 false Gambling. 91.7 Section 91.7 Money and... BUREAU OF THE MINT BUILDINGS AND GROUNDS § 91.7 Gambling. (a) Participating in games for money or other property, the operation of gambling devices, the conduct of a lottery or pool, the selling or purchasing of...

  17. Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry

    DEFF Research Database (Denmark)

    Gil, Richard; Warzynski, Frederic

    produce higher revenues, sell more units and sell at higher prices than independent games. Second, we explore the causal effect of vertical integration and find that, for the average integrated game, most of the difference in performance comes from better release period and marketing strategies...

  18. Pennies from heaven? Conceptions and earmarking of lottery prize money.

    Science.gov (United States)

    Hedenus, Anna

    2014-06-01

    The source of money has been shown to be important for how money is spent. In addition, sudden wealth is often associated with social and psychological risks. This article investigates if conceptions of lottery prize money--as a special kind of money--imply restrictions on how it can be spent. Analysis of interviews with lottery winners shows that interviewees use earmarking of the prize money as a strategy for avoiding the pitfalls associated with a lottery win. Conceptions of lottery prize money as 'a lot' or as 'a little', as shared or personal, and as an opportunity or a risk, influences the ends for which it is earmarked: for self-serving spending, a 'normal' living standard, paying off loans, saving for designated purposes, or for economic security and independence. Clearly defining and earmarking lottery prize money thus helps lottery winners construe their sudden wealth, not as a risk, but as 'pennies from heaven.' © London School of Economics and Political Science 2014.

  19. To sell or not to sell: cigarette sales in alcohol-licenced premises.

    Science.gov (United States)

    Burton, Suzan; Ludbrooke, Mark; Williams, Kelly; Walsberger, Scott C; Egger, Sam

    2017-11-27

    To obtain insight into tobacco retailing by alcohol-licenced premises, in order to understand the financial importance of tobacco sales for such retailers. Data were collected by a telephone survey of 1042 clubs, hotels and packaged liquor outlets in New South Wales, Australia. The response rate was 86.1%. Qualitative and quantitative data were obtained. Logistic and linear regression were used to determine factors associated with the probability of selling and stopping selling and the importance of cigarette sales. More than a third (36.4%) of premises contacted did not sell cigarettes. 147 (an estimated 18.1% of those who had ever sold) had stopped selling. There were significant differences in the probability of selling, in the reported importance of cigarette sales and in the probability of stopping selling, between different outlet types and other outlet characteristics (number of gaming machines, proximity of nearest alternative tobacco retailer and remoteness). Outlets where alcohol can be consumed were more likely to rate cigarette sales as 'not important' than 'important'. Despite claims by tobacco companies that tobacco sales are important for many Australian retailers, tobacco sales appear to be of limited importance for alcohol-licenced premises. This means that opposition to stopping tobacco sales where alcohol is consumed and/or sold may be less than expected. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  20. Ultralarge lotteries : Analyzing the Lottery Paradox using non-standard analysis

    NARCIS (Netherlands)

    Wenmackers, Sylvia

    2013-01-01

    A popular way to relate probabilistic information to binary rational beliefs is the Lockean Thesis, which is usually formalized in terms of thresholds. This approach seems far from satisfactory: the value of the thresholds is not well-specified and the Lottery Paradox shows that the model violates

  1. Communities, self-causation and the natural lottery.

    Science.gov (United States)

    Loewy, E H

    1988-01-01

    This paper examines the various notions of community, and of the 'natural lottery' as well as investigating the role that 'self-causation' plays in communal obligations. In examining community, two opposing views are juxtaposed: (1) the view that community consists merely of persons united by duties of refraining from harm one to another, resulting in autonomy based justice which makes freedom an absolute condition of mortality; and (2) a broader view which sees the concept of community as entailing obligations of beneficence, resulting in beneficence based justice and which, therefore, sees freedom as a value to be cautiously traded with other values. In examining the 'natural lottery' in the light of community, the various consequences of viewing the lottery in various ways and the impact that our view of community has on these consequences, is explored. A third option, the option that the 'natural lottery' as the cause of illness and health is a shaky concept, is offered. Self-causation of illness and its linkage to concepts of community and of the 'natural lottery' is then briefly examined. It is concluded that (1) community implies a social contract which, in order to be conceived in the first place, necessitates more than a minimalist ethic: to come about, a degree of beneficence inspiring trust is presupposed; (2) conceiving community narrowly is neither what we ordinarily do when we think of the term nor, for that matter, workable in our world.(ABSTRACT TRUNCATED AT 250 WORDS)

  2. Erroneous verbalizations and risk taking at video lotteries.

    Science.gov (United States)

    Caron, Anne; Ladouceur, Robert

    2003-05-01

    This study examined the effect of erroneous perceptions verbalized by a game accomplice on participants' gambling. The sample consisted of 22 men and 10 women, aged 18 and older, who did not show excessive gambling problems, but who had played video lotteries at least once during the last 6 months. The participants were randomly assigned into one of three groups, where they gambled in the presence of an accomplice who verbalized three types of perceptions: (1) the accomplice emitted erroneous thoughts about gambling, (2) the accomplice verbalized adequate thoughts about gambling, or (3) the accomplice did not speak. Results showed that players exposed to an accomplice's erroneous verbalizations took significantly more risks than players in the other two groups. Erroneous perceptions appear to be easily transmissible and have impacts on gambling behaviour. The practical and theoretical implications of these results are discussed.

  3. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media.

    Science.gov (United States)

    Copenhaver, Allen; Ferguson, Christopher J

    For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below. Copyright © 2018 Elsevier Ltd. All rights reserved.

  4. Hospital charitable lotteries: taking a gamble on systems thinking.

    Science.gov (United States)

    Reynolds, Jennifer

    2013-12-01

    The presence of lotteries can be witnessed worldwide. Charitable lotteries are often portrayed as 'good works', and recently, hospitals have utilized them as a popular fundraising vehicle to raise necessary funds to help achieve organizational goals and objectives. Research indicates that lotteries contribute to gambling-related harms; however, research into charitable lotteries has been underdeveloped. Both the gambling and the health care industries are complex and evolving, consisting of many interacting stakeholders with often different and competing interests. This article seeks to present systems thinking as a conceptual framework to help fill the gap in understanding the use of gambling within hospitals and its possible benefits and unforeseen negative consequences. Addressing the gap in knowledge is important to help inform decision making aimed at reducing gambling-related harms. This article proposes how the school of systems thinking, specifically framing hospitals as complex adaptive systems and system dynamics modelling, can be utilized to understand the policy implications of the adoption of lotteries as a revenue source for hospitals. Hospitals have a duty to care, inform and protect. Hospital charitable lotteries have become big business; however, its incorporation into critical funding strategies needs to be carefully understood. Systems thinking theory and methodologies provide an integrated approach to examine this dynamic and evolving fundraising initiative. Findings from this article can inform the development of action strategies, including policy development at multiple levels. © 2013 John Wiley & Sons Ltd.

  5. 47 CFR 73.1211 - Broadcast of lottery information.

    Science.gov (United States)

    2010-10-01

    ... paragraph (c) of this section, shall broadcast any advertisement of or information concerning any lottery... section shall not apply to an advertisement, list of prizes or other information concerning: (1) A lottery... and ancillary to the primary business of that organization. (18 U.S.C. 1307(a); 102 Stat. 3205). (d)(1...

  6. On the disclosure of ticket sales in charitable lotteries

    NARCIS (Netherlands)

    Damianov, Damian S.; Peeters, Ronald

    2016-01-01

    We show that a policy of disclosing the ticket sales during a fundraising lottery raises total revenue when there are more than two bettors. The optimal timing of the disclosure is when about half of the players have purchased lottery tickets.

  7. Quantum lottery

    CERN Multimedia

    CERN Bulletin

    2013-01-01

    On April Fools' Day, CERN Quantum Diaries blogger Pauline Gagnon held a giveaway of microscopic proportion. Up for grabs? Ten Higgs bosons, courtesy of CERN. Pauline announced the winners last week; let's see what they'll really be getting in the mail...   Custom-made Particle Zoo Higgs bosons were sent out to the winners. Read more about the prize in the Quantum Diaries post "Higgs boson lottery: when CERN plays April Fools' jokes".

  8. Beginning iPhone Games Development

    CERN Document Server

    Cabera, P; Marsh, Ian; Smith, Ben; Wing, Eric

    2010-01-01

    iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game. You've probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling, the second edition of Apress's highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, prov

  9. Dynamic interaction between markets for leasing and selling automobiles

    OpenAIRE

    Andrikopoulos, Athanasios; Markellos, Raphael N.

    2015-01-01

    We develop a model of dynamic interactions between price variations in leasing and selling markets for automobiles. Our framework assumes a differential game between multiple Bertrand-type competing firms which offer differentiated products to forward-looking agents. Empirical analysis of our model using monthly US data from 2002 to 2011 shows that variations in selling (cash) market prices lead rapidly dissipating changes of leasing market prices in the opposite direction. We discuss the pra...

  10. 'Let me dream on!': anticipatory emotions and preference for timing in lotteries

    NARCIS (Netherlands)

    Kocher, M.; Krawczyk, M.; van Winden, F.

    2009-01-01

    We analyze one of the explanations why people participate in lotteries. Our hypothesis stipulates that part of the value that a unit of money buys in lotteries is consumed before the actual resolution in the form of emotions such as hope. In other words, a person holding a lottery ticket may prefer

  11. Distributed Random Process for a Large-Scale Peer-to-Peer Lottery

    OpenAIRE

    Grumbach, Stéphane; Riemann, Robert

    2017-01-01

    International audience; Most online lotteries today fail to ensure the verifiability of the random process and rely on a trusted third party. This issue has received little attention since the emergence of distributed protocols like Bitcoin that demonstrated the potential of protocols with no trusted third party. We argue that the security requirements of online lotteries are similar to those of online voting, and propose a novel distributed online lottery protocol that applies techniques dev...

  12. The Allocation of Lottery Revenue to Education in Florida, California, Michigan, and Illinois.

    Science.gov (United States)

    Allen, Pamela J.

    1991-01-01

    Explores the public's misconception about lotteries' intended purpose and actual use. To avoid attacks on its legitimacy (and bloated bureaucratic structure), government is relying on lotteries as policy tools. Generating public funds through lotteries appears to meet education's needs while masking the relative drop in tax-based public finance.…

  13. Simulation Gaming in Construction: ER, The Equipment Replacement Game.

    Science.gov (United States)

    Nassar, Khaled

    2002-01-01

    The Equipment Replacement simulation game can be used to explain the different effects of various equipment buy/sell strategies on the economic performance of construction companies. The probabilistic aspect of demand in the construction market is incorporated. The game is implemented using Excel and Visual Basic for Applications. (Author/SK)

  14. Physical activity after commitment lotteries: examining long-term results in a cluster randomized trial.

    Science.gov (United States)

    van der Swaluw, Koen; Lambooij, Mattijs S; Mathijssen, Jolanda J P; Schipper, Maarten; Zeelenberg, Marcel; Berkhout, Stef; Polder, Johan J; Prast, Henriëtte M

    2018-02-26

    To overcome self-control difficulties, people can commit to their health goals by voluntarily accepting deadlines with consequences. In a commitment lottery, the winners are drawn from all participants, but can only claim their prize if they also attained their gym-attendance goals. In a 52-week, three-arm trial across six company gyms, we tested if commitment lotteries with behavioral economic underpinnings would promote physical activity among overweight adults. In previous work, we presented an effective 26-week intervention. In the present paper we analyzed maintenance of goal attainment at 52-week follow-up and the development of weight over time. We compared weight and goal attainment (gym attendance ≥ 2 per week) between three arms that-in the intervention period- consisted of (I) weekly short-term lotteries for 13 weeks; (II) the same short-term lotteries in combination with an additional long-term lottery after 26 weeks; and (III) a control arm without lottery-deadlines. After a successful 26-week intervention, goal attainment declined between weeks 27 and 52 in the long-term lottery arm, but remained higher than in the control group. Goal attainment did not differ between the short-term lottery arm and control arm. Weight declined slightly in all arms in the first 13 weeks of the trial and remained stable from there on. Commitment lotteries can support regular gym attendance up to 52 weeks, but more research is needed to achieve higher levels of maintenance and weight loss.

  15. Game design as marketing: How game mechanics create demand for virtual goods

    Directory of Open Access Journals (Sweden)

    Lehdonvirta, V.

    2010-01-01

    Full Text Available Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs, social networking sites (SNSs and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.

  16. Experimental Economics on Firm’s Behavior: Entry Game Approach

    Directory of Open Access Journals (Sweden)

    I Wayan Sukadana

    2015-11-01

    Full Text Available The paper analyzes subject’s behavior in evolutionary process of entry game. The experiment is designed to analyze the behavior of the subject. The experiment is set in sequential entry games. Process of the game was conducted under asymmetric information, uncertainty, payoff perturbation and random matching. The subjects of the experiment were students of the Universitas Udayana, Bali, Indonesia. Subjects who play as new-entrance firms tend to choose “stay-out” strategy when the uncertainty and the amount of loss increase. Meanwhile, the subjects who play as an incumbent firm, which set to have more information about the game (market rather than the new-entrances, most of the time abuse their position by choose “threat” strategy, which not a credible strategy for some of them. Experimental studies shows that New-entrance tend to weight more on lost when the risk increase (from risk averse setting to risk seeking setting, and tend to choose sure value over a lotteries although the expected value from lotteries is higher or the same. These findings support the reason that Indonesian youngsters tend to choose a job as a PNS or employee of existing firms. The results also support the reason that Indonesian businessman is more willing to open a new business if they have a guarantee for their losses.

  17. ‘Let me dream on!’ Anticipatory emotions and preference for timing in lotteries

    NARCIS (Netherlands)

    Kocher, M.G.; Krawczyk, M.; van Winden, F.

    2014-01-01

    We analyze one of the explanations why people participate in lotteries. Our hypothesis stipulates that part of the value that a unit of money buys in lotteries is consumed before the actual resolution in the form of emotions such as hope. In other words, a person holding a lottery ticket may prefer

  18. 47 CFR 76.213 - Lotteries.

    Science.gov (United States)

    2010-10-01

    ... transmitted on the origination cablecasting channel or channels any advertisement of or information concerning... of paragraphs (a) and (b) of this section shall not apply to advertisements or lists of prizes or... ancillary to the primary business of that organization. (d) For the purposes of paragraph (c) lottery means...

  19. Where Lies the Harm in Lottery Gambling? A Portrait of Gambling Practices and Associated Problems.

    Science.gov (United States)

    Costes, Jean-Michel; Kairouz, Sylvia; Monson, Eva; Eroukmanoff, Vincent

    2018-03-13

    Lotteries are one of the most prevalent forms of gambling and generate substantial state revenues. They are also argued to be one of the least harmful forms of gambling. This paper is one of the first to examine exclusive lottery gamblers and compares their gambling patterns and problems as well other associated risky behaviours to those who are not exclusive lottery gamblers. Data were derived from two large surveys conducted with representative adult samples in France (n = 15,635) and Québec (n = 23,896). Participants were separated into two groups: exclusive lottery gamblers (ELGs) and non-exclusive lottery gamblers. Using multivariate analysis, study results reveal that ELGs, who represent two thirds of gamblers, generally exhibit less intensive gambling patterns and are less likely to report other risky behaviours. However, harms associated with moderate risk and problem gambling are found to be concentrated in specific subpopulations for both groups, primarily males, older individuals, and those who report lower income and education level. Given widespread participation in lotteries and concentration of harm within specific subgroups, these findings point to the need for prevention efforts despite the lower levels of harm associated with lottery gambling.

  20. Dimensions of problem gambling behavior associated with purchasing sports lottery.

    Science.gov (United States)

    Li, Hai; Mao, Luke Lunhua; Zhang, James J; Wu, Yin; Li, Anmin; Chen, Jing

    2012-03-01

    The purpose of this study was to identify and examine the dimensions of problem gambling behaviors associated with purchasing sports lottery in China. This was accomplished through the development and validation of the Scale of Assessing Problem Gambling (SAPG). The SAPG was initially developed through a comprehensive qualitative research process. Research participants (N = 4,982) were Chinese residents who had purchased sports lottery tickets, who responded to a survey packet, representing a response rate of 91.4%. Data were split into two halves, one for conducting an EFA and the other for a CFA. A five-factor model with 19 items (Social Consequence, Financial Consequence, Harmful Behavior, Compulsive Disorder, and Depression Sign) showed good measurement properties to assess problem gambling of sports lottery consumers in China, including good fit to the data (RMSEA = 0.050, TLI = 0.978, and CFI = 0.922), convergent and discriminate validity, and reliability. Regression analyses revealed that except for Depression Sign, the SAPG factors were significantly (P gambling associated with Chinese sports lottery. The developed scale may be adopted by researchers and practitioners to examine problem gambling behaviors and develop effective prevention and intervention procedures based on tangible evidence.

  1. Assessing corporate social responsibility in China's sports lottery administration and its influence on consumption behavior.

    Science.gov (United States)

    Li, Hai; Zhang, James J; Mao, Luke Lunhua; Min, Sophia D

    2012-09-01

    The purpose of this study was to identify and examine consumer perception of corporate social responsibility (CSR) in China's sports lottery industry, and the effect of perceived CSR initiatives on sports lottery consumption behavior. Research participants (N = 4,980), selected based on a computer-generated, randomly stratified multistage sampling process, comprised Chinese residents who had purchased sports lottery tickets in the past 12 months. They completed a questionnaire that was derived from a qualitative research process. A factor analysis extracted two factors associated with perceptions of CSR in China's sports lottery administration: Regulatory and Prevention Responsibilities and Product Development Responsibility. Logistic regression analyses revealed that these two factors were influential of consumer behavior (i.e., relative and absolute expenditure, purchasing frequency, and time commitment). This study represents an initial effort to understand the dimensions of perceived CSR associated with Chinese sports lottery. The findings signify the importance of enforcing CSR in sports lottery administration.

  2. Gambling-Related Attitudes and Behaviors in Adolescents Having Received Instant (Scratch) Lottery Tickets as Gifts

    Science.gov (United States)

    Kundu, Priya V.; Pilver, Corey E.; Desai, Rani A.; Steinberg, Marvin A.; Rugle, Loreen; Krishnan-Sarin, Suchitra; Potenza, Marc N.

    2012-01-01

    Objective Instant (scratch) lottery ticket gambling is popular among adolescents. Prior research has not determined whether adolescents’ gambling behavior and attitudes toward gambling are influenced by the receipt of scratch lottery tickets as gifts. Method Cross-sectional survey data from 2,002 Connecticut high school students with past-year gambling were analyzed using bivariate approaches and logistic regression analyses. Interactions between gambling-problem severity and lottery-gift status were examined in relation to multiple outcomes. Results Adolescents who received a scratch lottery ticket as a gift compared with those who did not were more likely to report features of problem gambling, buy scratch lottery tickets for themselves, and buy and receive other types of lottery tickets; they were also less likely to report parental disapproval of gambling and to see gambling prevention efforts as important. Later (≥15 years) age-at-gambling-onset was inversely linked to gambling-problem severity in the lottery gift group (odds ratio [OR] = .38) but not in the nongift group (OR = .91), yielding a significant severity by gift status interaction. Other academic, health, and gambling-related correlates of gambling-problem severity were similar in the gift and nongift groups. Conclusions For adolescents, the receipt of scratch lottery tickets as gifts during childhood or adolescence was associated with risky/problematic gambling and with gambling-related attitudes, behaviors, and views suggesting greater gambling acceptability. The extent to which the receipt of scratch lottery tickets may promote gambling behaviors and the development of gambling problems warrants consideration. Education, prevention, and treatment strategies should incorporate findings relating to receipt of gambling products by underage individuals. PMID:23299004

  3. Lived Experiences of Diversity Visa Lottery Immigrants in the United States

    Science.gov (United States)

    Hailu, Tekleab Elos; Mendoza, Bernadette M.; Lahman, Maria K. E.; Richard, Veronica M.

    2012-01-01

    Every year approximately 50,000 people immigrate to the United States through the avenue referred to as the Diversity Visa (DV) Lottery. In this article, the authors present a literature review of immigration to the U.S. through the DV Lottery, reflect on their own immigration histories, and utilize phenomenology to investigate and describe…

  4. Jackpot? Gender Differences in the Effects of Lottery Wins on Separation

    Science.gov (United States)

    Boertien, Diederik

    2012-01-01

    In this study, information on small to modest lottery wins from the British Household Panel Survey (N = 2,563) was used to investigate the effect of income on separation. The analysis demonstrated that money matters within relationships. Lottery wins temporarily reduced the odds of separation after men won. Men spent more on leisure and became…

  5. Sociodemographic Correlates and Morbidity in Lottery Gamblers: Results from a Population Survey.

    Science.gov (United States)

    Subramaniam, Mythily; Tang, Benjamin; Abdin, Edimansyah; Vaingankar, Janhavi Ajit; Picco, Louisa; Chong, Siow Ann

    2016-03-01

    The aim of the current study was to examine the socio-demographic correlates, the association of mental and physical illness, and the prevalence of pathological gambling among three groups (1) those with lottery gambling only (2) those with lottery and other types of gambling and (3) those with other types of gambling only-such as playing cards, sports betting, horse racing, casino gambling etc. Data was used from a nationwide cross-sectional epidemiological nationally representative survey of the resident (Singapore Citizens and Permanent Residents) population in Singapore of 6616 Singaporean adults aged 18 years and older. All respondents were administered the South Oaks Gambling Screen to screen for pathological gambling. The diagnoses of mental disorders were established using the Composite International Diagnostic Interview and relevant socio-demographic data was collected using a structured questionnaire. Lottery gambling was by far the most popular form of gambling in Singapore, with 83.5 % of those who had ever gambled indicating that they had participated in lottery gambling. Those who participated in lottery gambling alone were more likely to belong to the older age group (as compared to the 18-35 years age group), be of Indian ethnicity, have a secondary or vocational education, and earn a lower income as compared to the other two groups. Our findings that those with pure lottery gambling were significantly less likely to be pathological gamblers and had significantly lower odds of psychiatric and physical morbidity as compared to the other two groups are unique and need further research.

  6. Ride Your Luck! A Field Experiment on Lottery-Based Incentives for Compliance

    NARCIS (Netherlands)

    M. Fabbri (Marco); P.N. Barbieri (Paolo); M. Bigoni (Maria)

    2016-01-01

    textabstractWe designed a natural-field experiment in the context of local public transportation to test whether rewards in the form of lottery prizes coupled with traditional sanctions efficiently reduce free-riding. We organized a lottery in a medium-size Italian city the participation in which is

  7. 75 FR 78915 - Conduct on Postal Property

    Science.gov (United States)

    2010-12-17

    ... lottery ticket sales contains an exception for Randolph-Sheppard vendors. This exception is amended to... tickets ``for any lottery authorized by State law and conducted by an agency of a State''. This amendment... lottery or pool, or the selling or purchasing of lottery tickets, is prohibited on postal premises. In...

  8. [Forms of pathological gambling: empirical research on consumers behaviour of sport betting and lottery participants].

    Science.gov (United States)

    Plöntzke, Babett; Albrecht, Ulrike; Thalemann, Carolin; Grüsser, Sabine Miriam

    2004-08-01

    Gambling is one of the favourite leisure activities. 70-90 % of the grown-up population have gambled at least once in their life. Over the last few years, however, the variety of opportunities to gamble has changed. Decreasing numbers of casino visitors can be seen against an ever-increasing number of people using slot machines, and taking part in national lotteries and sport betting. Comprehensive empirical research regarding consumer behaviour and addiction potential involved in sport betting has been non-existent and only a few studies have dealt with lottery. In the present study, 108 subjects were questioned in Austrian betting offices. 33.3 % of the sample fulfilled the diagnostic criteria for pathological sport betting. Of the sport betting subjects who additionally play lottery, 22.92 % were diagnosed as being pathological lottery gamblers. Based on the criteria of substance addiction, the data demonstrate that sport betting and lottery have addiction potential and can therefore be seen as non-substance-related addiction.

  9. Ehrenfest's Lottery--Time and Entropy Maximization

    Science.gov (United States)

    Ashbaugh, Henry S.

    2010-01-01

    Successful teaching of the Second Law of Thermodynamics suffers from limited simple examples linking equilibrium to entropy maximization. I describe a thought experiment connecting entropy to a lottery that mixes marbles amongst a collection of urns. This mixing obeys diffusion-like dynamics. Equilibrium is achieved when the marble distribution is…

  10. Agents Play Mix-game

    Science.gov (United States)

    Gou, Chengling

    In recent years, economics and finance see the shift of paradigm from representative agent models to heterogeneous agent models [1, 2]. More and more economists and physicists made efforts in research on heterogeneous agent models for financial markets. Minority game (MG) proposed by D. Challet, and Y. C. Zhang [3] is an example among such efforts. Challet and Zhang's MG model, together with the original bar model of Arthur, attracts a lot of following studies [4-6]. Given MG's richness and yet underlying simplicity, MG has also received much attention as a financial market model [4]. MG comprises an odd number of agents choosing repeatedly between the options of buying (1) and selling (0) a quantity of a risky asset. The agents continually try to make the minority decision, i.e. buy assets when the majority of other agents are selling, and sell when the majority of other agents are buying. Neil F. Johnson [4, 5] and coworkers extended MG by allowing a variable number of active traders at each timestep— they called their modified game as the Grand Canonical Minority Game (GCMG). GCMG, and to a lesser extent the basic MG itself, can reproduce the stylized facts of financial markets, such as volatility clustering and fat-tail distributions.

  11. The Relationship Between Structural Game Characteristics and Gambling Behavior: A Population-Level Study.

    Science.gov (United States)

    Leino, Tony; Torsheim, Torbjørn; Blaszczynski, Alex; Griffiths, Mark; Mentzoni, Rune; Pallesen, Ståle; Molde, Helge

    2015-12-01

    The aim of this study was to examine the relationship between the structural characteristics and gambling behavior among video lottery terminal (VLT) gamblers. The study was ecological valid, because the data consisted of actual gambling behavior registered in the participants natural gambling environment without intrusion by researchers. Online behavioral tracking data from Multix, an eight game video lottery terminal, were supplied by Norsk-Tipping (the state owned gambling company in Norway). The sample comprised the entire population of Multix gamblers (N = 31,109) who had gambled in January 2010. The individual number of bets made across games was defined as the dependent variable, reward characteristics of a game (i.e., payback percentage, hit frequency, size of winnings and size of jackpot) and bet characteristics of a game (i.e., range of betting options and availability of advanced betting options) served as the independent variables. Control variables were age and gender. Two separate cross-classified multilevel random intercepts models were used to analyze the relationship between bets made, reward characteristics and bet characteristics, where the number of bets was nested within both individuals and within games. The results show that the number of bets is positively associated with payback percentage, hit frequency, being female and age, and negatively associated with size of wins and range of available betting options. In summary, the results show that the reward characteristics and betting options explained 27% and 15% of the variance in the number of bets made, respectively. It is concluded that structural game characteristics affect gambling behavior. Implications of responsible gambling are discussed.

  12. Draft lottery effects on schooling, earnings and the next generation

    DEFF Research Database (Denmark)

    Bingley, Paul; Markwardt, Kristoffer; Ehrenstein, Vera

    Do parents with more schooling have children with more schooling because of their schooling? To identify the effect on offspring schooling, we study fathers subject to a peacetime military draft lottery in Denmark, a lottery providing exogenous schooling variation. The father-offspring schooling...... correlation is 12 percent after controlling for father cognitive test scores and grandparent schooling. We find that father random assignment to nine months of military service reduces father’s schooling by nine months, implying a return to schooling of 4.9 percent and a reduction in father’s lifetime...

  13. Fair Play? Violence, Gender and Race in Video Games.

    Science.gov (United States)

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

  14. Framing effects in choices between multioutcome life-expectancy lotteries.

    Science.gov (United States)

    Bernstein, L M; Chapman, G B; Elstein, A S

    1999-01-01

    To explore framing or editing effects and a method to debias framing in a clinical context. Clinical scenarios using multioutcome life-expectancy lotteries of equal value required choices between two supplementary drugs that either prolonged or shortened life from the 20-year beneficial effect of a baseline drug. The effects of these supplementary drugs were presented in two conditions, using a between-subjects design. In segregated editing (n = 116) the effects were presented separately from the effects of the baseline drug. In integrated editing (n = 100), effects of supplementary and baseline drugs were combined in the lottery presentation. Each subject responded to 30 problems. To explore one method of debiasing, another 100 subjects made choices after viewing both segregated and integrated editings of 20 problems (dual framing). Statistically significant preference reversals between segregated and integrated editing of pure lotteries occurred only when one framing placed outcomes in the gain domain, and the other framing placed them in the loss domain. When both editings resulted in gain-domain outcomes only, there was no framing effect. There was a related relationship of framing-effect shifts from losses to gains in mixed-lottery-choice problems. Responses to the dual framing condition did not consistently coincide with responses to either single framing. In some situations, dual framing eliminated or lessened framing effects. The results support two components of prospect theory, coding outcomes as gains or losses from a reference point, and an s-shaped utility function (concave in gain, convex in loss domains). Presenting both alternative editings of a complex situation prior to choice more fully informs the decision maker and may help to reduce framing effects. Given the extent to which preferences shift in response to alternative presentations, it is unclear which choice represents the subject's "true preferences."

  15. Do employees participate in workplace HIV testing just to win a lottery prize? A quantitative study

    Directory of Open Access Journals (Sweden)

    Martin Weihs

    2016-07-01

    Full Text Available Orientation: To encourage workers to participate in workplace HIV testing, some SouthAfrican automotive companies use lotteries. However, there is a lack of empirical evidence on how lottery incentives may influence employees’ workplace HIV counselling and testing behaviour. Research purpose: Determine whether workers intend to test for HIV only to win a lottery prize. Motivation for the study: The positive and also negative influences of lotteries on workers’ HIV testing behaviour need to be understood to avoid undue coercion in workplace HIV testing participation. Research design, approach and method: Post-test only quasi-experimental studies were conducted the day HIV testing and lotteries were announced to staff in four companies using a cross-sectional, self-administered survey that measured workers’ workplace HIV testing behaviour intentions. Intention to participate in workplace HIV counselling and testing was used as the main outcome of respondents’ behaviour and investigated via the statement: ‘If the company would organise its on-site Wellness Day tomorrow, I would go testing for HIV tomorrow’. In a first setting, two companies’ workers had to test for HIV to be entered in the lottery (n = 198. In the second setting, two other companies’ workers did not have to test to be entered in the lottery (n = 316. Chi-square tests were conducted to measure significant differences between the two conditions distinguishing between permanent and non-permanent staff. Main findings: No significant association was found between behaviour intention in the two settings for permanent workers’ workplace HIV testing intention ( χ2 = 1.145, p = 0.285, phi = -0.097. However, a significant association with a small effect size was found for non-permanent workers ( χ2 = 8.04, p = 0.005, phi = -0.279. Practical/managerial implications: Results show that lotteries to encourage workplace HIV testing are very likely to help workers ‘do the

  16. Selling points: What cognitive abilities are tapped by casual video games?

    Science.gov (United States)

    Baniqued, Pauline L.; Lee, Hyunkyu; Voss, Michelle W.; Basak, Chandramallika; Cosman, Joshua D.; DeSouza, Shanna; Severson, Joan; Salthouse, Timothy A.; Kramer, Arthur F.

    2013-01-01

    The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program. PMID:23246789

  17. Selected medical students achieve better than lottery-admitted students during clerkships.

    Science.gov (United States)

    Urlings-Strop, Louise C; Themmen, Axel P N; Stijnen, Theo; Splinter, Ted A W

    2011-10-01

    A recent controlled study by our group showed that the dropout rate in the first 2 years of study of medical students selected for entry by the assessment of a combination of non-cognitive and cognitive abilities was 2.6 times lower than that of a control group of students admitted by lottery. The aim of the present study was to compare the performance of these two groups in the clinical phase. A prospective cohort study was performed to compare the performance of 389 medical students admitted by selection with that of 938 students admitted by weighted lottery between 2001 and 2004. Follow-up of these cohorts lasted 5.5-8.5 years. The main outcome measures were the mean grade obtained on the first five discipline-specific clerkships by all cohorts and the mean grade achieved on all 10 clerkships by the cohorts of 2001 and 2002. Selected students obtained a significantly higher mean grade during their first five clerkships than lottery-admitted students (mean ± standard error [SE] 7.95 ± 0.03, 95% confidence interval [CI] 7.90-8.00 versus mean ± SE 7.84 ± 0.02, 95% CI 7.81-7.87; p students achieved a grade of ≥ 8.0 1.5 times more often than lottery-admitted students. An analysis of all mean grades awarded on 10 clerkships revealed the same results. Moreover, the longer follow-up period over the clerkships showed that the relative risk for dropout was twice as low in the selected student group as in the lottery-admitted student group. The selected group received significantly higher mean grades on their first five clerkships, which could not be attributed to factors other than the selection procedure. Although the risk for dropout before the clinical phase increased somewhat in both groups, the actual dropout rate proved to be twice as low in the selected group. © Blackwell Publishing Ltd 2011.

  18. On dynamical multi-team Cournot game in exploitation of a renewable resource

    International Nuclear Information System (INIS)

    Asker, S.S.

    2007-01-01

    A dynamical multi-team Cournot game is formulated for a renewable resource (harvest fish and sell it in a market). Puu's imperfect information to dynamic standard game is generalized to multi-team Cournot game. The asymptotic stability of the equilibrium solution of the resulting game is studied

  19. No Selling the Genie Lamp: A Game Literacy Practice in "The Sims"

    Science.gov (United States)

    Hayes, Elisabeth R.; Gee, James Paul

    2010-01-01

    Drawing on the New Literacy Studies, the authors argue that game literacy takes multiple forms and is embedded in different practices associated with particular games and gaming communities. They examine one specific game literacy practice that involves players of "The Sims" creating challenges for other players, and they identify how playing and…

  20. Investigating Probability with the NBA Draft Lottery.

    Science.gov (United States)

    Quinn, Robert J.

    1997-01-01

    Investigates an interesting application of probability in the world of sports. Considers the role of permutations in the lottery system used by the National Basketball Association (NBA) in the United States to determine the order in which nonplayoff teams select players from the college ranks. Presents a lesson on this topic in which students work…

  1. Decision-making in state lotteries: half now or all of it later?

    Science.gov (United States)

    Baker, Forest; Johnson, Matthew W; Bickel, Warren K

    2003-12-01

    Many state lotteries offer players a choice between receiving roughly half of the jackpot immediately and receiving the entire jackpot over 25 annual payments. This requires players to make a decision that involves uncertainty, delay, and large amounts of real money. Archival data on lottery players' jackpot payment decisions were collected from seven state and three multistate lotteries. Players' jackpot payment preferences were assessed at the time of ticket purchase and after winning a jackpot. Preference for the annuity payment option significantly decreased as jackpot size increased, both at the time of ticket purchase and after winning. Furthermore, a significant proportion of winners who selected the annuity payment option at ticket purchase switched to the cash payment option after winning, whereas no winners switched from the cash to the annuity option after winning. These findings suggest that real-world choices involving large sums of money may be subject to diminishing marginal utility and probability and delay discounting.

  2. The influence of lotteries on employees' workplace HIV testing behaviour.

    Science.gov (United States)

    Weihs, Martin; Meyer-Weitz, Anna; Baasner-Weihs, Friederike

    2018-03-01

    The aim of the study was to understand how lottery incentives influenced the HIV counselling and testing (HCT) behaviour and behaviour intention of shop-floor workers who participated in a workplace HCT campaign initiative in two companies in the Nelson Mandela Bay municipality, South Africa. A post-test only quasi-experimental approach was used. The data were first collected, using a self-administered cross-sectional survey instrument, among the control group (n = 88) followed by the experimental group (n = 110) after the advent of HIV testing and lotteries was announced. HIV testing behaviour data were collected on the days of the HIV testing events. The theory of planned behaviour (TPB) was used as guiding theory. Principal component analysis (PCA), t- and chi-square tests, and logistic regression were conducted to analyse the data. A significant increase in the mean scores of the experimental as compared to the control condition for the subjective norm's construct (t = -3.55, p < 0.001) and HIV testing behaviour intention (χ 2 = 12.35, p < 0.001) was measured following the announcement of lottery incentives. The constructs of TPB explained 40% of the variance in HCT behaviour intention (R 2 = 0.40). The strongest predictor of behaviour intention was the subjective norm (B = 0.435 and p < 0.001), followed by the attitudinal component (B = 0.323 and p = 0.040). The announcement of lotteries made shop-floor workers develop a stronger intention to participate in workplace HIV testing through anticipation of stronger social support and encouragement. It was not possible to link behaviour intention to behaviour due to missing data. The findings point to the importance of providing workers with an opportunity to openly discuss HIV testing thus allowing mitigation of HIV stigma and discrimination and permitting HIV testing to become socially sanctioned and seen as part of a collective effort.

  3. A Survey of Purchase Behavior of Women Consumers in Sports Lottery%不同性别体育彩民购彩行为现状分析

    Institute of Scientific and Technical Information of China (English)

    马红宇; 吴艳萍; 刘炼; 史文文; 王斌

    2012-01-01

    and monthly income significantly lower than men consumers', and also the mount of a single lottery. Often the way of purchasing games mainly is digital type, and the ratio of purchasing scratch-off game is significandy higher than men', and the ratio of SMG lower than men' ; the main cause of purchasing is simple and easy to understand, and the ratio of selection significantly higher than men consumers'. Nearly half of women consumers increase lottery- purchasing amounts when having confidenoe and at special date ,and the number of women consumers at special date is significandy higher than men consumers', but when the trend of number is apparent the rate is significandy lower than men consumers' ; family purchasing and family attitudes is an important factor influencing women' purchasing. Finally, some marketing suggestions from the view of different women groups' ideal lottery sites, extending and standardizing the website and mobile phone channel, designing simple and attractive lottery are put forward.

  4. Helping activate children through the use of video games

    OpenAIRE

    Lomax, Jørn Vollan

    2015-01-01

    The video games industry is now one of the biggest entertainment industries in the world. Forb es magazine estimates that the video game industry will sell games for 70 billion dollars by the end of 2015, and the biggest growth is in the mobile market. While most of the video game industry is creating games strictly for entertainment purp oses, there is a growing demand for games that can b e used for other applications. This pap er will lo ok into making games that help chi...

  5. Location-based games

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception of and be...... possible. The practical contribution is my creation of the LBG Visions of Sara. People continue to play this game in Odense more than two years after its launch, and DJEEO uses it as a showcase, enabling the company to sell similar LBGs....

  6. The own and social effects of an unexpected income shock: Evidence from the Dutch Postcode Lottery

    NARCIS (Netherlands)

    Kuhn, P.J.; Kooreman, P.; Soetevent, A.R.; Kapteyn, A.

    2008-01-01

    In the Dutch Postcode Lottery a postal code (19 households on average) is randomly selected weekly, and prizes - consisting of cash and a new BMW - are awarded to lottery participants living in that postal code. On average, this generates a temporary, unexpected income shock equal to about eight

  7. The effects of Montessori education: evidence from admission lotteries

    NARCIS (Netherlands)

    Ruijs, N.

    2014-01-01

    Little is known about the effects of Montessori education, even though many students in many countries are educated in Montessori classrooms. This study investigates the causal effects of Montessori secondary education by exploiting admission lotteries in Dutch Montessori schools. The results

  8. The effects of Montessori education: Evidence from admission lotteries

    NARCIS (Netherlands)

    Ruijs, N.

    2017-01-01

    This study investigates the causal effects of Montessori secondary education by exploiting admission lotteries in Dutch Montessori schools. Results from 308 to 625 students indicate that Montessori education provides an alternative way to attain similar outcomes. Montessori students obtain their

  9. The cost-effectiveness of cash versus lottery incentives for a web-based, stated-preference community survey.

    Science.gov (United States)

    Gajic, Aleksandra; Cameron, David; Hurley, Jeremiah

    2012-12-01

    We present the results of a randomized experiment to test the effectiveness and cost-effectiveness of response incentives for a stated-preference survey of a general community population. The survey was administered using a mixed-mode approach, in which community members were invited to participate using a traditional mailed letter using contact information for a representative sample of the community; but individuals completed the survey via the web, which exploited the advantages of electronic capture. Individuals were randomized to four incentive groups: (a) no incentive, (b) prepaid cash incentive ($2), (c) a low lottery (10 prizes of $25) and (d) a high lottery (2 prizes of $250). Letters of invitation were mailed to 3,000 individuals. In total, 405 individuals (14.4%) contacted the website and 277 (9.8%) provided complete responses. The prepaid cash incentive generated the highest contact and response rates (23.3 and 17.3%, respectively), and no incentive generated the lowest (9.1 and 5.7%, respectively). The high lottery, however, was the most cost-effective incentive for obtaining completed surveys: compared with no incentive, the incremental cost-effectiveness ratio (ICER) per completed survey for high lottery was $13.89; for prepaid cash, the ICER was $18.29. This finding suggests that the preferred response incentive for community-based, stated-preference surveys is a lottery with a small number of large prizes.

  10. Real and hypothetical endowment effects when exchanging lottery tickets: Is regret a better explanation than loss aversion?

    Science.gov (United States)

    Kogler, Christoph; Kühberger, Anton; Gilhofer, Rainer

    2013-08-01

    The endowment effect is the finding that possession of an item adds to its value. We introduce a new procedure for testing this effect: participants are divided into two groups. Possession group participants inspect a numbered lottery ticket and know it is theirs, while inspection group participants only inspect a lottery ticket without being endowed with it. Subsequently participants choose between playing the lottery with this (possessed or inspected) ticket, or exchanging it for another one. Our procedure tests for the effect of endowment while controlling for the influence of transaction costs as well as for inspection effects and the influence of bargaining roles (buyer vs. seller), which often afflict experimentation with the endowment effect. In a real setting, tickets in possession were valued significantly higher than inspected tickets. Contrary to some findings in the literature participants also correctly predicted these valuation differences in a hypothetical situation, both for themselves as well as for others. Furthermore, our results suggest that regret rather than loss aversion may be the source of the endowment effect in an experimental setting using lottery tickets. Applying our procedure to a setting employing riskless objects in form of mugs revealed rather ambiguous results, thus emphasizing that the role of regret might be less prominent in non-lottery settings.

  11. SPIN-selling

    CERN Document Server

    Rackham, Neil

    1995-01-01

    True or false? In selling high-value products or services: "closing" increases your chance of success; it is essential to describe the benefits of your product or service to the customer; objection handling is an important skill; and open questions are more effective than closed questions. All false, says Neil Rackham. He and his team studied more than 35,000 sales calls made by 10,000 sales people in 23 countries over 12 years. Their findings revealed that many of the methods developed for selling low-value goods just don't work for major sales. Rackham went on to introduce his SPIN-selling method, where SPIN describes the whole selling process - Situation questions, Problem questions, Implication questions, Need-payoff questions. SPIN-selling provides you with a set of simple and practical techniques which have been tried in many of today's leading companies with dramatic improvements to their sales performance.

  12. Google SketchUp for Game Design Beginner's Guide

    CERN Document Server

    de Jongh, Robin

    2011-01-01

    The book takes a clear, step-by-step approach to building a complete game level using SketchUp with many props and textures. This book is designed for anyone who wants to create entire 3D worlds in freely available game engines such as Unity 3D, CryEngine, Ogre, Panda3D, Unreal Engine, and Blender Game Engine. It also targets all those who wish to create new levels and assets to sell in game asset stores or use in visualization or animation.

  13. Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings.

    Science.gov (United States)

    Ivory, James D; Williams, Dmitri; Martins, Nicole; Consalvo, Mia

    2009-08-01

    Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games' ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games' sales or platforms.

  14. Direct selling particularities

    OpenAIRE

    Greifová, Daniela

    2009-01-01

    Bachelor thesis is focused on the parcularities of direct selling, self regulation of this industry, multi-level marketing which is the most used sales method in the field of direct selling. The part of the thesis is dedicated to the issue of customer psychology that is very important for achieving success in direct selling. Main goals are to provide readers with the general view of direct selling and analysis of growing possibilities of the industry in the future.

  15. The Impact of Lottery Incentives on Student Survey Response Rates.

    Science.gov (United States)

    Porter, Stephen R.; Whitcomb, Michael E.

    2003-01-01

    A controlled experiment tested the effects of lottery incentives using a prospective college applicant Web survey, with emails sent to more than 9,000 high school students. Found minimal effect of postpaid incentives for increasing levels of incentive. (EV)

  16. 15 CFR 0.735-17 - Gambling, betting, and lotteries.

    Science.gov (United States)

    2010-01-01

    ... 15 Commerce and Foreign Trade 1 2010-01-01 2010-01-01 false Gambling, betting, and lotteries. 0.735-17 Section 0.735-17 Commerce and Foreign Trade Office of the Secretary of Commerce EMPLOYEE... organizational support or for benefit or welfare funds for their own members) and similar agency-approved...

  17. The influence of lotteries on employees' workplace HIV testing ...

    African Journals Online (AJOL)

    The influence of lotteries on employees' workplace HIV testing behaviour. ... The findings point to the importance of providing workers with an opportunity to openly discuss HIV testing thus allowing mitigation of HIV stigma and discrimination and permitting HIV testing to become socially sanctioned and seen as part of a ...

  18. Understanding the Impact of Lottery Incentives on Web Survey Participation and Response Quality: A Leverage-Salience Theory Perspective

    Science.gov (United States)

    Zhang, Chan; Lonn, Steven; Teasley, Stephanie D.

    2017-01-01

    Cumulative evidence is mixed regarding the effect of lottery incentives on survey participation; little is known about why this strategy sometimes works and other times fails. We examined two factors that can influence the effectiveness of lottery incentives as suggested by leverage-salience theory: emphasis of survey attributes in invitations and…

  19. Statistical auditing and randomness test of lotto k/N-type games

    Science.gov (United States)

    Coronel-Brizio, H. F.; Hernández-Montoya, A. R.; Rapallo, F.; Scalas, E.

    2008-11-01

    One of the most popular lottery games worldwide is the so-called “lotto k/N”. It considers N numbers 1,2,…,N from which k are drawn randomly, without replacement. A player selects k or more numbers and the first prize is shared amongst those players whose selected numbers match all of the k randomly drawn. Exact rules may vary in different countries. In this paper, mean values and covariances for the random variables representing the numbers drawn from this kind of game are presented, with the aim of using them to audit statistically the consistency of a given sample of historical results with theoretical values coming from a hypergeometric statistical model. The method can be adapted to test pseudorandom number generators.

  20. Teaching Mathematics for Spatial Justice: An Investigation of the Lottery

    Science.gov (United States)

    Rubel, Laurie H.; Lim, Vivian Y.; Hall-Wieckert, Maren; Sullivan, Mathew

    2016-01-01

    This article explores integrating place-based education with critical mathematics toward teaching mathematics for spatial justice. "Local Lotto," a curricular module with associated digital tools, was designed to investigate the lottery as a critical spatial phenomenon and piloted in urban high schools. This article describes findings…

  1. Introducing conjoint analysis method into delayed lotteries studies: its validity and time stability are higher than in adjusting.

    Science.gov (United States)

    Białek, Michał; Markiewicz, Łukasz; Sawicki, Przemysław

    2015-01-01

    The delayed lotteries are much more common in everyday life than are pure lotteries. Usually, we need to wait to find out the outcome of the risky decision (e.g., investing in a stock market, engaging in a relationship). However, most research has studied the time discounting and probability discounting in isolation using the methodologies designed specifically to track changes in one parameter. Most commonly used method is adjusting, but its reported validity and time stability in research on discounting are suboptimal. The goal of this study was to introduce the novel method for analyzing delayed lotteries-conjoint analysis-which hypothetically is more suitable for analyzing individual preferences in this area. A set of two studies compared the conjoint analysis with adjusting. The results suggest that individual parameters of discounting strength estimated with conjoint have higher predictive value (Study 1 and 2), and they are more stable over time (Study 2) compared to adjusting. We discuss these findings, despite the exploratory character of reported studies, by suggesting that future research on delayed lotteries should be cross-validated using both methods.

  2. Introducing conjoint analysis method into delayed lotteries studies: Its validity and time stability are higher than in adjusting

    Directory of Open Access Journals (Sweden)

    Michal eBialek

    2015-01-01

    Full Text Available The delayed lotteries are much more common in everyday life than are pure lotteries. Usually, we need to wait to find out the outcome of the risky decision (e.g., investing in a stock market, engaging in a relationship. However, most research has studied the time discounting and probability discounting in isolation using the methodologies designed specifically to track changes in one parameter. Most commonly used method is adjusting, but its reported validity and time stability in research on discounting are suboptimal.The goal of this study was to introduce the novel method for analyzing delayed lotteries - conjoint analysis - which hypothetically is more suitable for analyzing individual preferences in this area. A set of two studies compared the conjoint analysis with adjusting. The results suggest that individual parameters of discounting strength estimated with conjoint have higher predictive value (Study 1 & 2, and they are more stable over time (Study 2 compared to adjusting. We discuss these findings, despite the exploratory character of reported studies, by suggesting that future research on delayed lotteries should be cross-validated using both methods.

  3. Design and protocol of the weight loss lottery- a cluster randomized trial.

    Science.gov (United States)

    van der Swaluw, Koen; Lambooij, Mattijs S; Mathijssen, Jolanda J P; Schipper, Maarten; Zeelenberg, Marcel; Polder, Johan J; Prast, Henriëtte M

    2016-07-01

    People often intend to exercise but find it difficult to attend their gyms on a regular basis. At times, people seek and accept deadlines with consequences to realize their own goals (i.e. commitment devices). The aim of our cluster randomized controlled trial is to test whether a lottery-based commitment device can promote regular gym attendance. The winners of the lottery always get feedback on the outcome but can only claim their prize if they attended their gyms on a regular basis. In this paper we present the design and baseline characteristics of a three-arm trial which is performed with 163 overweight participants in six in-company fitness centers in the Netherlands. Copyright © 2016 Elsevier Inc. All rights reserved.

  4. Cross Selling Management

    OpenAIRE

    Nufer, Gerd; Kelm, Daniel

    2011-01-01

    Erfolgreiches Cross Selling Management bietet die Möglichkeit, die Profitabilität von Neu- oder Bestandskunden zu steigern und kann zur Verbesserung der Kundenzufriedenheit, Kundenbindung und Verlängerung des Kundenlebenszyklus beitragen. Um erfolgreiches Cross Selling Management zu betreiben, sind ein systematisches Vorgehen und die Bereitstellung von Unternehmensressourcen notwendig. Umfangreiche vorbereitende Maßnahmen stellen sicher, dass Cross Selling nicht dem Zufall überlassen wird. De...

  5. Improving VAT Compliance in Romania by Implementing a New Tool – Tax Lottery Receipts

    Directory of Open Access Journals (Sweden)

    Dragos Ungureanu

    2015-12-01

    Full Text Available This paper aims to present and explain the newly implemented measure of organizing a Tax Lottery Receipts in Romania, in orderto combat tax evasion by raising awareness among consumers and make them responsible when purchasing any goods.The lottery proposes an approach to strengthen the fiscal voluntary conformation by stimulating financially those who promote respecting the law – asking for the fiscal receipt, and helpthe fiscal authorities this way in the fight against tax evasion, contrasting at the same time with punishing those who do not respect it – not issuing fiscal receipts.

  6. Female Focalizers and Masculine Ideals: Gender as Performance in Twilight and the Hunger Games

    Science.gov (United States)

    Guanio-Uluru, Lykke

    2016-01-01

    Stephenie Meyer's "Twilight" series (2005-2008) and Suzanne Collins' "The Hunger Games" series (2008-2010) have been hugely successful and influential texts, both as best-selling literary works and as action movie franchises. (To avoid confusion, "Twilight" and "The Hunger Games" in this essay refer to the…

  7. Advertising as a Reminder : Evidence from the Dutch State Lottery

    NARCIS (Netherlands)

    He, Chen; Klein, Tobias

    2018-01-01

    We use high frequency data on TV and radio advertising together with data on online sales for lottery tickets to measure the short run effects of advertising. We find them to be strong and to last for up to about 4 hours. They are the bigger the less time there is until the draw. We develop the

  8. Game of Objects: vicarious causation and multi-modal media

    Directory of Open Access Journals (Sweden)

    Aaron Pedinotti

    2013-09-01

    Full Text Available This paper applies philosopher Graham Harman's object-oriented theory of "vicarious causation" to an analysis of the multi-modal media phenomenon known as "Game of Thrones." Examining the manner in which George R.R. Martin's best-selling series of fantasy novels has been adapted into a board game, a video game, and a hit HBO television series, it uses the changes entailed by these processes to trace the contours of vicariously generative relations. In the course of the resulting analysis, it provides new suggestions concerning the eidetic dimensions of Harman's causal model, particularly with regard to causation in linear networks and in differing types of game systems.

  9. Increasing the energy conservation awareness using the influential power of a lottery system

    Science.gov (United States)

    Nayak, Amruta Vijay

    This thesis presents an influence maximization-driven approach to promoting energy conservation awareness, with the objective to generate a competitive environment for energy consumption supervision. As consumers are typically reluctant to invest their time and effort in the activities beyond their business, an incentive-based distribution strategy is proposed to encourage consumers to actively take part in energy conservation. The key idea of the thesis lies in leveraging the consumer instincts as a driving factor for spreading positive social influence, via a smart lottery program. In the proposed framework, saving energy automatically increases the consumers' chances of winning the lottery, thereby motivating them to save more, while the smart winner selection will maximize the word-of-mouth effect of the program. The thesis collects and organizes a large body of literature in support of the claim that the spread of awareness in a social network can play a key role in the emergence of energy conscious behavior. It also reports on the findings of a survey conducted to determine the present day consumer perspective toward energy conservation and the level of influence required to motivate them to conserve more energy. Finally, a mathematical model for smart lottery winner selection is presented, and insightful observations are made concerning the properties of optimal solutions to tractable, small problem instances.

  10. The Commission Game: An Ethics Activity for Professional Selling Courses

    Science.gov (United States)

    Milewicz, Chad

    2012-01-01

    The Commission Game is an experiment-based experiential learning activity designed to elicit students' sincere ethical decision making in an ambiguous sales context. The activity includes multiple relevant stakeholders as well as tangible, shared risk/reward elements. The activity's design encourages students to contemplate their own personal code…

  11. Sales Simulation Games: Student and Instructor Perceptions

    Science.gov (United States)

    Beuk, Frederik

    2016-01-01

    This study combines the perspective of students (n = 137) and sales instructors (n = 248). It compares how well selling and sales management simulation games, case discussions, and traditional lectures are perceived to conform to the seven principles for good practice in undergraduate education. The study further compares each method's performance…

  12. Beginning Android 3D game development

    CERN Document Server

    Chin, Robert

    2014-01-01

    1. This Apress book aims to be first or unique English language book to market on Android 3D Game Programming (there is however a Chinese lang book.). 1. Given sell like, there may be some potential for retail, trade sales. 2. Otherwise, most revenue should come from the high relevancy of Android in books as a service database engines like Safari where Android meme is nearly at the top. 3. Android has the most user market share worldwide and is second best apps eco although game specific development seems more popular on Android than iOS.

  13. The effects of medical school on health outcomes: Evidence from admission lotteries

    NARCIS (Netherlands)

    Leuven, E.; Oosterbeek, H.; de Wolf, I.

    2013-01-01

    This paper estimates the effects of attending medical school on health outcomes by exploiting that admission to medical school in the Netherlands is determined by a lottery. Among the applicants for medical school, people who attended medical school have on average 1.5 more years of completed

  14. Optimal Advance Selling Strategy under Price Commitment

    OpenAIRE

    Chenhang Zeng

    2012-01-01

    This paper considers a two-period model with experienced consumers and inexperienced consumers. The retailer determines both advance selling price and regular selling price at the beginning of the first period. I show that advance selling weekly dominates no advance selling, and the optimal advance selling price may be at a discount, at a premium or at the regular selling price. To help the retailer choose the optimal pricing strategy, conditions for each possible advance selling strategy to ...

  15. Selling digital music

    DEFF Research Database (Denmark)

    Hougaard, Jens Leth; Tvede, Mich

    2010-01-01

    This paper considers the market for digital music. We claim that the combination of the MP3 format and peer-to-peer networks has made music non-excludable and this feature is essential for the understanding of the economics of the music market. We study optimal business models for selling non-exc......, the music industry should concentrate on alternative ways of creating profit such as selling access to listeners, concerts, merchandise, ringtones etc.......This paper considers the market for digital music. We claim that the combination of the MP3 format and peer-to-peer networks has made music non-excludable and this feature is essential for the understanding of the economics of the music market. We study optimal business models for selling non...

  16. 76 FR 58393 - High Density Traffic Airports; Notice of Determination Regarding Low Demand Periods at Ronald...

    Science.gov (United States)

    2011-09-21

    ... temporary basis subject to recall, and the FAA may conduct a lottery in the future to allocate available... 1985, the FAA issued part 93 subpart S (the ``Buy/Sell Rule'').\\2\\ As part of the Buy/Sell Rule, Sec... accommodate future requests for slots, especially requests by new entrants or limited incumbents, through...

  17. Effects of micro transactions on video games industry

    Directory of Open Access Journals (Sweden)

    Tomić Nenad

    2017-01-01

    Full Text Available During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept. In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation.

  18. Lottery Funded Scholarships in Tennessee: Increased Access but Weak Retention for Minority Students

    Science.gov (United States)

    Menifield, Charles E.

    2012-01-01

    Student retention and low graduation rates are the most significant problems associated with state provided student aid. Evidence suggests that the problems are chronic to certain populations in state colleges and universities. This research examines lottery scholarship data to determine those factors that affect scholarship retention and…

  19. The Correlation between Game Theory and International Trade

    Directory of Open Access Journals (Sweden)

    Simona-Valeria TOMA

    2012-08-01

    Full Text Available The Correlation between Game Theory and International TradeAbstract:Game theory, in its most basic form, considers two or more players and analyses the different strategies that they can use and the effect that these strategies will have on each player. International trade allows countries to use better their resources (labor, technology or capital. Since countries have different capital or natural resources, some of them will produce a good more efficiently than others and therefore could sell it cheaper than other countries. By using game theory in international trade we could determine if the Heckscher-Ohlin-Samuelson model is correct and what would be the best specialization for each country. The aim of this paper is to test if game theory could be successfully used in a thorough analysis of international trade specialization.

  20. Selling Participation to Audiences in China

    Directory of Open Access Journals (Sweden)

    Kuo Huang

    2009-01-01

    Full Text Available Media globalization is facilitated by the development of new technologies within a framework of digitization and convergence. Contemporary new media provide networks through which the mingling of media occurs, shaping a “multi-mediacy” age, and a connecting of mediated/mediating venues in a condition of “immediacy”. Additionally, the business of communication has evolved from being the “communication of business” to the “business of business”. Multi-mediacy and immediacy have generated new avenues of profit from media. The paper will draw on Chitty’s theorization on web transactional venues to discuss new ways of farming of revenue from media. Media revenues have in the past and today been drawn from licence fees, media subscriptions and advertising. Today, media networks also sell “participation” to audiences directly by charging for text message voting/gaming, or sell a range of products and services through web-venue based commerce. This paper will undertake case studies to examine the increasing trend of “direct audience payment for participation”. The case studies that will be used are (A the intervention of Chinese Service Providers in reality TV shows and (B E-commerce on the Internet. Monternet (mo[bile I]nternet and Linktone are investigated as Service Providers (SPs and the consumer-to-consumer (C2C website www.taobao.com is studied compared with Eachnet (eBay in China. The paper will also investigate the influences of “direct audience payment for participation” on the quality of media products and communication flow between media and audience and generally discuss the consequences of the “direct audience payment for participation” from the perspective of communication ethics.

  1. Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013.

    Science.gov (United States)

    Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh

    2018-01-11

    Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.

  2. 77 FR 19076 - High Density Traffic Airports; Notice of Determination Regarding Low Demand Periods at Ronald...

    Science.gov (United States)

    2012-03-30

    ... period on a temporary basis subject to recall, and the FAA may conduct a lottery in the future to... 1985, the FAA issued part 93 subpart S (the ``Buy/Sell Rule'').\\2\\ As part of the Buy/Sell Rule, Sec... subject to recall by the FAA under Sec. 93.226(e). However, if the FAA cannot accommodate future requests...

  3. Illustrating Business Marketing Concepts through the Value Chain Game

    Science.gov (United States)

    Liao-Troth, Sara; Thomas, Stephanie P.; Webb, G. Scott

    2015-01-01

    The Value Chain Game is an activity that helps students to develop a holistic understanding of the processes and challenges in managing the value chain so that customer needs are met. Competing value chains work to produce and sell two products. Seasonal demand, quality defects, transportation delays, and audits offer complexities that represent…

  4. A Cognitive Model of the Effects of Linking Political Referenda to Salient Social Issues: A Lottery Will Fund Education, But Casinos Will Cause Crime?

    Science.gov (United States)

    Ferguson, M. A.; And Others

    Contrasting a party identification model with a rational decision making model, a cognitive model predicts voter intent on two referenda: (1) an amendment to permit a state lottery; and (2) an amendment to permit residents of each county to vote on whether to permit casino gambling. Supporters of the lottery amendment attempt to strongly link it…

  5. Virtual muscularity: a content analysis of male video game characters.

    Science.gov (United States)

    Martins, Nicole; Williams, Dmitri C; Ratan, Rabindra A; Harrison, Kristen

    2011-01-01

    The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.

  6. Physical activity after commitment lotteries : examining long-term results in a cluster randomized trial

    NARCIS (Netherlands)

    van der Swaluw, Koen; Lambooij, Mattijs S.; Mathijssen, Jolanda J.P.; Schipper, Maarten; Zeelenberg, Marcel; Berkhout, Stef; Polder, Johan J.; Prast, Henriëtte M.

    2018-01-01

    To overcome self-control difficulties, people can commit to their health goals by voluntarily accepting deadlines with consequences. In a commitment lottery, the winners are drawn from all participants, but can only claim their prize if they also attained their gym-attendance goals. In a 52-week,

  7. Physical activity after commitment lotteries: examining long-term results in a cluster randomized trial.

    NARCIS (Netherlands)

    van der Swaluw, Koen; Lambooij, Mattijs S; Mathijssen, Jolanda J P; Schipper, Maarten; Zeelenberg, Marcel; Berkhout, Stef; Polder, Johan J; Prast, Henriëtte M

    2018-01-01

    To overcome self-control difficulties, people can commit to their health goals by voluntarily accepting deadlines with consequences. In a commitment lottery, the winners are drawn from all participants, but can only claim their prize if they also attained their gym-attendance goals. In a 52-week,

  8. The lottery-panel task for bi-dimensional parameter-free elicitation of risk attitudes

    Directory of Open Access Journals (Sweden)

    García-Gallego, Aurora

    2012-03-01

    Full Text Available In this paper, we propose a simple task for eliciting attitudes toward risky choice, the Sabater-Grande and Georgantzís (SGG lottery-panel task, which consists in a series of lotteries constructed to compensate riskier options with higher risk-return trade-offs. Using Principal Component Analysis technique, we show that the SGG lotterypanel task is capable of capturing two dimensions of individual risky decision making: subjects’ average willingness to choose risky projects and their sensitivity towards variations in the return to risk. We report results from a large dataset obtained from the implementation of the SGG lottery-panel task and discuss regularities and the desirability of its bi-dimensionality both for describing behaviour under uncertainty and explaining behaviour in other contexts.

    En este trabajo proponemos una tarea sencilla que permite obtener la actitud frente a la toma de riesgo monetario, y que llamaremos tarea Sabater-Grande y Georgantzís (SGG de riesgo. Esta tarea consiste en una serie de loterías construidas para compensar las opciones de mayor riesgo con un mayor retorno. Utilizando la técnica de componentes principales, encontramos que la tarea SGG es capaz de capturar dos dimensiones de la toma de decisiones individuales: por un lado, la voluntad promedio de los sujetos de elegir proyectos arriesgados y, por otro, su sensibilidad hacia las variaciones en el retorno por riesgo. Presentamos los resultados de una gran muestra de datos obtenidos a partir de la implementación de la tarea SGG, y discutimos las regularidades y la conveniencia de su bidimensionalidad tanto para describir el comportamiento en condiciones de incertidumbre como para explicar el comportamiento humano en otros contextos.

  9. A game-theoretical model of private power production

    International Nuclear Information System (INIS)

    Xing, W.; Wu, F.F.

    2001-01-01

    Private power production has sprung up all over the world. The build-operate-transfer (BOT) arrangement has emerged as one of the most important options for private power production, especially in developing countries with rapidly growing demand and financial shortages. Based on oligopoly theory, the paper proposes a Stackelberg game model between a BOT investor and an electric utility whereby they can negotiate a long-term energy contract. Asymmetric pricing schemes are taken into account such that a host utility purchases electricity from a BOT company at its ''avoided cost'', and sells its electricity to end users at its ''average cost''. Our Stackelberg game model is transferred into a two-level optimization problem, and then solved by an iterative algorithm. The game model is demonstrated by an illustrative example. (author)

  10. The Short Selling Regulation in the EU: Assessing the Authorization Granted for ESMA to Prohibit Short Selling

    Directory of Open Access Journals (Sweden)

    Matias Huhtilainen

    2017-07-01

    Full Text Available The paper discusses the renewed short selling regulation (Regulation (EU No 236/2012 in the European Union. The focus is on the provisions that deal with prohibiting short selling in exceptional market circumstances. The Regulation further enforces certain obligations to report and disclose short positions. It is concluded that banning short selling is not an effective tool to contain extreme price volatility. The difference-in-differences regression and repeated measures GLM were used to test whether short selling bans were successful in containing volatility of those Spanish and Italian stocks that were subject to two back-to-back prohibitions during the years 2011-2013. The results are consistent with the majority of previous research, suggesting that the effectiveness of short sale constraints in reducing volatility is limited at best. Furthermore, there are evidence of counterproductive effects: constraints on short selling may actually increase volatility as well as deteriorate liquidity. However, based on theory and previous studies, reporting and disclosure requirements shall be favored provided they improve market efficiency as well as supervisory work of regulatory bodies.This paper discusses the renewed short selling regulation (Regulation (EU No 236/2012 in the European Union. The focus is on the provisions that deal with prohibiting short selling in exceptional market circumstances. The Regulation further enforces certain obligations to report and disclose short positions. It is concluded that banning short selling is not an effective tool to contain extreme price volatility. The difference-in-differences regression and repeated measures GLM were used to test whether short selling bans were successful in containing volatility of those Spanish and Italian stocks that were subject to two back-to-back prohibitions during the years 2011-2013. The results are consistent with the majority of previous research, suggesting that the

  11. Learning in Advance Selling with Heterogeneous Consumers

    OpenAIRE

    Oksana Loginova; X. Henry Wang; Chenhang Zeng

    2012-01-01

    The advance selling strategy is implemented when a firm offers consumers the opportunity to order its product in advance of the regular selling season. Advance selling reduces uncertainty for both the firm and the buyer and enables the firm to update its forecast of future demand. The distinctive feature of the present study of advance selling is that we divide consumers into two groups, experienced and inexperienced. Experienced consumers know their valuations of the product in advance, whil...

  12. Supplementary income. Direct selling in Germany

    International Nuclear Information System (INIS)

    Roesner, Sven

    2014-01-01

    This document treats, first, of the evolution of the German support mechanisms to renewable energy sources. Then, it presents the legal framework of direct electricity selling (goal, evolution, facilities in concern and eligibility criteria). Next, the operation of direct selling since August 2014 in Germany is presented (producers eligibility, over- and under-production, reference values, income, tariffs). Finally, the perspectives and conditions of direct selling success are summarized in the conclusion

  13. Species List and Status of Mammals and Birds in Sambisa Game ...

    African Journals Online (AJOL)

    This study determined the species list and status of mammals and birds in Sambisa Game Reserve. Species list was determined using direct sighting, animal signs and activities, information from hunters and visits to bush meat processing and selling centers. Results indicate that a total of seventeen (17) species of ...

  14. Effects of a Video Lottery Terminal (VLT) Banner on Gambling: A Field Study

    Science.gov (United States)

    Gallagher, Timothy; Nicki, Richard; Otteson, Amy; Elliott, Heather

    2011-01-01

    The effects of a warning banner, informing patrons of the randomness of Video Lottery Terminal (VLT) outcomes, on gambling behaviour and beliefs were tested in a field setting using a mixed-model 2 x 3 design over a six-week period with 27 problem and 27 non-problem gamblers recruited from bars in a Canadian city with a population of 85,000.…

  15. Game-Theoretic Energy Management for Residential Users with Dischargeable Plug-in Electric Vehicles

    Directory of Open Access Journals (Sweden)

    Bingtuan Gao

    2014-11-01

    Full Text Available The plug-in electric vehicle (PEV has attracted more and more attention because of the energy crisis and environmental pollution, which is also the main shiftable load of the residential users’ demand side management (DSM system in the future smart grid (SG. In this paper, we employ game theory to provide an autonomous energy management system among residential users considering selling energy back to the utility company by discharging the PEV’s battery. By assuming all users are equipped with smart meters to execute automatic energy consumption scheduling (ECS and the energy company can adopt adequate pricing tariffs relating to time and level of energy usage, we formulate an energy management game, where the players are the residential users and the strategies are their daily schedules of household appliance use. We will show that the Nash equilibrium of the formulated energy management game can guarantee the global optimization in terms of minimizing the energy costs, where the depreciation cost of PEV’s battery because of discharging and selling energy back is also considered. Simulation results verify that the proposed game-theoretic approach can reduce the total energy cost and individual daily electricity payment. Moreover, since plug-in electric bicycles (PEBs are currently widely used in China, simulation results of residential users owing household appliances and bidirectional energy trading of PEBs are also provided and discussed.

  16. A game-theoretical model of private power production

    Energy Technology Data Exchange (ETDEWEB)

    Xing, W.; Wu, F.F. [University of Hong Kong (China). Dept. of Electrical and Electronic Engineering

    2001-03-01

    Private power production has sprung up all over the world. The build-operate-transfer (BOT) arrangement has emerged as one of the most important options for private power production, especially in developing countries with rapidly growing demand and financial shortages. Based on oligopoly theory, the paper proposes a Stackelberg game model between a BOT investor and an electric utility whereby they can negotiate a long-term energy contract. Asymmetric pricing schemes are taken into account such that a host utility purchases electricity from a BOT company at its ''avoided cost'', and sells its electricity to end users at its ''average cost''. Our Stackelberg game model is transferred into a two-level optimization problem, and then solved by an iterative algorithm. The game model is demonstrated by an illustrative example. (author)

  17. A Game Theory Approach for Product Specialization in International Trade

    Directory of Open Access Journals (Sweden)

    Ioana-Veronica ALEXA

    2011-11-01

    Full Text Available Game theory, in its most basic form, considers two players and analyses the different strategies that they can use and the effect that these strategies will have on each player. International trade allows countries to use better their resources (labor, technology or capital. Since countries have different capital or natural resources, some of them will produce a good more efficiently than others and therefore could sell it cheaper than other countries. By using game theory in international trade we could determine if the H-O-S model is correct and what would be the best specialization for each country.

  18. Of a Village Bomoh and the Lottery: Content Schemata Influence on Second Language Reading

    Science.gov (United States)

    Radzi, Amizura Hanadi Mohd.; Aziz, Noor Hashima Abd.

    2013-01-01

    This paper discusses a study on the aspects of content schemata in second language reading, focusing on two contemporary short stories, i.e. "A Quid of Sirih, A Bowl of Water" and "The Lottery." The study explores the cognitive processes of one UiTM Perlis degree level student, reflecting on his L2 reading processes. The…

  19. Game Models on Optimal Strategies in a Tourism Dual-Channel Supply Chain

    Directory of Open Access Journals (Sweden)

    Lei Yang

    2016-01-01

    Full Text Available This paper explores a two-echelon tourism supply chain consisting of a hotel and an online travel agency. The upside hotel rooms can be sold through the downside hotel alliance and online travel agency. The hotel alliance, selling rooms at a lower price, is a direct sale platform with a negligible entry fee. Notwithstanding, the online travel agency sells the room at a higher price with related personalized service. Customers will be refunded partially in case of their cancellation or no-show. An integrated model and two decentralized models based on Bertrand and Stackelberg games are developed, respectively. The results show that when the wholesale price is lower than a certain value, both the hotel and the online travel agency can gain more profit from the Stackelberg game than that from the Bertrand game. In the case that the hotel allows overbooking, the optimal overbooking quantity is obtained. If the overbooking proportion is too high, overbooking is profitable for the hotel only when the overbooking cost is lower than a certain value. At the end of the study, some experiments are conducted to analyze the sensitivity of the optimal prices and profits in the light of certain parameters.

  20. Graphic Depictions: Portrayals of Mental Illness in Video Games.

    Science.gov (United States)

    Shapiro, Samuel; Rotter, Merrill

    2016-11-01

    Although studies have examined portrayals of mental illness in the mass media, little attention has been paid to such portrayals in video games. In this descriptive study, the fifty highest-selling video games in each year from 2011 to 2013 were surveyed through application of search terms to the Wikia search engine, with subsequent review of relevant footage on YouTube. Depiction categories were then assigned based on the extent of portrayal and qualitative characteristics compared against mental illness stereotypes in cinema. Twenty-three of the 96 surveyed games depicted at least one character with mental illness. Forty-two characters were identified as portraying mental illness, with most characters classified under a "homicidal maniac" stereotype, although many characters did not clearly reflect cinema stereotypes and were subcategorized based on the shared traits. Video games contain frequent and varied portrayals of mental illness, with depictions most commonly linking mental illness to dangerous and violent behaviors. © 2016 American Academy of Forensic Sciences.

  1. Four categories of design challenges to building game-based business

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus; Harpelund, Christian

    2014-01-01

    Building a business on the basis of designing and selling learning games is seldom a straightforward task. Often, such a project involves a diversity of competencies for handling a wide variety of challenges. On the basis of a longitudinal study of the game ChangeSetter, this chapter proposes...... a four-category approach to understanding such challenges. The four categories include 1) the learning game design, 2) didactic design on how the game is to be used, 3) organisational design for establishing both supply and demand, and finally 4) business design, which concerns the establishment...... of a business model that ensures continual rather than incidental income. While the four categories can be used for understanding the various challenges and what competencies they prompt for, the key argument of the chapter is to start with the business design as it is likely to cause extensive iterations...

  2. 27 CFR 40.211 - Package.

    Science.gov (United States)

    2010-04-01

    ... or to represent a ticket, chance, share, or an interest in, or dependent on, the event of a lottery... consumption), offer for sale, or sell or otherwise dispose of, after removal, any tobacco products that are...

  3. The Hamming distance in the minority game

    Science.gov (United States)

    D'hulst, R.; Rodgers, G. J.

    1999-08-01

    We investigate different versions of the minority game, a toy model for agents buying and selling a commodity. The Hamming distance between the strategies used by agents to make decisions is introduced as an analytical tool to determine several properties of these models. The success rate of the agents in an adaptive version of the game is compared with the rate from a stochastic version. It is shown numerically and analytically that the adaptive process is inefficient, increasing the success rate of the unused strategies while decreasing the success rate of the strategies used by the agents. The agents do not do as well as if they were forced to use only one strategy permanently. A version of the game in which the agents strategies evolve is also analysed using the notion of distance. The agents evolve into a state in which they are all using one strategy, which is again the state that yields the maximum success rate.

  4. Dynamic Stackelberg game model for water rationalization in drought emergency

    Science.gov (United States)

    Kicsiny, R.; Piscopo, V.; Scarelli, A.; Varga, Z.

    2014-09-01

    In water resource management, in case of a limited resource, there is a conflict situation between different consumers. In this paper, a dynamic game-theoretical model is suggested for the solution of such conflict. Let us suppose that in a region, water supply is based on a given aquifer, from which a quantity of effective reserve can be used without damaging the aquifer, and a long drought is foreseen. The use of water is divided between the social sector represented by the local authority, and the production sector, in our case, simplified to a single agricultural producer using water for irrigation; they are the players in the game. For a fixed time period, every day, a given amount is available, from which first the authority, then the producer takes a proportion, which corresponds to the strategy choices of the players. A price function is given, which depends on the total available reserve, the payoffs of both players are quantified as their net incomes for the whole period: for the producer: profit from selling the product minus price of water and tax paid, for the authority: tax received plus the gain for the authority from selling the water bought to the social sector minus price of water purchased. A solution (equilibrium) of the game consists of such strategy choices of both players, with which each player maximizes her/his total payoff (over the whole time horizon of the game) provided that the other player also maximizes her/his own payoff. In the paper, in a mathematical model for the above conflict situation, a deterministic continuum-strategy two-player discrete-time dynamic Stackelberg game with fixed finite time duration and closed-loop information structure is proposed, where the authority is “leader” and the producer is “follower”. The algorithms for the solution of the game are based on recent theoretical results of the authors. Illustrative numerical examples are also given.

  5. Reconsidering Kantian arguments against organ selling.

    Science.gov (United States)

    Alpinar-Şencan, Zümrüt

    2016-03-01

    Referring to Kant's arguments addressing the moral relationship between our bodies and ourselves is quite common in contemporary debate about organ selling, although he does not provide us with any specific arguments related to this debate. It is widely argued that the most promising way to show the moral impermissibility of organ selling is to mount an argument on Kantian grounds. This paper asks whether it is possible to argue coherently against organ selling in a Kantian framework. It will be shown that by mounting the argument on Kantian grounds no compelling argument can be given against sale of organs, either because the arguments apply to donation of organs, too, or the arguments are not convincing for other independent reasons. In the first section, it will be argued that donation and selling are not distinguishable in a Kantian framework, since the concern about commodification of the body and its parts shall be raised by both actions. In the second section, some contemporary accounts inspired by Kant will be presented and discussed separately. It will be argued that the reasons for promoting organ donation while arguing against selling clash with each other in an unconvincing way.

  6. Advance Selling in the Presence of Experienced Consumers

    OpenAIRE

    Oksana Loginova; X. Hnery Wang; Chenhang Zeng

    2011-01-01

    The advance selling strategy is implemented when a firm offers consumers the opportunity to order its product in advance of the regular selling season. Advance selling reduces uncertainty for both the firm and the buyer and enables the firm to update its forecast of future demand. The distinctive feature of the present theoretical study of advance selling is that we divide consumers into two groups, experienced and inexperienced. Experienced consumers know their valuations of the product in a...

  7. The predictive validity of grade point average scores in a partial lottery medical school admission system

    NARCIS (Netherlands)

    Cohen-Schotanus, Janke; Muijtjens, Arno M. M.; Reinders, Jan J.; Agsteribbe, Jessica; van Rossum, Herman J. M.; van der Vleuten, Cees P. M.

    2006-01-01

    PURPOSE To ascertain whether the grade point average (GPA) of school-leaving examinations is related to study success, career development and scientific performance. The problem of restriction of range was expected to be partially reduced due to the use of a national lottery system weighted in

  8. The Stock Market Game: A Simulation of Stock Market Trading. Grades 5-8.

    Science.gov (United States)

    Draze, Dianne

    This guide to a unit on a simulation game about the stock market contains an instructional text and two separate simulations. Through directed lessons and reproducible worksheets, the unit teaches students about business ownership, stock exchanges, benchmarks, commissions, why prices change, the logistics of buying and selling stocks, and how to…

  9. The Advanced Course in Professional Selling

    Science.gov (United States)

    Loe, Terry; Inks, Scott

    2014-01-01

    More universities are incorporating sales content into their curriculums, and although the introductory courses in professional sales have much common ground and guidance from numerous professional selling texts, instructors teaching the advanced selling course lack the guidance provided by common academic tools and materials. The resulting…

  10. Preference reversal in quantum decision theory

    Directory of Open Access Journals (Sweden)

    Vyacheslav I. Yukalov

    2015-10-01

    Full Text Available We consider the psychological effect of preference reversal and showthat it finds a natural explanation in the frame of quantum decisiontheory. When people choose between lotteries with non-negative payoffs, they prefer a more certain lottery because of uncertainty aversion. But when people evaluate lottery prices, e.g. for selling to others the right to play them, they do this more rationally, being less subject to behavioral biases. This difference can be explained bythe presence of the attraction factors entering the expression of quantumprobabilities. Only the existence of attraction factors can explain why,considering two lotteries with close utility factors, a decision maker prefers one of them when choosing, but evaluates higher the other one when pricing. We derive a general quantitative criterion for the preference reversal to occur that relates the utilities of the two lotteries to the attraction factors under choosing versus pricing and test successfully its application on experiments by Tversky et al.We also show that the planning paradox can be treated as a kind of preference reversal.

  11. Preference reversal in quantum decision theory

    Science.gov (United States)

    Yukalov, Vyacheslav I.; Sornette, Didier

    2015-01-01

    We consider the psychological effect of preference reversal and show that it finds a natural explanation in the frame of quantum decision theory. When people choose between lotteries with non-negative payoffs, they prefer a more certain lottery because of uncertainty aversion. But when people evaluate lottery prices, e.g., for selling to others the right to play them, they do this more rationally, being less subject to behavioral biases. This difference can be explained by the presence of the attraction factors entering the expression of quantum probabilities. Only the existence of attraction factors can explain why, considering two lotteries with close utility factors, a decision maker prefers one of them when choosing, but evaluates higher the other one when pricing. We derive a general quantitative criterion for the preference reversal to occur that relates the utilities of the two lotteries to the attraction factors under choosing vs. pricing and test successfully its application on experiments by Tversky et al. We also show that the planning paradox can be treated as a kind of preference reversal. PMID:26500592

  12. Selling the green dream

    International Nuclear Information System (INIS)

    Wood, E.

    2005-01-01

    The article discusses the marketing and sales of energy generated from renewable energy sources. To purchase environmental energy in the USA, the consumer need do no more than tick a box on a sheet of paper. But, it is not just households that opt for green energy: businesses are also willing customers. A factor in the success in selling green energy to big business is that the retail price of wind power can be held constant over periods of several years, whereas fossil fuel prices can fluctuate wildly. Details of sources and sales of the top ten companies selling green energy are given

  13. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games.

    Science.gov (United States)

    Near, Christopher E

    2013-02-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.

  14. 一种分布式互联网彩票安全策略%A distributed security strategy for internet lottery

    Institute of Scientific and Technical Information of China (English)

    梅颖

    2017-01-01

    This paper proposes a distributed security strategy for internet lottery;it builds a distributed public ledger based on the blockchain technology to record all lottery transactions and provides the specific details of the strategy and the prototype architecture,analyzes the security characteristics of the strategy about anonymity,non-repudiation,tamper-resistant,transparency,which proves that the strategy can effectively solve the problems caused by the traditional centralization technology,that make operation is opaque,easy to be artificially controlled,lottery transactions in the entire process cannot be perceived by the user,so as to provide an effective solution for the construction of a secure internet lottery system.%提出了一种分布式互联网彩票安全策略,该策略基于区块链技术建立一个分布式公共账本,记录所有的彩票交易记录.详细阐述了该策略的具体细节和原型体系结构,并通过对该策略的匿名性、抗抵赖性、防篡改、透明性等安全特性进行分析,证明该策略能有效解决传统的基于中心化技术所导致运营不透明、容易被人为控制、彩票交易的整个流程中也不能被用户察觉等问题,为构建安全的互联网彩票系统提供有效的解决方案.

  15. TECHNICAL AND PRACTICAL IMPLICATIONS OF SHORT SELLING

    Directory of Open Access Journals (Sweden)

    Radu BORES

    2016-07-01

    Full Text Available This paper aims at providing insight into some of the implication of short selling for markets, investors as well as regulators. Findings show that capital flows are adversely affected by strict regulation and bans of short sales, while market liquidity, and bid-ask spread can be improved by allowing short selling. Additionally portfolios that incorporate short selling strategies can have lower volatility in returns. The informational content of short sales can provide important feedback for informed investors and lead to better price discovery.

  16. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

    Science.gov (United States)

    Near, Christopher E.

    2012-01-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales. PMID:23467816

  17. Winning big but feeling no better? The effect of lottery prizes on physical and mental health.

    Science.gov (United States)

    Apouey, Benedicte; Clark, Andrew E

    2015-05-01

    We use British panel data to determine the exogenous impact of income on a number of individual health outcomes: general health status, mental health, physical health problems, and health behaviours (drinking and smoking). Lottery winnings allow us to make causal statements regarding the effect of income on health, as the amount won by winners is largely exogenous. Positive income shocks have no significant effect on self-assessed overall health, but a significant positive effect on mental health. This result seems paradoxical on two levels. First, there is a well-known gradient in health status in cross-sectional data, and second, general health should partly reflect mental health, so that we may expect both variables to move in the same direction. We propose a solution to the first apparent paradox by underlining the endogeneity of income. For the second, we show that lottery winnings are also associated with more smoking and social drinking. General health will reflect both mental health and the effect of these behaviours and so may not improve following a positive income shock. Copyright © 2014 John Wiley & Sons, Ltd.

  18. Show and Sell: Teaching Sales through Hands-On Selling

    Science.gov (United States)

    Rippé, Cindy B.

    2015-01-01

    There is a shortage of qualified salespeople, which creates a challenge for educators to prepare more students for a sales career. One of the most common teaching techniques used in preparing students is role playing, which mirrors real-world selling. However, role plays are not necessarily authentic because the players and conditions are not a…

  19. 29 CFR 541.504 - Drivers who sell.

    Science.gov (United States)

    2010-07-01

    ... DELIMITING THE EXEMPTIONS FOR EXECUTIVE, ADMINISTRATIVE, PROFESSIONAL, COMPUTER AND OUTSIDE SALES EMPLOYEES Outside Sales Employees § 541.504 Drivers who sell. (a) Drivers who deliver products and also sell such products may qualify as exempt outside sales employees only if the employee has a primary duty of making...

  20. Selling College: A Longitudinal Study of American College Football Bowl Game Public Service Announcements

    Science.gov (United States)

    Tobolowsky, Barbara F.; Lowery, John Wesley

    2014-01-01

    Using ideological analysis as a frame, researchers analyzed institutionally created commercials (PSAs) that appeared in 28 U.S. college football bowl games over a seven-year period (2003-2009) to better understand the universities' brands as represented in these advertisements. They found many common elements such as showing traditional…

  1. Short-Selling, Leverage and Systemic Risk

    OpenAIRE

    Pais, Amelia; Stork, Philip A.

    2013-01-01

    During the Global Financial Crisis, regulators imposed short-selling bans to protect financial institutions. The rationale behind the bans was that “bear raids”, driven by short-sellers, would increase the individual and systemic risk of financial institutions, especially for institutions with high leverage. This study uses Extreme Value Theory to estimate the effect of short-selling on financial institutions’ individual and systemic risks in France, Italy and Spain; it also analyses the rela...

  2. Risky decisions in a lottery task are associated with an increase of cocaine use

    Directory of Open Access Journals (Sweden)

    Amrei eWittwer

    2016-05-01

    Full Text Available Cocaine use disorder is associated with maladaptive decision-making behaviour, which strongly contributes to the harmful consequences of chronic drug use. Prior research has shown that cocaine users exhibit impaired neuropsychological test performances, particularly with regard to attention, learning, and memory but also in executive functions such as decision-making and impulse control. However, to what extent cocaine users show impaired decision-making under risk without feedback has not yet been investigated systematically. Therefore, to examine risk-taking behaviour, 31 chronic cocaine users and 26 stimulant-naïve healthy controls, who were part of the Zurich Cocaine Cognition Study, performed the Randomized Lottery Task (RALT with winning lotteries consisting of an uncertain and a certain prospect. Results revealed that risky decisions were associated with male sex, increased cocaine use in the past year, higher cocaine concentrations in the hair, and younger age. In addition, higher levels of cocaine in the hair and cumulative lifetime consumption were associated with risky decisions, whereas potentially confounding factors including cognition and psychiatric symptoms had no significant effect. Taken together, our results indicate that cocaine users who increased their consumption over a period of one year show deficits in the processing of risky information accompanied with increased risk-taking. Future research should analyse whether risky decisions could potentially serve as a prognostic marker for cocaine use disorder.

  3. Selling digital music

    DEFF Research Database (Denmark)

    Hougaard, Jens Leth; Tvede, Mich

    This paper considers the market for digital music. We claim that the combination of the MP3 format and peer-to-peer networks has made music non-excludable and this feature is essential for the understanding of the economics of the music market. We study optimal business models for selling non...

  4. Optimal strategy for selling on group-buying website

    Directory of Open Access Journals (Sweden)

    Xuan Jiang

    2014-09-01

    Full Text Available Purpose: The purpose of this paper is to help business marketers with offline channels to make decisions on whether to sell through Group-buying (GB websites and how to set online price with the coordination of maximum deal size on GB websites. Design/methodology/approach: Considering the deal structure of GB websites especially for the service fee and minimum deal size limit required by GB websites, advertising effect of selling on GB websites, and interaction between online and offline markets, an analytical model is built to derive optimal online price and maximum deal size for sellers selling through GB website. This paper aims to answer four research questions: (1 How to make a decision on maximum deal size with coordination of the deal price? (2 Will selling on GB websites always be better than staying with offline channel only? (3 What kind of products is more appropriate to sell on GB website? (4How could GB website operator induce sellers to offer deep discount in GB deals? Findings and Originality/value: This paper obtains optimal strategies for sellers selling on GB website and finds that: Even if a seller has sufficient capacity, he/she may still set a maximum deal size on the GB deal to take advantage of Advertisement with Limited Availability (ALA effect; Selling through GB website may not bring a higher profit than selling only through offline channel when a GB site only has a small consumer base and/or if there is a big overlap between the online and offline markets; Low margin products are more suitable for being sold online with ALA strategies (LP-ALA or HP-ALA than high margin ones; A GB site operator could set a small minimum deal size to induce deep discounts from the sellers selling through GB deals. Research limitations/implications: The present study assumed that the demand function is determinate and linear. It will be interesting to study how stochastic demand and a more general demand function affect the optimal

  5. Cross-selling lending and underwriting : scope economies and incentives

    OpenAIRE

    Laux, Christian; Walz, Uwe

    2009-01-01

    We highlight the implications of combining underwriting services and lending for the choice of underwriters and for competition in the underwriting business. We show that cross-selling can increase underwriters' incentives, and we explain three phenomena: first, that cross-selling is important for universal banks to enter the investment banking business; second, that cross-selling is particularly attractive for highly leveraged borrowers; third, that less-than-market rates are no prerequisite...

  6. Right to Health, negate theories , Lottery and Minimum Decent

    Directory of Open Access Journals (Sweden)

    Edith Maria Barbosa Ramos

    2016-05-01

    Full Text Available It approaches the theory that deny the right to health in order to highlight the fragility of arguments and demonstrate the ability to build a ethical justification for gua- ranteeing the right to health. Highlights the complexity of the right to health and the universality of their ownership, as well as discusses the identification of the right to health with the right to social assistance. It analyzes the theories of denial of the right to health from a proposal that presents libertarian. Noteworthy is the discussion on the relations proposed by this theory, between the right to health and the right to property, in order to justify the setting of a minimal state. We put in evidence the idea of  n atural and social lotteries, the duty of beneficence and the idea of   decent minimum, to introduce a reflec- tion on the health market.

  7. Gambling Trends in the State of New Mexico: 1996-1998

    Science.gov (United States)

    Blankenship, Jason; Starling, Randall; Woodall, W. G.; May, Philip A.

    2009-01-01

    New Mexico experienced a surge in the gaming industry during the mid-1990s with the initiation of a state lottery and other new gaming opportunities, as well as the development of many Indian gaming establishments. This paper explores patterns associated with gambling in two random samples of the adult population (N = 2674) in the entire State of…

  8. Optimal Incentives to Foster Cross Selling: An Economic Analysis

    OpenAIRE

    Decrouppe, Andre

    2014-01-01

    Cross selling is the practice of selling additional products to an existing customer. It has the potential to boost revenues and can be beneficial for both the company and the customer. For many multi-divisional companies with product or service oriented organizational structures the attempt to realize the benefits of cross selling generates incentive problems. In this thesis, three problems spread over three business levels are identified. Firstly, management needs to (fina...

  9. Determinants Of Consumers’ Satisfaction and Acceptance of Direct Selling

    OpenAIRE

    Alturas, Bráulio; Santos, Maria da Conceição; Pereira, Ivo

    2005-01-01

    This paper studies the factors that influence the consumers’ satisfaction and acceptance of direct selling. Direct selling has been exhibiting in the last decade substantial growth in sales revenues and number of salespeople involved. Also the acceptance on the part of the consumers has been increasing; in spite of they show more and more demanding and informed. The literature reveals that the relationship between customer satisfaction and direct selling has not been sufficiently studied, yet...

  10. 47 CFR 73.4005 - Advertising-refusal to sell.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Advertising-refusal to sell. 73.4005 Section 73.4005 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES RADIO BROADCAST SERVICES Rules Applicable to All Broadcast Stations § 73.4005 Advertising—refusal to sell. See 412...

  11. A Consumer-Driven Approach To Increase Suggestive Selling.

    Science.gov (United States)

    Rohn, Don; Austin, John; Sanford, Alison

    2003-01-01

    Discussion of the effectiveness of behavioral interventions in improving suggestive selling behavior of sales staff focuses on a study that examined the efficacy of a consumer-driven approach to improve suggestive selling behavior of three employees of a fast food franchise. Reports that consumer-driven intervention increased suggestive selling…

  12. Students Write, Then "Sell" Ad Copy to Class.

    Science.gov (United States)

    Galician, Mary Lou

    1986-01-01

    Describes a course in commercial copywriting for electronic media in which students must also present orally their copy to the class to drive home two points: (1) the writing has to sell products, and (2) the writer has to sell the spot or campaign to the client or employers. (HTH)

  13. 46 CFR 386.9 - Gambling.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 8 2010-10-01 2010-10-01 false Gambling. 386.9 Section 386.9 Shipping MARITIME... THE UNITED STATES MERCHANT MARINE ACADEMY § 386.9 Gambling. Unless permitted by Executive or... the operation of gambling devices, or the conduct of a lottery or a pool, or the selling or purchasing...

  14. 15 CFR 265.41 - Gambling.

    Science.gov (United States)

    2010-01-01

    ... 15 Commerce and Foreign Trade 1 2010-01-01 2010-01-01 false Gambling. 265.41 Section 265.41..., GAITHERSBURG, MARYLAND, AND BOULDER AND FORT COLLINS, COLORADO Buildings and Grounds § 265.41 Gambling. No... gambling devices, the conduct of lotteries or pools, or in the selling or purchasing of numbers tickets, or...

  15. Supply Chain Strategies for Quality Inspection under a Customer Return Policy: A Game Theoretical Approach

    Directory of Open Access Journals (Sweden)

    Vijay Kumar

    2016-12-01

    Full Text Available This paper outlines the quality inspection strategies in a supplier–buyer supply chain under a customer return policy. This paper primarily focuses on product quality and quality inspection techniques to maximize the actors’ and supply chain’s profits using game theory approach. The supplier–buyer setup is described in terms of textile manufacturer–retailer supply chain where quality inspection is an important aspect and the product return from the customer is generally accepted. Textile manufacturer produces the product, whereas, retailer acts as a reseller who buys the products from the textile manufacturer and sells them to the customers. In this context, the former invests in the product quality whereas the latter invests in the random quality inspection and traceability. The relationships between the textile manufacturer and the retailer are recognized as horizontal and vertical alliances and modeled using non-cooperative and cooperative games. The non-cooperative games are based on the Stackelberg and Nash equilibrium models. Further, bargaining and game change scenarios have been discussed to maximize the profit under different games. To understand the appropriateness of a strategic alliance, a computational study demonstrates textile manufacturer–retailer relation under different game scenarios.

  16. Selling bread

    OpenAIRE

    Thomson, John, 1837-1921, photographer

    2003-01-01

    85 x 107 mm. Woodburytype. A portrait of an old woman seated on a chair, with a basket on her lap. The portrait is in Thomson's 'Through Cyprus with the camera, in the autumn of 1878' (vol.1, London: Sampson Low, Marston, Searle, and Rivington, 1879). The photograph is annotated: 'In the features of this old dame, who earns her living by selling bread in Larnaca, there still linger traces of youthful comeliness. Her thin locks are silvered with age, and the years, as they dragged heavily...

  17. DEVELOPMENT OF RUSSIAN FEDERATION POWER SELLING COMPANY STRATEGIC MANAGEMENT

    Directory of Open Access Journals (Sweden)

    S. V. Grishkevich

    2011-01-01

    Full Text Available Strategic for power selling companies (PSC are buying, selling and investment activities. Buying activities are to be planned, selling activities predicted and both optimized by PSC on the basis of price and consumer number dynamics with due account of other factors. Very important is to develop the market of derivative instruments (derivatives as part of the risk management mechanism at all levels including that of the state, to use up-to-date and ecologically favorable technologies as well as renewable energy sources with due account of ecology improvement measurement costs.

  18. Book selling and e-books in Sweden

    Directory of Open Access Journals (Sweden)

    Elena Maceviciute

    2015-07-01

    Full Text Available This paper addresses the issue of the understanding of the book-selling situation as Swedish booksellers see it. It pursues the answers to the following questions: 1. What are the perceptions of Swedish booksellers of the impact of e-books on their business? 2. What drivers are important for Swedish booksellers for adopting and developing e-book sales through their own sales channels? 3. What do they perceive as barriers to e-book selling through their own channels? The authors have employed the analysis of the secondary statistical data and a survey of Swedish booksellers to answer their questions. The results of the investigation have shown that the Swedish booksellers do not feel their bookshops, or business in general, are threatened by e-books. The opinions on e-books do not differ between the few selling e-books and others who do not offer this product. The reasons for selling e-books are well-functioning routines and personal interest in the product. The reasons for not selling the books are the lack of demand and technical resources as well as contractual agreements with e-book publishers or vendors. So, technical resources for e-book sales, routines, and contracts with publishers are the main premises for this activity. The biggest barriers to e-book sales are: a the price as one can see not only in the answers of the booksellers, but also in the drop of sales obviously related to the rise of prices during 2014; b lack of demand from customers who do not enquire about e-books in bookshops. This leads to the belief that e-books will be sold mostly online either directly from publishers and authors or through online booksellers. However, an equal number of booksellers believe that physical bookshops will be selling printed books and e-books in the future. The future of e-books seems to be quite secure and non-threatening to printed books from the point of view of booksellers. The growth of e-book sales is quite slow and the respondents

  19. Facebook marketing for a direct selling company

    OpenAIRE

    Egeberg, Chenette

    2015-01-01

    The purpose of the thesis was to provide recommendations for how the studied company could improve their Facebook marketing activities. The company was the Danish subsidiary of an multinational direct selling company of health and beauty products. The following research questions were devised: 1) What are the constraints and challenges for LR Denmark’s facebook marketing as a subsidiary of a Multinational Corporation and as a Direct Selling Company? 2) How can LR Denmark improve the...

  20. A Framework for Personalized Dynamic Cross-Selling in E-Commerce Retailing

    Science.gov (United States)

    Timalsina, Arun Kumar

    2012-01-01

    Cross-selling and product bundling are prevalent strategies in the retail sector. Instead of static bundling offers, i.e. giving the same offer to everyone, personalized dynamic cross-selling generates targeted bundle offers and can help maximize revenues and profits. In resolving the two basic problems of dynamic cross-selling, which involves…

  1. Selling the PSS in a School of Business: Relationship Selling in Practice

    Science.gov (United States)

    Titus, David; Harris, Garth; Gulati, Rajesh; Bristow, Dennis

    2017-01-01

    This paper presents a step-by-step process for the development and implementation of a professional selling specialization program in the marketing curriculum of a school of business at an AACSB accredited state university. The program is presented in detail along with the process followed in order to develop support for the program with three…

  2. Real-Time Adaptation of Influence Strategies in Online Selling

    NARCIS (Netherlands)

    Kaptein, M.C.; Parvinen, P.

    2014-01-01

    Real-time adjustments in online selling are becoming increasingly common. In this paper we describe a novel method of real-time adaptation, and introduce influence strategies as a useful level of analysis for personalization of online selling. The proposed method incorporates three perspectives on

  3. The relationship between diversion-related attitudes and sharing and selling buprenorphine.

    Science.gov (United States)

    Kenney, Shannon R; Anderson, Bradley J; Bailey, Genie L; Stein, Michael D

    2017-07-01

    Buprenorphine medication-assisted treatment (B-MAT) is an efficacious and popular outpatient treatment for opioid use disorder. However, the likelihood of buprenorphine diversion is a public health concern. We examined the relationship between attitudes toward diversion as predictors of both sharing and selling buprenorphine. Participants (n=476) were patients undergoing short-term inpatient opioid detoxification. Multinomial logistic regression was used to estimate the adjusted association of sharing and selling buprenorphine with demographics, substance use behaviors, and attitudes toward sharing and selling buprenorphine. Among the two hundred persons who had ever been prescribed buprenorphine (73.4% male, 89% heroin users), 50.5% reported they had shared buprenorphine and 28.0% reported they had sold buprenorphine. Controlling for other covariates, the odds of sharing buprenorphine were 3.17 (95% CI 1.21; 8.32) times higher for persons who agreed that it was "right to share buprenorphine with dope sick friends" than for those who did not agree with this attitude. Attitudes toward selling (OR 2.92; 95% CI 1.35; 6.21) and sharing (OR 4.12; 95% CI 1.64; 10.32) buprenorphine were the only significant correlates of selling, with the odds of selling exponentially greater among persons with favorable attitudes toward sharing or selling buprenorphine. Although considered diversion, sharing B-MAT is normative among B-MAT patients. Assessing B-MAT patients' attitudes about diversion may help identify patients requiring enhanced oversight, education, or intervention aimed at modifying attitudes to reduce their likelihood to share or sell buprenorphine. Copyright © 2017 Elsevier Inc. All rights reserved.

  4. Ethical responsibilities of pharmacists when selling complementary medicines: a systematic review.

    Science.gov (United States)

    Salman Popattia, Amber; Winch, Sarah; La Caze, Adam

    2018-04-01

    The widespread sale of complementary medicines in community pharmacy raises important questions regarding the responsibilities of pharmacists when selling complementary medicines. This study reviews the academic literature that explores a pharmacist's responsibilities when selling complementary medicines. International Pharmaceutical Abstracts, Embase, PubMed, Cinahl, PsycINFO and Philosopher's index databases were searched for articles written in English and published between 1995 and 2017. Empirical studies discussing pharmacists' practices or perceptions, consumers' expectations and normative studies discussing ethical perspectives or proposing ethical frameworks related to pharmacists' responsibilities in selling complementary medicines were included in the review. Fifty-eight studies met the inclusion criteria. The majority of the studies discussing the responsibilities of pharmacists selling complementary medicines had an empirical focus. Pharmacists and consumers identified counselling and ensuring safe use of complementary medicines as the primary responsibilities of pharmacists. No formal ethical framework is explicitly employed to describe the responsibilities of pharmacists selling complementary medicines. To the degree any ethical framework is employed, a number of papers implicitly rely on principlism. The studies discussing the ethical perspectives of selling complementary medicines mainly describe the ethical conflict between a pharmacist's business and health professional role. No attempt is made to provide guidance on appropriate ways to resolve the conflict. There is a lack of explicit normative advice in the existing literature regarding the responsibilities of pharmacists selling complementary medicines. This review identifies the need to develop a detailed practice-specific ethical framework to guide pharmacists regarding their responsibilities when selling complementary medicines. © 2018 Royal Pharmaceutical Society.

  5. Demand response scheme based on lottery-like rebates

    KAUST Repository

    Schwartz, Galina A.; Tembine, Hamidou; Amin, Saurabh; Sastry, S. Shankar

    2014-01-01

    In this paper, we develop a novel mechanism for reducing volatility of residential demand for electricity. We construct a reward-based (rebate) mechanism that provides consumers with incentives to shift their demand to off-peak time. In contrast to most other mechanisms proposed in the literature, the key feature of our mechanism is its modest requirements on user preferences, i.e., it does not require exact knowledge of user responsiveness to rewards for shifting their demand from the peak to the off-peak time. Specifically, our mechanism utilizes a probabilistic reward structure for users who shift their demand to the off-peak time, and is robust to incomplete information about user demand and/or risk preferences. We approach the problem from the public good perspective, and demonstrate that the mechanism can be implemented via lottery-like schemes. Our mechanism permits to reduce the distribution losses, and thus improve efficiency of electricity distribution. Finally, the mechanism can be readily incorporated into the emerging demand response schemes (e.g., the time-of-day pricing, and critical peak pricing schemes), and has security and privacy-preserving properties.

  6. Demand response scheme based on lottery-like rebates

    KAUST Repository

    Schwartz, Galina A.

    2014-08-24

    In this paper, we develop a novel mechanism for reducing volatility of residential demand for electricity. We construct a reward-based (rebate) mechanism that provides consumers with incentives to shift their demand to off-peak time. In contrast to most other mechanisms proposed in the literature, the key feature of our mechanism is its modest requirements on user preferences, i.e., it does not require exact knowledge of user responsiveness to rewards for shifting their demand from the peak to the off-peak time. Specifically, our mechanism utilizes a probabilistic reward structure for users who shift their demand to the off-peak time, and is robust to incomplete information about user demand and/or risk preferences. We approach the problem from the public good perspective, and demonstrate that the mechanism can be implemented via lottery-like schemes. Our mechanism permits to reduce the distribution losses, and thus improve efficiency of electricity distribution. Finally, the mechanism can be readily incorporated into the emerging demand response schemes (e.g., the time-of-day pricing, and critical peak pricing schemes), and has security and privacy-preserving properties.

  7. Gambling in the Public Marketplace: Adaptations to Economic Context

    Science.gov (United States)

    Lyons, Charles A.

    2013-01-01

    Demand for public games of chance was examined over a 24-year period, across various contexts of the prevailing gaming environment that included significant political and economic events. Lottery sales trends revealed devaluation of large jackpots beyond that due to inflation as they became more common, with the steepest discounting in the…

  8. Positive Peer-Pressured Productivity (P-QUAD): Novel Use of Increased Transparency and a Weighted Lottery to Increase a Division's Academic Output.

    Science.gov (United States)

    Pitt, Michael B; Furnival, Ronald A; Zhang, Lei; Weber-Main, Anne M; Raymond, Nancy C; Jacob, Abraham K

    2017-03-01

    Evaluate a dual incentive model combining positive peer pressure through increased transparency of peers' academic work with a weighted lottery where entries are earned based on degree of productivity. We developed a dual-incentive peer mentoring model, Positive Peer-Pressured Productivity (P-QUAD), for faculty in the Pediatric Hospital Medicine Division at the University of Minnesota Masonic Children's Hospital. This model provided relative value-based incentives, with points assigned to different scholarly activities (eg. 1 point for abstract submission, 2 points for poster presentation, 3 points for oral presentation, etc.). These points translated into to lottery tickets for a semi-annual drawing for monetary prizes. Productivity was compared among faculty for P-QUAD year to the preintervention year. Fifteen (83%) of 18 eligible faculty members participated. Overall annual productivity per faculty member as measured by total P-QUAD score increased from a median of 3 (interquartile range [IQR] 0-14) in the preintervention year to 4 (IQR 0-27) in the P-QUAD year (P = .051). Submissions and acceptances increased in all categories except posters which were unchanged. Annual abstract submissions per faculty member significantly increased from a median of 1 (IQR 0-2) to 2 (IQR 0-2; P = .047). Seventy-three percent (8 of 11) of post-survey respondents indicated that the financial incentive motivated them to submit academic work; 100% indicated that increased awareness of their peers' work was a motivator. The combination of increased awareness of peers' academic productivity and a weighted lottery financial incentive appears to be a useful model for stimulating academic productivity in early-career faculty. Copyright © 2016 Academic Pediatric Association. Published by Elsevier Inc. All rights reserved.

  9. Cross-correlations in volume space: Differences between buy and sell volumes

    Science.gov (United States)

    Lee, Sun Young; Hwang, Dong Il; Kim, Min Jae; Koh, In Gyu; Kim, Soo Yong

    2011-03-01

    We study the cross-correlations of buy and sell volumes on the Korean stock market in high frequency. We observe that the pulling effects of volumes are as small as that of returns. The properties of the correlations of buy and sell volumes differ. They are explained by the degree of synchronization of stock volumes. Further, the pulling effects on the minimal spanning tree are studied. In minimal spanning trees with directed links, the large pulling effects are clustered at the center, not uniformly distributed. The Epps effect of buy and sell volumes are observed. The reversal of the cross-correlations of buy and sell volumes is also detected.

  10. Managing demand uncertainty: probabilistic selling versus inventory substitution

    OpenAIRE

    Zhang, Y.; Hua, Guowei; Wang, Shouyang; Zhang, Juliang; Fernández Alarcón, Vicenç

    2018-01-01

    Demand variability is prevailing in the current rapidly changing business environment, which makes it difficult for a retailer that sells multiple substitutable products to determine the optimal inventory. To combat demand uncertainty, both strategies of inventory substitution and probabilistic selling can be used. Although the two strategies differ in operation, we believe that they share a common feature in combating demand uncertainty by encouraging some customers to give up some specific ...

  11. 29 CFR 780.710 - A country elevator may sell products and services to farmers.

    Science.gov (United States)

    2010-07-01

    ... farmers. 780.710 Section 780.710 Labor Regulations Relating to Labor (Continued) WAGE AND HOUR DIVISION... Elevator § 780.710 A country elevator may sell products and services to farmers. Section 13(b)(14... feeders and other farmers, sell fuels for farm use, sell and treat seeds, and sell other farm supplies...

  12. Poker, Sports Betting, and Less Popular Alternatives: Status, Friendship Networks, and Male Adolescent Gambling

    Science.gov (United States)

    DiCicco-Bloom, Benjamin; Romer, Daniel

    2012-01-01

    The authors argue that the recent increase in poker play among adolescent males in the United States was primarily attributable to high-status male youth who are more able to organize "informal" gambling games (e.g., poker and sports betting) than are low-status male youth who are left to gamble on "formal" games (e.g., lotteries and slot…

  13. Personal selling constructs and measures: Emic versus etic approaches to cross-national research

    OpenAIRE

    Herché, Joel; Swenson, Michael; Verbeke, Willem

    1996-01-01

    textabstractEvaluates transportability of personal selling measures across cultural boundaries. Concept of measurement development; Emic and etic approaches to developing measures for cross-cultural applications; Cross-national dimensionality, reliability and construct validity of adaptive selling (ADAPTS) and customer-oriented selling (SOCO).

  14. Who stops selling? A systematic analysis of ex-tobacco retailers.

    Science.gov (United States)

    Feletto, Eleonora; Burton, Suzan; Williams, Kelly; Fry, Rae; Sutton, Clare; Bagus, Lachlan; Egger, Sam

    2016-03-09

    There is evidence that wide distribution of cigarettes contributes to smoking, and multiple commentators have called for a review of tobacco retailing. This study analyses retailers who stop selling cigarettes, why they do so, and discusses the implications for tobacco control. An audit of tobacco retailers in the Australian state of NSW was used to identify retailers who had stopped selling tobacco, and they were then compared with current retailers to determine how many, and what types of outlets stop selling tobacco. Attempts were made to contact and interview all former tobacco retailers identified in three audited regions. In-depth interviews were conducted with 13 ex-tobacco retailers, or 31% of the subset of ex-tobacco retailers. Low-volume outlet types were over-represented as a proportion of retailers exiting the market, and some had resumed selling within 18 months of the audit. Low profits were often cited as a contributor to stopping; however, in all but one case, the decision to stop selling was also influenced by a significant change in business circumstances-either legislative or other business changes. Few retailers stop selling tobacco while continuing in the same business, and those who stop disproportionately represent retailer types with low sales volume. The results suggest that legislative changes provide a window where retailers could be prompted to exit the market. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  15. Upaya Meningkatkan Pendapatan Bank Melalui Optimalisasi Cross Selling Terhadap Pelanggan

    OpenAIRE

    Endang Nuryadin

    2001-01-01

    The article explores some efforts to generate Bank’s income by optimalizing cross selling for is existing customers. After explaining background and clarifying that terminologies the paper starts with efforts and constraints of cross selling optimalization, those problem solutions, and how to promote the bank products.

  16. Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria.

    Science.gov (United States)

    Király, Orsolya; Sleczka, Pawel; Pontes, Halley M; Urbán, Róbert; Griffiths, Mark D; Demetrovics, Zsolt

    2017-01-01

    The inclusion of Internet Gaming Disorder (IGD) in the DSM-5 (Section 3) has given rise to much scholarly debate regarding the proposed criteria and their operationalization. The present study's aim was threefold: to (i) develop and validate a brief psychometric instrument (Ten-Item Internet Gaming Disorder Test; IGDT-10) to assess IGD using definitions suggested in DSM-5, (ii) contribute to ongoing debate regards the usefulness and validity of each of the nine IGD criteria (using Item Response Theory [IRT]), and (iii) investigate the cut-off threshold suggested in the DSM-5. An online gamer sample of 4887 gamers (age range 14-64years, mean age 22.2years [SD=6.4], 92.5% male) was collected through Facebook and a gaming-related website with the cooperation of a popular Hungarian gaming magazine. A shopping voucher of approx. 300 Euros was drawn between participants to boost participation (i.e., lottery incentive). Confirmatory factor analysis and a structural regression model were used to test the psychometric properties of the IGDT-10 and IRT analysis was conducted to test the measurement performance of the nine IGD criteria. Finally, Latent Class Analysis along with sensitivity and specificity analysis were used to investigate the cut-off threshold proposed in the DSM-5. Analysis supported IGDT-10's validity, reliability, and suitability to be used in future research. Findings of the IRT analysis suggest IGD is manifested through a different set of symptoms depending on the level of severity of the disorder. More specifically, "continuation", "preoccupation", "negative consequences" and "escape" were associated with lower severity of IGD, while "tolerance", "loss of control", "giving up other activities" and "deception" criteria were associated with more severe levels. "Preoccupation" and "escape" provided very little information to the estimation IGD severity. Finally, the DSM-5 suggested threshold appeared to be supported by our statistical analyses. IGDT-10 is

  17. Opaque Selling: Static or Inter-Temporal Price Discrimination?

    OpenAIRE

    Courty, Pascal; Liu, Wenyu

    2013-01-01

    We study opaque selling in the hotel industry using data from Hotwire.com. An opaque room discloses only the star level and general location of the hotel at the time of booking. The exact identity of the hotel is disclosed after the booking is completed. Opaque rooms sell at a discount of 40 percent relative to regular rooms. The discount increases when hotels are more differentiated. This finding is consistent with static models of price discrimination. No support was found for predictions s...

  18. Upaya Meningkatkan Pendapatan Bank Melalui Optimalisasi Cross Selling Terhadap Pelanggan

    Directory of Open Access Journals (Sweden)

    Endang Nuryadin

    2001-03-01

    Full Text Available The article explores some efforts to generate Bank’s income by optimalizing cross selling for is existing customers. After explaining background and clarifying that terminologies the paper starts with efforts and constraints of cross selling optimalization, those problem solutions, and how to promote the bank products.

  19. Young women selling sex online – narratives on regulating feelings

    Directory of Open Access Journals (Sweden)

    Jonsson LS

    2015-02-01

    Full Text Available Linda S Jonsson,1 Carl Göran Svedin,1 Margareta Hydén2 1Division of Child and Adolescent Psychiatry, Department of Clinical and Experimental Medicine, Faculty of Health Sciences, Linköping University, Linköping, Sweden; 2Department of Social and Welfare Studies, Linköping University, Norrköping, Sweden Abstract: The current study concerns young women’s life stories of their experiences selling sex online before the age of 18. The aim was to gain an understanding of young women’s perceptions of the reasons they started, continued, and stopped selling sex. The study included interviews with 15 young women between the ages of 15 and 25 (M=18.9. Thematic analysis was used to identify similarities and differences in the narratives. Three themes and eight sub-themes were identified in relation to different stages in their lives in the sex trade. The themes were organized into three parts, each with its own storyline: “Entering – adverse life experiences”; traumatic events: feeling different and being excluded. “Immersion – using the body as a tool for regulating feelings”; being seen: being touched: being in control: affect regulation and self-harming. “Exiting – change or die”; living close to death: the process of quitting. The informants all had stable social lives in the sense that they had roofs over their heads, food to eat, and no substance-abuse issues. None had a third party who arranged the sexual contacts and none were currently trafficked. They described how their experiences of traumatic events and of feeling different and excluded had led them into the sex trade. Selling sex functioned as a way to be seen, to handle traumatic events, and to regulate feelings. Professionals working with young people who sell sex online need to understand the complex web of mixed feelings and emotional needs that can play a role in selling sex. Young people selling sex might need guidance in relationship building as well as help

  20. A typology of drug selling among young adults in the United States.

    Science.gov (United States)

    Vaughn, Michael G; Salas-Wright, Christopher P; DeLisi, Matt; Shook, Jeffrey J; Terzis, Lauren

    2015-02-01

    Although studies have found that young adults who sell drugs are more likely to be involved in risky behaviors than those who do not sell drugs, there has been relatively little research that has explored heterogeneity among young adults who sell drugs. Using a pooled sample of 18 to 25 year olds from the National Survey on Drug Use and Health (2006-2010) who report past-year drug selling (N = 5,373), this study employs latent profile analysis to specify latent groups and assess the correlates of group membership. Findings indicate substantial differences among young adults who sell drugs. In particular, the analysis found four groups of drug sellers: normative (49.6%), club drug users (23.6%), polysubstance users (16.0%), and criminal offenders (10.8%). Club drug users were characterized by high levels of ecstasy and hallucinogen use, polysubstance users were more likely to be depressed and anxious, White and female than the other groups. Criminal offenders were overwhelmingly male and more likely to be comprised of African-Americans and Hispanics. RESULTS indicate that drug selling in early adulthood varies substantially. Contrary to media and popular notions most drug sellers are not involved in crime and polysubstance using drug sellers are in clear need of mental health services. Further, most drug sellers in this age range are White. Findings suggest that policy efforts that operate under the assumption of homogeneity of drug selling may be misguided.

  1. Context Sensing System Analysis for Privacy Preservation Based on Game Theory.

    Science.gov (United States)

    Wang, Shengling; Li, Luyun; Sun, Weiman; Guo, Junqi; Bie, Rongfang; Lin, Kai

    2017-02-10

    In a context sensing system in which a sensor-equipped mobile phone runs an unreliable context-aware application, the application can infer the user's contexts, based on which it provides personalized services. However, the application may sell the user's contexts to some malicious adversaries to earn extra profits, which will hinder its widespread use. In the real world, the actions of the user, the application and the adversary in the context sensing system affect each other, so that their payoffs are constrained mutually. To figure out under which conditions they behave well (the user releases, the application does not leak and the adversary does not retrieve the context), we take advantage of game theory to analyze the context sensing system. We use the extensive form game and the repeated game, respectively, to analyze two typical scenarios, single interaction and multiple interaction among three players, from which Nash equilibriums and cooperation conditions are obtained. Our results show that the reputation mechanism for the context-sensing system in the former scenario is crucial to privacy preservation, so is the extent to which the participants are concerned about future payoffs in the latter one.

  2. Kontribusi Penggunaan Personal Selling Dalam Kegiatan Komunikasi Pemasaran Pada Era Pemasaran Masa Kini

    Directory of Open Access Journals (Sweden)

    Suherman Kusniadji

    2017-12-01

    Full Text Available In today’s marketing era, consumers seem to have known about marketed products and no longer need explanation from a salesperson. The interaction between company and target consumers can be marketed through new media such as email, Facebook, WA, Instagram, and other forms. Such situations need to be in-depth researched in terms of whether personal selling contribution is still needed in marketing communication activities. Considering the uniqueness and personal selling advantages turns out that personal selling is an important partner that can not be replaced by other forms of marketing communications even if there is exposure to new media to promote products. The specialty of personal selling lies in its ability to interact directly to improvise the sales process through person to person communication. Dalam era pemasaran masa kini nampaknya konsumen dianggap sudah mengetahui tentang produk yang dipasarkan dan tidak memerlukan lagi penjelasan dari seorang wiraniaga. Interaksi perusahaan dengan pembeli sasaran dapat dilakukan melalui media baru seperti email, facebook, WA, instagram dan bentuk lainnya. Situasi demikianlah yang memerlukan kajian mendalam dalam kaitannya bagaimana peran personal selling dalam kegiatan komunikasi pemasaran di era digital? Memperhatikan keunikan dan kelebihan personal selling ternyata personal selling merupakan mitra penting yang tidak dapat tergantikan oleh bentuk komunikasi pemasaran lainnya sekalipun ada terpaan media baru untuk mempromosikan produk. Keistimewaan personal selling terletak pada kemampuannya untuk berinteraksi secara langsung untuk mengimprovisasi proses penjualan melalui komunikasi person to person.

  3. An intervention to reduce the number of convenience stores selling tobacco: feasibility study.

    Science.gov (United States)

    Paynter, Janine; Glover, Marewa; Bullen, Chris; Sonia, Deepika

    2016-05-01

    Reduction of the availability of tobacco has been proposed as a means of reducing and denormalising tobacco use. Some retailers have stopped selling tobacco. Therefore, we investigated how willing New Zealand convenience store owners were to stop selling tobacco or sell nicotine replacement therapy. Promotion of their stores was offered as an incentive to stop selling tobacco. We asked convenience store owners in the Auckland metropolitan region of New Zealand to choose one of three actions. The first was to stop selling tobacco for a short period of time; the second was to restrict the hours that they sold tobacco; the third was to display and sell nicotine replacement therapy. All participating retailers completed a short interview about selling tobacco. We also surveyed customers about nicotine replacement and cessation. One-third of eligible retailers agreed to participate. Most who participated (93%) were unwilling to stop or restrict tobacco sales and 2 (7%) had already stopped selling tobacco. Tobacco was perceived as a key product for their businesses. Very few customers who purchased cigarettes noticed nicotine replacement therapy or obtained it from convenience stores. Substantially reducing the availability of tobacco in communities is likely to require legislative approaches, underpinned by sustained community pressure and support for convenience store owners who are willing to change their business model. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  4. Retailer Stackelberg game in a supply chain with pricing and service decisions and simple price discount contract.

    Science.gov (United States)

    Sadjadi, Seyed Jafar; Asadi, Hashem; Sadeghian, Ramin; Sahebi, Hadi

    2018-01-01

    This paper studies the Retailer Stackelberg game in a supply chain consisting of two manufacturers and one retailer where they compete simultaneously under three factors including price, service and simple price discount contract. It is assumed that the second manufacturer provides service directly to his customers, and the retailer provides service for the first product's customers, while the retailer buys the first product under price discount from the first manufacturer. The analysis of the optimal equilibrium solutions and the results of the numerical examples show that if a manufacturer chooses the appropriate range of discount rate, he will gain more profit than when there is no discount given to the retailer. This situation can be considered as an effective tool for the coordination of the first manufacturer and the retailer to offer discount by manufacturer and to provide the service by the retailer. We obtain equilibrium solution of Retailer Stackelberg game and analyze the numerical examples under two cases: a) the manufacturers sell their products to the retailer without price discount contract. b) The first manufacturer sells his products to the retailer with the simple price discount contract. The preliminary results show that the service and the price discount contract can improve the performance of supply chain.

  5. Retailer Stackelberg game in a supply chain with pricing and service decisions and simple price discount contract

    Science.gov (United States)

    Sadjadi, Seyed Jafar; Sadeghian, Ramin; Sahebi, Hadi

    2018-01-01

    This paper studies the Retailer Stackelberg game in a supply chain consisting of two manufacturers and one retailer where they compete simultaneously under three factors including price, service and simple price discount contract. It is assumed that the second manufacturer provides service directly to his customers, and the retailer provides service for the first product’s customers, while the retailer buys the first product under price discount from the first manufacturer. The analysis of the optimal equilibrium solutions and the results of the numerical examples show that if a manufacturer chooses the appropriate range of discount rate, he will gain more profit than when there is no discount given to the retailer. This situation can be considered as an effective tool for the coordination of the first manufacturer and the retailer to offer discount by manufacturer and to provide the service by the retailer. We obtain equilibrium solution of Retailer Stackelberg game and analyze the numerical examples under two cases: a) the manufacturers sell their products to the retailer without price discount contract. b) The first manufacturer sells his products to the retailer with the simple price discount contract. The preliminary results show that the service and the price discount contract can improve the performance of supply chain. PMID:29649315

  6. Modelling Market Dynamics with a "Market Game"

    Science.gov (United States)

    Katahira, Kei; Chen, Yu

    In the financial market, traders, especially speculators, typically behave as to yield capital gains by the difference between selling and buying prices. Making use of the structure of Minority Game, we build a novel market toy model which takes account of such the speculative mind involving a round-trip trade to analyze the market dynamics as a system. Even though the micro-level behavioral rules of players in this new model is quite simple, its macroscopic aggregational output has the reproducibility of the well-known stylized facts such as volatility clustering and heavy tails. The proposed model may become a new alternative bottom-up approach in order to study the emerging mechanism of those stylized qualitative properties of asset returns.

  7. Availability of websites offering to sell psilocybin spores and psilocybin.

    Science.gov (United States)

    Lott, Jason P; Marlowe, Douglas B; Forman, Robert F

    2009-09-01

    This study assesses the availability of websites offering to sell psilocybin spores and psilocybin, a powerful hallucinogen contained in Psilocybe mushrooms. Over a 25-month period beginning in March 2003, eight searches were conducted in Google using the term "psilocybin spores." In each search the first 100 nonsponsored links obtained were scored by two independent raters according to standardized criteria to determine whether they offered to sell psilocybin or psilocybin spores. No attempts were made to procure the products offered for sale in order to ascertain whether the marketed psilocybin was in fact "genuine" or "counterfeit." Of the 800 links examined, 58% led to websites offering to sell psilocybin spores. Additionally, evidence that whole Psilocybe mushrooms are offered for sale online was obtained. Psilocybin and psilocybin spores were found to be widely available for sale over the Internet. Online purchase of psilocybin may facilitate illicit use of this potent psychoactive substance. Additional studies are needed to assess whether websites offering to sell psilocybin and psilocybin spores actually deliver their products as advertised.

  8. Does organ selling violate human dignity?

    Science.gov (United States)

    Alpinar-Şencan, Zümrüt; Baumann, Holger; Biller-Andorno, Nikola

    2017-11-01

    Shortages in the number of donated organs after death and the growing number of end-stage organ failure patients on waiting lists call for looking at alternatives to increase the number of organs that could be used for transplantation purposes. One option that has led to a legal and ethical debate is to have regulated markets in human organs. Opponents of a market in human organs offer different arguments that are mostly founded on contingent factors that can be adjusted. However, some authors have asked the question whether we still have a reason to believe that there is something wrong with offering human organs for sale for transplantation purposes, even if the circumstances under which the practice takes place are improved. One prominent argument regarding this appeals to the notion of human dignity. It is argued that organ selling violates human dignity. This paper presents a systematic discussion of dignity-based arguments in the organ selling debate, and then develops a social account of dignity. It is argued that allowing the practice of organ selling inherently runs the risk of promoting the notion that some persons have less worth than others and that persons have a price, which is incompatible with dignity. The approach is defended against possible objections and it is shown that it can capture the notion that autonomy is linked to human dignity in important ways, while dignity at the same time can constrain the autonomous choices of persons with regards to certain practices.

  9. Power Transmission Scheduling for Generators in a Deregulated Environment Based on a Game-Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Bingtuan Gao

    2015-12-01

    Full Text Available In a deregulated environment of the power market, in order to lower their energy price and guarantee the stability of the power network, appropriate transmission lines have to be considered for electricity generators to sell their energy to the end users. This paper proposes a game-theoretic power transmission scheduling for multiple generators to lower their wheeling cost. Based on the embedded cost method, a wheeling cost model consisting of congestion cost, cost of losses and cost of transmission capacity is presented. By assuming each generator behaves in a selfish and rational way, the competition among the multiple generators is formulated as a non-cooperative game, where the players are the generators and the strategies are their daily schedules of power transmission. We will prove that there exists at least one pure-strategy Nash equilibrium of the formulated power transmission game. Moreover, a distributed algorithm will be provided to realize the optimization in terms of minimizing the wheeling cost. Finally, simulations were performed and discussed to verify the feasibility and effectiveness of the proposed non-cooperative game approach for the generators in a deregulated environment.

  10. Facts versus feelings? The effectiveness of hard versus soft sell appeals in online advertising

    OpenAIRE

    De Veirman, Marijke; Hudders, Liselot; Cauberghe, Veroline

    2015-01-01

    In two experimental studies, the advertising effects of hard versus soft sell appeals are investigated. Both studies show that in online advertising (banner ads and viral video ads), soft sell appeals in advertisements on high involvement products generate a more positive attitude towards the ad than hard sell appeals. In print advertising however, hard sell appeals lead to a more positive Aad, due to the fact that the advertisement is perceived as less irritating and more credible. Additiona...

  11. Effects of racing games on risky driving behaviour, and the significance of personality and physiological data.

    Science.gov (United States)

    Deng, Mingming; Chan, Alan H S; Wu, Feng; Wang, Jun

    2015-08-01

    Racing games have emerged as top-selling products in the video and computer game industry. The effect of playing racing games on the inclination of gamers to take risks has been investigated. Two experiments were conducted. In experiment 1, the impact of personality traits on the effects of playing racing games on risk-taking inclination was examined. The Vienna Test System, which includes the Eysenck Personality Profile Test and the Vienna Risk-Taking Test, was used to measure risk-taking inclination and risk-taking while driving. Experiment 2 was designed and conducted to analyse the effects of different intensity levels of car racing games on risk-taking inclination, and to study the relationship between physiological data and risk-taking inclination. Physiological data on skin conductance, heart rate and blood pressure were measured with the NeuroDyne System. Participants playing a racing game were more inclined to take risks in critical road traffic situations than those playing a neutral game. The adventurousness dimension of the Eysenck Personality Profile Test correlated significantly positively with risk-taking inclination. More importantly, the effect of the intensity level of a racing game on risk-taking inclination was significant. The higher the intensity level of the racing game, the higher the risk-taking inclination while driving. The effect of intensity level of the racing game on skin conductance was significantly positive. Skin conductance correlated significantly positively with risk-taking inclination. The effect of playing racing games on risk-taking inclination is linked to personality and physiological data. Some recommendations are proposed as a result of this study for racing game management. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  12. Kazakhstan sells its silver

    International Nuclear Information System (INIS)

    Thomas, Paul.

    1995-01-01

    Kazakhstan's government seems keen to involve foreign companies in financing the large scale exploitation of Central Asia's hydrocarbon reserves. Despite domestic uncertainty about free market ethics, the country's rulers seem keen to sell off some of its present wealth, in terms of oil production, in order to raise finance for internal projects. The author explores which of several options for financing these large projects would prove most beneficial to the Kazakhs themselves. (UK)

  13. Design of an ARM-based Automatic Rice-Selling Machine for Cafeterias

    Directory of Open Access Journals (Sweden)

    Zhiliang Kang

    2016-02-01

    Full Text Available To address the problems of low selling efficiency, poor sanitation conditions, labor-intensive requirement, and quick rice cooling speed in manual rice selling in cafeterias, especially in colleges and secondary schools, this paper presented an Advanced RISC Machines (ARM microprocessor-based rice-selling machine for cafeterias. The machines consisted of a funnel-shaped rice bin, a thermal insulation box, and a conveying and scattering mechanism. Moreover, this machine exerts fuzzy control over stepper motor rpm, and the motor drives the conveyor belt with a scraper to scatter rice, deliver it, and keep it warm. Apart from an external 4*4 keyboard, a point of sale (POS machine, an ARM process and a pressure sensor, the machine is also equipped with card swiping and weighting mechanisms to achieve functions of card swiping payment and precise measurement, respectively. In addition, detection of the right amount of rice and the alarm function are achieved using an ultrasonic sensor and a beeper, respectively. The presence of the rice container on the rice outlet is detected by an optoelectronic switch. Results show that this rice-selling machine achieves precise measurement, quick card swiping, fast rice selling, stable operation, and good rice heat preservation. Therefore, the mechanical design enables the machine to achieve its goals.

  14. Factors Associated With American Indian and White Adolescent Drug Selling in Rural Communities

    Science.gov (United States)

    Eitle, David; Eitle, Tamela McNulty

    2014-01-01

    Relatively few studies have examined the correlates of adolescent drug selling in America, with most of these studies focusing on urban settings. The present study examines the risk and protective factors associated with drug selling among American Indian and white adolescents residing in a rural Northwestern state in the United States. Using survey data collected in 2010-2012, we conduct logistic regression analyses exploring the correlates of drug selling (n=568). Generally, we found support for prior explanations of drug selling, but identified some important race-specific differences. Specifically, we found that stress exposure was a risk factor for American Indians, but not whites. Conversely, academic achievement served as a protective factor for white adolescents but not American Indians. Our findings suggest that the race gap in rural drug selling can be explained by considering differences in social bonds, stress exposure, and exposure to substance using family and friends. PMID:26120365

  15. Airport mobile marketing as a channel to promote cross-selling

    Directory of Open Access Journals (Sweden)

    Lázaro Florido-Benítez

    2016-12-01

    Full Text Available Purpose: The purpose of this study is to analyze the airport mobile marketing and what elements have had a positive or negative influence in cross-selling via an airport app.  Design/methodology: For this analysis, a survey was conducted to users that use the Schiphol Amsterdam Airport app. A total of 103 questionnaires were analyzed using structural equation modeling.  Findings: This study found that security/control factor supplied by the mobile marketing tool to passengers at the airport, it has been demonstrated that it favours an increase in cross-selling. in addition, if an airport is perceived to have a good brand image, it will have a positive effect in cross-selling.  Originality/value: This paper is the first research that examines the impact of mobile marketing in airports. Smelling multiple products and services to the same client before, during, and post consumption  is a marketing technique that intends to (1 satisfy a client’s need and (2 increase a company’s profit by using cross-selling and other complementary services. Airline companies are experts in carrying out this activity, and airports have found that mobile applications are the perfect tool to increase their commercial profits. Offering complementary products and services is a very lucrative business, and a mobile device or smartphone are -- and will become -- the ideal medium to meet users’ demands as well as to improve the passenger experience.  Keywords: mobile marketing, cross-selling, information, security-control, image-perception, satisfaction, WOM

  16. The predictive validity of grade point average scores in a partial lottery medical school admission system.

    Science.gov (United States)

    Cohen-Schotanus, Janke; Muijtjens, Arno M M; Reinders, Jan J; Agsteribbe, Jessica; van Rossum, Herman J M; van der Vleuten, Cees P M

    2006-10-01

    To ascertain whether the grade point average (GPA) of school-leaving examinations is related to study success, career development and scientific performance. The problem of restriction of range was expected to be partially reduced due to the use of a national lottery system weighted in favour of students with higher GPAs. We studied the students (n = 398) admitted to the Faculty of Medicine, University of Groningen, the Netherlands in 1982 and 1983. Data concerning drop-out and study progress were derived from the student administration. Data about career development were obtained from annual interviews with graduates (n = 318) between 1993 and 2000. Literature searches yielded data concerning scientific performance. Multiple linear regression and logistic regression were used to analyse the data. The variables 'gender' and 'cohort' and their interaction were included in the analyses to account for variation in the general level of the dependent variable and the effect of GPA on the dependent variable. GPA scores had no effect on drop-out rate. High GPA scores were associated with significantly less time to graduation, more chance of a preferred placement for specialist training and higher scientific output. GPA was not related to income. Gender differences were found for study duration and scientific output. Women graduated earlier and published less. The GPA of school-leaving examinations was found to be related to study success, career development and scientific performance. In this study the usual problem of restriction of range was shown to be absent. The weighted lottery procedure even resulted in an over-dispersion of candidates relative to the applicants. The resulting effect sizes were in agreement with those reported in other studies.

  17. Perceived Organisational Target Selling, Self- Efficacy, Sexual ...

    African Journals Online (AJOL)

    Open Access DOWNLOAD FULL TEXT ... Data were gathered using a self report questionnaire consisting of scales measuring variables in the study. Self efficacy, job insecurity, sexual harassment and target selling significantly jointly ...

  18. Electronic Tickets, Smart Cards, and Online Prepayments: When and How to Advance Sell

    OpenAIRE

    Jinhong Xie; Steven M. Shugan

    2001-01-01

    Advance selling occurs when sellers allow buyers to purchase at a time preceding consumption (Shugan and Xie 2000). Electronic tickets, smart cards, online prepayments, and other technological advances make advance selling possible for many, if not all, service providers. These technologies lower the cost of making complex transactions at a greater distance from the seller's site. They also give sellers more control over advance selling by decreasing arbitrage. As technology enhances the capa...

  19. Recessions and the participation of youth in the selling and use of illicit drugs.

    Science.gov (United States)

    Arkes, Jeremy

    2011-09-01

    There has been limited research on how recessions (or more generally, the strength of the economy) affect drug use and the related outcome of drug selling. This is especially important, given the current economic crisis. This paper aims to use a conceptual framework, previous research, and new research to predict how the current economic crisis may be affecting youth drug selling and drug use. A conceptual framework to understand how a recession could affect youth drug selling and drug use is presented, along with a review of the literature on empirical investigations on how the strength of the economy affects these behaviours among teenagers. In addition, new analyses for young adults are presented. The conceptual framework postulates that a recession would have direct positive effects on the prevalence of youth drug selling but ambiguous direct effects on youth drug use. The conceptual framework also postulates that drug selling and drug use are inter-connected at the individual level and the aggregate level. Thus, any effect of a recession on one would likely affect the other in the same direction. The limited empirical evidence indicates that both drug selling and drug use among youth are higher when the economy is weaker. The current economic crisis will likely increase both youth drug selling and drug use relative to what they would have otherwise been. Published by Elsevier B.V.

  20. BUYING AND SELLING A SMALL BUSINESS.

    Science.gov (United States)

    Part One takes the form of a manual of the processes and techniques of buying and selling a small business . This material is presented in a...finalizing the transaction and planning for operation under new ownership and management . Part Two reports the nature of the research conducted during the

  1. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  2. Utility-cogenerator game for pricing power sales and wheeling fees

    International Nuclear Information System (INIS)

    Kuwahata, Akeo; Asano, Hiroshi

    1994-01-01

    The authors studied an extensive game model of an electricity market where a cogenerator sells excess electricity to an electric utility or to an end user. They found that a buy-back system (the utility purchases cogenerated power) is as efficient as a cogenerator-customer wheeling system and that these two systems are more desirable than a monopoly system for the regulator. The buy-back rate should be equal to (LP bargaining solution) or less than (Nash bargaining solution) the marginal cost of the electric utility. They also conducted an analysis of a two-period electricity market in which they found that the cogenerator that can supply excess power during peak period obtains the market advantage

  3. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  4. Risk preference or financial literacy? Behavioural experiment on index insurance demand

    NARCIS (Netherlands)

    Awel, Y.; Azomahou, T.T.

    2015-01-01

    We use unique cross-sectional household data from Ethiopia to investigate the effect of risk preference, financial literacy and other socio-economic characteristics on demand for index insurance. We measure risk preference based on survey experiments using lottery choice game with real monetary

  5. Personal selling constructs and measures: Emic versus etic approaches to cross-national research

    NARCIS (Netherlands)

    J. Herché (Joel); M.J. Swenson (Michael); W.J.M.I. Verbeke (Willem)

    1996-01-01

    textabstractEvaluates transportability of personal selling measures across cultural boundaries. Concept of measurement development; Emic and etic approaches to developing measures for cross-cultural applications; Cross-national dimensionality, reliability and construct validity of adaptive selling

  6. Understanding the Sales Process by Selling

    Science.gov (United States)

    Bussière, Dave

    2017-01-01

    Experiential projects bring students closer to real-world situations. This is valuable in sales education because the complexities of the sales process are difficult to learn from a textbook. A student project was developed that involved the selling of advertising space in a one-time newspaper insert. The project included a substantial minimum…

  7. Top-selling childbirth advice books: a discourse analysis.

    Science.gov (United States)

    Kennedy, Holly Powell; Nardini, Katrina; McLeod-Waldo, Rebecca; Ennis, Linda

    2009-12-01

    Recent evidence suggests that one-third of women receive information about pregnancy and childbirth through books. Messages about what characteristics are normal (or expected) in childbirth are disseminated in a variety of ways, including popular childbirth education books, but little study of them has been conducted. The purpose of this investigation is to address that gap by examining the discussions about childbirth in the 10 top-selling books in the United States. Discourse analysis (relating to the public, personal, and political discussions about a specific phenomenon) was used to study 10 best-selling United States childbirth advice books marketed to childbearing women during the first week of November 2007. Book styles ranged from clinical descriptions of pregnancy and birth primarily offering reassurance, self-help information, and danger signs to more folksy and humorous commentaries. Presentation of scientific evidence to support recommendations was uneven and at times inaccurate. Five focal areas of discourse included body image, labor and birth, pain, power and control, and life preparation for motherhood. Top-selling books shine an interesting light on the current state of United States maternity practices. Women and health professionals should assess them carefully and engage with each other about their recommendations and implications for childbirth.

  8. A lottery incentive system to facilitate dialogue and social support for workplace HIV counselling and testing: a qualitative inquiry.

    Science.gov (United States)

    Weihs, Martin; Meyer-Weitz, Anna

    2014-01-01

    Despite South African mid-sized companies' efforts to offer HIV counselling and testing (HCT) in the workplace, companies report relatively poor uptake rates. An urgent need for a range of different interventions aimed at increasing participation in workplace HCT has been identified. The aim of this study was to explore qualitatively the influence of a lottery incentive system (LIS) as an intervention to influence shop-floor workers' workplace HIV testing behaviour. A qualitative study was conducted among 17 shop-floor workers via convenience sampling in two mid-sized South African automotive manufacturing companies in which an LIS for HCT was implemented. The in-depth interviews employed a semi-structured interview schedule and thematic analysis was used to analyse the data. The interviews revealed that the LIS created excitement in the companies and renewed employees' personal interest in HCT. The excitement facilitated social interactions that resulted in a strong group cohesion pertaining to HCT that mitigated the burden of HIV stigma in the workplace. Open discussions allowed for the development of supportive social group pressure to seek HCT as a collective in anticipation of a reward. Lotteries were perceived as a supportive and innovative company approach to workplace HCT. The study identified important aspects for consideration by companies when using an LIS to enhance workplace HIV testing. The significance of inter- and intra-player dialogue in activating supportive social norms for HIV testing in collectivist African contexts was highlighted.

  9. Autonomous Household Energy Management Based on a Double Cooperative Game Approach in the Smart Grid

    Directory of Open Access Journals (Sweden)

    Bingtuan Gao

    2015-07-01

    Full Text Available Taking advantage of two-way communication infrastructure and bidirectional energy trading between utility companies and customers in the future smart grid (SG, autonomous energy management programs become crucial to the demand-side management (DSM. Most of the existing autonomous energy management schemes are for the scenario with a single utility company or the scenario with one-way energy trading. In this paper, an autonomous household energy management system with multiple utility companies and multiple residential customers is studied by considering the bidirectional energy trading. To minimize the overall costs of both the utility companies and the residential customers, the energy management system is formulated as a double cooperative game. That is, the interaction among the residential users is formulated as a cooperative game, where the players are the customers and the strategies are the daily schedules of their household appliances; and the interaction among the utility companies is also formulated as a cooperative game, where the players are the suppliers and the strategies are the proportions of the daily total energy they provide for the customers. Without loss of generality, the bidirectional energy trading in the double cooperative game is formulated by allowing plug-in electric vehicles (PEVs to discharge and sell energy back. Two distributed algorithms will be provided to realize the global optimal performance in terms of minimizing the energy costs, which can be guaranteed at the Nash equilibriums of the formulated cooperative games. Finally, simulation results illustrated that the proposed double cooperative game can benefit both the utility companies and residential users significantly.

  10. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  11. Competitive game theoretic optimal routing in optical networks

    Science.gov (United States)

    Yassine, Abdulsalam; Kabranov, Ognian; Makrakis, Dimitrios

    2002-09-01

    Optical transport service providers need control and optimization strategies for wavelength management, network provisioning, restoration and protection, allowing them to define and deploy new services and maintain competitiveness. In this paper, we investigate a game theory based model for wavelength and flow assignment in multi wavelength optical networks, consisting of several backbone long-haul optical network transport service providers (TSPs) who are offering their services -in terms of bandwidth- to Internet service providers (ISPs). The ISPs act as brokers or agents between the TSP and end user. The agent (ISP) buys services (bandwidth) from the TSP. The TSPs compete among themselves to sell their services and maintain profitability. We present a case study, demonstrating the impact of different bandwidth broker demands on the supplier's profit and the price paid by the network broker.

  12. Cooperative game analysis of a supply chain with one risk-neutral supplier and two risk-averse retailers

    Directory of Open Access Journals (Sweden)

    Changwen Li

    2014-09-01

    Full Text Available Purpose: This paper considers a two-echelon supply chain composed of one risk-neutral supplier and two risk-averse retailers. The retailers obtain production from the supplier and sell them to the market. Based on the cooperative game theory, the paper studies the appropriate profit allocation of the supply chain when all the players cooperate with each other, where the two retailers face a price-sensitive stochastic demand. The two retailers can either determine their retail prices independently, or decide whether or not to cooperate with each other. Design/methodology/approach: To allocate the system-wide profit among upstream risk-neutral suppliers and two risk-averse downstream retailers, this paper constructed a cooperative game model, considered as the supermodularity of the characteristic function and the Shapley value of the game. Findings and Originality/value: By analyzing the construction’s cooperative game model, the results show that the profit of the whole supply chain is the highest in the grand coalition structure. This paper also shows that the core of our cooperative game is nonempty, and has the supermodularity property. Based on this, we have computed the Shapley value-based profit allocation for the whole supply chain in a fair manner. Originality/value: Although there are a lot of literature examined risk aversion in a supply chain, but they did not consider using cooperative game to study this problem. This the first study is in the context of a supply chain with risk aversion problem.

  13. Alternative mechanisms guiding salespersons’ ambidextrous product selling

    NARCIS (Netherlands)

    van der Borgh, M.; de Jong, A.; Nijssen, E.J.

    2017-01-01

    Ambidextrous product-selling strategies, in which companies’ salespeople concurrently pursue the sale of existing and new products, are hard to implement. Previous studies have addressed this issue for relatively simple consumer settings with the manager in close proximity to the salespersons and

  14. Family networks and income hiding

    NARCIS (Netherlands)

    Beekman, Gonne; Gatto, Marcel; Nillesen, Eleonora

    2015-01-01

    This study investigates the relationship between family network density and income hiding in rural Liberia. We link people's behaviour in a modified lottery experiment and a time preference game to detailed information about their family networks. We find that individuals with a dense family

  15. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  16. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  17. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  18. Economic forces push down selling prices of U.S. refineries

    International Nuclear Information System (INIS)

    Anon.

    1996-01-01

    Recent data on US refinery sales reveal that selling prices have continued to decline in the 1990s. Reasons for this decrease include increased plant investments to meet regulatory requirements, excess refining capacity, increased imports of refined products, and reduced margins. While these expenditures enable a refinery to continue operating, they do not make the refinery more profitable or valuable. Other factors contributing to reduced selling prices of US refineries are: declining local crude production; unstable crude costs; increased energy conservation; growing competition from alternative fuels

  19. 9 CFR 201.67 - Packers not to own or finance selling agencies.

    Science.gov (United States)

    2010-01-01

    ... 9 Animals and Animal Products 2 2010-01-01 2010-01-01 false Packers not to own or finance selling... STOCKYARDS ACT Trade Practices § 201.67 Packers not to own or finance selling agencies. No packer subject to the Act shall have an ownership interest in, finance, or participate in the management or operation of...

  20. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  1. Green energy in Europe: selling green energy with green certificates

    International Nuclear Information System (INIS)

    Ouillet, L.

    2002-01-01

    Sales of green power products are booming in Europe: 50,000 customers in the United Kingdom, 775,000 in the Netherlands and 300,000 in Germany. Laws of physics are however formal: the way in which electricity flows within the grid does not allow suppliers to assure customers that they are directly receiving electricity produced exclusively from renewable energy sources. What are marketers selling their customers then? Laetitia Ouillet, Greenprices, takes a closer look and focuses on the potential of selling green energy in the forms of renewable energy certificates. (Author)

  2. Does Wal-Mart Sell Inferior Goods?

    OpenAIRE

    Emek Basker

    2008-01-01

    I estimate the aggregate income elasticity of Wal-Mart's and Target's revenues using quarterly data for 1997-2006. I find that Wal-Mart's revenues increase during bad times, whereas Target's revenues decrease, consistent with Wal-Mart selling "inferior goods" in the technical sense of the term. An upper bound on the aggregate income elasticity of demand for Wal-Mart's wares is -0.5.

  3. E-selling: A new avenue of research for service design and online engagement

    NARCIS (Netherlands)

    Parvinen, P.; Oinas-Kukkonen, H.; Kaptein, M.C.

    2015-01-01

    E-selling is an activity that is distinct from e-commerce, e-marketing and e-retailing. E-selling is conceptualized to be computer–human dialog characterized by the digital spatio-temporal locus, the psychology of online persuasion, and complex perceptions of value. This definition warrants that

  4. E-selling : A new avenue of research for service design and online engagement

    NARCIS (Netherlands)

    Parvinen, Petri; Oinas-Kukkonen, Harri; Kaptein, M.C.

    2015-01-01

    E-selling is an activity that is distinct from e-commerce, e-marketing and e-retailing. E-selling is conceptualized to be computer–human dialog characterized by the digital spatio-temporal locus, the psychology of online persuasion, and complex perceptions of value. This definition warrants that

  5. Sewage sludge and how to sell it

    Energy Technology Data Exchange (ETDEWEB)

    Knapp, I M

    1977-10-01

    Largo, Florida dries its sludge and sells it as fertilizer for $80 to $169/T. The sludge processing plant capable of turning common sludge into a dry, pelletized soil conditioner was only slightly more expensive than the previously proposed concrete drying beds which would have required disposal of the dried residue. The city's experience in setting up the plant and marketing the finished product is discussed. The true advantage of selling heat-dried sludge is that residents of the surrounding area, knowing the value of the product to their lawns and shrubs, will provide the transportation for the product and the physical labor to spread it over an area wider than most municipalities could afford to own or operate. The current production cost of $140/T is high, but the addition of a sludge prethickener-conditioner process and expected future economies of scale as the volume of sludge treated increases should lower per ton costs.

  6. Modified TAROT for cross-selling personal financial products

    Science.gov (United States)

    Tee, Ya-Mei; LEE, Lai-Soon; LEE, Chew-Ging; SEOW, Hsin-Vonn

    2014-09-01

    The Top Application characteristics Remainder Offer characteristics Tree (TAROT) was first introduced in 2007. This is a modified Classification and Regression Trees (CART) used to help decide which question(s) to ask potential applicants to customise an offer of a personal financial product so that it would have a high probability of take up. In this piece of work the authors are presenting, they have further modified the TAROT to cross TAROT, using its properties and modeling steps to deal with the issue of cross-selling. Since the bank already has ready customers, it would be ideal to cross-sell the financial products seeing that one can ask one (or more) further question(s) based on the initial offer to identify and customise another financial product to offer.

  7. Selection of security system design via games of imperfect information and multi-objective genetic algorithm

    International Nuclear Information System (INIS)

    Lins, Isis Didier; Rêgo, Leandro Chaves; Moura, Márcio das Chagas

    2013-01-01

    This work analyzes the strategic interaction between a defender and an intelligent attacker by means of a game and reliability framework involving a multi-objective approach and imperfect information so as to support decision-makers in choosing efficiently designed security systems. A multi-objective genetic algorithm is used to determine the optimal security system's configurations representing the tradeoff between the probability of a successful defense and the acquisition and operational costs. Games with imperfect information are considered, in which the attacker has limited knowledge about the actual security system. The types of security alternatives are readily observable, but the number of redundancies actually implemented in each security subsystem is not known. The proposed methodology is applied to an illustrative example considering power transmission lines in the Northeast of Brazil, which are often targets for attackers who aims at selling the aluminum conductors. The empirical results show that the framework succeeds in handling this sort of strategic interaction. -- Highlights: ► Security components must have feasible costs and must be reliable. ► The optimal design of security systems considers a multi-objective approach. ► Games of imperfect information enable the choice of non-dominated configurations. ► MOGA, reliability and games support the entire defender's decision process. ► The selection of effective security systems may discourage attacker's actions

  8. Online Air-Conditioning Energy Management under Coalitional Game Framework in Smart Community

    Directory of Open Access Journals (Sweden)

    Wei Fan

    2016-08-01

    Full Text Available Motivated by the potential ability of air conditioning (A/C units in demand response, this paper explores how to utilize A/C units to increase the profit of a smart community. A coalitional game between the households and the load serving entity (LSE in a smart community is studied, where the LSE joins by selling renewable energy to householders and providing an energy saving service to them through an A/C controller. The A/C controller is designed to reduce the amount of electricity purchased from the main grid by controlling A/C units. An online A/C energy management algorithm is developed, based on Lyapunov optimization, that considers both the A/C energy consumption and the thermal comfort level of consumers. In order to quantify the contribution of A/C units, the Shapley value is adopted for distribution of the reward among the participating householders and the LSE, based on their contribution. The simulation result verifies the effectiveness of the proposed coalitional game for a smart community and the algorithm for A/C.

  9. EOQ model for perishable products with price-dependent demand, pre and post discounted selling price

    Science.gov (United States)

    Santhi, G.; Karthikeyan, K.

    2017-11-01

    In this article we introduce an economic order quantity model for perishable products like vegetables, fruits, milk, flowers, meat, etc.,with price-dependent demand, pre and post discounted selling price. Here we consider the demand is depending on selling price and deterioration rate is constant. Here we developed mathematical model to determine optimal discounton the unit selling price to maximize total profit. Numerical examples are given for illustrated.

  10. Men Selling Sex to Men in Sweden: Balancing Safety and Risk.

    Science.gov (United States)

    Kuosmanen, Jari; de Cabo, Annelie

    2018-04-01

    The purpose of this study is to examine how men who sell sex to men perceive the risks in this activity and what experiences they have of actual denigration, threats, and violence in their relations with customers. We also discuss the self-defense strategies they have used to protect themselves. The study is based on an Internet survey on Swedish websites. Statistical analyses have been carried out, and in interpreting the results, Finkelhor and Asdigian's revised routine activities theory has been used. The results show that the vulnerability of sellers of sex is greatest during the time when the sexual act is being performed, and that this is primarily linked to the customer's antagonism and seeking gratification by overstepping agreed boundaries, particularly with regard to sexual services including BDSM. Their vulnerability was also connected to the seller's diminished capacity for self-protection due to personal and external pressures. A smaller proportion of the men described risk prevention activities. These involved refusing a customer after an initial contact, protecting themselves from infection, being on their guard during the whole process, selecting the place, and deciding not to carry out certain sexual acts. An important implication concerns the occupational health and safety that men who sell sex to men can develop for themselves, while remaining within the law. International studies have demonstrated that selling sex in collective, indoor forms provides the greatest security. For decades, Swedish prostitution policy has had the ambition of reducing prostitution through targeting those who purchase sex, and those who promote prostitution in criminal legislation. This effectively prevents more systematic and collective attempts to create safer conditions for selling sex. In conclusion, it can be stated that while it is legal to sell sex in Sweden, this is done at the seller's own risk.

  11. Research on service strategy of electricity selling company under the reform of electricity market

    Science.gov (United States)

    Long, Zhuhan; Meng, Shiyu; Dou, Jinyue; Zeng, Ming; Sun, Chenjun

    2017-10-01

    The opening of the sale side of electricity market is an important goal of the new round of power system reform in China, and it is necessary to speed up the establishment and development of the electricity selling companies to achieve this goal. First of all, this paper defines the key problems, which are needed to be solved in the establishment of the sale side market, such as demand side response, optimization of users' power consumption mode, profit mode of electricity selling companies and fair competition in the market. On this basis, this paper analyzes the business of electricity selling company, from the aspects of the transition of business ideas, improving the energy efficiency level, providing integrated energy solutions and innovating business management mode; and then, the service strategies of electricity selling companies are put forward.

  12. Biogas conference on direct selling and financing in France and in Germany

    International Nuclear Information System (INIS)

    Furois, Timothee; Vollmer, Carla; Schlienger, Marc; Delagrandanne, Julien; Schwill, Jochen; Trommler, Marcus; Barchmann, Tino; Dotzauer, Martin; Durot, Alexandre; Ricordeau, Damien; Schuenemann-Plag, Peter; Wehner, Gustav; Wagner, Robert; Mestrel, Marc

    2016-01-01

    The French-German office for Renewable energies (OFAEnR) organised a conference on the regulatory context, direct selling and financing of methanation plants in France and in Germany. In the framework of this French-German exchange of experience, about 60 participants debated the following topics: direct selling impact on biogas industry, key-steps of methanation development in Germany, experience feedback of direct electricity selling and optimization of the production, banks experience feedback in methanation financing. This document brings together the available presentations (slides) made during this event: 1 - French support schemes for biogas (Timothee Furois); 2 - Development of the framework for biogas plants within the Renewable energy Sources Act from 2000 until 2015 (Carla Vollmer); 3 - Direct selling: challenges and opportunities (Marc Schlienger); 4 - The rules of the aggregator and electricity market (Julien Delagrandanne); 5 - Feed in Premium (FiP) with Biogas Power Plants, experiences in Germany (Jochen Schwill); 6 - Flexibilisation of biogas production - Impulses from EEG -legislation (Marcus Trommler); 7 - Bank approach in the direct selling approach (Alexandre Durot); 8 - Biogas Financing - Correlation between Return and Project Financing (Damien Ricordeau); 9 - Comparative economic analysis of various types of biogas plant Profitability of small and medium biogas plants on the basis of slurry and maize silage in Germany (Peter Schuenemann-Plag); 10 - experience feedback on important financing leviers (Gustav Wehner); 11 - Analysis of the different ways of methanation facilities financing (Robert Wagner); 12- The development of biogas project without recourse to purchase prices in France and Germany (Marc Mestrel)

  13. The Adaptive Consequences of Pride in Personal Selling

    NARCIS (Netherlands)

    W.J.M.I. Verbeke (Willem); F.D. Belschak (Frank); R.P. Bagozzi (Richard)

    2004-01-01

    textabstractStudy 1 investigates the beneficial effects of experiencing pride. Pride was found to have two different effects. First, it increases salespersons' performance-related motivations. Specifically, it promotes adaptive selling strategies, greater effort, and self-efficacy. Secondly, it

  14. Different methods to define utility functions yield similar results but engage different neural processes

    Directory of Open Access Journals (Sweden)

    Marcus Heldmann

    2009-10-01

    Full Text Available Although the concept of utility is fundamental to many economic theories, up to now a generally accepted method determining a subject’s utility function is not available. We investigated two methods that are used in economic sciences for describing utility functions by using response-locked event-related potentials in order to assess their neural underpinnings. For defining the certainty equivalent (CE, we used a lottery game with probabilities to win p=0.5, for identifying the subjects’ utility functions directly a standard bisection task was applied. Although the lottery tasks’ payoffs were only hypothetical, a pronounced negativity was observed resembling the error related negativity (ERN previously described in action monitoring research, but this occurred only for choices far away from the indifference point between money and lottery. By contrast, the bisection task failed to evoke an ERN irrespective of the responses’ correctness. Based on these findings we are reasoning that only decisions made in the lottery task achieved a level of subjective relevance that activates cognitive-emotional monitoring. In terms of economic sciences, our findings support the view that the bisection method is unaffected by any kind of probability valuation or other parameters related to risk and in combination with the lottery task can, therefore, be used to differentiate between payoff and probability valuation.

  15. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  16. Successful selling of packed fresh fruit and vegetable

    Directory of Open Access Journals (Sweden)

    Radmila Presová

    2009-01-01

    Full Text Available The paper deals with the marketability of packaged fruit and vegetables, as a new trend of satisfying consumer needs, in connection with selling-culture of stall selling and self-stores sales. It emphasize fact that food have to be wrapped into the quality, health packages, under the conditions of the Act. 477/2001 Coll.Specific data for the analytical part of this paper was provided by Hortim International Ltd. This company has operate on the Czech market since 1995. Analysis of the economic results confirmes the legitimacy of the sale of packaged fresh fruits and vegetables, but there will be neccesary longer lasting promotion. This fact also confirmed the research of consumer demand, that was made by authors. Determinant for the success sales are these factors: consumer confidence that the packaged products of fruit and vegetables are high quality.

  17. The Determinants of Sell-side Analysts' Forecast Accuracy and Media Exposure

    OpenAIRE

    Sorogho, Samira Amadu

    2017-01-01

    This study examines contributing factors to the differential forecasting abilities of sell-side analysts and the relation between the sentiments of these analysts and their media exposure. In particular, I investigate whether the level of optimism expressed in sell-side analysts’ reports of fifteen constituents of primarily the S&P 500 Oil and Gas Industry1, enhance the media appearance of these analysts. Using a number of variables estimated from the I/B/E/S Detail history database, 15,455 a...

  18. IMPLEMENTATION OF PERSONAL SELLING PT BANK TABUNGAN NEGARA (PERSERO, TBK IN PROMOTING PROGRAM SUPER UNTUNG

    Directory of Open Access Journals (Sweden)

    Novita Eva Natalya

    2016-11-01

    Full Text Available Appearing many types of bank proves that business of banking is growing up rapidly and and competing to compile society’s found. Therefore, each bank does the best promotion in order to get the attention and trust from society. PT Bank Tabungan Negara (Persero, Tbk is using personal selling in promoting Program Super Untung in 2014, this research focuses on monitoring the process of implementation personal selling in Program Super Untung done by PT Bank Tabungan Negara (Persero,Tbk.This research aims to monitor the implementation of personal selling done by PT Bank Tabungan Negara (Persero,Tbk to promote Program Super Untung by using personal selling process method from Churchill,. Method applied in this research is descriptive qualitative with design of study case and technic of collecting data done by interviewing and compiling documents from the company related with the research. The result of this research discussed about implementation of personal selling done by PT Bank Tabungan Negara (Persero,Tbk in 2014. The steps of personal selling are prospecting for customer, opening the relationship, qualifiying the prospect, presenting the sales message, closing the sales, until servicing the account. This research concludes that personal selling has view steps, every steps have relationship and will influence the other steps. Every steps have substantial points that can influence the success of personal selling, i.e. good communication between seller and candidate of customer.  Muncul banyak jenis bank membuktikan bahwa bisnis perbankan berkembang pesat dan dan bersaing untuk menyusun masyarakat yang ditemukan. Oleh karena itu, setiap bank melakukan promosi terbaik agar mendapat perhatian dan kepercayaan dari masyarakat. PT Bank Tabungan Negara (Persero, Tbk menggunakan penjualan pribadi dalam mempromosikan Program Super Untung pada tahun 2014, penelitian ini berfokus pada pemantauan proses implementasi personal selling di Program Super Untung

  19. Salespeople's Renqing Orientation, Self-esteem, and Selling Behaviors: An Empirical Study in Taiwan.

    Science.gov (United States)

    Tsai, Ming-Hong; Chi, Shu-Cheng Steve; Hu, Hsiu-Hua

    2009-06-01

    PURPOSE: The purpose of this study was to investigate how salespeople's renqing orientation and self-esteem jointly affect their selling behavior. DESIGN/METHODOLOGY/APPROACH: Data were obtained from a survey of salespeople from 17 pharmaceutical and consumer-goods companies in Taiwan (n = 216). FINDINGS: Salespeople's renqing orientation (i.e., their propensity to adhere to the accepted norm of reciprocity) compensates the negative effect of self-esteem on their selling behaviors, such as adaptive selling and hard work. IMPLICATIONS: Our study results underscore the critical role of the character trait of renqing orientation in a culture emphasizing a norm of reciprocity. Therefore, it would be useful to consider a strategy of recruiting salespeople with either a high self-esteem or a combination of high renqing orientation and low self-esteem. ORIGINALITY/VALUE: The existing literature of industrial/organizational psychology and marketing primarily relies on constructs that are derived from Western cultural contexts. However, the present paper extended these literatures by investigating the possible joint effects of self-esteem with a trait originated from the Chinese culture on salespeople's selling behaviors.

  20. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  1. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  2. Insaiderlus Eesti finantssektoris ja selle tõkestamine / Mart Sõrg

    Index Scriptorium Estoniae

    Sõrg, Mart, 1943-

    2003-01-01

    Insaiderluse all mõistetakse avalikustamata siseteabe ärakasutamist väärtpaberitega kauplemisel. Eestis seostatakse insaiderluse mõistega eelkõige pangandus- ja muud finantssektorit ja selle töötajaid

  3. Advocating zoster vaccination in a community pharmacy through use of personal selling.

    Science.gov (United States)

    Bryan, Amy R; Liu, Yifei; Kuehl, Peggy G

    2013-01-01

    To evaluate whether the use of personal selling, in combination with other promotional techniques, could improve patient commitment to receive the targeted intervention of herpes zoster vaccine (Zostavax-Merck). Two locally owned grocery store chain pharmacies in the Kansas City, MO, metropolitan area (Price Chopper Pharmacy 11 [PC11] and Price Chopper Pharmacy 36 [PC36]). Price Chopper Pharmacy employs pharmacists who are able to administer vaccinations to patients within the dispensing workflow. Passive signage promoting zoster vaccine was placed at both PC11 and PC36. Personal selling by pharmacy staff to targeted patients was implemented at PC36, where patients were encouraged to receive zoster vaccine at prescription pick up and/or by personalized letter. Primary measures included comparison of the number committing to receive zoster vaccine at either pharmacy, comparison of patient perceptions regarding each pharmacy's promotion of zoster vaccine, and pharmacy staff time spent identifying targeted patients and performing personal selling activities. 90 of 745 targeted patients (12.1%) at PC36 made commitments to receive zoster vaccine compared with 9 of 614 (1.5%) at PC11 (P < 0.001). The barrier of "Dr. hasn't told me I need it" was reduced for PC36 patients (P < 0.05). Patients receiving vaccination had a more favorable attitude toward receiving zoster vaccine than unvaccinated patients (P < 0.01). Among unvaccinated patients, those at PC36 had a more favorable attitude toward receiving zoster vaccine after interacting with a pharmacist (P < 0.05). Personal selling increased patient commitment to receiving a targeted intervention significantly. By using personal selling, pharmacists resolved barriers to immunization.

  4. 7 CFR 500.6 - Gambling.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 6 2010-01-01 2010-01-01 false Gambling. 500.6 Section 500.6 Agriculture Regulations... NATIONAL ARBORETUM Conduct on U.S. National Arboreturm Property § 500.6 Gambling. Participating in games for money or other personal property, or the operation of gambling devices, the conduct of a lottery...

  5. 41 CFR 102-74.395 - What is the policy concerning gambling?

    Science.gov (United States)

    2010-07-01

    ... concerning gambling? 102-74.395 Section 102-74.395 Public Contracts and Property Management Federal Property... Conduct on Federal Property Gambling § 102-74.395 What is the policy concerning gambling? (a) Except for... games for money or other personal property; (2) Operating gambling devices; (3) Conducting a lottery or...

  6. Selling the brand inside.

    Science.gov (United States)

    Mitchell, Colin

    2002-01-01

    When you think of marketing, chances are your mind goes right to your customers--how can you persuade more people to buy whatever it is you sell? But there's another "market" that's equally important: your employees. Author Colin Mitchell argues that executives by and large ignore this critical internal audience when developing and executing branding campaigns. As a result, employees end up undermining the expectations set by the company's advertising--either because they don't understand what the ads have promised or because they don't believe in the brand and feel disengaged or, worse, hostile toward the company. Mitchell offers three principles for executing internal branding campaigns--techniques executives can use to make sure employees understand, embrace, and "live" the brand vision companies are selling to the public. First, he says, companies need to market to employees at times when the company is experiencing a fundamental challenge or change, times when employees are seeking direction and are relatively receptive to new initiatives. Second, companies must link their internal and external marketing campaigns; employees should hear the same messages that are being sent to the market-place. And third, internal branding campaigns should bring the brand alive for employees, creating an emotional connection to the company that transcends any one experience. Internal campaigns should introduce and explain the brand messages in new and attention-grabbing ways and then reinforce those messages by weaving them into the fabric of the company. It is a fact of business, writes Mitchell, that if employees do not care about or understand their company's brands, they will ultimately weaken their organizations. It's up to top executives, he says, to give them a reason to care.

  7. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  8. Advanced Selling: A Comprehensive Course Sales Project

    Science.gov (United States)

    Yarrington-Young, Susan; Castleberry, Stephen B.; Coleman, Joshua T.

    2016-01-01

    A comprehensive project for the Advanced Selling course that has been tested at three universities is introduced. After selecting an industry and a company, students engage in a complete industry analysis, a company sales analysis, a sales-specific SWOT analysis, complete a ride day with a salesperson in that firm, then present their findings in a…

  9. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  10. Marketing and selling solar energy equipment

    International Nuclear Information System (INIS)

    Book, Tony

    1999-01-01

    The literature on creating consumer awareness and acceptance of solar water heating systems for marketing purposes is sparse. This paper discusses some of the sophisticated marketing techniques available and some results. Selling solar water heating systems in Northern European latitudes requires a degree of persistence and commitment that is probably not required in what are regarded as the 'sunny climes' around the Mediterranean., the Middle East, Africa, South East Asia and Australia. (Author)

  11. The Prevalence of Phosphorus Containing Food Additives in Top Selling Foods in Grocery Stores

    Science.gov (United States)

    León, Janeen B.; Sullivan, Catherine M.; Sehgal, Ashwini R.

    2013-01-01

    Objective To determine the prevalence of phosphorus-containing food additives in best selling processed grocery products and to compare the phosphorus content of a subset of top selling foods with and without phosphorus additives. Design The labels of 2394 best selling branded grocery products in northeast Ohio were reviewed for phosphorus additives. The top 5 best selling products containing phosphorus additives from each food category were matched with similar products without phosphorus additives and analyzed for phosphorus content. Four days of sample meals consisting of foods with and without phosphorus additives were created and daily phosphorus and pricing differentials were computed. Setting Northeast Ohio Main outcome measures Presence of phosphorus-containing food additives, phosphorus content Results 44% of the best selling grocery items contained phosphorus additives. The additives were particularly common in prepared frozen foods (72%), dry food mixes (70%), packaged meat (65%), bread & baked goods (57%), soup (54%), and yogurt (51%) categories. Phosphorus additive containing foods averaged 67 mg phosphorus/100 gm more than matched non-additive containing foods (p=.03). Sample meals comprised mostly of phosphorus additive-containing foods had 736 mg more phosphorus per day compared to meals consisting of only additive-free foods. Phosphorus additive-free meals cost an average of $2.00 more per day. Conclusion Phosphorus additives are common in best selling processed groceries and contribute significantly to their phosphorus content. Moreover, phosphorus additive foods are less costly than phosphorus additive-free foods. As a result, persons with chronic kidney disease may purchase these popular low-cost groceries and unknowingly increase their intake of highly bioavailable phosphorus. PMID:23402914

  12. The prevalence of phosphorus-containing food additives in top-selling foods in grocery stores.

    Science.gov (United States)

    León, Janeen B; Sullivan, Catherine M; Sehgal, Ashwini R

    2013-07-01

    The objective of this study was to determine the prevalence of phosphorus-containing food additives in best-selling processed grocery products and to compare the phosphorus content of a subset of top-selling foods with and without phosphorus additives. The labels of 2394 best-selling branded grocery products in northeast Ohio were reviewed for phosphorus additives. The top 5 best-selling products containing phosphorus additives from each food category were matched with similar products without phosphorus additives and analyzed for phosphorus content. Four days of sample meals consisting of foods with and without phosphorus additives were created, and daily phosphorus and pricing differentials were computed. Presence of phosphorus-containing food additives, phosphorus content. Forty-four percent of the best-selling grocery items contained phosphorus additives. The additives were particularly common in prepared frozen foods (72%), dry food mixes (70%), packaged meat (65%), bread and baked goods (57%), soup (54%), and yogurt (51%) categories. Phosphorus additive-containing foods averaged 67 mg phosphorus/100 g more than matched nonadditive-containing foods (P = .03). Sample meals comprised mostly of phosphorus additive-containing foods had 736 mg more phosphorus per day compared with meals consisting of only additive-free foods. Phosphorus additive-free meals cost an average of $2.00 more per day. Phosphorus additives are common in best-selling processed groceries and contribute significantly to their phosphorus content. Moreover, phosphorus additive foods are less costly than phosphorus additive-free foods. As a result, persons with chronic kidney disease may purchase these popular low-cost groceries and unknowingly increase their intake of highly bioavailable phosphorus. Copyright © 2013 National Kidney Foundation, Inc. Published by Elsevier Inc. All rights reserved.

  13. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  14. Dynamic Game Behavior of Retailers Considering the Quality of Substitute Products Based on Delay Decision

    Science.gov (United States)

    Bao, Binshuo; Ma, Junhai

    2017-12-01

    Motivated by the Silk Road Economic Belt and the 21st-Century Maritime Silk Road project, i.e. the Belt and Road (B&R), more goods will flow around the world. With this trading platform, people can buy products at relatively cheap prices, and it is easier for people to buy various goods. The quality and quantity of products thus attract more and more attention in the supply chains. This paper discusses the quantity decision by considering the product quality in parallel supply chains where two manufacturers produce substitute products and then sell them to their downstream retailers separately. In terms of the changing quantity, as well as the different quality, this paper establishes a dynamic game model to explore the dynamic behavior when the optimal profits of two retailers have been calculated. The dynamic behaviors of the system, such as stable region, bifurcation and chaos, strange attractors and the largest Lyapunov exponents (LLE) are analyzed. The effect of the quantity adjustment parameter on the stability of the supply chain system is investigated through numerical simulations. Furthermore, a dynamic game model is established based on the quality delay decision, to investigate the influence of the quality delay parameter on the dynamic game model and the profits. Finally, the optimal decisions are obtained and analyzed.

  15. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  16. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Science.gov (United States)

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  17. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    Science.gov (United States)

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  18. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

    Full Text Available Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD. Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1 individuals who played only computer games; (2 individuals who played computer games more than smartphone games; (3 individuals who played computer and smartphone games evenly; (4 individuals who played smartphone games more than computer games; (5 individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers (B = 0.457, odds ratio = 1.579. Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  19. Older Adults and Gambling: A Review

    Science.gov (United States)

    Ariyabuddhiphongs, Vanchai

    2012-01-01

    This paper uses the social cognitive theory model to review the literature on older adult gambling, and related personal and environment characteristics. Results show that lottery is the kind of gambling most frequently played by older adults, followed by casino games. Older adults take trips to casinos to socialize, find excitement, and win…

  20. Odaminodaa Ojibwemong!! = Let's Play in Ojibwe!!

    Science.gov (United States)

    White, James L.

    The booklet contains directions for designing six word games to provide motivation, reinforcement, and review for students of all ages, from children to adults, as they learn the Ojibwe language. Step-by-step instructions are provided for making and playing Quiz Board, Tic-Tac-Toe, Concentration, Lottery, Lingo (Bingo), and Incocomp. Suggestions…

  1. HIV, STI prevalence and risk behaviours among women selling sex in Lahore, Pakistan

    Directory of Open Access Journals (Sweden)

    Zaman Shakila

    2011-05-01

    Full Text Available Abstract Background More than 340 million cases of curable sexually transmitted infections (STIs were estimated to have occurred worldwide in 1995. Previous studies have shown that the presence of other concomitant STIs increases the likelihood of HIV transmission. The first national study of STIs conducted in Pakistan in 2004 revealed a high burden of STIs among women selling sex. The HIV epidemic in Pakistan has thus far followed the "Asian epidemic model". Earlier studies among women selling sex have shown a low prevalence of HIV coupled with a low level of knowledge about AIDS. The aim of our study was to estimate the prevalence of HIV and STIs, and assess knowledge and risk behaviours related to HIV/STI, among women selling sex in Lahore, Pakistan. Methods A total of 730 participants were recruited through respondent-driven sampling. The participants were women selling sex in three areas (referred to as "A", "B", and "C" of Lahore. A structured questionnaire addressing demographic information, sexual life history, sexual contacts, and knowledge and practices related to HIV/STI prevention was administered by face-to-face interview. Biological samples were obtained from all participants and tested for HIV, Treponema pallidum, Neisseria gonorrhoeae, Chlamydia trachomatis and Trichomonas vaginalis. Pearson's chi-square and multivariable logistic regression analysis were performed to test associations between potential risk factors and specified diagnosed infections. Results The prevalence of HIV infection was 0.7%, T pallidum 4.5%, N gonorrhoeae 7.5%, C trachomatis 7.7% and T vaginalis 5.1%. The participants had been selling sex for a median period of seven years and had a median of three clients per day. Sixty five percent of the participants reported that they "Always use condom". The median fee per sexual contact was Rs. 250 (3 Euro. Compared to Areas A and C, women selling sex in Area B had a significantly higher risk of chlamydial

  2. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  3. Rahvusvaheline bussiliiklus täna ja selle roll tulevikus

    Index Scriptorium Estoniae

    2004-01-01

    MootorReisi Aktsiaseltsi kümne aastaseks saamise puhul korraldati konverents "Rahvusvaheline bussiliiklus täna ja selle roll tulevikus". MootorReisi AS-i tekkimisest. Vt. samas: Intervjuu MootorReisi AS-i juhatuse esimees Hugo Osulaga

  4. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Soo-Hyun Paik; Hyun Cho; Ji-Won Chun; Jo-Eun Jeong; Dai-Jin Kim

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  5. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  6. The Stickiness of Selling, General, and Administrative Costs in the Indonesian Companies

    Directory of Open Access Journals (Sweden)

    Benny Armanto

    2014-04-01

    Full Text Available Selling, general and administration costs are the main components in the Income Statement. A large number of permanent staff in sales and marketing department will make the company dominated by the fixed costs. This fact could lead to sticky cost behavior. In addition, role of the manager can also cause the cost stickiness. When the company’s revenue decreases, manager may delay to decrease the cost or not even decrease cost at all. The objective of the study is to determine whether cost stickiness of selling, general and administrative in the Indonesian listed companies. This study applied log-linear data panel regression with 3605 firm years that is listed in Indonesian Stock Exchange (BEI from 1993 – 2013. This study finds that selling, general, and administrative costs are sticky only for the manufacturing companies. Furthermore, the results show that adjustment of sales, general, and administrative costs delayed by the manager when revenue decreases, yet the cost stickiness will be reduced in the next period.

  7. Ragn-Sells: Reformierakond kandib prügiraha! / Mihkel Kärmas

    Index Scriptorium Estoniae

    Kärmas, Mihkel, 1974-

    2010-01-01

    Firma Ragn-Sells kahtlustab, et Reformierakonda rahastati prügiärist kanditud miljonitega. Ragn-Sellsi kirjast riigikontrollile, õiguskantslerile ja siseministrile. Konkureeriva firma Veolia juhataja Argo Luude seisukoht

  8. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  9. ANALYSIS OF A DIRECT SELLING NETWORK FOR AGRIFOOD PRODUCTS

    Directory of Open Access Journals (Sweden)

    Placido Rapisarda

    2015-03-01

    Full Text Available Sicily has become a food and wine area of great interest. However, conflicts within the supply chains have caused the selling process to become long and complex to the disadvantage of farmers, thereby leading to an information asymmetry between producers and consumers.In order to meet the new needs of the agrifood sector, we developed a theoretical model of organized direct selling that goes beyond regional boundaries, which is an alternative model to farmers’ markets and that helps to promote the creation of a network among the operators of Sicilian agrifood supply chains. The aims of this study was to verify the potential of the proposed theoretical model based on a SWOT analysis, which was achieved by collecting data from interviews with the producers involved in the Sicilian agrifood supply chains, and with the main stakeholders involved.

  10. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  11. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  12. Portfolio optimization with short-selling and spin-glass

    NARCIS (Netherlands)

    Schianchi, A.; Bongini, L.; Degli Esposti, M.; Giardinà, C.

    2002-01-01

    n this paper, we solve a general problem of optimizing a portfolio in a futures markets framework, extending the previous work of Galluccio et al. [Physica A 259, 449 (1998)]. We allow for long buying/short selling of a relatively large number of assets, assuming a fixed level of margin requirement.

  13. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  14. 18 CFR 367.9120 - Account 912, Demonstrating and selling expenses.

    Science.gov (United States)

    2010-04-01

    ... incurred in promotional, demonstrating, and selling activities, except by merchandising, the object of... expenses of merchandising, jobbing and contract work (§ 367.4160), or 930.1, General advertising expenses...

  15. The adherence to UK legislation by online shops selling new psychoactive substances

    OpenAIRE

    Wadsworth, Elle; Drummond, Colin; Deluca, Paolo

    2017-01-01

    Aims: On the 26th of May 2016, the UK Government introduced the Psychoactive Substances Act, 2016. The aim of this short report is to explore online shops selling New Psychoactive Substances (NPS) stated motivations for closing and the changes that arose preceding the ban. Methods: The search for online shops selling NPS was made throughout October 2015. From March to June 2016, data were collected on the status of the online shops, and whether they mentioned the ban, the delay, or their clos...

  16. Simple gambling or sophisticated gaming? : applying game analysis methods to modern video slot machine games

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

    Slot machine games have become the most popular form of gambling worldwide. In Finland, their pervasiveness in public spaces and popularity makes them one of the most common form of gaming. However, in game studies, gambling games are often regarded as borderline games due to the player’s lack of control. In this thesis I ask whether modern video slot machine games can be considered as games and if so, what similarities there are between them and contemporary video games. To find out if m...

  17. 44 CFR 15.8 - Gambling.

    Science.gov (United States)

    2010-10-01

    ... 44 Emergency Management and Assistance 1 2010-10-01 2010-10-01 false Gambling. 15.8 Section 15.8... CENTER § 15.8 Gambling. We prohibit participating in games for money or other personal property, including the operation of gambling devices, the conduct of a lottery or pool, or the sale or purchase of...

  18. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

    The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks to digital distribution and social media platforms that support games. Thanks to the readily available internet connections and games using them, data of player behaviour can be acquired. This is where game analytics come in. What sort of player actions provide meaningful information that can be used to iterate the game? Typically game analytics is appl...

  19. Report on the Audit of Foreign Direct Selling Costs

    National Research Council Canada - National Science Library

    1990-01-01

    This is our final report on the Audit of Foreign Direct Selling Costs. The Contract Management Directorate made the audit from October 1989 to January 1990 in response to a requirement in U.S.C., title 10, Sec. 2324(f)(5...

  20. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  1. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

    Full Text Available Perkembangan game saat ini sangat pesat sehingga banyak orang yang tertarik untuk memainkannya bahkan sampai lupa waktu,suatu game akan membuat orang tertarik dan penasaran karena didalam nya terdapat AI (artificial intelegent. Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. penelitian  ini menjelaskan tentang bagaimana orang dapat bermain game secara bersama-sama dengan menggunakan jaringan computer atau jaringan internet . Dua NPC yang dimaksud  adalahNPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan unity engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi dengan mengetahui respon dari NPC maka akan dapat menentukan strategi dalam game tersebut.

  2. Selling or telling? A theory of ruin value:Selling or Telling? Paradoxes in tourism, culture and heritage

    OpenAIRE

    Pihl, Ole Verner

    2011-01-01

    Selling or telling? : A theory of ruin value  Abstract: To what extent can tourism be described as an agent of peace? Can war and conflict be reconciled through tourism? Why is the children's memorial in Hiroshima so important and why is the Holocaust memorial in Berlin a reconciliating and fascinating monument?  The post apocalyptic vision in our mainstream mass culture is a broad genre and is loaded with heavy, dramatic architecture and landscapes of destruction; most religions have these d...

  3. Serious Delinquency and Gang Participation: Combining and Specializing in Drug Selling, Theft and Violence.

    Science.gov (United States)

    Gordon, Rachel A; Rowe, Hillary L; Pardini, Dustin; Loeber, Rolf; White, Helene Raskin; Farrington, David P

    2014-06-01

    Using Pittsburgh Youth Study data, we examined the extent to which over 600 gang members and non-gang involved young men specialized in drug selling, serious theft, or serious violence or engaged simultaneously in these serious delinquent behaviors, throughout the 1990s. We found that the increase in delinquency associated with gang membership was concentrated in two combinations: serious violence and drug selling; serious violence, drug selling, and serious theft. Several covariates were similarly associated with multi-type serious delinquency and gang membership (age, historical time, Black race, and residential mobility), suggesting that these behaviors may share common developmental, familial, and contextual risks. We encourage future research to further examine the association of gang membership with engagement in particular configurations of serious delinquency.

  4. Serious Delinquency and Gang Participation: Combining and Specializing in Drug Selling, Theft and Violence

    Science.gov (United States)

    Gordon, Rachel A.; Rowe, Hillary L.; Pardini, Dustin; Loeber, Rolf; White, Helene Raskin; Farrington, David P.

    2014-01-01

    Using Pittsburgh Youth Study data, we examined the extent to which over 600 gang members and non-gang involved young men specialized in drug selling, serious theft, or serious violence or engaged simultaneously in these serious delinquent behaviors, throughout the 1990s. We found that the increase in delinquency associated with gang membership was concentrated in two combinations: serious violence and drug selling; serious violence, drug selling, and serious theft. Several covariates were similarly associated with multi-type serious delinquency and gang membership (age, historical time, Black race, and residential mobility), suggesting that these behaviors may share common developmental, familial, and contextual risks. We encourage future research to further examine the association of gang membership with engagement in particular configurations of serious delinquency. PMID:24954999

  5. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  6. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  7. 12 CFR 617.7610 - What should the System institution do when it decides to sell acquired agricultural real estate?

    Science.gov (United States)

    2010-01-01

    ... decides to sell acquired agricultural real estate? 617.7610 Section 617.7610 Banks and Banking FARM CREDIT... institution do when it decides to sell acquired agricultural real estate? (a) Notify the previous owner, (1) Within 15 days of the System institution's decision to sell acquired agricultural real estate, it must...

  8. 12 CFR 617.7620 - What should the System institution do when it decides to sell acquired agricultural real estate...

    Science.gov (United States)

    2010-01-01

    ... decides to sell acquired agricultural real estate at a public auction? 617.7620 Section 617.7620 Banks and... What should the System institution do when it decides to sell acquired agricultural real estate at a public auction? System institutions electing to sell or lease acquired agricultural real estate or a...

  9. 31 CFR 356.0 - What authority does the Treasury have to sell and issue securities?

    Science.gov (United States)

    2010-07-01

    ... to sell and issue securities? 356.0 Section 356.0 Money and Finance: Treasury Regulations Relating to... sell and issue securities? Chapter 31 of Title 31 of the United States Code authorizes the Secretary of... AND ISSUE OF MARKETABLE BOOK-ENTRY TREASURY BILLS, NOTES, AND BONDS (DEPARTMENT OF THE TREASURY...

  10. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  11. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  12. Teorie prospektů – alternativa k teorii očekávaného užitku?

    OpenAIRE

    Stanislav Škapa; Martin Vémola

    2013-01-01

    Purpose of the article: Economic theory has long relied on a descriptively sparse model of individuals behavior based on the premise that people are rational and held in accordance with the expected utility theory, but in the reality there are many situations when people behave irrationally (e.g. buying stocks when the prices are too hight and selling stocks when prices sharply drop, underwrite the event with an extremely low probability, playing a lottery). We present a number of empirical d...

  13. Adaptive Selling and Organizational Characteristics: Suggestions For Future Research

    NARCIS (Netherlands)

    J. Vink (Jaap); W.J.M.I. Verbeke (Willem)

    1992-01-01

    textabstractIn this paper the relationship between adaptive selling and organizational behavior is analysed. Specifically, it is discovered that adaptive behavior is a multifaceted concept which is not linearly related to the organizational characteristics in the way it was operationalized in a

  14. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder

    NARCIS (Netherlands)

    Lemmens, J.S.; Hendriks, S.J.F.

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games.

  15. Commercialism in Schools: Supporting Students or Selling Access?

    Science.gov (United States)

    Robelen, Erik W.

    1998-01-01

    This information brief discusses the impact of commercialism in schools. It asks the question of whether such advertising is supporting students or is simply selling access. It describes how children are a desirable market since they have most of their purchases ahead of them; they can also frequently convince parents to buy items. The brief…

  16. Patterns and correlates of illicit drug selling among youth in the USA

    Directory of Open Access Journals (Sweden)

    Ahmedani B

    2011-05-01

    Full Text Available Michael G Vaughn1, Jeffrey J Shook2, Brian E Perron3, Arnelyn Abdon4, Brian Ahmedani51School of Social Work, School of Public Health and Department of Public Policy Studies, Saint Louis University, St Louis, MO USA; 2School of Social Work, University of Pittsburgh, Pittsburgh, PA USA; 3School of Social Work, University of Michigan, Ann Arbor, MI USA; 4School of Economics, University of the Philippines, Quezon City, Philippines; 5Henry Ford Health System, Detroit MI, USAPurpose: Despite the high rates of drug selling among youth in juvenile justice and youth residing in disadvantage neighborhoods, relatively little is known about the patterns of illicit drug selling among youth in the general population.Methods: Using the public-use data file from the adolescent sample (N = 17 842 in the 2008 National Survey on Drug Use and Health (NSDUH, this study employed multiple logistic regression to compare the behavioral, parental involvement, and prevention experiences of youth who sold and did not sell illicit drugs in the past year.Results: Findings from a series of logistic regression models indicated youth who sold drugs were far more likely to use a wide variety of drugs and engage in delinquent acts. Drug-selling youth were significantly less likely to report having a parent involved in their life and have someone to talk to about serious problems but were more likely to report exposure to drug prevention programming.Conclusion: Selling of drugs by youth appears to be a byproduct of substance abuse and deviance proneness, and the prevention programs these youth experience are likely a result of mandated exposure derived from contact with the criminal justice system. Assuming no major drug supply side reductions, policies, and practices associated with increasing drug abuse treatment, parental involvement and supervision, and school engagement are suggested.Keywords: drug distribution, prevention, adolescent risk, youth experiences, parental

  17. Energiatõhusus ja selle hind / Tõnu Mauring

    Index Scriptorium Estoniae

    Mauring, Tõnu, 1968-

    2010-01-01

    Austri arhitekti Georg W. Reinbergi raamatust "Ecological Architecture - Design, Planning, Realization" (2008). Uuringust, mis võttis kokku aastatel 2003-2008 Viini ehitatud elamute valimi andmed ning millest järeldub, et suuremate hoonete puhul võib passiivmaja maksumus olla madalenergiamajadega ühesugune. Vajadusest ehitada Eestis valmis oma näited, leidmaks, kas tõhus energia kasutamine ja inimsõbralik hoone on või ei ole konfliktis selle rajamise hinnaga

  18. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  19. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  20. How to Sell SaaS: A Model for Main Factors of Marketing and Selling Software-as-a-Service

    OpenAIRE

    Tyrväinen, Pasi; Selin, Joona

    2011-01-01

    Software-as-a-Service providers have been growing fast while the contemporary research literature has neglected analysis of their business-critical marketing and sales processes. In this paper we collect the key factors characterizing how to market and sell SaaS to business customers into an eight dimensional model. We also use an explorative multi-case study to observe six SaaS providers and validate the model. The interviewed providers emphasized use of the Internet for ma...

  1. Determining optimal selling price and lot size with process reliability and partial backlogging considerations

    Science.gov (United States)

    Hsieh, Tsu-Pang; Cheng, Mei-Chuan; Dye, Chung-Yuan; Ouyang, Liang-Yuh

    2011-01-01

    In this article, we extend the classical economic production quantity (EPQ) model by proposing imperfect production processes and quality-dependent unit production cost. The demand rate is described by any convex decreasing function of the selling price. In addition, we allow for shortages and a time-proportional backlogging rate. For any given selling price, we first prove that the optimal production schedule not only exists but also is unique. Next, we show that the total profit per unit time is a concave function of price when the production schedule is given. We then provide a simple algorithm to find the optimal selling price and production schedule for the proposed model. Finally, we use a couple of numerical examples to illustrate the algorithm and conclude this article with suggestions for possible future research.

  2. Sotsiaalne kapital ja selle mõõtmine / Väino Kuri

    Index Scriptorium Estoniae

    Kuri, Väino

    2003-01-01

    Sotsiaalse kapitali mõistest ning lähenemisviisidest selle defineerimiseks. Sotsiaalse kapitali mõõtmisest Suurbritannias ja Soomes. Senisest Eesti kogemusest sotsiaalset kapitali puudutavate statistiliste andmete kogumisel. Tabel: Sotsiaalset kapitali iseloomustavad näitajad.

  3. Implementation of fuzzy logic to determining selling price of products in a local corporate chain store

    Science.gov (United States)

    Kristiana, S. P. D.

    2017-12-01

    Corporate chain store is one type of retail industries companies that are developing growing rapidly in Indonesia. The competition between retail companies is very tight, so retailer companies should evaluate its performance continuously in order to survive. The selling price of products is one of the essential attributes and gets attention of many consumers where it’s used to evaluate the performance of the industry. This research aimed to determine optimal selling price of product with considering cost factors, namely purchase price of the product from supplier, holding costs, and transportation costs. Fuzzy logic approach is used in data processing with MATLAB software. Fuzzy logic is selected to solve the problem because this method can consider complexities factors. The result is a model of determination of the optimal selling price by considering three cost factors as inputs in the model. Calculating MAPE and model prediction ability for some products are used as validation and verification where the average value is 0.0525 for MAPE and 94.75% for prediction ability. The conclusion is this model can predict the selling price of up to 94.75%, so it can be used as tools for the corporate chain store in particular to determine the optimal selling price for its products.

  4. Game, game, game and again game, de Jason Nelson: aspectos da contemporaneidade

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

    Full Text Available Embora pensadores como o escritor Mario Vargas Llosa afirmem que os tempos hodiernos têm como característica principal a frivolidade, por conta da velocidade e quantidade de informações a serem digeridas diariamente, artistas em sua pulsão criativa exploram tais paradoxos de grandeza/pequenez em suas obras de arte. Este artigo visa apreender na obra Game, game, game and again game aspectos da contemporaneidade, como o conceito de lúdico e a enorme gama de entretenimentos voltados a um público imerso na indústria da cultura, através da forma como eles são trabalhados junto a conceitos como interatividade como forma de coautoria da obra de arte, finitude artística e permanência no meio digital, e transmidialidade na criação estética.

  5. The search for organs: halachic perspectives on altruistic giving and the selling of organs

    OpenAIRE

    Kunin, J

    2005-01-01

    Altruistic donation of organs from living donors is widely accepted as a virtue and even encouraged as a duty. Selling organs, on the other hand, is highly controversial and banned in most countries. What is the Jewish legal (halachic) position on these issues? In this review it is explained that altruistic donation is praiseworthy but in no way obligatory. Selling organs is a subject of rabbinic dispute among contemporary authorities.

  6. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  7. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  8. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  9. Profit allocation of independent power producers based on cooperative Game theory

    International Nuclear Information System (INIS)

    Jia, N.X.; Yokoyama, R.

    2003-01-01

    With the development of deregulation, the retail market is being formed. The independent power producers (IPPs) can contact the customers and sell electric power to them directly to obtain the profits because IPPs can provide electricity at cheaper prices to the customers than the utilities can. If IPP can obtain further more profit through collaborating with other ones in some coalition, it will prefer to collaborate to form this coalition rather than participating individually. In coalition, also the problem of how to allocate profit rationally for each IPP should also be solved. In this paper, we discuss the cooperation of IPPs in retail market and give a formulation about the calculation of IPPs profits. After that, based on Game theory, we propose a scheme to decide the profit allocation of each IPP in the coalitions rationally and impartially. (author)

  10. Games on Games. Game Design as Critical Reflexive Practice

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  11. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  12. Real Time Business Analytics for Buying or Selling Transaction on Commodity Warehouse Receipt System

    Science.gov (United States)

    Djatna, Taufik; Teniwut, Wellem A.; Hairiyah, Nina; Marimin

    2017-10-01

    The requirement for smooth information such as buying and selling is essential for commodity warehouse receipt system such as dried seaweed and their stakeholders to transact for an operational transaction. Transactions of buying or selling a commodity warehouse receipt system are a risky process due to the fluctuations in dynamic commodity prices. An integrated system to determine the condition of the real time was needed to make a decision-making transaction by the owner or prospective buyer. The primary motivation of this study is to propose computational methods to trace market tendency for either buying or selling processes. The empirical results reveal that feature selection gain ratio and k-NN outperforms other forecasting models, implying that the proposed approach is a promising alternative to the stock market tendency of warehouse receipt document exploration with accurate level rate is 95.03%.

  13. Report on the Audit of Foreign Direct Selling Costs

    Science.gov (United States)

    1990-09-18

    This is our final report on the Audit of Foreign Direct Selling Costs. The Contract Management Directorate made the audit from October 1989 to...The objective of the audit was to assess whether DoD regulations provided the appropriate incentives to stimulate exports by the. U.S. Defense

  14. Computer and video game addiction-a comparison between game users and non-game users.

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  15. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

    Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2016-01-01

    Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when

  16. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    Science.gov (United States)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  17. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  18. Social activities, self-efficacy, game attitudes, and game addiction.

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  19. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  20. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  1. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  2. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  3. OPTIMAL STOCK MODELING FOR NON-FOODS RETAILER SELLING ON-CREDIT

    Directory of Open Access Journals (Sweden)

    Vladimir V. Manakhov

    2016-01-01

    Full Text Available The article is dedicated to the problem of retail stock optimization within mo-nopolistic competition market while selling non-food goods to customers on-credit. Optimization model has been developed and appropriate technique of stock volume planning has been introduced

  4. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  5. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  6. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  7. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  8. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  9. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  10. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  11. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  12. Just like the lottery? Player behaviour and anomalies in the market for football pools.

    Science.gov (United States)

    Forrest, David; Pérez, Levi

    2015-06-01

    Football pools were an antecedent to lotto in providing a long-odds, high-prize gambling opportunity for a mass market in Europe. Even after lotto has become well established, pools games continue to occupy a significant niche in the gaming market in several jurisdictions, most notably Spain. This paper employs 23 years of sales data from the national pools game in Spain to investigate similarities between the behaviour of lotto players and pools players. It observes similar phenomena as have been noted in lotto sales studies, including strong sensitivity of sales to the size of jackpot on offer, significant habit effects, a halo effect whereby there is some short-term persistence in increased sales whenever a high jackpot is offered (even after jackpot size has returned to normal), and a tendency to jackpot fatigue (over time, the size of the jackpot has to be increased to more than before to stimulate the same increase in sales). Notwithstanding that the football pools are marketed as based on knowledge and understanding of sport whereas lotto is a pure numbers game, modelling sales of the pools therefore yields findings very similar to those reported in the literature on lotto. This suggests that both sets of players share common psychological and cognitive traits and economic motivation. Those responsible for promoting pools should therefore be able to draw on findings from the much more extensive literature on lotto when formulating strategy in terms of game design and marketing.

  13. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  14. Game theory and experimental games the study of strategic interaction

    CERN Document Server

    Colman, Andrew M

    1982-01-01

    Game Theory and Experimental Games: The Study of Strategic Interaction is a critical survey of the essential ideas of game theory and the findings of empirical research on strategic interaction. Some experiments using lifelike simulations of familiar kinds of strategic interactions are presented, and applications of game theory to the study of voting, the theory of evolution, and moral philosophy are discussed.Comprised of 13 chapters, this volume begins with an informal definition of game theory and an outline of the types of social situations to which it applies. Games of skill, games of cha

  15. Cognitive behavioral game design: a unified model for designing serious games.

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  16. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  17. Effect of national recommendation on sweet selling as an intervention for a healthier school environment.

    Science.gov (United States)

    Anttila, Jaakko; Rytkönen, Tatu; Kankaanpää, Rami; Tolvanen, Mimmi; Lahti, Satu

    2015-02-01

    In 2007, the Finnish National Board of Education (FNBE) and the National Institute for Health and Welfare (THL) gave a national recommendation that Finnish upper comprehensive schools should not sell sweet products. The aim was to find out how the national recommendation changed the schools' selling of sweet products. This longitudinal survey was conducted in Finnish upper comprehensive school classes 7-9 (13-15-year-old pupils) in 2007 and 2010. All the schools (N=970) were invited to answer the questionnaire and 237 schools answered in both years (response rate 24%). The questionnaires contained questions concerning the selling of sweet and healthy products and school policy on sweet selling guidelines. Of the nine items in the questionnaire, three weighted sum scores were formed for oral health promotion: Exposure, enabling and policy (higher score indicating better actions). These sum scores were also trichotomized. Statistical significances of the changes were analyzed using nonparametric Wilcoxon's test, McNemar's test, and McNemar-Bowker's test. Schools had decreased exposure of pupils to sweet products (psweet products, candies and soft drinks had decreased (psweet products had not changed (p=0.665). Schools tended to improve their exposure and policy status (psweet products among adolescents. © 2014 the Nordic Societies of Public Health.

  18. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  19. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  20. Another frame, another game? : Explaining framing effects in economic games

    NARCIS (Netherlands)

    Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.

    2016-01-01

    Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate

  1. A Partial Backlogging Inventory Model for Deteriorating Items with Fluctuating Selling Price and Purchasing Cost

    Directory of Open Access Journals (Sweden)

    Hui-Ling Yang

    2012-01-01

    Full Text Available In today’s competitive markets, selling price and purchasing cost are usually fluctuating with economic conditions. Both selling price and purchasing cost are vital to the profitability of a firm. Therefore, in this paper, I extend the inventory model introduced by Teng and Yang (2004 to allow for not only the selling price but also the purchasing cost to change from one replenishment cycle to another during a finite time horizon. The objective is to find the optimal replenishment schedule and pricing policy to obtain the profit as maximum as possible. The conditions that lead to a maximizing solution guarantee that the existence, uniqueness, and global optimality are proposed. An efficient solution procedure and some theoretical results are presented. Finally, numerical examples for illustration and sensitivity analysis for managerial decision making are also performed.

  2. Altered Brain Reactivity to Game Cues After Gaming Experience.

    Science.gov (United States)

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  3. How Student Game Designers Design Learning into Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2017-01-01

    This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers....... The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital...... learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning...

  4. Brain activities associated with gaming urge of online gaming addiction.

    Science.gov (United States)

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  5. Games-to-teach or games-to-learn unlocking the power of digital game-based learning through performance

    CERN Document Server

    Chee, Yam San

    2016-01-01

    The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...

  6. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  7. Cognitive behavioral game design: a unified model for designing serious games

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

    Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.

  8. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    Science.gov (United States)

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  9. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training.Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  10. Enhancing Cognition with Video Games: A Multiple Game Training Study

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  11. Enhancing cognition with video games: a multiple game training study.

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  12. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  13. Perceived neighborhood illicit drug selling, peer illicit drug disapproval and illicit drug use among U.S. high school seniors

    Science.gov (United States)

    2014-01-01

    Background This study examined associations between perceived neighborhood illicit drug selling, peer illicit drug disapproval and illicit drug use among a large nationally representative sample of U.S. high school seniors. Methods Data come from Monitoring the Future (2007–2011), an annual cross-sectional survey of U.S. high school seniors. Students reported neighborhood illicit drug selling, friend drug disapproval towards marijuana and cocaine use, and past 12-month and past 30-day illicit drug use (N = 10,050). Multinomial logistic regression models were fit to explain use of 1) just marijuana, 2) one illicit drug other than marijuana, and 3) more than one illicit drug other than marijuana, compared to “no use”. Results Report of neighborhood illicit drug selling was associated with lower friend disapproval of marijuana and cocaine; e.g., those who reported seeing neighborhood sales “almost every day” were less likely to report their friends strongly disapproved of marijuana (adjusted odds ratio [AOR] = 0.38, 95% CI: 0.29, 0.49) compared to those who reported never seeing neighborhood drug selling and reported no disapproval. Perception of neighborhood illicit drug selling was also associated with past-year drug use and past-month drug use; e.g., those who reported seeing neighborhood sales “almost every day” were more likely to report 30-day use of more than one illicit drug (AOR = 11.11, 95% CI: 7.47, 16.52) compared to those who reported never seeing neighborhood drug selling and reported no 30-day use of illicit drugs. Conclusions Perceived neighborhood drug selling was associated with lower peer disapproval and more illicit drug use among a population-based nationally representative sample of U.S. high school seniors. Policy interventions to reduce “open” (visible) neighborhood drug selling (e.g., problem-oriented policing and modifications to the physical environment such as installing and monitoring surveillance cameras) may

  14. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  15. Girls Creating Games: Challenging Existing Assumptions about Game Content

    OpenAIRE

    Denner, Jill

    2005-01-01

    In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to the Interactive Digital Software Association’s 2003 survey, 72% of all video game players are male. This is unfortunate, as early game playing not only fosters specific cognitive and motor skills (Subrahmanyam, Kraut, Greenfield, & Gross, 2000), it is also a gateway to shaping the future of technology. How can we better attract, engage, and sustain the interests of girls in gaming? One str...

  16. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  17. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  18. Power points: how to design and deliver presentations that sizzle and sell

    National Research Council Canada - National Science Library

    Mills, Harry

    2007-01-01

    ... Flow and Direction Sell the Sizzle Starting Strongly Making Your Point Finishing in Style Bridging with Transitions Tried and Proven Organizational Patterns Use a Persuasive Structure to Add Cohere...

  19. Effects of selling public intervention stocks of skimmed milk powder

    NARCIS (Netherlands)

    Jongeneel, Roel; Silvis, Huib; Verhoog, David; Daatselaar, Co

    2018-01-01

    At the request of the Dutch Ministry of Agriculture, Nature and Food Quality, this report analyses the potential market impacts and budgetary effects of different strategies of selling EU public intervention stocks of skimmed milk powder
    (SMP). A gradual phasing out of the EU's SMP stocks over

  20. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

  1. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    Science.gov (United States)

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  2. Extended non-local games and monogamy-of-entanglement games.

    Science.gov (United States)

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  3. Playbrush - Transforming Toothbrushes Into Gaming Controllers

    Directory of Open Access Journals (Sweden)

    Paul Varga

    2015-09-01

    convert a lot of our early testers to Kickstarter backers last May, when we raised GBP 40k (pre-orders from our supporters without any marketing budget. Playbrush has been recognized by media outlets all over the world, including the Guardian, the FT, ITV, Pro7, Focus and many more. In addition we were invited as speakers to the Royal Society of Medicine, the World Gamification Meetup, UCL and Advantage Austria. We now closed our Seed Round and are starting our first production batch to deliver and sell first products just before Christmas. We strongly believe that toothbrushing is fundamentally broken and it needs a shift in education, motivation and behavior to encourage children to focus more on their oral hygiene. Via games we are able to foster intrinsic motivation and build a positive atmosphere around dental health. Playbrush is the perfect tool to engage with children and create a new positive brushing experience.

  4. On the convexity of newsvendor games

    NARCIS (Netherlands)

    Özen, U.; Norde, H.W.; Slikker, M.

    2011-01-01

    This study considers a simple newsvendor situation that consists of n retailers, all selling the same item with common purchasing costs and common selling prices. Groups of retailers might increase their expected joint profit by inventory centralization, which means that they make a joint order to

  5. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  6. Game injuries in relation to game schedules in the National Basketball Association.

    Science.gov (United States)

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (pNBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  7. Foundations of game theory noncooperative games

    CERN Document Server

    Vorob’ev, Nicolai N

    1994-01-01

    The English edition differs only slightly from the Russian original. The main struc­ tural difference is that all the material on the theory of finite noncooperative games has been collected in Chapter 2, with renumbering of the material of the remain­ ing chapters. New sections have been added in this chapter: devoted to general questions of equilibrium theory in nondegenerate games, subsections 3.9-3.17, by N.N. Vorob'ev, Jr.; and § 4, by A.G. Chernyakov; and § 5, by N.N. Vorob'ev, Jr., on the computational complexity of the process of finding equilibrium points in finite games. It should also be mentioned that subsections 3.12-3.14 in Chapter 1 were written by E.B. Yanovskaya especially for the Russian edition. The author regrets that the present edition does not reflect the important game-theoretical achievements presented in the splendid monographs by E. van Damme (on the refinement of equilibrium principles for finite games), as well as those by J.e. Harsanyi and R. Selten, and by W. Giith and B. Ka...

  8. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  9. Tahe lepinguõiguses ja selle roll lepingute sõlmimisel : [bakalaureusetöö] / Tiina Pappel ; Õigusinstituut ; juhendaja: Margus Kingisepp

    Index Scriptorium Estoniae

    Pappel, Tiina

    1999-01-01

    Tahte olemus ja selle käsitlus lepinguteooria arengus, tahet käsitlevad lepinguteooriad, tahteavaldus, tahteavalduse siduvus ja ulatus, tahte mittevastavus tahteavaldusele ja selle tagajärjed.Vt. ka Õigusinstituudi toimetised (1999) nr. 2, lk. 8-9

  10. Learning by gaming - evaluation of an online game for children.

    Science.gov (United States)

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  11. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  12. The Motivational Power of Game Communities - Engaged through Game Jamming

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik; Kofoed, Lise B.

    2013-01-01

    to develop games and to meet new people. We believe that the community building as well as the motivation and engagement due to social aspects and the desire to learn more about game development among participants at such events might have beneficial ripple effects, which are valuable to investigate more......Game jams have become a rapid growing phenomenon. Every year brings new and larger game jams. In this study, we closely followed the world’s largest single location game jam in order to explore the engagement among participants. The authors joined the organizing group of the Nordic Game Jam 2013......, and gained a favorable opportunity to observe the 470 game developers efforts during the 48 hours of non-stop development. The paper presents the results of two surveys conducted just before and after the event as well as observations during the game jam. The main motivational factors among participants were...

  13. Leren van games? Educatieve online games met EMERGO

    NARCIS (Netherlands)

    Nadolski, Rob

    2015-01-01

    Veel kinderen en volwassenen spelen regelmatig spellen (games) ter ontspanning en in toenemende mate zijn dit digitale games. Hoewel de mensheid al heel lang zulke entertainment games speelt is het pas relatief recent (ongeveer sinds de eerste helft van de vorige eeuw ) dat er aandacht is gekomen

  14. Energy Management for Community Energy Network with CHP Based on Cooperative Game

    Directory of Open Access Journals (Sweden)

    Xiaofeng Liu

    2018-04-01

    Full Text Available Integrated energy system (IES has received increasing attention in micro grid due to the high energy efficiency and low emission of carbon dioxide. Based on the technology of combined heat and power (CHP, this paper develops a novel operation mechanism with community micro turbine and shared energy storage system (ESS for energy management of prosumers. In the proposed framework, micro-grid operator (MGO equipped with micro turbine and ESS provides energy selling business and ESS leasing business for prosumers. Prosumers can make energy trading with public grid and MGO, and ESS will be shared among prosumers when they pay for the rent to MGO. Based on such framework, we adopt a cooperative game for prosumers to determine optimal energy trading strategies from MGO and public grid for the next day. Concretely, a cooperative game model is formulated to search the optimal strategies aiming at minimizing the daily cost of coalition, and then a bilateral Shapley value (BSV is proposed to solve the allocation problem of coalition’s cost among prosumers. To verify the effectiveness of proposed energy management framework, a practical example is conducted with a community energy network containing MGO and 10 residential buildings. Simulation results show that the proposed scheme is able to provide financial benefits to all prosumers, while providing peak load leveling for the grid.

  15. 40 CFR 1051.330 - May I sell vehicles from an engine family with a suspended certificate of conformity?

    Science.gov (United States)

    2010-07-01

    ... ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) AIR POLLUTION CONTROLS CONTROL OF EMISSIONS FROM RECREATIONAL ENGINES AND VEHICLES Testing Production-Line Vehicles and Engines § 1051.330 May I sell vehicles from an... 40 Protection of Environment 32 2010-07-01 2010-07-01 false May I sell vehicles from an engine...

  16. Basic gambling mathematics the numbers behind the neon

    CERN Document Server

    Bollman, Mark

    2014-01-01

    Introduction HISTORICAL BACKGROUND MATHEMATICAL BACKGROUND WHAT DOES IT MEAN TO BE RANDOM? Fundamental Ideas DEFINITIONS AXIOMS OF PROBABILITY ELEMENTARY COUNTING ARGUMENTS ADVANCED COUNTING ARGUMENTS ODDS Compound Events THE ADDITION RULES THE MULTIPLICATION RULES AND CONDITIONAL PROBABILITY Probability Distributions and Expectation RANDOM VARIABLES EXPECTED VALUE THE BINOMIAL DISTRIBUTION Modified Casino Games ROULETTE DICE GAMES CARD GAMES CASINO PROMOTIONS Blackjack: The Mathematical Exception RULES OF BLACKJACK THE MATHEMATICS OF BLACKJACK BASIC STRATEGY CARD COUNTING Betting Strategies: Why They Don't Work ROULETTE STRATEGIESCRAPS STRATEGIES SLOT MACHINE STRATEGIES BLACKJACK STRATEGIES AND ONE THAT DOES: LOTTERY STRATEGIES HOW TO DOUBLE YOUR MONEY Appendix A: House AdvantagesAppendix B: Mathematical Induction Appendix C: Internet Resources Answers to Odd-Numbered Exercises BibliographyIndexExercises appear at the end of each chapter.

  17. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  18. Venemaalt Saksamaa kaudu Itaaliasse : Rooma õiguse õpetamine ja selle mõjutajad eestikeelses ülikoolis (1919-1940) / Hesi Siimets-Gross

    Index Scriptorium Estoniae

    Siimets-Gross, Hesi, 1976-

    2012-01-01

    Tartu Ülikooli õppeainest "Rooma õiguse ajalugu" ja selle õppejõududest (Jüri Uluots, Ernst Ein, Leo Leesment) ning õppeainest "Rooma õiguse süsteem" ja selle õppejõududest (Karl Wilhelm von Seeler, David Johann Friedrich Grimm ja Ernst Ein)

  19. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  20. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  1. Hubungan Antara Kontrol Diri Dengan Intensitas Bermain Game Online Pada Mahasiswa Pemain Game Online Di Game Center X Semarang

    OpenAIRE

    Budhi, Ferry Hernoyo; Indrawati, Endang Sri

    2016-01-01

    Penelitian ini bertujuan untuk mengetahui hubungan antara kontrol diri dengan intensitas bermain game online pada mahasiswa pemain game online di game center X Semarang. Populasi penelitian ini adalah mahasiswa yang bermain game online di game center X Semarang. Sampel penelitian berjumlah 70 orang yang dipilih menggunakan teknik convenient sampling. Pengumpulan data menggunakan dua buah skala psikologi, yaitu skala intensitas bermain game online (45 aitem valid dengan α= 0,944) dan skala kon...

  2. THE IMPLEMENTATION OF ACTIVITY-BASED COSTING METHOD IN DETERMINING SELLING PRICES

    Directory of Open Access Journals (Sweden)

    Muhtarudin Muhtarudin

    2017-08-01

    -Based Costing method. After applying the latter cost determining the method there turned out to be a significant difference in the shoe production cost resulted from the inaccurate price calculation in the former method, as here a selling price is fixed by marking-up efforts aiming to cover the production cost. Determining a selling price in this way causes the selling price to be too low; thus it cannot optimize the profit. Keywords: Activity-Based Costing; Production Cost; Selling Price

  3. The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

    The last 10-15 years have seen the rise of a loosely defined independent games movement, often promoted as a more authentic type of video game than mainstream big budget video games (Juul 2014). For example, developer Dan Cook claims that “Indie games let me be a fan who is cheering on someone...... of the design and values of mainstream video games. As such, mainstream video games play the role of the morally and aesthetically compromised other, an other from which video games must be saved; an other that independent games are assumed to be rebelling against. In this paper I will analyze independent games...... as a number of specific (and sometimes contradictory) rejections of particular aspects of mainstream video game design. I am examining the game design of selected high-profile independent games, as well as game reviews and developer statement about their games. Here I am presenting general results...

  4. Video game addiction: The push to pathologize video games

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...

  5. The game of method: board games as support for teaching research courses

    Directory of Open Access Journals (Sweden)

    Felipe Drude Almeida

    2017-10-01

    Full Text Available This article proposes a board game to support the teaching of the principles of scientific research. Its methodology involves literature review, game testing, and game design. Its objective is to define good practices for the use of these games (analog or digital in the teaching of Scientific Methodology. The literature review identified some board games developed for this purpose: Snakes and Ladders, Defense of Hidgeon, The Game of Research and Cheats and Geeks. These games were evaluated through several game design and educational design categories, such as narrative, usability/interface, mechanics, gameplay, art/aesthetics, learning, sound, balance between entertainment/education and time to play. The article suggests good practices for the design of educational board games and presents the proposal of a board game for the teaching of scientific methodology.

  6. Direct sum matrix game with prisoner's dilemma and snowdrift game.

    Directory of Open Access Journals (Sweden)

    Chengzhang Ma

    Full Text Available A direct sum form is proposed for constructing a composite game from two 2 x 2 games, prisoner's dilemma and snowdrift game. This kind of direct sum form game is called a multiple roles game. The replicator dynamics of the multiple roles game with will-mixed populations is explored. The dynamical behaviors on square lattice are investigated by numerical simulation. It is found that the dynamical behaviors of population on square lattice depend on the mixing proportion of the two simple games. Mixing SD activities to pure PD population inhibits the proportion of cooperators in PD, and mixing PD activities to pure SD population stimulates the proportion of cooperators in SD. Besides spatial reciprocity, our results show that there are roles reciprocities between different types of individuals.

  7. 40 CFR 1048.330 - May I sell engines from an engine family with a suspended certificate of conformity?

    Science.gov (United States)

    2010-07-01

    ... 40 Protection of Environment 32 2010-07-01 2010-07-01 false May I sell engines from an engine... ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) AIR POLLUTION CONTROLS CONTROL OF EMISSIONS FROM NEW, LARGE NONROAD SPARK-IGNITION ENGINES Testing Production-line Engines § 1048.330 May I sell engines from an engine...

  8. 40 CFR 1045.330 - May I sell engines from an engine family with a suspended certificate of conformity?

    Science.gov (United States)

    2010-07-01

    ... 40 Protection of Environment 32 2010-07-01 2010-07-01 false May I sell engines from an engine... ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) AIR POLLUTION CONTROLS CONTROL OF EMISSIONS FROM SPARK-IGNITION PROPULSION MARINE ENGINES AND VESSELS Testing Production-line Engines § 1045.330 May I sell engines from an...

  9. Integrated planning in supply chains with buy-side and sell-side

    Indian Academy of Sciences (India)

    Supply chain management; dynamic pricing; partner selection; supply chain planning; electronic marketplaces. Abstract. In this paper we develop a quadratic programming model for partner selection and planning in integrated supply chain networks embedded with both sell-side and buy-side electronic marketplaces.

  10. Let the Game do the Talking: The influence of explicitness and game behavior on comprehension in an educational computer game

    NARCIS (Netherlands)

    Bergervoet, Erwin; van der Sluis, Frans; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Gavrilova, M.L.

    2011-01-01

    An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are

  11. Games, Gaming, and Gamification: Some Aspects of Motivation

    Science.gov (United States)

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  12. Social gaming rules : Changing people's behavior through games

    NARCIS (Netherlands)

    Vegt, N.J.H.; Visch, V.T.

    2013-01-01

    In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection

  13. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  14. Metabolic responses to Wii Fit™ video games at different game levels.

    Science.gov (United States)

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  15. A Rising E-Channel Tide Lifts All Boats? The Impact of Manufacturer Multichannel Encroachment on Traditional Selling and Leasing

    Directory of Open Access Journals (Sweden)

    Wei Yan

    2016-01-01

    Full Text Available Organizing and managing channels of distribution is an important marketing task. Due to the emergence of electronic commerce on the Internet, e-channel distribution systems have been adopted by many manufacturers. However, academic and anecdotal evidence both point to the pressures arising from this new e-channel manufacturing environment. Question marks therefore remain on how the addition of this e-channel affects the traditional marketing strategies of leasing and selling. We set up several two-period dual-channel models in which a manufacturer sells a durable product through both a manufacturer-owned e-channel and an independent reseller (leaser who adopts selling (leasing to consumers. Our main results indicate that, direct selling cost aside, product durability plays an important role in shaping the strategies of all members. With either marketing strategy, the additional expansion of an e-channel territory may secure Pareto gains, in which all members benefit.

  16. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  17. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  18. Serious Games for Health: Learning and healing with video games?

    OpenAIRE

    Sostmann, K; Tolks, D; Fischer, M; Buron, S

    2010-01-01

    Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios.Serious Games for Health (SGH) can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based o...

  19. Market Development of Video Games : Video game markets and marketing

    OpenAIRE

    Pu, Jun

    2010-01-01

    This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...

  20. Publishers See Online Mega-Courses as Opportunity to Sell Textbooks

    Science.gov (United States)

    Howard, Jennifer

    2012-01-01

    Colleges are not the only enterprises interested in the possibilities of free, online courses. Publishers have begun to investigate whether so-called MOOC's, or massive open online courses, can help them reach new readers and sell more books. For the moment, providers of the classes encourage professors not to require students to buy texts, in…

  1. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  2. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    Science.gov (United States)

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  3. 41 CFR 102-41.235 - May we sell forfeited drug paraphernalia?

    Science.gov (United States)

    2010-07-01

    ... 41 Public Contracts and Property Management 3 2010-07-01 2010-07-01 false May we sell forfeited drug paraphernalia? 102-41.235 Section 102-41.235 Public Contracts and Property Management Federal Property Management Regulations System (Continued) FEDERAL MANAGEMENT REGULATION PERSONAL PROPERTY 41...

  4. Marketing and Selling CD-ROM Products on the World-Wide Web.

    Science.gov (United States)

    Walker, Becki

    1995-01-01

    Describes three companies' approaches to marketing and selling CD-ROM products on the World Wide Web. Benefits include low overhead for Internet-based sales, allowance for creativity, and ability to let customers preview products online. Discusses advertising, information delivery, content, information services, and security. (AEF)

  5. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  6. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  7. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  8. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  9. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  10. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  11. LEARNING GAMES OR LEARNING STIMULATING GAMES: AN INDIRECT APPROACH TO LEARNING STIMULATING EFFECTS FROM OFF-THE-SHELF GAMES

    OpenAIRE

    Mats Wiklund; Peter Mozelius

    2014-01-01

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning m...

  12. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  13. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  14. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    Science.gov (United States)

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  15. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

    Simulation games can be used in nursing education to promote problem solving or to impart information. Most games focus upon one of the two areas: cognitive knowledge or affective knowledge. We call these types of games content games and process games, respectively. Simulation games of both types are used in nursing education. Since simulation gaming in nursing education is a relatively new teaching strategy much of its use has been haphazard. In order for a simulation game to be an effective teaching strategy; there must be a "fit" between the game and the instructional objectives. The game operator should analyze the components of each game used prior to playing the game, so he will be able to use the game appropriately. One disadvantage of gaming is that there is a risk of experiencing untoward reactions in the gaming experience. For this reason, the operator should support all the participants throughout the game. Finally, the game operator should assess the effectiveness of the gaming process through the debriefing session and through research. To extend our knowledge of the effects of simulation games, game operators can research the effect of simulation gaming on student motivation, cognitive learning, and affective learning.

  16. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  17. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  18. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming

  19. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  20. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  1. Online game-enhanced teaching in game theory

    OpenAIRE

    Badeau-Mahmoud, Sonia; Deloche, Regis; Koscielniak, Thierry

    2014-01-01

    Introducing digital educational games into class lessons can generate engagement, interactivity, and motivation. It can also result in an active participation of the students in the classroom. To achieve this goal, one teaching strategy is to use online digital games in teaching and learning situations. In our case, we wanted to test this strategy in an economics course, especially in a Game Theory lesson. We set up an experiment in two different lessons: the “Economie expérimentale” (...

  2. Organ markets and human dignity: on selling your body and soul.

    Science.gov (United States)

    Stempsey, W E

    2000-08-01

    This article addresses the ethics of selling transplantable organs. I examine and refute the claim that Catholic teaching would permit and even encourage an organ market. The acceptance of organ transplantation by the Church and even its praise of organ donors should not distract us from the quite explicit Church teaching that condemns an organ market. I offer some reasons why the Church should continue to disapprove of an organ market. The recent commercial turn in medicine can blind us to the problem of an organ market. In addition, the reliance on the gift image in organ transplantation raises difficulties of its own. What is needed is a fuller appreciation of the fact that the human person is essentially embodied with all its parts, and not merely an autonomous being that possesses organs as properties to sell. I support this vision of the embodied human person by appealing to the writings of Immanuel Kant.

  3. The Analysis of Effectiveness of Various Channels for Selling Agricultural Products

    Directory of Open Access Journals (Sweden)

    Yakubiv Valentyna М.

    2018-03-01

    Full Text Available The aim of the article is to conduct an analysis of the agricultural products market in Ivano-Frankivsk region by assessing the main channels for selling products and the price level. By summarizing and analyzing the research of domestic scientists, the importance of conducting a qualitative and detailed market research in the system of intermediary activity is substantiated. Due to the results of the analysis of channels for selling agricultural products, it is revealed that intermediary structures have the largest market share. It is found that there is a tendency to increase the share of sold agricultural products to intermediaries both in Ukraine in general and in Ivano-Frankivsk region in particular. At the same time, direct sales on the market, and, therefore, direct contact with the end user, are decreasing year by year. Prospects for further research in this direction are searching for ways to reduce control over the agricultural market by intermediary structures.

  4. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    Science.gov (United States)

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  5. Uncertain Reasoning for Detection of Selling Stolen Goods in Online Auctions Using Contextual Information

    Directory of Open Access Journals (Sweden)

    Ladislav Beranek

    2014-01-01

    Full Text Available This work describes the design of a decision support system for detection of fraudulent behavior of selling stolen goods in online auctions. In this system, each seller is associated with a type of certification, namely “proper seller,” “suspect seller,” and “selling stolen goods.” The certification level is determined on the basis of a seller’s behaviors and especially on the basis of contextual information whose origin is outside online auctions portals. In this paper, we focus on representing knowledge about sellers in online auctions, the influence of additional information available from other Internet source, and reasoning on bidders’ trustworthiness under uncertainties using Dempster-Shafer theory of evidence. To demonstrate the practicability of our approach, we performed a case study using real auction data from Czech auction portal Aukro. The analysis results show that our approach can be used to detect selling stolen goods. By applying Dempster-Shafer theory to combine multiple sources of evidence for the detection of this fraudulent behavior, the proposed approach can reduce the number of false positive results in comparison to approaches using a single source of evidence.

  6. SPIN SELLING CONCEPT & ITS APPLICATION IN THE BUSINESS PERFORMANCE OF SACHET PRODUCT IN BANGLADESH

    Directory of Open Access Journals (Sweden)

    Mir Hossain SOHEL

    2016-06-01

    Full Text Available Bangladesh is lower middle income oriented country (LMIC in South Asia where sachet product has become more popular than other scaling products. SPIN selling is an approach of consultative selling or presenting an offer to the potential clients considering their pain-points using a powerful questioning process. This study attempts to find out the reasons of gaining popularity of sachet product in Bangladesh. SPIN Selling concept is the age-old concept used in this respect. A sample size of 120 was collected from the salespeople of 15 different companies that are co-integrated sachet product in their product line. A self-administered questionnaire is applied for data collection and This study reveals hat the existence of the applicability of SPIN concept in a moderate format in Bangladesh. The findings of the study postulate that in Bangladesh, sachet product is introduced as follower product and it will be helpful for the marketing executives, R&D officers or decision makers of concerned firms in re-considering their strategic thinking aiming to gain sustainable competitive advantage in the product market of Bangladesh for sachet product.

  7. Games at work: the recreational use of computer games during working hours.

    Science.gov (United States)

    Reinecke, Leonard

    2009-08-01

    The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.

  8. PENERAPAN PERSONAL SELLING DALAM MEMASARKAN PRODUK PEMBIAYAAN MURABAHAH PADA PT. BANK PEMBIAYAAN RAKYAT SYARIAH MITRA HARMONI KOTA MALANG

    Directory of Open Access Journals (Sweden)

    Fani Firmansyah, Dian Nailiyah

    2013-11-01

    Full Text Available Recently, many sharia financial institutes stand, either banks general or banks people of islamic finance. PT BPRS Mitra Harmoni Malang City as a new sharia financial institute is demanded to be able to compete to other financial institute, so that the marketting strategy  is needed fully. Personal selling is one of marketting method of producttion in order to be able to be pervaded by market. PT BPRS Mitra Harmoni Malang City markets payment product of murabahah by using the personal selling, can stand even more develope. This research it conducted to know how the application of personal selling in marketing murabahah  payment product in PT BPRS Mitra Harmoni Malang City. The kind of this research is method qualitative approach descriptive, the researcher describes how processes or steps personal selling conducted PT BPRS Mitra Harmoni Malang City, the technique of data collecttion uses the observation, interview and documentation. Method data analysis that researcher use is method data analysis descriptive. The research result shows that proses or step personal selling which is held in PT BPRS Mitra Harmoni Malang City is Prospecting Approach, Preapproach, Approach, Presentation, Handling Objection, Closing and follow up. Handling Objection which is held PT BPRS Mitra Harmoni Malang City is sales person continue closing sale without asked reservation prospective customers and do not dig the hidden reservation then use the reservation as an opportunity to provide more information and change the mind be a reason to buy.

  9. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  10. Selling a gun to a stranger without a background check: acceptable behaviour?

    Science.gov (United States)

    Hemenway, David; Azrael, Deborah; Miller, Matthew

    2017-06-24

    One way that guns get into the wrong hands is via gun sales without a background check. While the large majority of Americans support laws requiring universal background checks, no prior study has assessed whether Americans think it is acceptable behaviour to sell a gun to a stranger without a background check, whether or not there is a law against it. We sponsored a nationally representative survey of over 3900 American adults, oversampling gun owners, using an online panel provided by the survey firm Growth for Knowledge. Over 72% of American adults agree or strongly agree with the statement that 'whether it is legal or not, it is NOT acceptable to sell a gun to a stranger without a background check' and 11% disagree or strongly disagree. Subgroups less likely to agree are young adults, men, conservatives, those with less than a high school education and gun owners. Reducing the number of guns sold without a background check could help reduce the flow of guns to felons. Changes in normative attitudes and behaviours, as well as changes in law, could help accomplish this goal. Most Americans, including gun owners, believe selling a gun to a stranger without a background check is not acceptable behaviour. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  11. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  12. Game Transfer Phenomena in video game playing: a qualitative interview study

    OpenAIRE

    Ortiz de Gortari, AB; Aronsson, K; Griffiths, MD

    2011-01-01

    Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or pl...

  13. THE FREEDOM IN VIDEO GAME LOCALIZATION (How Indonesian Game Translator applied Carte Blanche of Translation to Preserve Game Experience

    Directory of Open Access Journals (Sweden)

    Agung Prasetyo Wibowo

    2017-12-01

    Full Text Available This paper addresses the issue of video game localisation in MMORPG video game that focusing on the freedom of the translator in transferring meaning in the in-game text assets of video games. Games, regardless of their forms, are the media of entertainments. Foreign audiences may have different expectations on how they wish to be entertained. They most certainly have their own canon of cultural references that they will put into relation to any content of the game. Localization has to take all these things into account, and subsequently the localization process can involve the addition, removal or replacement of elements of the product. Game localisation allows translators to transcreate the things that are necessary to preserve the game experience and to produce a fresh and engaging translation. In this paper, the writers cast a spotlight on translators, progressing from our analysis focused on games as translation texts and as products. The result of this paper shows about how the translator used the freedom of the translator or the degree of creativity that they may have when adapting the game. Concisely, the more complex and creative a storyline, the more useful transcreation may turn in the translation process.

  14. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    Science.gov (United States)

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  15. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    Science.gov (United States)

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a

  16. Video gaming and gaming addiction in transgender people: An exploratory study.

    Science.gov (United States)

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  17. Developing games with Magic Playground: a gesture-based game engine

    OpenAIRE

    Dehanov, Juana; Dias, José Miguel Salles; Bastos, Rafael; Cabral, Carolina

    2005-01-01

    ACE 134 This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1.

  18. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  19. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  20. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

  1. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  2. Helping teammates during new product selling : when does it pay off?

    NARCIS (Netherlands)

    Borgh, van der W.; Jong, de A.; Nijssen, E.J.

    2012-01-01

    To sell new products firms increasingly rely on sales teams. Members of such teams have two potentially conflicting tasks: helping team colleagues and accomplishing high individual turnover. As a result, the challenge for salespeople is to conduct their helping in such a manner that it does not harm

  3. Serious Games: improving the Learning Effect with Hybrid Games

    OpenAIRE

    Barhaug, Martin

    2017-01-01

    Previous work at NTNU has sparked an interest in hybrid board games. These kinds of games combine elements in digital and board games together. This has resulted in a platform called AnyBoard, which is a platform that makes it easier for developers to create and develop hybrid board games. The platform was created at NTNU and has been worked on by students and employees at the IDI institute. This thesis aims to investigate this platform, and look at the potential it has to influence learn...

  4. On the Convexity of News Vendor Games

    NARCIS (Netherlands)

    Ozen, U.; Norde, H.W.; Slikker, M.

    2005-01-01

    This study considers a simple newsvendor situation that consists of n retailers, all selling the same item with common purchasing costs and common selling prices.Groups of retailers might increase their expected joint profit by inventory centralization, which means that they make a joint order to

  5. Game programmer's guide to Torque under the hood of the Torque game engine

    CERN Document Server

    Maurina , Edward F

    2006-01-01

    game programmer working with the Torque game engine must have ""The Game Programmer's Guide To Torque"": it teaches everything needed to design your own game, using experiences of game makers and industry veterans well versed in Torque technology. A Torque Game engine demo is included on an accompanying cd while step-by-step examples tell how to use it. Its focus on all the basics makes for an exceptional coverage for all levels of game programmer. -Bookwatch, August 2006

  6. Serious game design principles: The impact of game design on learning outcomes

    Science.gov (United States)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  7. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  8. Gaming Personality and Game Dynamics in Online Discussion Instructions

    Science.gov (United States)

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

  9. Back translation reliability of TEOSQ in team game, individual game ...

    African Journals Online (AJOL)

    Back translation reliability of TEOSQ in team game, individual game and gender category. ... team and individual game with a specific focus to the dispositional approach on the athlete's performance in task and ... AJOL African Journals Online.

  10. Quantum correlation games

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Weigert, Stefan

    2004-01-01

    A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games

  11. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    Science.gov (United States)

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  12. The Gaming of Policy and the Politics of Gaming: A Review

    Science.gov (United States)

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  13. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  14. Problematic gaming exists and is an example of disordered gaming.

    Science.gov (United States)

    Griffiths, Mark D; Kuss, Daria J; Lopez-Fernandez, Olatz; Pontes, Halley M

    2017-09-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.

  15. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  16. Flash Learning Games Wow Students and Instructors: Moving Toward An Academic Gaming Portal

    Directory of Open Access Journals (Sweden)

    Dan H Lim

    2003-02-01

    Full Text Available This paper describes and discusses the rationale, background, design, and implementation of Flash learning games. The paper explains why Macromedia Flash has been selected as the authoring tool in the development of highly interactive learning games for online learning. The background evolutionary process of developing the learning games points out why it has been a daunting task to create compelling learning games that impact learning. Designing learning game objects that allow other educators to customize game content is the core of this paper. The author envisions this academic gaming project will evolve into an academic gaming portal, developed in conjunction with other major institutional partners.

  17. Consumer Preferences, Product Characteristics, and Potentially Allergenic Ingredients in Best-selling Moisturizers.

    Science.gov (United States)

    Xu, Shuai; Kwa, Michael; Lohman, Mary E; Evers-Meltzer, Rachel; Silverberg, Jonathan I

    2017-11-01

    Because moisturizer use is critical for the prevention and treatment of numerous dermatological conditions, patients frequently request product recommendations from dermatologists. To determine the product performance characteristics and ingredients of best-selling moisturizers. This cohort study involved publicly available data of the top 100 best-selling whole-body moisturizing products at 3 major online retailers (Amazon, Target, and Walmart). Products marketed for use on a specific body part (eg, face, hands, eyelids) were excluded. Pairwise comparisons of median price per ounce on the basis of marketing claims (eg, dermatologist recommended, fragrance free, hypoallergenic) and presence of ingredients represented in the North American Contact Dermatitis Group (NACDG) series were conducted using Wilcoxon rank sum tests. The effect of vehicle type (eg, ointment, lotion, cream, butter) was assessed using the Kruskal-Wallis test. Cross-reactors and botanicals for fragrances were derived from the American Contact Dermatitis Society's Contact Allergen Management Program database. A total of 174 unique best-selling moisturizer products were identified, constituting 109 713 reviews as of August 2016. The median price per ounce was $0.59 (range, $0.10-$9.51 per ounce) with a wide range (9400%). The most popular vehicles were lotions (102 [59%]), followed by creams (22 [13%]), oils (21 [12%]), butters (14 [8%]), and ointments (3 [2%]). Only 12% (n = 21) of best-selling moisturizer products were free of NACDG allergens. The 3 most common allergens were fragrance mix (n = 87), paraben mix (n = 75), and tocopherol (n = 74). Products with the claim "dermatologist recommended" had higher median price per ounce ($0.79; interquartile range [IQR], $0.56-$1.27) than products without the claim ($0.59; IQR, $0.34-$0.92). Products with the claim "phthalate free" had higher median price per ounce ($1.38; IQR, $0.86-$1.63) than products without the claim ($0.59; IQR

  18. Serious Games for Health: Spielend lernen und heilen mit Computerspielen? / Serious Games for Health: Learning and healing with video games?

    Directory of Open Access Journals (Sweden)

    Sostmann, Kai

    2010-01-01

    Full Text Available Serious Games (SG are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios. Serious Games for Health (SGH can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based on their integration into motivational and multimedia aspects of computer and video games from different genres in learning scenarios. Serious Games in the domain of therapy can be a meaningful endorsement to existing therapies for both patients and relatives to improve the therapeutic outcome and to foster the compliance of patients. In the field of continually medical education studies show the positive impact of Serious Games on learning outcomes. Serious Games in prevention and health promotion are mostly applied in the framework of public communication campaigns.

  19. The Evaluation of CEIT Teacher Candidates in Terms of Computer Games, Educational Use of Computer Games and Game Design Qualifications

    Directory of Open Access Journals (Sweden)

    Hakkı BAĞCI

    2014-04-01

    Full Text Available Computer games have an important usage potential in the education of today’s digital student profile. Also computer teachers known as technology leaders in schools are the main stakeholders of this potential. In this study, opinions of the computer teachers about computer games are examined from different perspectives. 119 computer teacher candidates participated in this study, and the data were collected by a questionnaire. As a result of this study, computer teacher candidates have a positive thinking about the usage of computer games in education and they see themselves qualified for the analysis and design of educational games. But they partially have negative attitudes about some risks like addiction and lose of time. Also the candidates who attended the educational game courses and play games from their mobile phones have more positive opinions, and they see themselves more qualified than others. Males have more positive opinions about computer games than females, but in terms of educational games and the analysis and design of the computer games, there is no significant difference between males and females.

  20. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  1. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    NARCIS (Netherlands)

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012, 4-5 October). Towards a Game-Chatbot: Extending the Interaction in Serious Games. Presentation at the 6th European Conference on Games Based Learning, Cork, Ireland.

  2. Neural mechanisms mediating degrees of strategic uncertainty.

    Science.gov (United States)

    Nagel, Rosemarie; Brovelli, Andrea; Heinemann, Frank; Coricelli, Giorgio

    2018-01-01

    In social interactions, strategic uncertainty arises when the outcome of one's choice depends on the choices of others. An important question is whether strategic uncertainty can be resolved by assessing subjective probabilities to the counterparts' behavior, as if playing against nature, and thus transforming the strategic interaction into a risky (individual) situation. By means of functional magnetic resonance imaging with human participants we tested the hypothesis that choices under strategic uncertainty are supported by the neural circuits mediating choices under individual risk and deliberation in social settings (i.e. strategic thinking). Participants were confronted with risky lotteries and two types of coordination games requiring different degrees of strategic thinking of the kind 'I think that you think that I think etc.' We found that the brain network mediating risk during lotteries (anterior insula, dorsomedial prefrontal cortex and parietal cortex) is also engaged in the processing of strategic uncertainty in games. In social settings, activity in this network is modulated by the level of strategic thinking that is reflected in the activity of the dorsomedial and dorsolateral prefrontal cortex. These results suggest that strategic uncertainty is resolved by the interplay between the neural circuits mediating risk and higher order beliefs (i.e. beliefs about others' beliefs). © The Author(s) (2017). Published by Oxford University Press.

  3. Enhancing Cognition with Video Games: A Multiple Game Training Study

    OpenAIRE

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mob...

  4. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    Science.gov (United States)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  5. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  6. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  7. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  8. Is Perceived Expressivity of Game Players a Cue to Game Outcome Prediction Accuracy?

    NARCIS (Netherlands)

    Mui, H.C.; Goudbeek, M.B.; Swerts, M.G.J.

    Games can be won or lost, and the outcome of the game often determines our facial expression. Thus, game players’ facial expression possibly provides information about the game outcome. The connection between such nonverbal cues and accuracy at which game outcome could be deduced is investigated in

  9. Selling science to the public

    CERN Document Server

    Catapano, Paola

    1997-01-01

    Science popularization is ÒtheÓ tool to bridge the gap between society at large and the world of science. Compared to formal science communication Ð science taught in schools Ð informal science communication, made by the TV, the press, Òscience centresÓ and visits to scientific laboratories, has an important advantage: it makes the public meet science in a direct, informal way and on its own terms. The public is given an opportunity to develop a personal relationship with science, according to the needs, interests and abilities of the individual. But selling science is a tough job. The object of the sale is not a consumer good, but rather ideas and concepts that are sometimes so complex and distant from common sense that translating them into a comprehensible language and creating interest in the public without betraying the scientific truth is almost impossible. In the research work conducted for the thesis the importance of adopting a marketing approach in science communication is presented. Any scien...

  10. Asymmetric Evolutionary Games

    Science.gov (United States)

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  11. Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

    Directory of Open Access Journals (Sweden)

    Wim Westera

    2015-06-01

    Full Text Available The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith. This paper critically examines and re-establishes the argumentation used for game-based learning and identifies misconceptions that confuse the discussions. It reviews the following claims about game-based learning: 1 games foster motivation, 2 play is a natural mode of learning, 3 games induce cognitive flow, which is productive for learning, 4 games support learning-by-doing, 5 games allow for performance monitoring, 6 games offer freedom of movement and the associated problem ownership, 7 games support social learning, 8 games allow for safe experimentation, 9 games accommodate new generations of learners, who have grown up immersed in digital media, and 10 there are many successful games for learning. Assessing the validity of argumentation is considered essential for the credibility of game-based learning as a discipline.

  12. ALTEC Learning Games: Successful Integration of Learning and Gaming

    Science.gov (United States)

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

  13. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    OpenAIRE

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization,...

  14. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    Science.gov (United States)

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

  15. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    OpenAIRE

    Kafai, Yasmin B.; Burke, Quinn

    2016-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions?namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined th...

  16. The social dynamics of selling sex in Mombasa, Kenya: a qualitative ...

    African Journals Online (AJOL)

    Through qualitative indepth interviews and focus group discussions with FSWs, this article contextualizes the selling of sex in one large urban city of Kenya. The results of this study indicate that FSWs will never be able to enforce safe sex among male clients in such settings without structural interventions that address ...

  17. Drugstore Selling and Merchandising, a Distributive Education Manual and Answer Book.

    Science.gov (United States)

    Adams, J. David

    This manual on drugstore selling and merchandising, together with a separate answer key, is intended for trainees in distributive education. The 18 self-study assignments, developed by an instructional coordinator with the aid of college professors and leaders in business, cover a wide range of topics, from effective sales techniques to specific…

  18. Creating Physics Aware Games using PyGame and PyODE

    Directory of Open Access Journals (Sweden)

    2010-09-01

    Full Text Available This paper is a tutorial on how to use a popular physics engine and tie it up to a simple 2D game. It is structured as a tutorial for creating a simple game that uses the engine and a graphics library. The graphics library being used will be PyGame (which are Python bindings for the popular SDL library originally developed by Loki Entertainment Software and the physics engine being used will be PyODE (which are Python bindings for the Open Dynamics Engine. A few toy programs will be written and discussed to introduce the components and the bulk of the paper will be the development of a simple game. The game which will be developed is a clone of “The incredible machine” (which is a famous game  published by Sierra Entertainment in 1992.

  19. Teaching Using Computer Games

    Science.gov (United States)

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  20. Personal Level Customer Orientation in Russian Direct Selling Market

    OpenAIRE

    Alexander Rozhkov

    2014-01-01

    In the modern world the importance of customer orientation cannot be underestimated. It hugely impacts the overall business performance, as well as separate areas of business-customer interaction. In this paper, we examine the role of personal level relations and customer orientation in the direct selling industry in the Russian market. Based on a sample of over 6000 participants in 74 regions of Russia, we develop a model revealing the factors that define the level of customer orientation in...