WorldWideScience

Sample records for selling lottery game

  1. 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...

  2. 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…

  3. 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.

  4. 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…

  5. 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...

  6. 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.

  7. 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.

  8. 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…

  9. 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.

  10. 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…

  11. 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...

  12. 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…

  13. 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".

  14. 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; ...

  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. 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…

  17. 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...

  18. 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...

  19. 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.

  20. 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.

  1. 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

  2. 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.

  3. 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…

  4. 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!

  5. 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.

  6. 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.

  7. 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.

  8. 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

  9. 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 ...

  10. 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....

  11. 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...

  12. 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...

  13. 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.

  14. 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...

  15. 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

  16. 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...

  17. 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.

  18. 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…

  19. 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…

  20. 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...

  1. 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.

  2. 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.

  3. [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.

  4. 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

  5. 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.

  6. 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...

  7. 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...

  8. 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.

  9. 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

  10. 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)

  11. 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.

  12. 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.

  13. 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.

  14. 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...

  15. 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)

  16. 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...

  17. 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

  18. ‘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

  19. '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

  20. 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.…

  1. 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...

  2. 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...

  3. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  4. 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.

  5. 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

  6. 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

  7. 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...

  8. 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 ...

  9. 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…

  10. 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)

  11. 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."

  12. 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.

  13. 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.

  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. 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...

  16. 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.

  17. 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

  18. 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.

  19. 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…

  20. 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...

  1. 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

  2. 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

  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. 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)

  6. 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.

  7. 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.

  8. 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

  9. 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…

  10. 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.

  11. 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.

  12. 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...

  13. 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.

  14. 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.

  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. [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.

  17. 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.

  18. 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.

  19. 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…

  20. 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.

  1. 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.

  2. 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

  3. 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.

  4. 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

  5. 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…

  6. 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…

  7. 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…

  8. 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

  9. 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,

  10. 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,

  11. 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

  12. 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....

  13. 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...

  14. 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...

  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 to the moneyed masses.

    Science.gov (United States)

    Nunes, Paul F; Johnson, Brian A; Breene, R Timothy S

    2004-01-01

    Over the past decade, the distribution of household incomes has shifted so much that a much larger proportion of consumers now earn significantly higher-than-average incomes--while still falling short of being truly rich. As a result, what used to be a no-man's-land for new product introductions has in many categories become an extremely profitable "new middle ground." How can marketers capitalize on this new territory? The key, say the authors, is to rethink the positioning and design of offerings and the ways they can be brought to market. Take, for instance, how Procter & Gamble redefined the positioning map for tooth-whitening solutions. A decade ago, dental centers were popularizing expensive bleaching techniques that put the price of a professionally brightened smile in the 400 dollars range. At the low end, consumers also had the choice of whitening toothpastes that cost anywhere from 2 dollars to 8 dollars. P&G wisely positioned itself between the two ends, successfully targeting the new mass market with its 35 dollars Whitestrips. In product categories where it's clear the middle ground has already been populated, it's important for companies to design or redesign offerings to compete. An example is the Polo shirt. How do you sell a man yet another one after he's bought every color he wants? Add some features, and call it a golf shirt. Here, marketers have introduced designs based on the concept of "occasional use" in order to stand out. Finally, companies wishing to reach the "almost rich" can change how they go to market. Perhaps no mass retailer has made a stronger bid for the mass affluent than Target Stores, which has pioneered a focus the company itself characterizes as upscale discount. The strategy has made Target an everyday shopping phenomenon among well-heeled urbanites and prosperous professionals.

  17. Censoring and Selling Film Noir

    Directory of Open Access Journals (Sweden)

    Sheri Chinen Biesen

    2015-05-01

    Full Text Available Film noir is known for its duplicity. Industry censors considered 1940s noir cinema provocative, salacious and ‘sordid.’ Hollywood studios walked a fine line between appearing to comply with Hays office Production Code censorship while simultaneously pushing the envelope of its moral constraints, then hyping and sensationalizing censorable sex, violence and hard-hitting themes to sell noir films to the public. In fact, studios capitalized on the racy explicit nature of noir pictures in publicity contradicting assurances of censorial compliance. For instance, censor Joseph Breen was “shocked” when MGM purchased James Cain’s The Postman Always Rings Twice. It was banned for a decade. Yet, ten years later as filmmakers adapted hardboiled fiction, Breen assured religious groups it would “not be offensive.” Yet, it was promoted as “torrid,” “too hot to handle” with Lana Turner in a bathing suit finding “Love at Laguna Beach” with hunky John Garfield who clamored, “You must be a she-devil,” suggesting far more sex, skin and “savage boldness” than is shown in the film. Film noir responded to Production Code censorship and other regulatory factors, including Office of War Information Bureau of Motion Pictures restrictions on Hollywood screen depictions of the domestic American home front (or overseas combat front, and Office of Censorship strictures such as a wartime ban on screen gangsters as ‘un-American’ for propaganda purposes in World War II-era noir films centering on criminals. These multiple censorship entities often collided. This regulatory climate catalyzed the development of film noir, a dark cycle of shadowy 1940s-50s crime films that boomed by World War II and evolved over the postwar era. I will investigate extensive primary archival research—including scripts, memos from industry censors, writers, directors, producers, and publicity records—to compare how film noir was censored and sold.

  18. 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 ...

  19. 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

  20. 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...

  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. 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.

  3. 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.…

  4. 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.

  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. 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 ...

  7. 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.

  8. 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.

  9. 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.

  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. 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

  12. 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…

  13. 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…

  14. 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

  15. 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.

  16. 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.

  17. 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…

  18. 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

  19. 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…

  20. 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.

  1. 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.

  2. 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...

  3. 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.

  4. 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.

  5. 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)

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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

  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. 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.

  13. 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.

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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.

  19. 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…

  20. 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

  1. 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

  2. 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....

  3. 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.

  4. 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...

  5. 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...

  6. 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...

  7. Selling eugenics: the case of Sweden.

    Science.gov (United States)

    Bjorkman, Maria; Widmalm, Sven

    2010-12-20

    This paper traces the early (1910s to 1920s) development of Swedish eugenics through a study of the social network that promoted it. The eugenics network consisted mainly of academics from a variety of disciplines, but with medicine and biology dominating; connections with German scientists who would later shape Nazi biopolitics were strong. The paper shows how the network used political lobbying (for example, using contacts with academically accomplished MPs) and various media strategies to gain scientific and political support for their cause, where a major goal was the creation of a eugenics institute (which opened in 1922). It also outlines the eugenic vision of the institute's first director, Herman Lundborg. In effect the network, and in particular Lundborg, promoted the view that politics should be guided by eugenics and by a genetically superior elite. The selling of eugenics in Sweden is an example of the co-production of science and social order.

  8. IMPLEMENTING FUZZY LOGIC IN DETERMINING SELLING PRICE

    Directory of Open Access Journals (Sweden)

    Danny Prabowo Soetanto

    2000-01-01

    Full Text Available The determination of the price should meet certain criteria, both from the society and the company itself. The combination of various criteria will result in another problem. Fuzzy Logic covers all influencing factors and displays the membership function graphic. Furthermore, by implementing fuzzy rules and fuzzy operator, the right price can be determined which covers all the factors above. The determination of the rules is based on the raw material cost, direct labor cost, distribution cost and the customers' opinion regarding the appropriate price. Then, the model is designed with the help of Matlab software. The result is finally obtained in the form of a model performed by Matlab software. The model displays the output concerning the selling price of the product for each change in the dominant factors.

  9. Modeling switching behaviour of direct selling customers

    Directory of Open Access Journals (Sweden)

    P Msweli-Mbanga

    2004-04-01

    Full Text Available The direct selling industry suffers a high turnover rate of salespeople, resulting in high costs of training new salespeople. Further costs are incurred when broken relationships with customers cause them to switch from one product supplier to another. This study identifies twelve factors that drive the switching behaviour of direct sales customers and examines the extent to which these factors influence switching. Exploratory factor analysis was used to assess the validity of these factors. The factors were represented in a model that posits that an interpersonal relationship between a direct sales person and a customer moderates the relationship between switching behaviour and loyalty. Structural equation modeling was used to test the proposed model. The author then discusses the empirical findings and their managerial implications, providing further avenues for research.

  10. 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…

  11. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  12. 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…

  13. 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

  14. 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)

  15. 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...

  16. 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.

  17. 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.

  18. 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...

  19. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    participants make decisions with or without the intervention of ... formulation of game theory started in 1944 with the publication of the book ... Nearly all games require seeing patterns, making plans, searching ..... utility/ outcome. •. Players will ...

  20. [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.

  1. 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.

  2. 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....

  3. How (not) to sell nuclear weapons

    International Nuclear Information System (INIS)

    Jehiel, P.; Moldovanu, B.; Stacchetti, E.

    1994-01-01

    We study the problem of a seller who wants to maximize her revenue in situations where the outcome of the sale affects the nature of the future interaction between agents. We model those situations by assuming that an agent that does not acquire the object for sale incurs an externality that may depend both on the identity of the sufferer and on the identity of the final purchaser. We describe an optimal auction that has a unique Nash equilibrium in strictly dominant strategies. We show that: 1) Outside options are endogenously determined in equilibrium. Participation constraints and the ''threats'' in case of non-participation play an important role. 2) An optimizing seller can extract surplus also from buyers that do not obtain the auctioned object. 3) The seller is better off by not selling at all (while obtaining some payments) if externalities are large when compared to the pure profits that buyers achieve if they acquire the object. 4) The revenue-maximizing equilibrium is coalition-proof if buyers cannot organize side payments among themselves. (orig.)

  4. 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...

  5. 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…

  6. 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.

  7. 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.

  8. 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.

  9. 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

  10. Is the Modern American Death Penalty a Fatal Lottery? Texas as a Conservative Test

    Directory of Open Access Journals (Sweden)

    Scott Phillips

    2014-01-01

    Full Text Available In Furman v. Georgia (1972, the Supreme Court was presented with data indicating that 15% to 20% of death-eligible defendants were actually sentenced to death. Based on such a negligible death sentence rate, some Justices concluded that the imposition of death was random and capricious—a fatal lottery. Later, the Court assumed in Gregg v. Georgia (1976 that guided discretion statutes would eliminate the constitutional infirmities identified in Furman: If state legislatures narrowed the pool of death-eligible defendants to the “worst of the worst” then most would be sentenced to death, eliminating numerical arbitrariness. However, recent research suggests that numerical arbitrariness remains, as the death sentence rate falls below the Furman threshold in California (11%, Connecticut (4%, and Colorado (less than 1%. The current research estimates the death sentence rate in Texas. Interestingly, Texas provides a conservative test. In contrast to most states, the Texas statute does not include broad aggravators that substantially enlarge the pool of death-eligible defendants and therefore depress the death sentence rate. Nonetheless, the death sentence rate in Texas during the period from 2006 to 2010 ranges from 3% to 6% (depending on assumptions made about the data. The same pattern holds true in the key counties that send the largest number of defendants to death row: Harris (Houston, Dallas (Dallas, Tarrant (Fort Worth and Arlington, and Bexar (San Antonio. Thus, the data suggest that Texas can be added to the list of states in which capital punishment is unconstitutional as administered. If the death sentence rate in Texas runs afoul of the Furman principle then the prognosis for other states is not encouraging.

  11. 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 ...

  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. 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.

  14. Emotional Gaming

    OpenAIRE

    Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  15. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  16. 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.

  17. 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

  18. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  19. 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...

  20. 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...

  1. 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...

  2. 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

  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. 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.

  5. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

    In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…

  6. 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)

  7. 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...

  8. 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

  9. 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

  10. Natural games

    Science.gov (United States)

    Anttila, Jani; Annila, Arto

    2011-10-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem.

  11. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

    @@ China is not expected to sweep the Vancouver 2010 Olympic Winter Games the way it dominated the 2008 Beijing Summer Olympics.However,it has made Chinese Olympic history after winning three gold medals when the Games passed the halfway point of scheduled competition on February 20.On that day,18-year-old Zhou Yang overcame three South Korean rivals to win the women's short-track speed skating 1,500-meter final.

  12. 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....

  13. 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.

  14. 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

  15. 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

  16. 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.

  17. 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...

  18. 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

  19. 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

  20. 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

  1. 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…

  2. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  3. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  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. 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...

  6. 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...

  7. 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...

  8. 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...

  9. 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...

  10. 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...

  11. 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....

  12. 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.

  13. 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

  14. 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.

  15. 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.

  16. 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.

  17. 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

  18. 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.

  19. 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

  20. 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...

  1. 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

  2. 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 ...

  3. 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…

  4. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...

  5. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  6. 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).

  7. 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…

  8. 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.

  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. 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.

  11. 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.

  12. 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...

  13. Group Buying: A New Mechanism for Selling Through Social Interactions

    OpenAIRE

    Xiaoqing Jing; Jinhong Xie

    2011-01-01

    This paper examines a unique selling strategy, Group Buying, under which consumers enjoy a discounted group price if they are willing and able to achieve a required group size and coordinate their transaction time. We argue that Group Buying allows a seller to gain from facilitating consumer social interaction, i.e., using a group discount to motivate informed customers to work as "sales agents" to acquire less-informed customers through interpersonal information/knowledge sharing. We formall...

  14. Potential benefits of selling by auction the CIP 6 energy

    International Nuclear Information System (INIS)

    Campidoglio, C.

    2000-01-01

    This paper analyses the potential benefits of selling by auction the CIP 6 energy. This would both reduce the supply shortage and the prices on the eligible market, increase competition on the contract-for-difference market, indicate a clear price to which regulated energy charges could be indexed, thus extending the auction benefits to the franchise market to avoid the reintroduction of cross-subsidies [it

  15. 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

  16. 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.

  17. 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…

  18. 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.

  19. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  20. Urban Games

    DEFF Research Database (Denmark)

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

    Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...

  1. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

    This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to

  2. [Lecture Games] Python programming game

    OpenAIRE

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

    Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for theg...

  3. 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...

  4. 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....

  5. 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...

  6. 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

  7. 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…

  8. Alena Lidzhieva, About Games

    OpenAIRE

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

    Alena talks about traditional games, including khorma khotn, tsagan monda, mongn bus, nyarn shinj, and games played with ankle bones. Tsagan monda was a game played at night by several people. The rule is simple: A ball made of white cow skin is pushed into a hole. Games with ankle bones were reserved only for boys. Girls did not play such games. Arcadia

  9. 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.

  10. 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...

  11. Bacteria-induced morphogenesis of Ulva intestinalis and Ulva mutabilis (Chlorophyta): a contribution to the lottery theory.

    Science.gov (United States)

    Ghaderiardakani, Fatemeh; Coates, Juliet C; Wichard, Thomas

    2017-08-01

    The green marine macroalgae of the class Ulvophyceae (Ulvophytes) are common algae distributed worldwide particularly in intertidal areas, which play a key role in aquatic ecosystems. They are potentially valuable resources for food, animal feed and fuel but can also cause massive nuisance blooms. Members of Ulvaceae, like many other seaweeds, harbour a rich diversity of epiphytic bacteria with functions related to host growth and morphological development. In the absence of appropriate bacterially derived signals, germ cells of the genus Ulva develop into 'atypical' colonies consisting of undifferentiated cells with abnormal cell walls. This paper examines the specificity of bacteria-induced morphogenesis in Ulva, by cross-testing bacteria isolated from several Ulva species on two Ulva species, the emerging model system Ulva mutabilis and the prominent biofouler species Ulva intestinalis. We show that pairs of bacterial strains isolated from species other than U. mutabilis and U. intestinalis can fully rescue axenic plantlets generated either from U. mutabilis or U. intestinalis gametes. This laboratory-based study demonstrates that different compositions of microbial communities with similar functional characteristics can enable complete algal morphogenesis and thus supports the 'competitive lottery' theory for how symbiotic bacteria drive algal development. © FEMS 2017. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  12. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  13. The Game of Tri

    Science.gov (United States)

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

    The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)

  14. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  15. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  16. Negotiation Games

    OpenAIRE

    Philipp Hoffmann

    2015-01-01

    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for...

  17. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  18. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  19. Personal Level Customer Orientation in Russian Direct Selling Market

    Directory of Open Access Journals (Sweden)

    Alexander Rozhkov

    2014-06-01

    Full Text Available 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 personal level interactions.

  20. Time dependent optimal switching controls in online selling models

    Energy Technology Data Exchange (ETDEWEB)

    Bradonjic, Milan [Los Alamos National Laboratory; Cohen, Albert [MICHIGAN STATE UNIV

    2010-01-01

    We present a method to incorporate dishonesty in online selling via a stochastic optimal control problem. In our framework, the seller wishes to maximize her average wealth level W at a fixed time T of her choosing. The corresponding Hamilton-Jacobi-Bellmann (HJB) equation is analyzed for a basic case. For more general models, the admissible control set is restricted to a jump process that switches between extreme values. We propose a new approach, where the optimal control problem is reduced to a multivariable optimization problem.

  1. 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....

  2. 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,…

  3. 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

  4. 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...

  5. 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.

  6. 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

  7. 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

  8. 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...

  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. 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)

  11. 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....

  12. 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

  13. 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...

  14. 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.

  15. 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.

  16. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...

  17. 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.

  18. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  19. 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....

  20. 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…

  1. 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.

  2. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  3. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  4. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  5. 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...

  6. 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.

  7. 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.

  8. Juridical consequences of liberalization. Part 3. Selling a gas company

    International Nuclear Information System (INIS)

    Koster, W.

    2000-01-01

    The liberalization of the natural gas market in Europe has all kinds of juridical aspects. Not only with respect to new legislation (Natural Gas Law and Mining Law), but also changes in juridical structures of natural gas companies, caused by privatization or splitting up in a mains management company and a distribution company. In a series of articles lawyers of the Energy Working Group of Houthoff Buruma in The Hague, Netherlands, discuss the developments at the natural gas market. In this third part, attention will be paid to how authorities involved (municipalities, provinces) can prepare themselves properly with respect to selling the gas company and how they can retain their influence on the future activities of the gas company using legal and contractual agreements. In the article also attention is paid to the various stages of a sale

  9. Selling health data: de-identification, privacy, and speech.

    Science.gov (United States)

    Kaplan, Bonnie

    2015-07-01

    Two court cases that involve selling prescription data for pharmaceutical marketing affect biomedical informatics, patient and clinician privacy, and regulation. Sorrell v. IMS Health Inc. et al. in the United States and R v. Department of Health, Ex Parte Source Informatics Ltd. in the United Kingdom concern privacy and health data protection, data de-identification and reidentification, drug detailing (marketing), commercial benefit from the required disclosure of personal information, clinician privacy and the duty of confidentiality, beneficial and unsavory uses of health data, regulating health technologies, and considering data as speech. Individuals should, at the very least, be aware of how data about them are collected and used. Taking account of how those data are used is needed so societal norms and law evolve ethically as new technologies affect health data privacy and protection.

  10. NE seeks to sell power directly to customers

    International Nuclear Information System (INIS)

    Anon.

    1993-01-01

    Nuclear Electric, the state-owned company that operates nuclear power stations in England and Wales, has applied to compete directly with privatized electricity generating companies in the sale of electricity to major customers. Since its formation in 1990, NE has had to sell all of its electrical output through the so-called pool operated by the National Grid Company, and then to 12 regional distribution companies that have franchises for about 75 percent of electricity consumption in their regions. On the other hand, the two large companies that took over the fossil-fuel power stations at the time of privatization, and other new independent companies that are building combined-cycle gas-turbine plants, are allowed to conclude supply contracts directly with large industrial customers

  11. Eleven essential steps to purchasing or selling a medical practice.

    Science.gov (United States)

    Barrett, William

    2014-01-01

    Based on our experience in representing more than 100 doctors and medical specialists in practice sales and acquisitions, we have identified 11 key considerations important to a deal. There are several issues to consider while going through the process of buying or selling a practice including the implementation of a "letter of intent" as a first step rather than drafting a contract, securing a lease, and verifying the property is not in violation of the local zoning requirements. There are also considerations with regard to the patients, which range from how will the accounts receivable at the time of the closing be handled to who is responsible for the handling of continued treatment in an ongoing case after a deal is finalized. This article details these considerations and more.

  12. 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)

  13. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  14. 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...

  15. Negotiation Games

    Directory of Open Access Journals (Sweden)

    Philipp Hoffmann

    2015-09-01

    Full Text Available Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.

  16. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers.......Den kreative industri er en statistisk kategori, der omfatter virksomheder, der beskæftiger sig med produktion af krea- tive produkter. Det kan være film, computerspil, grafisk de- sign etc. Men det er ikke nødvendigvis virksomheder, som er særligt kreative. Det, der er anliggendet her, er...

  17. The $-game

    Science.gov (United States)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

    We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In contrast with previous MG, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. The emergent properties of the price dynamics and of the wealth of agents are strikingly different from those found in MG. As the memory of agents is increased, we find a phase transition between a self-sustained speculative phase in which a ``stubborn majority'' of agents effectively collaborate to arbitrage a market-maker for their mutual benefit and a phase where the market-maker always arbitrages the agents. A subset of agents exhibit a sustained non-equilibrium risk-return profile.

  18. 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.

  19. 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/

  20. 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...

  1. 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...

  2. 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

  3. 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

  4. 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...

  5. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  6. 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

  7. Selling gas, selling services

    International Nuclear Information System (INIS)

    Moncel, V.

    1999-01-01

    Traditionally, the commercial activities of gas companies have been limited almost exclusively to the sale of gas. However, several socioeconomic factors specific to the gas industry, such as increasing customer expectations, competition between gas operators, a growing emphasis on services in many companies and the opening of public monopolies to competition, will bring inevitable change. Moreover, these developments coincide with imminent gas market opening. In response to the changing situation, the gas industry will seek to develop a range of multi-service offers, probably through external partnerships. (authors)

  8. Selling the selling point

    DEFF Research Database (Denmark)

    Plesner, Ursula; Horst, Maja

    2012-01-01

    This article explores how virtual worlds are rhetorically constructed as obvious, innovative spaces for communication about architecture. It is argued that the marketization of an innovative use of new media platforms happens in early phases of the innovation processes, and the success of new media...... of the communication about the innovation. It is demonstrated that the creation of markets does not begin when innovations such as Virtual Worlds Architecture are settled, but is intertwined with early expectations about their promises and limitations. Rather than seeing virtual worlds as settled and secluded sites...

  9. 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?

  10. 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:

  11. 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....

  12. Introduction: Changing the Game

    DEFF Research Database (Denmark)

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted.......Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  13. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

    Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.

  14. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

    Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim...... of the book is to examine, analyse and discuss: 1) What older adults do with digital games and what meanings the use of digital games take on in the everyday life of older adults; 2) How older adults are perceived by society in relation to digital games; 3) How play and games can be used both...

  15. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

    We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable. (paper)

  16. Family planning and the labor sector: soft-sell approach.

    Science.gov (United States)

    Teston, R C

    1981-01-01

    Dr. Cesar T. San Pedro, the director of the company clinic at Dole Philippines plantation in South Cotabato in Region 11, has been pressing the management to initiate a comprehensive family planning programs for their 10,000 workers. Pedro wants the Ministry of Labor and Employment (MOLE) to enforce its population program. The situation at Dole is one that requires an arbiter. Since 1977, there has not been a Population/Family Planning Officer (PFPO) for the area, and it is not possible to monitor closely if the qualified firms are following the labor code and providing family planning services to their employees. Susan B. Dedel, executive director of the PFPO, has reported that the office has sought to endear its program to the private sector by showing that family planning is also profitable for the firm. This "soft-sell" approach has been the hallmark of the MOLE-PFPO since it began in 1975 as a joint project of the Commission on Population (POPCOM), United Nations Fund for Population Activities (UNFPA), and International Labor Organization (ILO). Some critics have argued that this liberal style of implementation is short-selling the program. They point out that the Labor Code of 1973 enforces all establishments with at least 200 employees to have a free in-plant family planning program which includes clinic care, paid motivators, and volunteer population workers. The critics seem, at 1st glance, to have the statistics on their side. In its 5 years of operation, the PFPO has convinced only 137,000 workers to accept family planning. This is quite low, since of the 1.2 million employed by the covered firms, 800,000 are eligible for the MOLE program. Much of the weakness of the implementation is said to be due to the slow activation of the Labor-Management Coordinating Committees (LMCC). The critics maintain that because of the liberal enforcement of Department Order No. 9, the recalcitrant firms see no reason to comply. Dedel claims that the program is on the

  17. 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.

  18. 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...

  19. Gaias Game

    Directory of Open Access Journals (Sweden)

    Niklas Schrape

    2014-09-01

    Full Text Available James Lovelock’s vision of Earth as a living cybernetic system is popular again. The surprising new preacher of Gaia is Bruno Latour. He uses the concept to refer to a holistic understanding of Earth, in which mankind is situated as integral part. Gaia becomes the catalyst and fundament for his philosophical attempt to design a new believe-system in the time of ecological crisis. But the concept of Gaia is characterised by a tension between the idea of a powerful but indifferent nature and a grandiose vision of total control over it. This tension reveals itself to be deeply rooted in cybernetic thought. It is not only apparent in Lovelock’s own writing, but also in simulation programs based on the Gaia hypothesis such as the Daisyworld model and the computer game “SimEarth: The Living Planet” (1991. The article will distinguish Lovelock’s from Latour’s concept of Gaia and relate them to first- and second order cybernetics as well as to two different approaches to computer simulation: system dynamics and cellular automata.

  20. Selling from Ontario into the U.S. midwest

    International Nuclear Information System (INIS)

    Green, B.

    2002-01-01

    The market structure of the Midwest Independent System Operator (MISO) for the electric power grid was described with reference to physical bilateral markets, multi-control areas, and MISO services such as security coordination, congestion management, billing, generator interconnections, tariff administration, energy imbalance, market monitoring, and electronic scheduling. The drivers impacting MISO development include MISO-PJM-SPP common market initiative, the FERC Standard Market Design initiative, the integration of alliance companies with MISO, and the division of functional responsibilities between RTOs and ITCs. The characteristics of the Michigan market were described, along with participation in the midwest (Ohio and Michigan) wholesale and retail markets. It was noted that in order for Ontario to sell to the midwest, the Ontario market design would need a successful export bid each hour to get power out of the province. Sales of ancillary services from Ontario-based generation are not permitted in the initial Ontario market design. Energy and transmission is currently bundled in Ontario tariffs. 1 fig

  1. Selling from Ontario into the U.S. midwest

    Energy Technology Data Exchange (ETDEWEB)

    Green, B. [Ontario Power Generation Inc., Toronto, ON (Canada)

    2002-07-01

    The market structure of the Midwest Independent System Operator (MISO) for the electric power grid was described with reference to physical bilateral markets, multi-control areas, and MISO services such as security coordination, congestion management, billing, generator interconnections, tariff administration, energy imbalance, market monitoring, and electronic scheduling. The drivers impacting MISO development include MISO-PJM-SPP common market initiative, the FERC Standard Market Design initiative, the integration of alliance companies with MISO, and the division of functional responsibilities between RTOs and ITCs. The characteristics of the Michigan market were described, along with participation in the midwest (Ohio and Michigan) wholesale and retail markets. It was noted that in order for Ontario to sell to the midwest, the Ontario market design would need a successful export bid each hour to get power out of the province. Sales of ancillary services from Ontario-based generation are not permitted in the initial Ontario market design. Energy and transmission is currently bundled in Ontario tariffs. 1 fig.

  2. Urania in the Marketplace: Using Telescopes to Sell Consumer Goods

    Science.gov (United States)

    Rumstay, Kenneth S.

    2018-01-01

    For well over a century the iconic image of the astronomical telescope has been widely used to promote distinctly non-astronomical consumer goods. One of the most famous of early examples is the 1893 Chicago newspaper advertisement for Kirk’s Soap, which was inspired by the opening of the Yerkes Observatory. But such usage was not limited to periodicals. Advertising trade cards had become popular at the end of the 17th century in Europe, notably in Paris and London. In a time prior to the introduction of formal systems of street address numbering, they served as both advertisement and map, directing consumers to the merchants' stores. In many cases, attention was drawn to the product by picturing it as a heavenly body to be observed telescopically! In the 20th century trade cards gave way to the modern business card, and manufacturers began to increasingly rely on magazine and newspaper (and radio and television) advertising. But the telescope remains an evocative image! In modern advertising we see it used to sell an incredible variety of consumer goods: candy, coffee, cigarettes, whiskey, foodstuffs, clothing; the list is endless! Examples of these, along with earlier Victorian-era usages, are presented. This work was supported by a faculty development grant from Valdosta State University.

  3. ON PRICE CHOICE AT SELLING OF INFORMATION RESOURCES

    Directory of Open Access Journals (Sweden)

    O. S. Ivanova

    2015-05-01

    Full Text Available The paper considers the problem of the pricing policy determination in the company, selling information resource at the market. The problem of the optimal price determination for an information resource is solved depending on the time for the case when the seller-company has no competitors in the market, the market is saturated, and buyers are not able to further spread of the resource. Conditions for the optimal choice of information resource price have been obtained; the maximum possible income of the company has been calculated for linear demand function, and conditions, determining the duration and volume of sales, providing the maximum of average income of the company, have been obtained as well. The problem of optimal price choice is solved by macrosystem approach that has made it possible to reduce it to the isoperimetric kind. It is shown that the optimal price dependence on time for a linear demand function should provide a linearly increasing rate of sales. Conditions have been derived under which the sales proceedings for an information resource are positive, relationship is determined between volume of sales and timeline at which the average income during the sales reaches its maximum. The results are given in dimensionless form, thereby reducing the number of independent parameters. These results are usable for the pricing analysis of software and other information products.

  4. USING CHILDREN TO SELL: CHILDHOOD AND ADVERTISING OF CONSUMER MAGAZINES

    Directory of Open Access Journals (Sweden)

    Paula Deporte Andrade

    2010-09-01

    Full Text Available In the present society, also identified as a "consumer society" (Bauman, 2008, people, irrespective of gender, age, social and financial conditions, are all called for consumption. In this article we turn to the childhood and approached one of the faces of their insertion into the society of consumers, trying to show how children are used to sell. As a frame of theoretical reference we adopt, among others, the writings of Zygmunt Bauman, Juliet Schor and Robert Bocock, dealing with contemporary versions of consumption. Analyzing weekly magazines of large circulation, we discuss how productive it is for the economic market the alliance between childhood and consumption and we argue that this use of children in publicity contributes for a new conception of childhood: the childhood of consumption. An erotized childhood, always wanting more and never feeling satisfied, focused in acquiring and showing off. This is the childhood that is coming to school with new interests, preferences and behavior, deserving our entire attention. Key-words: contemporary childhood, childhood and consumption, consumer society, advertising, magazines.

  5. European experience of regulating distance selling of medicines for Ukraine.

    Science.gov (United States)

    Pashkov, Vitalii; Hrekov, Yevhen; Hrekova, Maryna

    Some countries have already tried and tested mechanisms of regulating distance sales as form of distribution of medicines that have been used more or less effectively for a fairly long time. Herewith, so far, the approach of the competent authorities of some countries including Ukraine can be called prevailing in quantitative terms under which the official prohibition on distance sales of medicines is set. The aim of this study is a detailed examination of the nature of the prohibition of the medicines distance selling in Ukraine, namely the an analysis of advantages and disadvantages of this form of distribution of medicines and identification of appropriate ways for gradual repeal of the prohibition in terms of regulatory reform in Ukraine in the sphere of circulation of medicines due to the process of adaptation of statutory regulation in this area to the EU legislation. This study is based on Ukrainian regulation acts, Council Directives 97/7/EC, 2000/31/EC, 2001/83/EC, scientific works and opinions of progressiveminded people in this sphere. Such methods as dialectical, comparative, analytic, synthetic and comprehensive have been used in the article. Reception of the described experience of regulation in EU will allow a further review of the principles of regulation in Ukraine in the sphere of medicines with a shift in the main emphasis in the direction of ensuring adequate consumer rights in this area and preventing the risks of patients' and public health.

  6. Selling orthodontic need: innocent business decision or guilty pleasure?

    Science.gov (United States)

    Ackerman, Marc Bernard

    2010-05-01

    The principal objective for most patients seeking orthodontic services is a detectable improvement in their dentofacial appearance. Orthodontic treatment, in the mind of the patient, is something that makes you look better, feel better about yourself, and perhaps enhances your social possibilities, ie, to find a companion or make a positive impression during a job interview. Orthodontics, as a speciality, has collectively advanced the idea that enhanced occlusion (bite) improves the health and longevity of the dentition, and as a result many patients seeking orthodontic services affirm that their secondary goal of treatment is an oral health benefit. It would appear that there is some disparity between the end-user of orthodontic services and the orthodontic provider's perception of what constitutes orthodontic need. The aim of this paper is to examine two contrasting models that characterise how dentists 'sell' orthodontic services to patients and to discuss the conflict between professional ethics, practice management and evidence-based decision-making in orthodontic practice.

  7. ROMANIAN PERSPECTIVE ON CUSTOMER LOYALTY FOR DIRECT SELLING COMPANIES

    Directory of Open Access Journals (Sweden)

    Claudia BOBALCA

    2014-09-01

    Full Text Available The purpose of the research is to investigate Romanian direct sellers’ perceptions on customers’ loyalty. The research objectives are: (1 to identify the direct sellers’ perceptions on the concept of loyalty; (2 to identify the main loyalty techniques that direct sellers use in their work with the clients; (3 to frame the portrait of a loyal customer. As a research method, we used qualitative research based on depth interviews. It is an exploratory and instrumental research, the results being used for building a questionnaire for a future survey. The investigated population is represented by direct selling women, with ages beteeen 19 and 30 years. For direct sellers, loyalty is an attitude and also a behavior, it means buying from the same company, from the same seller and preferring the products of the company. The main loyalty techniques that direct sellers use in their work with the clients are: promotional actions, personalization the relation with the client and offering stimulants. The loyal customer is the one who buys companies’ products every month or at least quarterly, spends a monthly amount of 100 Ron on these products, works with the same seller, pays on time for the order, doesn’t look only after promotions, loves the products, recommends the company to others, doesn’t return the order, wants to buy more products from the company and trusts its products.

  8. The selling of mental health services: some ethical reflections.

    Science.gov (United States)

    Neumann, M

    1993-01-01

    Since the introduction of public mental health services in Israel, the main principle of our work has been to provide equal and free of charge health services to all patients. We were proud of our ability to provide optimal treatment to all patients in all our facilities, regardless of cost or status of insurance. During the last decade, the cost of providing good quality public health services, including mental health services, has constantly increased, and the system has reached a state of financial distress resulting in insufficiency and inability to perform properly. In order to maintain the level of mental health services, the health authorities started planning a system of payment for various mental health services which, until now, were supplied free of charge. This change of policy and attitude towards the population in need poses severe ethical and practical questions and problems. It is questionable that the amount of income ensuing from the sale of mental health services and whether a relatively small financial profit justify possible injury of the population in need of these services, especially the sicker and weaker members of it. This article raises some ethical doubts involved in charging money for psychiatric services that are given to this special group of the mentally ill, and claims that the feasibility of selling services in this area of public health should be reinvestigated.

  9. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels

    2012-01-01

    Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....

  10. 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...

  11. Stinging Insect Matching Game

    Science.gov (United States)

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  12. 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.

  13. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  14. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  15. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  16. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    , 2007). Some of these newer formats are developed in partnerships between research and education institutions and game developers and are based on learning theory as well as game design methods. Games well suited for creating narrative framework or simulations where students gain first-hand experience......This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt...

  17. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  18. 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.

  19. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...

  20. 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)

  1. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  2. 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.

  3. 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.

  4. Quantum game theory

    Science.gov (United States)

    Stohler, Michael Lehman

    2002-01-01

    Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.

  5. Storytelling in serious games

    DEFF Research Database (Denmark)

    Kampa, Antonia; Haake, Susanne; Burelli, Paolo

    2015-01-01

    This chapter about storytelling and interactivity in storytelling first explains on various serious games examples foundations of storytelling. Then storytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling...... is presented including example experiences, authoring tools and challenges in the field combined with examples of serious games. This chapter closes concluding with open storytelling challenges and opportunities in serious games development and recommending further literature on the subject....

  6. Cooperative Trust Games

    Science.gov (United States)

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  7. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

    This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...

  8. In-game marketing

    OpenAIRE

    Neuheisl, Lukáš

    2017-01-01

    The bachelor's thesis is dedicated to the in-game marketing: marketing in digital games. Apart from usual mechanics, such as microtransactions, monthly membership payments, paid downloadable content or in-game advertising this thesis describes the game as a marketing tool and problems related to cybersecurity and persuasive microtransactions. The theoretical part contains recent and distinctive examples of described mechanics. The thesis also contains the evaluation of the questionnaire resea...

  9. Computer games addiction

    OpenAIRE

    Nejepínský, Adam

    2010-01-01

    This bachelor thesis deals with the problem of computer games addiction. The attention is paid mainly to on-line games for more players. The purpose of this thesis was to describe this problem and to check - through questionnaire investigation - if the addiction to computer games and the impacts connected with the games really deserve excessive experts and laics attention. The thesis has two parts -- theoretical and practical ones. The theoretical part describes the possibilities of diagnosin...

  10. 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.

  11. 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...

  12. 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...

  13. Convex Interval Games

    NARCIS (Netherlands)

    Alparslan-Gok, S.Z.; Brânzei, R.; Tijs, S.H.

    2008-01-01

    In this paper, convex interval games are introduced and some characterizations are given. Some economic situations leading to convex interval games are discussed. The Weber set and the Shapley value are defined for a suitable class of interval games and their relations with the interval core for

  14. German War Gaming

    Science.gov (United States)

    2012-07-01

    This game became known as ajedrez in Spanish, xadres in Portuguese, and zatrikion in Greek. The game was introduced to Western Europe generally by...six companies, one or two cavalry squadrons, and a quarter or a half of a battery.59 A large game en - compassed the tactical exercise of forces up

  15. Protective Behavior in Games

    OpenAIRE

    Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.

    1996-01-01

    This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as a refinement tool.

  16. Playing the Cell Game.

    Science.gov (United States)

    Madrazo, Gerry M., Jr.; Wood, Carol A.

    1980-01-01

    Discusses the use of games to facilitate learning scientific concepts and principles. Describes the Cell Game, which simulates plant and animal cells; the Energy Quest, which requires players to buy property that generates largest amounts of electricity; the Blood Flow Game, which illustrates circulation of blood through the human body. (CS)

  17. Being a Game Changer

    Science.gov (United States)

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  18. An Extended Duopoly Game.

    Science.gov (United States)

    Eckalbar, John C.

    2002-01-01

    Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…

  19. Protective Behavior in Games

    NARCIS (Netherlands)

    Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.

    1996-01-01

    This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as

  20. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  1. Online Strategy Games.

    Science.gov (United States)

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  2. Dynamic Gaming Platform (DGP)

    Science.gov (United States)

    2009-04-01

    GAMING PLATFORM (DGP) Lockheed Martin Corporation...YYYY) APR 09 2. REPORT TYPE Final 3. DATES COVERED (From - To) Jul 07 – Mar 09 4. TITLE AND SUBTITLE DYNAMIC GAMING PLATFORM (DGP) 5a...CMU Carnegie Mellon University DGP Dynamic Gaming Platform GA Genetic Algorithm IARPA Intelligence Advanced Research Projects Activity LM ATL Lockheed Martin Advanced Technology Laboratories PAINT ProActive INTelligence

  3. Implementing Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2015-01-01

    Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and anim...

  4. Semantic Game Worlds

    NARCIS (Netherlands)

    Tutenel, T.

    2012-01-01

    The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different

  5. GameSalad essentials

    CERN Document Server

    DeQuadros, Miguel

    2015-01-01

    If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.

  6. Learning Mathematics through Games

    Science.gov (United States)

    Gough, John

    2015-01-01

    When considering the use of games for teaching mathematics, educators should distinguish between an "activity" and a "game". Gough (1999) states that "A 'game' needs to have two or more players, who take turns, each competing to achieve a 'winning' situation of some kind, each able to exercise some choice about how to move…

  7. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...

  8. Game theory in philosophy

    NARCIS (Netherlands)

    de Bruin, B.P.

    2005-01-01

    Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals

  9. Brain Games for Babies.

    Science.gov (United States)

    Silberg, Jackie

    2001-01-01

    Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)

  10. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  11. The Game Experience Questionnaire

    NARCIS (Netherlands)

    IJsselsteijn, W.A.; de Kort, Y.A.W.; Poels, K.

    2013-01-01

    This document contains the English version of the Game Experience Questionnaire. The development and testing of the Game Experience Questionnaire is described in project Deliverable 3.3. The Game Experience Questionnaire has a modular structure and consists of : 1. The core questionnaire 2. The

  12. On Fair Lotteries

    OpenAIRE

    STONE, PETER

    2008-01-01

    PUBLISHED When James Watson and Francis Crick submitted to Nature their groundbreaking paper relating DNA structure to protein synthesis, they faced a choice. In what order were their names to be listed? Would it be ?Watson and Crick,? or ?Crick and Watson?? They resolved the matter by tossing a coin (Crick, 1988, p. 66)

  13. Field error lottery

    Energy Technology Data Exchange (ETDEWEB)

    Elliott, C.J.; McVey, B. (Los Alamos National Lab., NM (USA)); Quimby, D.C. (Spectra Technology, Inc., Bellevue, WA (USA))

    1990-01-01

    The level of field errors in an FEL is an important determinant of its performance. We have computed 3D performance of a large laser subsystem subjected to field errors of various types. These calculations have been guided by simple models such as SWOOP. The technique of choice is utilization of the FELEX free electron laser code that now possesses extensive engineering capabilities. Modeling includes the ability to establish tolerances of various types: fast and slow scale field bowing, field error level, beam position monitor error level, gap errors, defocusing errors, energy slew, displacement and pointing errors. Many effects of these errors on relative gain and relative power extraction are displayed and are the essential elements of determining an error budget. The random errors also depend on the particular random number seed used in the calculation. The simultaneous display of the performance versus error level of cases with multiple seeds illustrates the variations attributable to stochasticity of this model. All these errors are evaluated numerically for comprehensive engineering of the system. In particular, gap errors are found to place requirements beyond mechanical tolerances of {plus minus}25{mu}m, and amelioration of these may occur by a procedure utilizing direct measurement of the magnetic fields at assembly time. 4 refs., 12 figs.

  14. Game Literacy, Gaming Cultures and Media Education

    Science.gov (United States)

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  15. 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...

  16. Bundling for creating cross-selling potentials of energy supply companies; Cross-Selling-Potenziale bei Energieversorgungsunternehmen durch Bundling

    Energy Technology Data Exchange (ETDEWEB)

    Zinnbauer, M. [Ludwig-Maximilians-Universitaet Muenchen (Germany)

    2001-07-01

    As most of the electric utilities in Germany have decided by now to adopt the multi-utility strategy for sales promotion in the open electricity market, a questionnaire has been distributed to 1 000 households in order to find out whether product bundling or cross selling in combination with the low-interest product 'electricity' is a good strategy to enlarge the customer basis. EFOplan (Munic University) and the consulting firm Accenture have been in charge of the survey. The results show the current status of insight of household customers and their motives to change supplier, as well as the pattern of demand for product bundling. (orig./CB) [German] Da mittlerweile die meisten EVUs eine Multi-Utility-Strategie anstreben, wurde mittels einer schriftlichen Befragung von 1 000 deutschen Haushalten untersucht, ob die Vermarktung von Zusatz- bzw. Buendelprodukten in Kombination mit dem Low-Interest-Produkt Strom erfolgsversprechend ist. Die Befragung, die von EFOplan (Universitaet Muenchen) in Kooperation mit der Unternehmensberatung Accenture durchgefuehrt wurde, zeigt einerseits den aktuellen Status von Informationsstand und Wechselmotiven beim Stromkauf und andererseits die Bedarfsstruktur im Hinblick auf moegliche Buendelprodukte. (orig.)

  17. 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.

  18. Learn Grammar in Games

    Institute of Scientific and Technical Information of China (English)

    孟静

    2007-01-01

    Grammar learning has often been regarded as a structure based activity .Grammar games which are worth paying attention to and implementing in the classroom can help learner to learn and recall a grammar material in a pleasant, entertaining way and motivate learners,promote the communicative competence and generate the fluency. In this essay, the author compares the use of games in learning grammar with some traditional techniques for grammar presentation and revision, in order to find the advantages of using games. Also the author discusses how to choose appropriate games and when to use games.

  19. Clockwork game design

    CERN Document Server

    Burgun, Keith

    2015-01-01

    Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe

  20. Serious games: design and development

    OpenAIRE

    Barbosa, André Filipe Santos

    2011-01-01

    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...

  1. Shapley's value for fuzzy games

    Directory of Open Access Journals (Sweden)

    Raúl Alvarado Sibaja

    2009-02-01

    Full Text Available This is the continuation of a previous article titled "Fuzzy Games", where I defined a new type of games based on the Multilinear extensions f, of characteristic functions and most of standard theorems for cooperative games also hold for this new type of games: The fuzzy games. Now we give some other properties and the extension of the definition of Shapley¨s Value for Fuzzy Games Keywords: game theory, fuzzy sets, multiattribute decisions.

  2. Selling or telling? A theory of ruin value

    DEFF Research Database (Denmark)

    Pihl, Ole Verner

    2011-01-01

    number of possible apocalyptic scenarios. But what do they tell us these visions of "the end of days" and hell, why are there always demons, flames and fire? Why are hell and heaven always in a different place on the other side, in the after life, is it rather the reverse, that hell is here...... on this planet? War and disasters have a deep impact and are major aesthetic objects of fascination. The Nazi death cult was carefully designed mass propaganda based on a fascinating, mass hysterical carnival of the dead. Architecture and design play an important yet unpleasant part in this.   This paper...... games, comics and films that unfold the aesthetics of the vision of the apocalypse, and the important question, is the message pacifistic or just blind speculation and fascination? Cases on: "Half life 2", "Barefoot Gen", "Akira", "Spawn", "Doom", and "Constantine". 4. Finally, this paper will look...

  3. 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.

  4. 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.

  5. 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...

  6. 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.

  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. 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...

  9. 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

  10. 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

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. E-commerce: Buying and Selling through Internet in Kosovo

    Directory of Open Access Journals (Sweden)

    Dr.Sc. Jusuf Qarkaxhija

    2012-12-01

    Full Text Available Before internet was invented, there were invented numerous networks that helped American businesses in multiple savings. First of, they didn’t spend money on buying printers or scanners for the computers they possessed, meaning that the money spent before on buying hundreds of them, now was saved and used to buy a few of printers and scanners. How was this done? This worked by binding the entire computers of a floor to a single network. Second, the factor mostly taken into account is the energy saving and various abuses. Imagine the enormous amount of electricity that hundreds of printers and scanners would spend  and how much energy tens of them would spend, moreover  just think about how much these devices would be used in offices, where nobody is looking, for personal interests. American business, as the most creative one and the strongest was bothered by only one thing . This was the misuse of secret corporation information. These abuses occurred when the data had to be printed and transferred to corporate subsidiaries around the world. During the transfer the data could also be lost or damaged (intentionally or unintentionally and then the corporation would suffer losses (the data were transferred via floppy discs, or they were printed in hard copies. The solution for these problems came from the US military that had invented the internet earlier and after having consumed it for its own needs, decided to put it up for American businesses. The internet has developed its own services such as : www, ftp, e-mail, and buying and selling though internet (e-commerce. Nowadays, information exchanges with corporate branches are not made roughly, but electronically in real time. Additionally, this made it possible for a new category of web designers to be created and they created a powerful web-site through which some businesses created virtual shops and they started earning more money than they used to, in their physical stores. This American

  16. Minority Games

    International Nuclear Information System (INIS)

    Metzler, R

    2005-01-01

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the behaviour of the MG when

  17. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  18. 77 FR 5566 - Indian Gaming

    Science.gov (United States)

    2012-02-03

    ... up to 900 gaming devices, any banking or percentage card games, and any devices or games authorized... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal--State Class III Gaming Compact Taking Effect. SUMMARY: This publishes...

  19. 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.

  20. 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...

  1. 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 ...

  2. 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.

  3. Minority Games

    Energy Technology Data Exchange (ETDEWEB)

    Metzler, R [Institut fuer Theoretische Physik, Universitaet Wuerzburg, Am Hubland, D-97074 Wuerzburg (Germany)

    2005-02-25

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the

  4. Combinatorial optimization games

    Energy Technology Data Exchange (ETDEWEB)

    Deng, X. [York Univ., North York, Ontario (Canada); Ibaraki, Toshihide; Nagamochi, Hiroshi [Kyoto Univ. (Japan)

    1997-06-01

    We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic and complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.

  5. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...

  6. Archetypal Game Recommender Systems

    DEFF Research Database (Denmark)

    Sifa, Rafet; Bauckhage, C.; Drachen, Anders

    2014-01-01

    Contemporary users (players, consumers) of digital games have thousands of products to choose from, which makes nding games that t their interests challenging. Towards addressing this challenge, in this paper two dierent formulations of Archetypal Analysis for Top-L recommender tasks using implicit...... feedback are presented: factor- and neighborhood-oriented models. These form the rst application of rec- ommender systems to digital games. Both models are tested on a dataset of 500,000 users of the game distribution platform Steam, covering game ownership and playtime data across more than 3000 games....... Compared to four other recommender models (nearest neighbor, two popularity mod- els, random baseline), the archetype based models provide the highest recall rates showing that Archetypal Analysis can be successfully applied for Top-L recommendation purposes...

  7. Game theory, alive

    CERN Document Server

    Karlin, Anna R

    2016-01-01

    This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields, such as computer science, economics, social choice, biology, and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. Game theory's influence is felt in a wide range of disciplines, and the authors deliver masterfully on the challenge of presenting both the breadth and coherence of its underlying ...

  8. An Adaptive Robot Game

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg; Svenstrup, Mikael; Dalgaard, Lars

    2010-01-01

    The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal is to im......The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal...... is to improve the mental and physical state of the user by playing a physical game with the robot. Ideally, a robot game should be simple to learn but difficult to master, providing an appropriate degree of challenge for players with different skills. In order to achieve that, the robot should be able to adapt...

  9. Context effects in games

    Directory of Open Access Journals (Sweden)

    Ivo Vlaev

    2007-12-01

    Full Text Available We report an experiment exploring sequential context effects on strategy choices in one-shot Prisoner's Dilemma (PD game. Rapoport and Chammah (1965 have shown that some PDs are cooperative and lead to high cooperation rate, whereas others are uncooperative. Participants played very cooperative and very uncooperative games, against anonymous partners. The order in which these games were played affected their cooperation rate by producing perceptual contrast, which appeared only between the trials, but not between two separate sequences of games. These findings suggest that people may not have stable perceptions of absolute cooperativeness. Instead, they judge the cooperativeness of each fresh game only in relation to the previous game. The observed effects suggest that the principles underlying judgments about highly abstract magnitudes such as cooperativeness may be similar to principles governing the perception of sensory magnitudes.

  10. Concerned with computer games

    DEFF Research Database (Denmark)

    Chimiri, Niklas Alexander; Andersen, Mads Lund; Jensen, Tine

    2018-01-01

    In this chapter, we focus on a particular matter of concern within computer gaming practices: the concern of being or not being a gamer. This matter of concern emerged from within our collective investigations of gaming practices across various age groups. The empirical material under scrutiny...... was generated across a multiplicity of research projects, predominantly conducted in Denmark. The question of being versus not being a gamer, we argue, exemplifies interesting enactments of how computer game players become both concerned with and concerned about their gaming practices. As a collective...... of researchers writing from the field of psychology and inspired by neo-materialist theories, we are particularly concerned with (human) subjectivity and processes of social and subjective becoming. Our empirical examples show that conerns/worries about computer games and being engaged with computer game...

  11. 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

  12. 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...

  13. Play the Blood Typing Game

    Science.gov (United States)

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game 28 September 2017 The mission based game ...

  14. Quantum games with decoherence

    International Nuclear Information System (INIS)

    Flitney, A P; Abbott, D

    2005-01-01

    A protocol for considering decoherence in quantum games is presented. Results for two-player, two-strategy quantum games subject to decoherence are derived and some specific examples are given. Decoherence in other types of quantum games is also considered. As expected, the advantage that a quantum player achieves over a player restricted to classical strategies is diminished for increasing decoherence but only vanishes in the limit of maximum decoherence

  15. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  16. Games and Creativity Learning

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2006-01-01

    Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....

  17. Predictive Game Theory

    Science.gov (United States)

    Wolpert, David H.

    2005-01-01

    Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.

  18. Game-based telerehabilitation.

    Science.gov (United States)

    Lange, B; Flynn, Sheryl M; Rizzo, A A

    2009-03-01

    This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.

  19. 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.

  20. 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.

  1. 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

  2. A Narrative Theory of Games

    DEFF Research Database (Denmark)

    Aarseth, Espen

    2012-01-01

    In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...

  3. Mobile Game Probes

    DEFF Research Database (Denmark)

    Borup Lynggaard, Aviaja

    2006-01-01

    This paper will examine how probes can be useful for game designers in the preliminary phases of a design process. The work is based upon a case study concerning pervasive mobile phone games where Mobile Game Probes have emerged from the project. The new probes are aimed towards a specific target...... group and the goal is to specify the probes so they will cover the most relevant areas for our project. The Mobile Game Probes generated many interesting results and new issues occurred, since the probes came to be dynamic and favorable for the process in new ways....

  4. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

    Full Text Available The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of serious games we need a framework that can connect properties of serious game design to the factors that influence the quality of quantitative research outcomes. The Persuasive Game Design model [1] is particularly suitable for this aim as it encompasses the full circle from game design to behavioral change effects on the user. We therefore use this model to connect game design features, such as the gamification method and the intended transfer effect, to factors that determine the conclusion validity of an RCT. In this paper we will apply this model to develop guidelines for setting up validation methods for serious games. This way, we offer game designers and researchers handles on how to develop tailor-made validation methods.

  5. Advances in Dynamic Games

    CERN Document Server

    Breton, Michele

    2011-01-01

    This book focuses on various aspects of dynamic game theory, presenting state-of-the-art research and serving as a testament to the vitality and growth of the field of dynamic games and their applications. The selected contributions, written by experts in their respective disciplines, are outgrowths of presentations originally given at the 13th International Symposium of Dynamic Games and Applications held in WrocACaw. The book covers a variety of topics, ranging from theoretical developments in game theory and algorithmic methods to applications, examples, and analysis in fields as varied as

  6. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Klas Olof Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2012-01-01

    Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...

  7. Pro Android games

    CERN Document Server

    Nardone, Massimo

    2016-01-01

    Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in e

  8. Game user experience evaluation

    CERN Document Server

    Bernhaupt, Regina

    2015-01-01

    Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi

  9. Digital Experience: Serious Games

    DEFF Research Database (Denmark)

    2006-01-01

    hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  10. Anger, fear and games

    DEFF Research Database (Denmark)

    Mortensen, Torill

    2016-01-01

    The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also...... can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the victims, the sense of victimization among the participants, and how it may have been provoked by the long-standing, general disregard of games...... the image of game culture as mainly a culture of isolated consumption...

  11. Game, Player, Ethics

    DEFF Research Database (Denmark)

    Vila, Miguel Angel Sicart

    2005-01-01

    turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....

  12. Action Investment Energy Games

    DEFF Research Database (Denmark)

    Larsen, Kim Guldstrand; Laursen, Simon; Srba, Jiri

    2012-01-01

    We introduce the formalism of action investment energy games where we study the trade-off between investments limited by given budgets and resource constrained (energy) behavior of the underlying system. More specifically, we consider energy games extended with costs of enabling actions and fixed...... budgets for each player. We ask the question whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins the resulting energy game. We study the action investment energy game for energy intervals with both upper and lower bounds, and with a lower bound only, and give...

  13. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.......This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...

  14. Works of Game

    DEFF Research Database (Denmark)

    Sharp, John

    and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games...... and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including...

  15. Challenges of serious games

    Directory of Open Access Journals (Sweden)

    B. Fernández-Manjón

    2015-11-01

    Full Text Available Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have to be approached so that the use of this kind of games can be widespread. These challenges are classified in three main dimensions: socio-cultural, educational and technological. Once the challenges are identified, some possible measures are suggested to address or reduce these problems so that the use of educational games may be widespread.

  16. 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.

  17. 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.

  18. 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)

  19. 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...

  20. Fabrication of Games and Learning

    DEFF Research Database (Denmark)

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

    2015-01-01

    The concept of Game based learning has proven to have many possibilities for supporting better learning outcomes, when using educational or commercial games in the classroom. However, there is also a great potential in using game development as a motivator in several other kinds of learning...... scenarios. Using game development as an approach for including game based learning in various educations has become more accessible due to more user friendly game development tools and systems. This study will thus focus on an exploration on how game development motivates students and what they learn when...... creating games. We exemplify the potential of using game fabrication as a learning environment with the investigation of a game production, which involved over 25 students across semesters. In order to investigate students’ experiences during this purposive game production, we set up an experiment where...

  1. 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...

  2. The Work Ethic Game.

    Science.gov (United States)

    Nelson, Kate

    1992-01-01

    Describes the development of "The Work Ethic Game" that focuses on integrity in the workplace. Explains that the game is divided into three categories: legal, judgment, and policy issues. Discusses different personality types in the typical employee population. Includes possibilities for use at different education levels. (DK)

  3. Mean field games

    KAUST Repository

    Gomes, Diogo A.

    2014-01-06

    In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.

  4. D N GAME

    Indian Academy of Sciences (India)

    Home; Journals; Bulletin of Materials Science. D N GAME. Articles written in Bulletin of Materials Science. Volume 40 Issue 7 December 2017 pp 1441-1445. Microwave-assisted synthesis and photoluminescence properties of ZnS:Pb 2 + nanophosphor for solid-state lighting · D N GAME C B PALAN N B INGALE S K ...

  5. Unity multiplayer games

    CERN Document Server

    Stagner, Alan

    2013-01-01

    An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

  6. Non-Cooperative Games

    NARCIS (Netherlands)

    van Damme, E.E.C.

    2014-01-01

    We describe non-cooperative 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. Games for learning

    NARCIS (Netherlands)

    Slussareff, Michaela; Braad, Eelco; Wilkinson, Philip; Strååt, Björn; Dörner, Ralf; Göbel, Stefan; Kickmeier-Rust, Michael; Masuch, Maic; Zweig, Katharina

    This chapter discusses educational aspects and possibilities of serious games. For researchers as well as game designers we describe key learning theories to ground their work in theoretical framework. We draw on recent metareviews to offer an exhaustive inventory of known learning and affective

  8. Game Theory .net.

    Science.gov (United States)

    Shor, Mikhael

    2003-01-01

    States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…

  9. Social Interactions and Games

    Science.gov (United States)

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  10. Dances and Games.

    Science.gov (United States)

    Hansen, Karen

    1991-01-01

    Presents guidelines for teaching students about African culture via dances and games and for developing related activities to expand student learning experiences. Student activity pages describe how to do the Ghana national dance and how to play Mankala, a popular African game. (SM)

  11. Games Uniforms Unveiled

    Institute of Scientific and Technical Information of China (English)

    Linda

    2008-01-01

    The uniforms for Beijing Olympics’ workers, technical staff and volunteers have been unveiled to mark the 200-day countdown to the Games. The uniforms feature the key element of the clouds of promise and will be in three colors:red for Beijing Olympic Games Committee staff, blue

  12. Law-Abiding Games

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    Beijing has begun work on laws and regulations to guarantee the smooth operation of the 2008 Olympics One of the major tasks for Beijing as host of the 2008 Olympic Games is to establish regulations and laws to govern the preparations for and conduct of the Games. Thus, on April 10 the Olympic Legislation Coordinating

  13. Gaming and Gamification

    Science.gov (United States)

    Mallon, Melissa

    2013-01-01

    The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…

  14. Mixed Reality Games

    Science.gov (United States)

    Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory

    2015-01-01

    The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…

  15. The Education Game.

    Science.gov (United States)

    Lubar, David

    1982-01-01

    Four programs are reviewed: Crossword Magic, Master Type, The Vocabulary Baseball Game, and Meet the Presidents. The major innovations highlighted by the products selected are the ways the creators turned learning into a game. It is noted that whether this approach is desirable is for the individual teacher to decide. (MP)

  16. Games and childhood obesity

    Science.gov (United States)

    Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...

  17. Great Games That Disappeared

    Science.gov (United States)

    Rauschenbach, James; Swartz, Daniel R.

    2016-01-01

    Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…

  18. The Chinese House Game.

    Science.gov (United States)

    Lee, James R.

    1989-01-01

    Discussion of the use of simulations to teach international relations (IR) highlights the Chinese House Game, a computer-based decision-making game based on Inter Nation Simulation (INS). Topics discussed include the increasing role of artificial intelligence in IR simulations, multi-disciplinary approaches, and the direction of IR as a…

  19. Skill Games for Mathematics.

    Science.gov (United States)

    Corle, Clyde G.

    This guide is to assist teachers with motivational ideas for teaching elementary school mathematics. The items included are a wide variety of games (paper and pencil, verbal, and physical), jingles, contests, teaching devices, and thought provoking exercises. Suggestions for selection of mathematical games are offered. The devices are used to…

  20. Alternate Reality Games

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2014-01-01

    and collective intelligence. How. The method includes directions for idea generation, site exploration, how to write the narrative, design of the player experience, design of challenges and how to run and monitor the game. In addition several tools are suggested in order to facilitate the process. Urban games...

  1. Mean field games

    KAUST Repository

    Gomes, Diogo A.

    2014-01-01

    In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.

  2. 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...

  3. 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

  4. 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.

  5. 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.

  6. 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%.

  7. 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.

  8. 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

  9. Designing the Object Game

    DEFF Research Database (Denmark)

    Filip, Diane; Lindegaard, Hanne

    2016-01-01

    The Object Game is an exploratory design game and an experiment of developing a tangible object that can spark dialogue and retrospection between collaborative partners and act as a boundary object. The objective of this article is to show and elaborate on the development of the Object Game......, and to provide case examples of the game in action. The Object Game has two parts – Story-building and Co-rating of objects – with the aim of stimulating a collaborative reflection on knowledge sharing with different objects. In Story-building, the participants visualize their knowledge sharing process...... these facilitated knowledge transfer, knowledge exchange, knowledge generation, and knowledge integration. The participants collaborative reflected on their use of different objects for knowledge sharing and learn which objects have been effective (and which have not been effective) in their collaborative...

  10. Inviting Grief into Games

    DEFF Research Database (Denmark)

    Harrer, Sabine; Schoenau-Fog, Henrik

    2015-01-01

    facilitation process with Jocoi. It will trace key moments in moving from kick-off workshop to the final game. Finally, the ensuing discussion will highlight learnings for a broader understanding of introducing diversity into games. The question of appropriateness seems to be of particular importance for game......This paper investigates how designers might initiate a dialogue with underrepresented groups, infusing design with individuals’ personal stories and imaginations. It does so alongside the example of Jocoi, a game aiming at mediating the experience of loss and grief over a dead baby. Apart from...... being a taboo subject in general, there is no explanation for the absence of this fairly common experience in games. Drawing on the emotional worlds and tastes of individuals identifying as bereft parents, Jocoi involved a collaboration with an Austrian self-help group for affected parents. The stories...

  11. Problem Based Game Design

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2011-01-01

    At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various ...... projects and how they learn to analyse, design, and develop for innovation by using it. We will present various cases to exemplify the approach and focus on how the method engages students and aspires for innovation in digital entertainment and games.......At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various...

  12. Taking Design Games Seriously

    DEFF Research Database (Denmark)

    Eriksen, Mette Agger; Brandt, Eva; Mattelmäki, Tuuli

    2014-01-01

    Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we...... will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from...... Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participation, and opening up for or hindering negotiations and decision-making, thus starting...

  13. A game for space

    Science.gov (United States)

    Häuplik-Meusburger, Sandra; Aguzzi, Manuela; Peldszus, Regina

    2010-02-01

    As countermeasure to heavy workloads or monotony, astronauts have drawn on leisure activities imported from Earth or invented in situ. Aside from consumption of media, physical exercise, Earth observation, communication with ground or crew and the practising of instruments, also games play an important role. With a few exceptions, the emphasis, however, lies on virtual games and software applications. A review of play activities in orbit and their benefits to date suggests a need for additional recreational opportunities. In response, an interactive strategy game for use in microgravity is presented that relies on interlocking sphere-shaped game pieces in order to make the most of the kinetic and sensory potential of reduced gravity conditions. Aside from the play value and aesthetics of this reconfigurable modular game structure, the activity may help maintain and enhance manual dexterity, mental alertness and sociability amongst the crew. The design solution and prototype are presented and needs for further research and development are outlined.

  14. Clustering Game Behavior Data

    DEFF Research Database (Denmark)

    Bauckhage, C.; Drachen, Anders; Sifa, Rafet

    2015-01-01

    of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...... scientists and present a review and tutorial focusing on the application of clustering techniques to mine behavioral game data. Several algorithms are reviewed and examples of their application shown. Key topics such as feature normalization are discussed and open problems in the context of game analytics...

  15. 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

  16. 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

  17. 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.

  18. 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/

  19. 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.

  20. 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