simple games
Recently Published Documents


TOTAL DOCUMENTS

231
(FIVE YEARS 39)

H-INDEX

22
(FIVE YEARS 1)

2021 ◽  
Vol 9 (12) ◽  
pp. 232
Author(s):  
Elizabeth Varkey ◽  
◽  
Roy K. George ◽  

Developmental coordination disorder (DCD) is considered as a disorder of children where they are unable to perform various skills which need fine motor coordination.Every child identified to have DCD shouldbe given interventions.This could be possible by simple games which makes them confident and moreover helps in improving their motor performance.Various interventional therapies have been identified to deal with the issue.


Algorithmica ◽  
2021 ◽  
Author(s):  
Ioannis Caragiannis ◽  
Panagiotis Kanellopoulos ◽  
Alexandros A. Voudouris

AbstractSocial networks on the Internet have seen an enormous growth recently and play a crucial role in different aspects of today’s life. They have facilitated information dissemination in ways that have been beneficial for their users but they are often used strategically in order to spread information that only serves the objectives of particular users. These properties have inspired a revision of classical opinion formation models from sociology using game-theoretic notions and tools. We follow the same modeling approach, focusing on scenarios where the opinion expressed by each user is a compromise between her internal belief and the opinions of a small number of neighbors among her social acquaintances. We formulate simple games that capture this behavior and quantify the inefficiency of equilibria using the well-known notion of the price of anarchy. Our results indicate that compromise comes at a cost that strongly depends on the neighborhood size.


Author(s):  
René Glas ◽  
Jasper Van Vught ◽  
Stefan Werning

In this contribution, we outline Discursive Game Design (DGD) as a practice-based educational framework, explain how to use this design framework to teach game historiography, and report on findings from a series of in-class experiments. Using Nandeck, a freely available software tool for card game prototyping, we created sets of playing cards based on two game-historical datasets. Students were then asked to prototype simple games with these card decks; both playtesting and co-creating each other’s games in an ongoing quasi-conversational process between different student groups fostered discussions on, and produced alternative insights into, the complex notion of (Dutch) game history, canonization/selection and games as national cultural heritage. The article shows how DGD can be implemented to allow for students with little or no design background to actively ‘think through’ games about the subject matter at hand.


2021 ◽  
Vol 10 (4) ◽  
pp. 59-90
Author(s):  
Christoph Bühren ◽  
Julija Michailova

The authors examine the effects of money priming and solidarity on individual behavior in three simple games: dictator, ultimatum, and prisoner's dilemma game. In three consecutive experiments, they use two different money treatments and two neutral (control) treatments. Additionally, they vary the strength of social ties between participants by conducting experiments with students from a military university and a regular university. Although the priming procedure is sufficient to remind people of the concept of money, it is not sufficient to induce systematically different behavior of the treatment groups compared to the control groups. They find significant differences between groups with strong and weak social ties, even without activating the idea of group affiliation. They discuss various explanations of why the results seem to contradict previous research on money priming.


Author(s):  
Jumriani Jumriani ◽  
Muhammad Rezky Noor Handy ◽  
Bambang Subiyakto ◽  
Syaharuddin Syaharuddin ◽  
Nadlatul Izmi

Character education has an important role in forming a quality generation. One effort that can be made to instill character values in future generations is through reading and writing Al-Qur'an activities. This article aims to describe the habituation of character education through reading and writing Al-Quran program in Sei Ulak Canoco Village, Anjir Muara District, Barito Kuala Regency. This article was compiled from the results of community service carried out on October 13 and 25, 2020. In the results of the analysis part, researchers used literature studies from various sources and scientific journals. The results of the discussion described that reading and writing Al-Qur'an can be an activity to habituate children with applying religious teachings and forming religious characters. The Al-Qur'an reading and writing activities are carried out using a fun approach for children such as simple games and competitions. Therefore, reading and writing Al-Qur’an is a reflection that instilling a religious character can be done from childhood, until the end of his life.


2021 ◽  
Vol 9 ◽  
Author(s):  
AnnaCarolina Garza ◽  
Alice Aizza ◽  
Janchira K. Charoenworawat ◽  
Jessica A. Church

Your brain is always adjusting to the changing swirl of activities and interactions you have every day. Every time you accomplish a goal, you are exercising what are called the brain’s executive functions. These skills include resisting impulses, switching between tasks, and updating information in your memory. We asked whether these different skills relied on the same brain areas, and whether young people used the same brain areas as adults. We took pictures of kids’ and teens’ brains to see which areas of the brain they were using while they played three simple games related to these executive functions. We found that youth used similar brain regions to adults while playing the three games, and that many parts of the brain were used across all three games. These results help us understand how kids use their brains to be successful and how these skills develop.


Author(s):  
Michele Aleandri ◽  
Marco Dall’Aglio ◽  
Vito Fragnelli ◽  
Stefano Moretti

AbstractIn this paper, we analyze the order of criticality in simple games, under the light of minimal winning coalitions. The order of criticality of a player in a simple game is based on the minimal number of other players that have to leave so that the player in question becomes pivotal. We show that this definition can be formulated referring to the cardinality of the minimal blocking coalitions or minimal hitting sets for the family of minimal winning coalitions; moreover, the blocking coalitions are related to the winning coalitions of the dual game. Finally, we propose to rank all the players lexicographically accounting the number of coalitions for which they are critical of each order, and we characterize this ranking using four independent axioms.


Author(s):  
Christos Georgovassilopoulos ◽  
Giorgos Moisiadis ◽  
Evi Papaioannou
Keyword(s):  

2021 ◽  
Vol 297 ◽  
pp. 129-141
Author(s):  
Josep Freixas ◽  
Dani Samaniego
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document