strategy type
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2021 ◽  
Vol 5 (2) ◽  
pp. 344-351
Author(s):  
Aldhiqo Yusron Mubarok ◽  
◽  
Umi Chotijah ◽  

Game is a digital activity that is very popular in the modern era, both among young and old. One game that is very popular with E-sports competition is Warcraft 3. However, in 2020 it immediately fell because Blizzard company has released a new version of those games which is called warcraft 3 reforged. The purpose of this study was to find out the reason this could happen by using the heuristic evaluation of playability method. With this method, you can find the scale of the problem in a game that will be released. The data used for this study uses the player persona as the source of the assessment that will be carried out in this game. The player persona is created by providing 10 respondents who will be required to perform and assess each task given according to the scenario codes. The benefits of this research can be used to analyse the readiness of games to be released to the market and to find out customer tastes in RTS (Real Time Strategy) type games. This assessment is based on the mean rating which will later be categorized as the level of problem in the running of the game. The results of this study indicate that the mean rating in this game is 2.91 or can be referred to as the Major Usability Problem with the highest value of percentage with the highest problem category found in the game usability with a percentage value of 41.7%.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Jarkko Keränen

Abstract Iconic strategies—methods of making iconic forms—have been mostly considered in terms of concrete semantic fields such as actions and objects. In this article, I investigate iconic strategies in lexical sensory signs—signs that semantically relate to the five senses (sight, touch, smell, sound, and taste) and to emotions (e.g., anger)—in Finnish Sign Language. The iconic strategy types I discuss are hand-action, entity, drawing, and locating. I also discuss the indexical strategy type (e.g., finger pointing). To gain as rich and broad a view as possible, the mixed methods in the research consist of three components: intuition based, intersubjective, and statistical analyses. The main findings are (1) that, in order from most preferred to least preferred strategy, the hand-action, the entity, the indexical, and the drawing were found in lexical sensory signs; the locating strategy was not found at all, and (2) that the interpretation of iconic strategies is not always unambiguous and absolute. In conclusion, I reflect on methodological issues, and suggest that the concept of cross-modal iconicity and indexicality should be further studied in sign language linguistics.


2021 ◽  
Vol 13 (2) ◽  
pp. 805 ◽  
Author(s):  
Marc Dressler ◽  
Ivan Paunovic

The article explores SME (Small and Medium Sized Enterprises) brand strategies as a means to position and successfully engage in competitive markets. A derived typology of brand strategy types deals with social profiling and sheds light on brand strategy internalization of two current managerial paradigms—sustainability and co-creation. N = 895 German SME wineries were examined, leaning on a netnographic analysis of predominantly websites and social media interactions. A two-step clustering method thereby identified eight winery SME brand strategy types. The importance of sustainability across the identified eight brand strategy types is significant. Co-creation turned out to be a key profiling trait characterizing one brand strategy type. The typology illustrates strategic richness, with brand strategies leaning predominantly on traditional values, on sustainability, on external reputation, or on more innovative customer centric concepts such as co-creation. Hereby, the typology and the identified brand levers invite to strategically design brand management, governance, and sustainability. Wineries which focus on traditional positioning and legitimacy were found to be cautious in deploying co-creation through social media. Winery brands that are characterized by engagement in digital co-creation apparently either tend to expand their scope or partially combine it with traditional values, making them the most diverse type identified. Sustainability obviously needs to be addressed by all brand strategies. Despite industry and country focus, the analyses illustrate the relevance of socially-oriented profiling and highlights that sustainability has reached a status of a fundamental business approach still allowing to differentiate thereon. Furthermore, the business models of the SMEs need to deliver communicated values.


Author(s):  
Riza Selvinia

<p><em>The purpose of this research was to improve student learning outcomes in PPKn grade V elementary schools with <em> active learning strategy type Giving Question and Getting Answer (GQGA) </em>. The research conducted was a Classroom Action Research (PTK) with three cycles, with each cycle consisting of one meeting. The stages of each cycle are planning, implementing, observing and reflecting. Each meeting is carried out formative test to determine the progress of students. In the first cycle the students who completed after carrying out the formative test were 70% </em>and a class average 70<em>. In the second cycle students who completed after carrying out the formative test were 82,5% dan </em>a class average <em>77. In the third cycle students who completed after carrying out formative test were 100% and a class average 81,75. These results indicate that <em>active learning strategy type giving question and getting answer (GQGA) </em>can improve student learning outcomes, especially grade V PPKn at SD Negeri 04 Serang academic year 2019/2020.</em></p>


Symmetry ◽  
2020 ◽  
Vol 12 (5) ◽  
pp. 739 ◽  
Author(s):  
Changheng Zhao ◽  
Jiaying Li

In this paper, first, an evolutionary game model for Bayes-based strategy updating rules was constructed, in which players can only observe a signal that reveals a strategy type instead of the strategy type directly, which deviates from the strategy type of players. Then, the equilibrium selection of populations in the case of the asymmetric game, the Battle of the Sexes (BoS), and the case of a symmetric coordination game was studied where individuals make decisions based on the signals released by each player. Finally, it was concluded that in the BoS game, when the accuracy of the signal is low, the population eventually reaches an incompatible state. If the accuracy of the signal is improved, the population finally reaches a coordinated state. In a coordination game, when the accuracy of the signal is low, the population will eventually choose a payoff-dominated equilibrium. With the improvement of signal accuracy, the equilibrium of the final selection of the population depends on its initial state.


2019 ◽  
Vol 59 (8) ◽  
pp. 1447-1463
Author(s):  
J. A. Castañeda-García ◽  
D. M. Frías-Jamilena ◽  
S. Del Barrio-García ◽  
M. A. Rodríguez-Molina

Today, communication is a key factor of destination competitiveness. The aim of the present study is to examine the effect of message consistency between different online communication tools on the formation of consumer-based destination brand equity (CBDBE), within two distinct brand positioning strategies (single-destination brand vs. multiple-destination brands). An experimental design is applied to manipulate message consistency (high vs. low) and the type of brand positioning strategy implemented by the destination (single vs. multiple brands). The results demonstrate that when the messages received by the tourist are highly consistent across different channels, branding strategy type exerts no differential effect on CBDBE. By contrast, when the messages present low consistency, a single destination branding strategy generates higher CBDBE than a multiple destination branding strategy. The study makes an original contribution to the literature, showing the interaction between destination branding strategy type and degree of consistency in the messages received by the tourist.


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