reward mechanisms
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2021 ◽  
pp. 004723952110479
Author(s):  
Ana-Paula Correia ◽  
Andrea Lynn Halabi

Understanding the instructional role of tablet devices while teaching a group of learners diagnosed with autism was the purpose of this research study. Five children diagnosed with autism participated in activities involving traditional paper and pencil and tablet devices. Observations and interviews with learners and one teacher were conducted. The case study provided an understanding of the motivational impact tablet devices potentially have on learners on the autism spectrum concerning engagement and participation in learning activities. The study also revealed that technology in general and tablet devices, in particular, are used in the classroom as reward mechanisms and entertaining strategies to seize and retain the learners’ attention to achieve instructional goals.


2020 ◽  
Author(s):  
Lauri Nummenmaa ◽  
lotte van dillen

Of all the human emotions, pleasures are most tightly intertwined with the body. Pleasures including sex, feeding and social touch originate from somatosensory and gustatory processing, and pleasant emotions also markedly influence bodily states tied to the reproductive and digestive system to the skeletomuscular and endocrine systems. Here we review recent research on bodily pleasures, focussing on consummatory sensory pleasures. We discuss how different pleasures have distinct sensory inputs and behavioural outputs and review the data on the role of the somatosensory and interoceptive systems in social bonding. Finally, we discuss the role of gustatory pleasures in feeding and obesity, and the underlying pathophysiological mechanisms. We conclude that different pleasures have distinct inputs and specific outputs, and that their regulatory functions should be understood in light of these specific profiles in addition to generic reward mechanisms.


Author(s):  
Yao Zhang ◽  
Xiuzhen Zhang ◽  
Dengji Zhao

We study a question answering problem on a social network, where a requester is seeking an answer from the agents on the network. The goal is to design reward mechanisms to incentivize the agents to propagate the requester's query to their neighbours if they don't have the answer. Existing mechanisms are vulnerable to Sybil-attacks, i.e., an agent may get more reward by creating fake identities. Hence, we combat this problem by first proving some impossibility results to resolve Sybil-attacks and then characterizing a class of mechanisms which satisfy Sybil-proofness (prevents Sybil-attacks) as well as other desirable properties. Except for Sybil-proofness, we also consider cost minimization for the requester and agents' collusions.


2020 ◽  
Author(s):  
Leon Y. Xiao

Loot boxes (LBs) are a contemporary monetisation method in video games that relies on randomisation to encourage repeat purchase by player-consumers. The psychology literature has drawn tentative conclusions on LBs’ connection with gambling. Academics and regulators have examined whether or not LBs constitute gambling in law based on two conditions: whether or not they cost real-world money; and whether or not they offer rewards that can be transferred to other players and are consequently worth real-world money. With two exceptions, the existing literature generally accepts that both conditions must be satisfied for a certain implementation of LBs to constitute gambling. By being overly restrictive with their definitions, the existing literature and regulatory opinions have failed to subject different implementations of randomised game mechanics to sufficient scrutiny in order to identify their potential harm, and have therefore failed to ensure that player-consumers, especially children, are appropriately protected. With a UK law perspective, this paper applies Nielsen and Grabarczyk’s Random Reward Mechanism categorisation framework (2019) for differentiating between various implementations of LBs to example games and argues that all implementations of LBs are potentially harmful because they either involve real-world currency and constitute gambling, or normalise gambling behaviours, and should be regulated.


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