game dynamic
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2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Yong Wang ◽  
Tianze Tang ◽  
Weiyi Zhang ◽  
Zhen Sun ◽  
Qiaoqin Xiong

PurposeIn this paper, the authors study the effect of consumers' fairness preferences on dynamic pricing strategies adopted by platforms in a non-cooperative game.Design/methodology/approachThis study applies fair game and repeated game theory.FindingsThis study reveals that, in a one-shot game, if consumers have fairness preferences, dynamic prices will slightly decline. In a repeated game, dynamic prices will be reduced even when consumers do not have fairness preferences. When fairness preferences and repeated game are considered simultaneously, dynamic prices are most likely to be set at fair prices. The authors also discuss the effect of platforms' discounting factors, the consumers' income and alternative choices of consumption on the dynamic prices.Research limitations/implicationsThe study findings illustrate the importance of incorporating behavioral elements in understanding and designing the dynamic pricing strategies for platforms and the implications on social welfare in general.Originality/valueThe authors developed a theoretical model to incorporate consumers' fairness preference into the decision-making process of platforms when they design the dynamic pricing strategies.


2021 ◽  
Vol 4 (1) ◽  
pp. 65-80
Author(s):  
Meksianis Z. Ndii

Strategies for reducing dengue incidence are by minimizing the contact between mosquitoes and human or the use of vaccine. However, the candidate of dengue is not perfect and potentially results in more secondary infection cases.This leads to the question which strategy should be decided by individuals to reduce the chance for being infected by dengue. A game-dynamic modeling framework by coupling epidemic and behavior model has been constructed to study the effects of human decision making behavior on dengue transmission dynamics. We also consider strategies as time-dependent controls and estimate the parameter values against data of dengue incidence in Kupang city, Indonesia. Parameter estimation gives the reproduction number of 1.17 which indicates the possibility of outbreak occurrence. When the efficacy of reduced contact with mosquitoes is low, the use of vaccination is the best option to reduce dengue incidence. The efficacy of reduced contact with mosquitoes should be at high level to get higher reduction in dengue incidence if no vaccine is available yet. An optimal control approach suggests that a higher level of vaccination rate and the reduced contact with mosquitoes is required to reach optimal reduction in dengue incidence. However, solutions from epidemiological-behavior model showed that individuals are likely to choose one strategy only which has higher cost and the probability of perceived efficacy. The implementation of vaccination helps in reducing dengue incidence. However, understanding the effects of dengue vaccine on secondary infections is required before the delivery of such intervention.


Author(s):  
Muhammad Hashim Darya ◽  
Nisar Ahmed Khaskheli ◽  
Muhammad Rafique Daudpoto

The First Aid Training among society has a huge effect in limiting the proportion of injuries. The pupil's dynamic in sports is practically on the danger of having wounds due to a pool of fundamental information to oversee sports wounds. This exploration study was led to determine the capability of the program on first aid training of the Pupils of schools. Seventy volunteer students were chosen arbitrarily for First Aid Training from government model secondary school Bhakkar, Punjab-Pakistan. At first, the medical aid information and abilities of the students have evaluated arbitrarily 70 game dynamic students. After that fourteen-day, First Aid Training was directed, through proficient Emergency Medical Technicians (EMTs) for those school students. After the fruition of First Aid Training, an overview was directed to know the adequacy of Training through a survey. The gathered information was dissected on (SPSS) rendition 20 the frequencies, rates, and t-test was performed. This examination demonstrated that First Aid Training improves the abilities and information on the students about First Aid.


2021 ◽  
pp. 110692
Author(s):  
Calistus N. Ngonghala ◽  
Palak Goel ◽  
Daniel Kutor ◽  
Samit Bhattacharyya

Author(s):  
A. A. Margolis ◽  
L. S. Kuravsky ◽  
S. L. Artemenkov ◽  
V. K. Voitov ◽  
E. A. Shepeleva ◽  
...  

The aim of this paper is testing a computer game as an alternative tool for the assessment of intelligence and creativity of school children. The relevance of the research task is determined by the growing interest in practical psychology in the use of computer games as a special diagnostic tool in educational process. There are two original factor models that have been developed and the structural equation modeling of measured parameters has been carried out. The relationships between game dynamic and final individual results in the computer game, on the one hand, and psychometric intelligence and divergent creativity, on the other, are presented. Weak correlation between the above-mentioned and individually measured intellectual and creativity characteristics of the participants with the computer game results was discovered. Consideration of these characteristics in the form of a common latent factor makes it possible to identify the corresponding dependencies only in some cases when there is a dividing the sample into groups according to their ability level. Particularly, the dynamics of game scoring allows to refer participants to the target group with a certain level of abilities (high intelligence and creativity versus low intelligence and creativity), and it is the high level of psychological traits that determines effectiveness in the game behavior, but not vice versa. The qualitative ratios of the two groups of subsets of participants were revealed: weak, medium and strong players and players with three different levels of psychological abilities. The prospects for the further use of computer games for assessment of cognitive abilities in the measurement of combination of psychological abilities are discussed.


2020 ◽  
Vol 7 (1) ◽  
pp. 11-17
Author(s):  
Wanaldi Wanaldi ◽  
Yustinus Eko Sulistio ◽  
Johan Setiawan

This research was conducted to find out whether the Dynamic Scripting method that has been used before only on zeus characters can be generalized to be used on other characters on the Dota 2 game. Dynamic scripting works by using the rulebase where the rulebase contains actions that determine the actions performed by Artificial Intelligence (AI). In addition, some adjustments have been made to existing methods. To find out whether the performance of a generalized and adjusted model is better than the previous model, a test has been conducted where AI is made with dynamic scripting against AI provided by the valve in the Dota 2 game. In addition, AI has also been tested against humans. Then the performance of AI will be analyzed by comparing the winning ratio and several other supporting variables. The results of this study are that AI got a low winning percentage against standard AI and cannot win at all and give poor performance against humans. It can be concluded that the Dynamic Scripting method cannot be generalized to other characters in the Dota 2 game.


Author(s):  
Martina De Castro ◽  
Martina Marsano ◽  
Umberto Zona ◽  
Fabio Bocci

The authors of this essay analyze the educational opportunities offered by video games by experimenting with an unplugged design, carried out within the framework of a Laboratory of Educational Technologies at the Degree Course in Primary Education Sciences at. The aim was to enable students, future teachers, to build, in teams, a video game environment that could be reproduced even in the absence of the digital devices on which it is usually implemented and through which it can be reproduced. This last circumstance can occur in many school complexes, unfortunately still lacking adequate structures and instruments. The educational and pedagogical mission of the Laboratory was also to allow future teachers to experiment in a protected environment, the university one, the video game principles applicable even in disadvantaged class contexts. The educational objective was to ensure that the students involved in the design of the game master the philosophy of gamification, so that they could take advantage of it wisely and consciously in their future classes.


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