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1 – 10 of over 47000
Article
Publication date: 18 April 2017

Boyan Bontchev and Dessislava Vassileva

This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for…

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Abstract

Purpose

This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for Gold” game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and facial expressions of the player. The game applies linear regression for calculating playing styles to be applied for achieving a style-based adaptation in other educational video games.

Design/methodology/approach

The experimental procedure included subject selection, demonstration, informed consent procedure, two game sessions in random order – one without and another with affective adaptation control – and post-game self-report. The experiment was conducted with participation of 30 master students and university lecturers in informatics.

Findings

This study presents experimental results concerning the impact of affective adaptation over playing style recognition, game session time, task’s effectiveness, efficiency and difficulty and, as well, player’s assessment of affectively adaptive gameplay obtained by an adaptation control panel embedded into the game and by post-game self-report.

Research limitations/implications

The proposed adaptive game limits recognised styles to such based on the Kolb’s Learning Style Inventory model. Another limitation of the study is the relatively small number of participants constrained by the extended experimental procedure and the desktop game version.

Originality/value

The paper presents an original research on the effect of affect-based adaptation on a novel approach for implicit recognition of playing styles.

Details

Interactive Technology and Smart Education, vol. 14 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 14 October 2009

Pietro De Giovanni

The purpose of this paper is to investigate the state of the art in static and dynamic games (or inter‐firm relationships). This research area has changed significantly over the…

Abstract

Purpose

The purpose of this paper is to investigate the state of the art in static and dynamic games (or inter‐firm relationships). This research area has changed significantly over the last 25 years through the development of phenomena such as the supply chain and the progressive overcoming of monopolistic and oligopolistic frameworks. By exploring the state of the art in inter‐firm relationships, this paper aims to identify the most suitable research methods to be used by future research in this domain and to highlight the major areas under investigation.

Design/methodology/approach

This research adopts both qualitative and quantitative approaches. The qualitative approach describes the technical differences between static and dynamic methods and gives evidence of their appropriateness when applied to a game. Quantitative analysis transforms some of the information extracted from the qualitative analysis into categorical variables in order to obtain an indication of the major issues still to be addressed.

Findings

The resulting findings identify the extent of the use of static and dynamic modelling in previous research and how their use has changed over time, what resolution methods need to be applied when investigating inter‐firm relationship, what features influence this decision and what research areas still remain unexplored.

Originality/value

The existing literature on the modelling of static and dynamic games lacks an exhaustive review. Several contributions investigate the literature on inter‐firms relationships and review numerous issues, but focus only on static or dynamic modelling. This paper fills this gap by reviewing a number of theoretical papers.

Details

European Business Review, vol. 21 no. 6
Type: Research Article
ISSN: 0955-534X

Keywords

Article
Publication date: 11 January 2021

Boyan Paskalev Bontchev, Valentina Terzieva and Elena Paunova-Hubenova

The purpose of this paper is to present principles for personalization of both learning content and gameplay in serious games for learning, which are based on a combined model of…

Abstract

Purpose

The purpose of this paper is to present principles for personalization of both learning content and gameplay in serious games for learning, which are based on a combined model of the student that comprises user, learner and player-related aspects of the student’s profile. Each of the considered user, learner and player sub-models has a static and dynamic group of characteristics. These characteristics assist general approaches for learning mazes game personalization applied to embedded mini-games (designed as information units, learning objects and educational tasks) so that to be adjustable and to enable learners to acquire knowledge more effectively.

Design/methodology/approach

A student modelling approach was applied to design the personalization of learning content in the educational maze game and each of them contained mini-games. To evaluate the student’s preferences about the types of mini-games and ways of their personalization depending on individual and group student characteristics, the authors conducted an online survey.

Findings

This study presents examples of personalization of four types of mini-games available in maze halls, namely, question, searching, arranging and action games. Next, the research discusses findings from an online survey aiming at the evaluation of the preferred types of mini-games and the way of their personalization. There are analysed results concerning the impact of the student model characteristics on the preferred ways of personalization in educational maze games, together with criteria for personalization of educational resources according to student’s level of knowledge, age, goals and learning style.

Research limitations/implications

A significant limitation of the research is the relatively small number of survey participants and the lack of studying the impact of learning and playing styles over game personalization. Another limitation of the study is the inclusion of only some of the mini-games within the demonstration maze, which respondents play before answering the survey questions.

Originality/value

This paper presents original research on the personalization of educational maze game based on a model of the student profile that comprises both static and dynamic properties reflecting user, learner and player-related aspects of the student character, together with results obtained from an online survey.

Details

Interactive Technology and Smart Education, vol. 18 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 6 April 2017

Zoltan Buzady

The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious gaming

Abstract

Purpose

The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious gaming. The author presents an innovative simulation game designed to teach and train how to manage and lead people based on the principles of “flow-based leadership.”

Design/methodology/approach

This paper briefly describes the flow theory; it relates to leadership theory and why it is increasingly applied in the context of serious games. Then an extensive review and presentation of the features of an innovative serious gaming solution is presented to demonstrate that simulations are a fruitful area into which positive psychology and leadership science are being extended now.

Findings

Despite the growing market segment and various areas of training applications of serious games, very few games have been developed for leadership development. A detailed report presented the conceptual and practical aspects of such a new serious game.

Research limitations/implications

The author’s contribution did not focus on testing a particular framework nor did it aim at exposing new numeric data findings. Instead, the author presented an in-depth case study as an inspiration for future, similar developments. Also, research questions for future analysis of data collected during the leadership development game were outlined.

Practical implications

Readers were informed about a new, innovative serious game application, which is successfully used for leadership development, and in particular to teach the practice of flow-based management concepts.

Social implications

Flow is a concept applied in many fields of life such as sports, music, arts, recreation and work-life. The positive benefits of happiness, creativity, outstanding performance and joy can lead to a fulfilling life which is a paramount value, across all cultures globally. This leadership development game can be applied in other countries and cultures. As a result, the quality of leadership across various cultures can be improved. Researchers are invited to join the outlined new research network and program.

Originality/value

Flow theory is probably the best known concept of positive psychology across related scientific domains such as management, arts, sports, education and spirituality. Professor Csikszentmihalyi – a global figure head – laid the scholarly foundations decades ago, but now the concept is constantly evolving and being adopted into new and changing environments. This necessitates a review – such as this contribution – where the theoretical elements also apply in the new areas of application.

Article
Publication date: 16 November 2010

Amir Parssian

The purpose of this paper is to investigate the effects and implications of free‐ride within culturally diverse virtual teams (VTs).

Abstract

Purpose

The purpose of this paper is to investigate the effects and implications of free‐ride within culturally diverse virtual teams (VTs).

Design/methodology/approach

Game theoretic concepts were applied to model the phenomenon of free‐ride within global VTs. Further, longitudinal data were collected to verify the validity of the applied methodology.

Findings

It was found that less competent group members tend to engage more often in free‐ride at the cost of their fellows. Socio‐cultural factors have significant impact on the amount and timing of reporting free‐ride. Larger groups experience free‐ride at higher rates compared to smaller groups.

Research limitations/implications

The experiments are conducted in a controlled lab environment that may not mimic the real‐world global VT dynamics.

Practical implications

Business managers could use the results in this paper to form more effective and productive VTs by paying attention to group size and cultural effects on group behavior.

Originality/value

Game theoretic concepts have long been applied to traditional groups to study their dynamics. This work applies those concepts to VTs along with studying the cultural effects on the phenomenon of free‐ride.

Details

Journal of Systems and Information Technology, vol. 12 no. 4
Type: Research Article
ISSN: 1328-7265

Keywords

Article
Publication date: 25 September 2009

Heiko Duin, Jannicke Baalsrud Hauge and Klaus‐Dieter Thoben

Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the

Abstract

Purpose

Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the paper aims to present a concept for combining a multi‐player online game called refQuest with concepts from the Synectics method.

Design/methodology/approach

After presenting the two concepts of the refQuest gaming engine and the Synectics method, an approach of how the elements of the gaming engine can be used to implement the Synectics method is shown. Beside this, an initial evaluation of the usefulness of using serious gaming for ideation purposes is given.

Findings

It is found that the elements of the Synectics method fit very well with the concepts of the gaming engine of refQuest. A concept for integration could be derived.

Originality/value

The online game refQuest is suitable to support the ideation process. Including concepts from Synectics is possible and would enhance the gaming concept.

Details

On the Horizon, vol. 17 no. 4
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 3 May 2021

Mansour Abedian, Atefeh Amindoust, Reza Maddahi and Javid Jouzdani

Adopting efficient marketing strategies is a challenging task in a competitive market place involving complex marketing planning, techniques and mechanisms to identify the best…

4795

Abstract

Purpose

Adopting efficient marketing strategies is a challenging task in a competitive market place involving complex marketing planning, techniques and mechanisms to identify the best course of action under these circumstances and finding optimal solutions or stable outcomes. Decisions and strategies of competitors in the market influence the selection of the appropriate marketing strategy. The main purpose of this paper is to develop a mathematical methodology based on the game theory approach for planning optimal marketing-mix strategies in dynamic competitive markets, taking into account strategic foresight and interaction effects.

Design/methodology/approach

The game theory approach, as a decision-making tool in conflict situations, is suggested for planning and adopting optimal marketing strategy. The main intellectual attraction of the game theory is essentially a question of how to act in gaming situations against highly rational opponents A kind of static, finite and non-cooperative game analytics approach has been developed for this issue, and the proposed model has been implemented to design optimal marketing strategies for two top brands of the automotive parts market in Iran.

Findings

The findings of this study show that the optimal marketing-mix strategy for brand A is pricing and for brand B is the product strategy.

Practical implications

Game theory and the Nash equilibrium model can provide a practical approach to find and adopt the right strategy, know competitors' movements and strategies and get more profit.

Originality/value

The integration of the game theory approach into the marketing mix framework has been adopted as a generalized model for marketing strategy planning and analysis as well as to resolve some shortcomings of the marketing mix framework. The Nash equilibrium model has been used to analyze the results. The incorporation of game theory into marketing models has the potential to enrich the scope of marketing modeling.

Details

Journal of Advances in Management Research, vol. 19 no. 1
Type: Research Article
ISSN: 0972-7981

Keywords

Article
Publication date: 31 March 2022

Haitang Wu and Hua Tu

The purpose of this paper is to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, and apply them to the curriculum design of…

214

Abstract

Purpose

The purpose of this paper is to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, and apply them to the curriculum design of digital animation game production, and conduct teaching experimental research.

Design/methodology/approach

This research method under the teaching strategies of alternating peer teaching and progressive project-oriented learning, to the design of digital animation game and use teaching experiment animation game production tool was Game Maker animation game production software to develop the study. The production of learning history data was used in-game projects, to verify the digital animation game design effectiveness was used SPSS statistics method, and was to compare the learning effectiveness of the different teaching modes.

Findings

Through experimental design, learners can acquire the knowledge and skills of digital animation game production under the guidance of progressive project-oriented teaching strategies. In terms of the cognition and skills of animation game production, learners have acquired the skills of taking them in animation game design to be able to independently produce and design digital animation games. The research results can be used as a reference for future research on digital animation game teaching and curriculum development.

Originality/value

This study proposed a new approach to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, to design digital animation games. The research results show that effective teaching strategies guide successful learning, it can be used as a reference for future research on digital animation game teaching and curriculum development.

Details

Library Hi Tech, vol. 41 no. 5
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 28 February 2023

Mahdi Ghaemi Asl, Ali Ghasemoghli and Rabeh Khalfaoui

A hypothesis developed in this paper models the relationship between the borrower and the bank as a dynamic game based on incomplete information (business game) and seeks an…

Abstract

Purpose

A hypothesis developed in this paper models the relationship between the borrower and the bank as a dynamic game based on incomplete information (business game) and seeks an equilibrium point at which the facilitated applicant can act according to the terms of the loan agreement once the contract is signed and meet the requirements of the contract.

Design/methodology/approach

The primary assumption in the formation of the Islamic bank in Islamic society is that the members of the society are Muslims and act according to religious orders. However, the non-fulfillment of divine principles and orders is always possible. In partnership agreements, the risk of infringement is reduced and corrupt contracts are prevented in some circumstances. Our basic model was constructed using the Beer-Quiche classic game, which has been modified dynamically along with a generalization of complexity terms. The information asymmetry led us to use a heterogeneous belief system to evaluate the probability of the customer transmitting a low credit risk signal to the bank and the probability of the customer transmitting a high credit risk signal to the bank. There are several assumptions of the basic model that are released in the extended model by the presence of a social inspector, by exploring credit risk signals in the generalized model and by considering various commitment levels in the comprehensive model.

Findings

As a result, it is observed that there is no Nash equilibrium in cases where the customer applies separation strategies. But if the pulling strategies are applied, the Nash equilibrium can be achieved under certain conditions, including inspection bodies in the banking system, the creation of necessary transparency and the proper treatment of criminals by government and regulatory bodies. So, by using alternative belief systems, applying different filters and paying attention to all sectors of the economy, new Nash equilibrium points can be achieved. Moreover, multi-stage facilities payment reduces the risk of corrupt contracts.

Originality/value

This paper sets out to analyze Nash Equilibrium and its possible encounter in Islamic Banking for the first time, utilizing a Bayesian Game-Theoretic framework. A major aspect of the research is the contribution to a better understanding of the role of transparency and government oversight in the implementation of Islamic banking regulatory standards.

Details

International Journal of Emerging Markets, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1746-8809

Keywords

Article
Publication date: 24 April 2009

Eliezer Arantes da Costa, Celso Pascoli Bottura, João Maurício Gama Boaventura and Adalberto Américo Fischmann

Using Brandenburger and Nalebuff's 1995 co‐opetition model as a reference, the purpose of this paper is to seek to develop a tool that, based on the tenets of classical game

1759

Abstract

Purpose

Using Brandenburger and Nalebuff's 1995 co‐opetition model as a reference, the purpose of this paper is to seek to develop a tool that, based on the tenets of classical game theory, would enable scholars and managers to identify which games may be played in response to the different conflict of interest situations faced by companies in their business environments.

Design/methodology/approach

The literature on game theory and business strategy are reviewed and a conceptual model, the strategic games matrix (SGM), is developed. Two novel games are described and modeled.

Findings

The co‐opetition model is not sufficient to realistically represent most of the conflict of interest situations faced by companies. It seeks to address this problem through development of the SGM, which expands upon Brandenburger and Nalebuff's model by providing a broader perspective, through incorporation of an additional dimension (power ratio between players) and three novel, respectively, (rival, individualistic, and associative).

Practical implications

This proposed model, based on the concepts of game theory, should be used to train decision‐ and policy‐makers to better understand, interpret and formulate conflict management strategies.

Originality/value

A practical and original tool to use game models in conflict of interest situations is generated. Basic classical games, such as Nash, Stackelberg, Pareto, and Minimax, are mapped on the SGM to suggest in which situations they could be useful. Two innovative games are described to fit four different types of conflict situations that so far have no corresponding game in the literature. A test application of the SGM to a classic Intel Corporation strategic management case, in the complex personal computer industry, shows that the proposed method is able to describe, to interpret, to analyze, and to prescribe optimal competitive and/or cooperative strategies for each conflict of interest situation.

Details

International Journal of Conflict Management, vol. 20 no. 2
Type: Research Article
ISSN: 1044-4068

Keywords

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