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1 – 10 of over 9000
Article
Publication date: 29 July 2014

Egidio D’Amato, Elia Daniele, Lina Mallozzi and Giovanni Petrone

The purpose of this paper is to propose a numerical algorithm able to describe the Stackelberg strategy for a multi level hierarchical three-person game via genetic algorithm (GA…

Abstract

Purpose

The purpose of this paper is to propose a numerical algorithm able to describe the Stackelberg strategy for a multi level hierarchical three-person game via genetic algorithm (GA) evolution process. There is only one player for each hierarchical level: there is an upper level leader (player L0), an intermediate level leader (player L1) who acts as a follower for L0 and as a leader for the lower level player (player F) that is the sole actual follower of this situation.

Design/methodology/approach

The paper presents a computational result via GA approach. The idea of the Stackelberg-GA is to bring together GAs and Stackelberg strategy in order to process a GA to build the Stackelberg strategy. Any player acting as a follower makes his decision at each step of the evolutionary process, playing a simple optimization problem whose solution is supposed to be unique.

Findings

A GA procedure to compute the Stackelberg equilibrium of the three-level hierarchical problem is given. An application to a Authority-Provider-User (APU) model in the context of wireless networks is discussed. The algorithm convergence is illustrated by means of some test cases.

Research limitations/implications

The solution to each level of hierarchy is supposed to be unique.

Originality/value

The paper demonstrates the possibility of using computational procedures based on GAs in hierarchical three level decision problems extending previous results obtained in the classical two level case.

Details

Engineering Computations, vol. 31 no. 6
Type: Research Article
ISSN: 0264-4401

Keywords

Article
Publication date: 12 September 2022

Qixing Yang, Quan Chen, Jingan Wang and Ruiqiu Ou

This study has two objectives: to explore the factors that influence student self-efficacy regarding engagement and learning outcomes in a business simulation game course and to…

Abstract

Purpose

This study has two objectives: to explore the factors that influence student self-efficacy regarding engagement and learning outcomes in a business simulation game course and to compare the difference between hierarchical and general teaching methods.

Design/methodology/approach

From September 2021 to May 2022, a questionnaire was administered to 126 students in a business simulation game course at the Zhongshan Institute, University of Electronic Science and Technology of China. Data were analyzed using nonparametric paired samples tests and linear regression.

Findings

The results showed that student self-efficacy, engagement and learning outcomes were significantly higher with the hierarchical teaching method than with the general teaching method. There were also differences in the factors that influenced self-efficacy regarding learning outcomes between the two teaching methods. With the general teaching method, student self-efficacy did not directly affect learning outcomes, but did so indirectly by mediating the effect of engagement. However, with the hierarchical teaching method, self-efficacy directly and significantly affected learning outcomes, in addition to indirectly affecting learning outcomes through student engagement.

Research limitations/implications

Compared with the control group experimental research method, the quasi-experimental research method can eliminate the influence of sample heterogeneity itself, but the state of the same sample may change at different times, which is not necessarily caused by the hierarchical teaching design.

Practical implications

Based on the results of this study, teachers can apply hierarchical teaching according to student ability levels when integrating business simulation games. The results of this study can inspire teachers to protect student self-confidence and make teaching objectives and specific requirements clear in the beginning of the course, and also provide an important practical suggestion for students on how to improve their course performance.

Social implications

The research results can be extended to other courses. Teachers can improve students' self-efficacy through hierarchical teaching design, thus improving students' learning performance and also provide reference value for students to improve their learning performance.

Originality/value

This study built a model based on self-system model of motivational development (SSMMD) theory, comparing factors that affect student self-efficacy regarding learning outcomes under different teaching methods. The model enriches the literature on SSMMD theory as applied to business simulation game courses and adds to our understanding of hierarchical teaching methods in this field. The results provide a valuable reference for teachers that can improve teaching methods and learning outcomes.

Details

Library Hi Tech, vol. 42 no. 2
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 22 February 2022

Na Zhang and Shuli Yan

In the process of group decision-making, there may be multilayer subjects. In other words, members of the decision-making group may come from different layers and there is…

Abstract

Purpose

In the process of group decision-making, there may be multilayer subjects. In other words, members of the decision-making group may come from different layers and there is interest game among decision experts. Therefore, it is an extremely important topic to aggregate the information of decision experts who are involved in hierarchical relations and gaming relations so as to effectively address game conflicts and reach game cooperation.

Design/methodology/approach

First, a programming model is established to minimize the difference of expert opinions in hierarchical decision-making, and the method to solve the optimal solution is given. Second, the cooperative game model and its properties are discussed by using cooperative game and Shapley value, and the method to determine the weight vector between layers is also proposed.

Findings

This model can quickly aggregate information and achieve game equilibrium among decision-makers with hierarchical relationships. It can be widely used in decision evaluation with hierarchy structure and has certain practical value.

Originality/value

In order to solve the problem that experts at different levels may have conflicts of interest in multilayer grey situation group decision-making process, cooperative game and Shapley value theory are introduced into the study, and a multilayer grey situation group decision-making model based on cooperative game is constructed. The validity and practicability of the model are illustrated by an example.

Details

Grey Systems: Theory and Application, vol. 12 no. 4
Type: Research Article
ISSN: 2043-9377

Keywords

Article
Publication date: 2 October 2018

Senan Kiryakos and Shigeo Sugimoto

Multiple studies have illustrated that the needs of various users seeking descriptive bibliographic data for pop culture resources (e.g. manga, anime, video games) have not been…

Abstract

Purpose

Multiple studies have illustrated that the needs of various users seeking descriptive bibliographic data for pop culture resources (e.g. manga, anime, video games) have not been properly met by cultural heritage institutions and traditional models. With a focus on manga as the central resource, the purpose of this paper is to address these issues to better meet user needs.

Design/methodology/approach

Based on an analysis of existing bibliographic metadata, this paper proposes a unique bibliographic hierarchy for manga that is also extendable to other pop culture sources. To better meet user requirements of descriptive data, an aggregation-based approach relying on the Object Reuse and Exchange-Open Archives Initiative (OAI-ORE) model utilized existing, fan-created data on the web.

Findings

The proposed hierarchy is better able to portray multiple entities of manga as they exist across data providers compared to existing models, while the utilization of OAI-ORE-based aggregation to build and provide bibliographic metadata for said hierarchy resulted in levels of description that more adequately meet user demands.

Originality/value

Though studies have proposed alternative models for resources like games or comics, manga has remained unexamined. As manga is a major component of many popular multimedia franchises, a focus here with the intention while building the model to support other resource types provides a foundation for future work seeking to incorporate these resources.

Details

Journal of Documentation, vol. 75 no. 2
Type: Research Article
ISSN: 0022-0418

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

1777

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

Article
Publication date: 1 June 2006

Barry Ip and Gabriel Jacobs

The purpose of this paper is to explore, via an examination of a large number of games released in the quadrennial 2000 to 2003 for the five dominant video‐games platforms, the…

3968

Abstract

Purpose

The purpose of this paper is to explore, via an examination of a large number of games released in the quadrennial 2000 to 2003 for the five dominant video‐games platforms, the extent to which current product quality matches expectations.

Design/methodology/approach

All games software released between 2000 and 2003 for the five dominant video‐games platforms (Playstation2, Xbox, Gamecube, Gameboy Advance, and PC) were recorded and analysed for their perceived level of quality. The games were sorted with respect to country of origin, platform, publisher, genre, and time of release with the aim of assessing possible relationships with quality.

Findings

The results are disquieting in that they suggest a threat to the long‐term prosperity of the games industry, when quality as perceived by experienced gamers and reviewers is taken into consideration.

Research limitations/implications

The main limitation of the study is that customer perceptions in the form of review scores may be biased as a means of gauging true software quality. Further research is required to develop more stringent means of assessment for the benefit of consumers and developers.

Practical implications

The findings represent a comprehensive reflection of the quality of software in today's games market.

Originality/value

This paper fills a sizeable gap in the area of quality analysis for interactive software, and provides an objective overview of the current state of the games market and is a useful source of information for researchers of quality assessment in the area of software and market analysis.

Details

International Journal of Quality & Reliability Management, vol. 23 no. 5
Type: Research Article
ISSN: 0265-671X

Keywords

Article
Publication date: 22 April 2022

Liping Liu, Mingchao Li and Shanshan Ji

This research explores the appropriateness of using a digital learning system based on a multiplayer online animated game in firefighting education and training. Use of the game

Abstract

Purpose

This research explores the appropriateness of using a digital learning system based on a multiplayer online animated game in firefighting education and training. Use of the game improved learning was effective. It can increase learners' understanding of the taught content and their willingness to learn.

Design/methodology/approach

The research applies digital learning based on a multiplayer online animated game coupled with 3D and virtual reality (VR) technology. To verify the effectiveness of this approach, participants were divided into two groups, an experimental group (using the game) and a control group (not using the game). T-tests were used to compare the learning of the two groups.

Findings

Firefighting knowledge was significantly better among the experimental group than the control group. Learning was explored in three different domains: basic firefighting knowledge, fire extinguisher operation and fire source identification; the latter two showed statistically significant differences. After learners acquired knowledge from multimedia, the addition of a VR exercise effectively helped them to remember what they learned and increased their understanding of the taught content.

Originality/value

The approach proposed in this study applies digital learning via a multiplayer online animated game to explore the appropriateness of such games in firefighting education and training. Use of the game improved learning and was effective. It can not only increase learners' understanding of the taught content, but also their willingness to learn.

Details

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

Keywords

Article
Publication date: 1 March 2005

Flemming Hansen and Morten Hallum Hansen

Examines the characteristics of young innovators (i.e. those in a group who accept the innovation first, for instance a hula hoop, a mobile phone or a video game) and opinion…

1096

Abstract

Examines the characteristics of young innovators (i.e. those in a group who accept the innovation first, for instance a hula hoop, a mobile phone or a video game) and opinion leaders (i.e. the person in a group who tends to be copied or consulted for advice); the two roles overlap, as child innovators are usually also opinion leaders, but not necessarily the reverse. Explains the Diffusion of Innovations theory, relating it to the adoption by children of new products and behaviours, i.e. their socialisation as consumers; this process involves the stages of awareness, interest, evaluation, test purchase, and adoption. Outlines the characters involved in the generalised theory of Diffusion of Innovations: opinion leaders, innovators, gatekeepers (for instance parents who allow their children to acquire a new product), and change agents (an outsider who gives advice, for instance a teacher). Discusses whether there are generalised innovators and opinion leaders, i.e. whether the same people tend to fulfil these roles in all or most areas. Moves onto a 2003 study of children which surveyed how well the Diffusion of Innovations theory fits them, how much overlap there was among innovators and opinion leaders, and where children got information about new products. Concludes that the Diffusion of Innovations theory does roughly fit child and teenage behaviour; in the adoption process, personal communication plays a dominant role, followed by television and advertising, but mobile phone and SMS messages played almost no role among eight to 12‐year‐olds in communicating information on new products.

Details

Young Consumers, vol. 6 no. 2
Type: Research Article
ISSN: 1747-3616

Keywords

Open Access
Article
Publication date: 6 March 2017

Zhiyuan Zeng, Jian Tang and Tianmei Wang

The purpose of this paper is to study the participation behaviors in the context of crowdsourcing projects from the perspective of gamification.

5261

Abstract

Purpose

The purpose of this paper is to study the participation behaviors in the context of crowdsourcing projects from the perspective of gamification.

Design/methodology/approach

This paper first proposed a model to depict the effect of four categories of game elements on three types of motivation based upon several motivation theories, which may, in turn, influence user participation. Then, 5 × 2 between-subject Web experiments were designed for collecting data and validating this model.

Findings

Game elements which provide participants with rewards and recognitions or remind participants of the completion progress of their tasks may positively influence the extrinsic motivation, whereas game elements which can help create a fantasy scene may strengthen intrinsic motivation. Besides, recognition-kind and progress-kind game elements may trigger the internalization of extrinsic motivation. In addition, when a task is of high complexity, the effects from game elements on extrinsic motivation and intrinsic motivation will be less prominent, whereas the internalization of extrinsic motivation may benefit from the increase of task complexity.

Originality/value

This study may uncover the motivation mechanism of several different kinds of game elements, which may help to find which game elements are more effective in enhancing engagement and participation in crowdsourcing projects. Besides, as task complexity is used as a moderator, one may be able to identify whether task complexity is able to influence the effects from game elements on motivations. Last, but not the least, this study will indicate the interrelationship between game elements, individual motivation and user participation, which can be adapted by other scholars.

Details

International Journal of Crowd Science, vol. 1 no. 1
Type: Research Article
ISSN: 2398-7294

Keywords

Article
Publication date: 18 September 2018

Stefanie Ruel

The purpose of this paper was to provide a plausible answer to how there are so few science, technology, engineering and mathematics (STEM)-professional women managers in the…

1014

Abstract

Purpose

The purpose of this paper was to provide a plausible answer to how there are so few science, technology, engineering and mathematics (STEM)-professional women managers in the Canadian space industry.

Design/methodology/approach

The author showcased one such individual and her experiences of the exclusionary order in this industry, by focusing on her discourses and those of her former supervisor. The author applied the critical sensemaking (CSM) framework to unstructured interview data and to various collected written documentation. To guide the author’s application of this CSM framework, the author asked and answered the following questions: what is the range of identity anchor points associated with, and available to, a STEM-professional woman within the Canadian space industry? What is the relationship between these anchor points and organizational rules and social values? And, how do these anchor points and their relationship with rules and social values influence the exclusion of STEM-professional women from management positions within this industry?

Findings

The author surfaced a STEM-professional woman’s range of ephemeral identities, captured within her range of attributed anchor points. The author also revealed some of the rules and social values of the organizational context she worked in. The author then analyzed the how of her exclusionary social order, by studying the relationship between these anchor points and these rules and social values.

Social implications

In addition to addressing the lack of STEM-professional women in management and to filling a gap in the literature, this study made a contribution to our understanding of social-identities, represented by anchor points, and to their discursive reproduction within organizational contexts. The author also suggested micro-political resistances to undo this social order for one particular individual.

Originality/value

This study’s value can be measured by its contribution to the postpositivist cisgender and diversity literature focused on intersectionality scholarship, specifically in the area of identity anchor points and their (re)creation within social interactions.

Details

Equality, Diversity and Inclusion: An International Journal, vol. 37 no. 7
Type: Research Article
ISSN: 2040-7149

Keywords

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