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1 – 10 of over 2000The purpose of this paper is to illustrate how game theoretic solution concepts inform what classes of problems will be amenable to artificial intelligence and machine learning…
Abstract
Purpose
The purpose of this paper is to illustrate how game theoretic solution concepts inform what classes of problems will be amenable to artificial intelligence and machine learning (AI/ML), and how to evolve the interaction between human and artificial intelligence.
Design/methodology/approach
The approach addresses the development of operational gaming to support planning and decision making. It then provides a succinct summary of game theory for those designing and using games, with an emphasis on information conditions and solution concepts. It addresses how experimentation demonstrates where human decisions differ from game theoretic solution concepts and how games have been used to develop AI/ML. It concludes by suggesting what classes of problems will be amenable to AI/ML, and which will not. It goes on to propose a method for evolving human/artificial intelligence.
Findings
Game theoretic solution concepts inform classes of problems where AI/ML 'solutions' will be suspect. The complexity of the subject requires a campaign of learning.
Originality/value
Though games have been essential to the development of AI/ML, practitioners have yet to employ game theory to understand its limitations.
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Miguel Blanco Canto, Lydia Bares López and Oksana Hrynevych
The economic crisis of 2008 has caused a significant increase in the number of unemployed in Spain and a decrease in investments in active training policies. In this context, it…
Abstract
Purpose
The economic crisis of 2008 has caused a significant increase in the number of unemployed in Spain and a decrease in investments in active training policies. In this context, it is even more necessary to demand improvements in the degree of efficiency of the training programs aimed at unemployed people.
Design/methodology/approach
This paper presents the opinions of a group of experts in labor intermediation on the need to include transversal competences in the training contents of employment courses aimed at the tourism sector to improve the degree of employment of the unemployed.
Findings
All the experts consulted have indicated the need to enrich the subjects of the training courses by incorporating workshops that favor the implementation of certain transversal competences such as team work, management in stress situations, problem-solving, willingness to learn, self-initiative, verbal communication and mastery of social networks.
Research limitations/implications
The main limitations are given by the small number of experts in the field. However, their long career and participation in employment programs make their opinions valuable.
Practical implications
The main practical implication is in the fact that the proposed suggestions about modifications in the contents of the training courses for employment in the tourism sector are perfectly applicable, and according to the expert’s opinions, they would improve the degree of labor insertion of the participants.
Social implications
The improvement of the degree of employability of the unemployed who participate in the training actions and a greater adaptation to the specific characteristics of the jobs offered by the entrepreneurs of the sector.
Originality/value
The adaptation of the formative contents of the courses focused on the unemployed can make possible two desirable effects. On the one hand, the improvement of the quality of the tourist resources and on the other hand, increase the degree of employability of the unemployed, and in this way improve the efficiency of training programs.
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Byron Marlowe, Tianshu Zheng, John Farrish, Jesus Bravo and Victor Pimentel
The purpose of this study was to create a more balanced, comprehensive and valid illustration of the relationships between casino gaming volume and employment during economic…
Abstract
Purpose
The purpose of this study was to create a more balanced, comprehensive and valid illustration of the relationships between casino gaming volume and employment during economic downturns in urban and rural locations in nondestination gaming states.
Design/methodology/approach
This study analyzes gaming volumes and employment prior, during and after the recession of 2007–2009, using a time series with intervention analysis on a monthly coin in, table drop and regression analysis on employment impacts of casinos.
Findings
Findings indicate that while there was a slight drop in gaming revenue and employment figures during the economic downturn, nondestination gaming locations such as Indiana proved relatively resilient to an economic downturn.
Originality/value
The Great Recession had no significant impact on gaming volume because gamblers chose to spend their more limited entertainment dollars on less expensive gaming options; in other words, casinos closer to home requiring the expenditure of fewer dollars on travel and/or hotel rooms. The current pandemic and pressures of the macro-environment again threaten the US gaming and casino market with an economic downturn and the results of this study are as timely as ever for hospitality professionals and social scientists to understand the behavior of casinos in recessionary environments.
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Jaume García and Carles Murillo
This study investigates three issues associated with playing sports video games: the correlates of participation (and its intensity) in this type of activity, their…
Abstract
Purpose
This study investigates three issues associated with playing sports video games: the correlates of participation (and its intensity) in this type of activity, their complementarity with traditional sports and their perception as sport. Given the scarcity of data on esports participation, these results can be seen as an initial approach to these issues with regard to esports.
Design/methodology/approach
Sequential, two-part and regression models are estimated using a sample of 11,018 individuals from the Survey of Sporting Habits in Spain 2015.
Findings
First, the association of the correlates follows different patterns for participation in sports video games and its intensity. Second, complementarity with traditional sports is found using different approaches. Third, young people consider this activity as a dimension of their overall interest in sports.
Practical implications
The different association of the correlates with participation in esports and its intensity can be used to define marketing and brand investment strategies. The complementarity between esports and traditional sports should influence how the actual stakeholders in sport define future strategies to favour the growth of both industries. Finally, the increasing perception of esports as a sport should influence the future organisation of multi-sport events like the Olympic Games.
Originality/value
Using sports video games participation as a proxy of esports participation, this study is the first to provide empirical evidence of the relevance of distinguishing between participation in esports and its intensity, their complementarity with traditional sports and their perception as sport.
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Cheuk-Wing Lui and Hon-Kwong Lui
While the Olympic Games are always under the spotlight, the Paralympic Games are somehow ignored. This paper aims to invite the general public to think about the para-athletes and…
Abstract
Purpose
While the Olympic Games are always under the spotlight, the Paralympic Games are somehow ignored. This paper aims to invite the general public to think about the para-athletes and the differential treatments they received.
Design/methodology/approach
Among the participating countries, many of them were unable to win a single Olympic or Paralympic medal. When the dependent variable is left-censored, ordinary least squares regression is asymptotically biased downwards. In the literature, researchers typically employ the maximum likelihood Tobit model to take care of the censoring problem. However, some researchers argue that the Hurdle model has an advantage over the Tobit model in identifying the determinants of winning Olympic medals. Following their wisdom, this paper employs both the Tobit and Hurdle models in analysis.
Findings
The empirical evidence gathered in this paper suggests that population size, host status and average years of schooling are the big three socio-economic determinants when it comes to winning medals at the Paralympic Games and Olympic Games. The findings support the hypothesis that sports talent is randomly distributed and a large country has a higher chance to have talented athletes or para-athletes winning the Olympic medals. The strong host advantage also showed up in the following Paralympics but was not so strong at the next Olympics.
Originality/value
This paper not only examines the relationship between various social, economic and political factors in determining the success of a nation in the Paralympic Games but also attempts to identify possible non-traditional determinants.
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Nadjim Mkedder, Mahmut Bakır, Yaser Aldhabyani and Fatma Zeynep Ozata
Virtual goods consumption has risen dramatically in recent years. Recognizing the benefits of virtual goods in generating revenue for online game companies, marketers strive to…
Abstract
Purpose
Virtual goods consumption has risen dramatically in recent years. Recognizing the benefits of virtual goods in generating revenue for online game companies, marketers strive to understand the motives behind virtual goods purchases. We investigated the direct and indirect effects of functional, emotional, and social values through player satisfaction on purchase intention toward virtual goods among online players.
Design/methodology/approach
In total, we surveyed 332 online game players utilizing a structured questionnaire. We employed a multi-analytic approach combining partial least squares structural equation modeling (PLS-SEM) and necessary condition analysis (NCA) to examine the proposed relationships.
Findings
The findings show that all dimensions of value and player satisfaction significantly affect the intention to acquire virtual goods. However, social value does not exert a significant effect on player satisfaction. Moreover, we confirmed that player satisfaction mediates the relationships between functional value, emotional value, and purchase intention. Furthermore, NCA results indicated that all predictors in the model are necessary conditions of purchase intention for virtual goods.
Originality/value
These findings contribute to an enhanced understanding of purchase intentions among online game players from a symmetric (PLS-SEM) and asymmetric (NCA) perspective by proposing a multi-analytic approach.
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Jian Tang and Ping Zhang
Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.
Abstract
Purpose
Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.
Design/methodology/approach
The authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.
Findings
The results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.
Research limitations/implications
This research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.
Practical implications
This research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.
Originality/value
This research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.
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Bakhtiar Sadeghi, Deborah Richards, Paul Formosa, Mitchell McEwan, Muhammad Hassan Ali Bajwa, Michael Hitchens and Malcolm Ryan
Cybersecurity vulnerabilities are often due to human users acting according to their own ethical priorities. With the goal of providing tailored training to cybersecurity…
Abstract
Purpose
Cybersecurity vulnerabilities are often due to human users acting according to their own ethical priorities. With the goal of providing tailored training to cybersecurity professionals, the authors conducted a study to uncover profiles of human factors that influence which ethical principles are valued highest following exposure to ethical dilemmas presented in a cybersecurity game.
Design/methodology/approach
The authors’ game first sensitises players (cybersecurity trainees) to five cybersecurity ethical principles (beneficence, non-maleficence, justice, autonomy and explicability) and then allows the player to explore their application in multiple cybersecurity scenarios. After playing the game, players rank the five ethical principles in terms of importance. A total of 250 first-year cybersecurity students played the game. To develop profiles, the authors collected players' demographics, knowledge about ethics, personality, moral stance and values.
Findings
The authors built models to predict the importance of each of the five ethical principles. The analyses show that, generally, the main driver influencing the priority given to specific ethical principles is cultural background, followed by the personality traits of extraversion and conscientiousness. The importance of the ingroup was also a prominent factor.
Originality/value
Cybersecurity professionals need to understand the impact of users' ethical choices. To provide ethics training, the profiles uncovered will be used to build artificially intelligent (AI) non-player characters (NPCs) to expose the player to multiple viewpoints. The NPCs will adapt their training according to the predicted players’ viewpoint.
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The policy choices of Eurasian states whether to form a coalition along with the “Eurasia Initiative” can be explained by the cooperative game theory. While the each bilateral…
Abstract
The policy choices of Eurasian states whether to form a coalition along with the “Eurasia Initiative” can be explained by the cooperative game theory. While the each bilateral relationship before making a binding agreement seems to be a non-cooperative game, the coalitions with many other states through a binding agreement of Mega-FTA would be a cooperative game. Despite the lack of numerical data, this study at least tries to show the possibility of applying the game theory to analyze the “Eurasia Initiative” and it’s the impacts of Mega-FTAs on this ambition. While the Eurasia Initiative necessarily involves some economic projects requiring enough investment promotion, Korea can strategically set up the policies linked with the development of Mega-FTAs. To utilize the investment promotive effect of Mega-FTAs, Korea has to assure that the core of the cooperation game would be the grand coalition of a Mega-FTA. If it continues to search for the best policies to maximize the superadditivity of this cooperative game, Korea will finally be able to achieve the co-promotion of Mega-FTAs and the Eurasia Initiative.
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