Risky Games
Author | : Olga Bicos |
Publisher | : Speaking Volumes |
Total Pages | : 460 |
Release | : |
Genre | : Fiction |
ISBN | : 1628154993 |
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Author | : Olga Bicos |
Publisher | : Speaking Volumes |
Total Pages | : 460 |
Release | : |
Genre | : Fiction |
ISBN | : 1628154993 |
Author | : Uri Weiss |
Publisher | : Springer Nature |
Total Pages | : 240 |
Release | : 2023 |
Genre | : Decision making |
ISBN | : 3031276019 |
This book contributes to the theatrical discussions of equilibria that rest on error--in which we include mistaken choices of games to play. Extant game theory recommends diverse strategies (plans of actions) for various given games, particularly those in Nash equilibria, in which no player benefits from one-sided strategy alteration. The literature also refers to the design of games that fit given goals. This is the mechanism design theory; its function is to serve social planners ignorant of the preferences of the people intended to play them. Our study of games avoidance adds to game theory the meta-game of choosing what game to play and what game to avoid playing, and that both players and planners can generate. This comprises a shift from the maximalist position that aims to maximize possible profit to the minimalist one that aims at minimizing possible loss. This shift depends on the question, considering the public interest, what set of games is it advisable to encourage? Obviously, it is advisable to encourage playing some groups of games such as trade, as well as to discourage playing other groups of games such as wars. This shift makes the theory much more applicable to social science: usually, choosing what game to play is less practical than choosing what game not to play. This invites legislation and similar incentives; their study should aim at the improvement of their usefulness. Discussing the possibility of changing both game and strategy renders game theory part-and-parcel of social science. For this mathematical models will not do: it requires a clear distinction between describing options and explaining situations. Explanations may enhance efforts at improvement.
Author | : Olga Bicos |
Publisher | : Harlequin |
Total Pages | : 360 |
Release | : 2014-07-15 |
Genre | : Fiction |
ISBN | : 1460364015 |
After being abruptly handed a pinkslip, Professor Ana Kimble findsherself at loose ends. So whenRachel Maza, a friend and former student,offers her a vacation at a secluded islandresort, Ana jumps at the chance to escapeto paradise. Only, Rachel has secrets sheisn’t sharing—the kind that can kill. Then Rachel disappears. Suddenly Ana finds herself in the middleof a tropical nightmare. And when sheuncovers a deadly conspiracy bent onstealing people’s sanity, she is forced totrust Nick Travis, a dark and dangerous manwith an agenda of his own. Soon theseductive heat of an island paradise makesit easy for Ana to lose her heart. And just aseasy to lose her life.
Author | : Suzanne De Castell |
Publisher | : Peter Lang |
Total Pages | : 364 |
Release | : 2007 |
Genre | : Art |
ISBN | : 9780820486437 |
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»
Author | : Markus Montola |
Publisher | : CRC Press |
Total Pages | : 337 |
Release | : 2009-06-12 |
Genre | : Art |
ISBN | : 0080889794 |
Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.
Author | : Ute Ritterfeld |
Publisher | : Routledge |
Total Pages | : 553 |
Release | : 2009-09-10 |
Genre | : Education |
ISBN | : 1135848912 |
The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."
Author | : James R. Flynn |
Publisher | : |
Total Pages | : 280 |
Release | : 2019-12-20 |
Genre | : Academic freedom |
ISBN | : 9781680532043 |
"Freedom to debate is essential to the development of critical thought, but on university campuses today free speech is restricted for fear of causing offense. This book surveys the underlying factors that circumscribe the ideas tolerated in our institutions of learning"--
Author | : Leon A. Petrosyan |
Publisher | : Springer |
Total Pages | : 287 |
Release | : 2018-07-17 |
Genre | : Mathematics |
ISBN | : 3319929887 |
This volume collects contributions from the talks given at the Game Theory and Management Conference held in St. Petersburg, Russia, in June 2017. It covers a wide spectrum of topics, among which are: game theory and management applications in fields such as: strategic management, industrial organization, marketing, operations and supply chain management, public management, financial management, human resources, energy and resource management, and others; cooperative games; dynamic games; evolutionary games; stochastic games.
Author | : Henning Eichberg |
Publisher | : Routledge |
Total Pages | : 285 |
Release | : 2016-07-01 |
Genre | : Philosophy |
ISBN | : 1134821549 |
What is play? Why do we play? What can play teach us about our life as social beings? In this critical investigation into the significance of play, Henning Eichberg argues that through play we can ask questions about the world, others and ourselves. Playing a game and asking a question are two forms of human practice that are fundamentally connected. This book presents a practice-based philosophical approach to understanding play that begins with empirical study, drawing on historical, sociological and anthropological investigations of play in the real world, from contemporary Danish soccer to war games and folk dances. Its ten chapters explore topics such as: play as a practice of search playing, learning and progress the light and dark sides of play playing games, sport and display folk sports, popular games, and social identity play under the conditions of alienation. From these explorations emerge a phenomenological approach to understanding play and its value in interrogating ourselves and our social worlds. This book offers a challenging contribution to the interdisciplinary field of the philosophy of play. It will be fascinating reading for any student or researcher interested in social and cultural anthropology, phenomenology, and critical sociology as well as the ethics and philosophy of sport, leisure studies, and the sociology of sport. .
Author | : Alex Aniel |
Publisher | : Unbound Publishing |
Total Pages | : 255 |
Release | : 2021-04-15 |
Genre | : Games & Activities |
ISBN | : 1783529490 |
This is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.