7,663 research outputs found
Games for a new climate: experiencing the complexity of future risks
This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to âexplore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.â
Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders â including subsistence farmers, humanitarian workers, scientists, policymakers, and donors â to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr
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The digital transformation of business models in the creative industries: A holistic framework and emerging trends
This paper examines how digital technologies facilitate business model innovations in the creative industries. Through a systematic literature review, a holistic business model framework is developed, which is then used to analyse the empirical evidence from the creative industries. The research found that digital technologies have facilitated pervasive changes in business models, and some significant trends have emerged. However, the reconfigured business models are often not ânewâ in the unprecedented sense. Business model innovations are primarily reflected in using digital technologies to enable the deployment of a wider range of business models than previously available to a firm. A significant emerging trend is the increasing adoption of multiple business models as a portfolio within one firm. This is happening in firms of all sizes, when one firm uses multiple business models to servedifferent markets segments, sell different products, or engage with multi-sided markets, or to use different business models over time. The holistic business model framework is refined and extended through a recursive learning process, which can serve both as a cognitive instrument for understanding business models and a planning tool for business model innovations. The paper contributes to our understanding of the theory of business models and how digital technologies facilitate business model innovations in the creative industries. Three new themes for future research are highlighted
How Effective are Electronic Reputation Mechanisms? An Experimental Investigation
Electronic reputation or "feedback" mechanisms aim to mitigate the moral hazard problems associated with exchange among strangers by providing the type of information available in more traditional close-knit groups, where members are frequently involved in one another's dealings. In this paper, we compare trading in a market with online feedback (as implemented by many Internet markets) to a market without feedback, as well as to a market in which the same people interact with one another repeatedly (partners market). We find that, while the feedback mechanism induces quite a substantial improvement in transaction efficiency, it also exhibits a kind of public goods problem in that, unlike in the partners market, the benefits of trust and trustworthy behavior go to the whole community and are not completely internalized. We discuss the implications of this perspective for improving feedback systems.
Challenges in Complex Systems Science
FuturICT foundations are social science, complex systems science, and ICT.
The main concerns and challenges in the science of complex systems in the
context of FuturICT are laid out in this paper with special emphasis on the
Complex Systems route to Social Sciences. This include complex systems having:
many heterogeneous interacting parts; multiple scales; complicated transition
laws; unexpected or unpredicted emergence; sensitive dependence on initial
conditions; path-dependent dynamics; networked hierarchical connectivities;
interaction of autonomous agents; self-organisation; non-equilibrium dynamics;
combinatorial explosion; adaptivity to changing environments; co-evolving
subsystems; ill-defined boundaries; and multilevel dynamics. In this context,
science is seen as the process of abstracting the dynamics of systems from
data. This presents many challenges including: data gathering by large-scale
experiment, participatory sensing and social computation, managing huge
distributed dynamic and heterogeneous databases; moving from data to dynamical
models, going beyond correlations to cause-effect relationships, understanding
the relationship between simple and comprehensive models with appropriate
choices of variables, ensemble modeling and data assimilation, modeling systems
of systems of systems with many levels between micro and macro; and formulating
new approaches to prediction, forecasting, and risk, especially in systems that
can reflect on and change their behaviour in response to predictions, and
systems whose apparently predictable behaviour is disrupted by apparently
unpredictable rare or extreme events. These challenges are part of the FuturICT
agenda
Drug-therapy networks and the predictions of novel drug targets
Recently, a number of drug-therapy, disease, drug, and drug-target networks
have been introduced. Here we suggest novel methods for network-based
prediction of novel drug targets and for improvement of drug efficiency by
analysing the effects of drugs on the robustness of cellular networks.Comment: This is an extended version of the Journal of Biology paper
containing 2 Figures, 1 Table and 44 reference
Adaptive Governance: An Introduction and Implications for Public Policy
Adaptive governance is a concept from institutional theory that deals with the evolution of institutions for the management of shared assets, particularly common pool resources and other forms of natural capital. This paper is the first of a set of four papers on adaptive governance, providing a brief overview of the history of the concept, the distinguishing features of the literature, and key insights provided for economists and policy advisors. We argue that adaptive governance provides an interesting lens for examining the political economy of policy responses akin to the concept of market failure within economics, but applied to wider processes of social learning and collective choice, including collective choices about the scope and structure of institutions that govern lower level choices by individuals and organizations.adaptive governance, public policy, common pool resources, natural resource management, wicked problems, Institutional and Behavioral Economics,
FaceSnap: Game-based Courseware as a Learning Tool for Children with Social Impairment
Nowadays, computer games have been seen not just as a form of entertainment but
also as a source of education. Gaming has been viewed as a way of making education
fun and is able to engage children in the learning process longer. Games do not only
help normal children but also children with disabilities. The objective of this project
is to find the most suitable game-based method for children with social impairment
and to develop the courseware to see its effectiveness. This courseware will help the
children to Jearn facial expression and social behaviour targeting children with
Asperger's Syndrome. The methodology used in this project is Rapid Application
Development (RAD) and the tools used for the courseware development are Adobe
Flash, Adobe Photoshop, Adobe Illustrator and Adobe Soundbooth. Six children are
tested playing this game to see whether there is any improvement in their score.
These children are divided into Asperger' s Syndrome group and control group which
consist of normal children to see their comparison. The result shows that there is
improvement in their scores which indicates that this courseware is effective in
helping children with social impairment to learn about facial expressions and social
behaviour
THE TEACHERSâ STRATEGIES IN INCREASING STUDENTSâ CONFIDENCE TO SPEAK ENGLISH AT MA ISLAMIC CENTRE AL-HIDAYAH KAMPAR
The Purpose of this research is to find out how are the teachersâ strategies in
increasing studentsâ confidence to speak English.
The Subject of this Research is The English Teachers who are teaching at MA
Islamic Centre Al-Hidayah Kampar, and the 0object of this research is the strategies
done by English teachers in increasing studentsâ confidence to speak English at MA
Islamic Centre Al-Hidayah Kampar.
Next, this research question is formulated as follows:
âHow are the teachersâ strategies in increasing studentsâ confidence to speak
English at MA Islamic Centre AL- Hidayah Kampar?â
In this research, there are two techniques that is used to collect the data is that
observation, and interview. To collect the data of this research, the researcher uses the
formula as follows:
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After analyzing the data, the researcher concludes that the teachersâ strategies in
increasing studentsâ confidence to speak English can be categorized into âFairâ, in
which the total value percentage is 68.75%
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