197,258 research outputs found

    The Dynamics of Interfirm Networks along the Industry Life Cycle: The Case of the Global Video Games Industry 1987-2007

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    In this paper, we study the formation of network ties between firms along the life cycle of a creative industry. We focus on three drivers of network formation: i) network endogeneity which stresses a path-dependent change originating from previous network structures, ii) five forms of proximity (e.g. geographical proximity) which ascribe tie formation to the similarity of actors' attributes; and (iii) individual characteristics which refer to the heterogeneity in actors capabilities to exploit external knowledge. The paper employs a stochastic actor-oriented model to estimate the - changing - effects of these drivers on inter-firm network formation in the global video game industry from 1987 to 2007. Our findings indicate that the effects of the drivers of network formation change with the degree of maturity of the industry. To an increasing extent, video game firms tend to partner over shorter distances and with more cognitively similar firms as the industry evolves.network dynamics, industry life cycle, proximity, creative industry, video game industry, stochastic actor-oriented model

    THE USE OF TEAM GAME TOURNAMENT TO IMPROVE STUDENTS’ ELT CLASSROOM INTERACTION AND READING COMPREHENSION IN RELATION TO SELF-EFFICACY

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    This research is aimed to find out the implementation of Team Game Tournament to improve students’ classroom interaction and reading comprehension viewed from self-efficacy. The subject of this study was 30 students at second grade students of SMPN 5 Kopang. Which consists of 14 males and 16 females. This study was classroom action research (CAR) with two cycles, each cycle consists of four steps: planning, acting, observing and reflecting. The first cycle was focused on the students’ classroom interaction. Meanwhile, the second cycle was oriented to solve the students’ improvement of reading comprehension. The data gathering used reading test, observation sheet, and questionnaires and analyzed by using quantitative and qualitative approach. The result of the questionnaire showed the students score in the first cycle was 16.86 or 56% and the second cycle showed the students' score was 27.10 or 90.3% indicating the target of 75 of the minimum criterion has been achieved, it means that the action was stopped in the cycle 2. In other words, the students’ classroom interaction and reading comprehension in relation to self-efficacy was improved by implementing team game tournament (TGT) for the eighth-grade students of SMPN 5 Kopang

    Biased orientation games

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    We study biased {\em orientation games}, in which the board is the complete graph KnK_n, and Maker and Breaker take turns in directing previously undirected edges of KnK_n. At the end of the game, the obtained graph is a tournament. Maker wins if the tournament has some property P\mathcal P and Breaker wins otherwise. We provide bounds on the bias that is required for a Maker's win and for a Breaker's win in three different games. In the first game Maker wins if the obtained tournament has a cycle. The second game is Hamiltonicity, where Maker wins if the obtained tournament contains a Hamilton cycle. Finally, we consider the HH-creation game, where Maker wins if the obtained tournament has a copy of some fixed graph HH

    Walking through the Past: The Mechanics and Player Experience of Haunting, Obsession and Trauma in Layers of Fear

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    Layers of Fear, a 2016 psychological horror game by Bloober Team, is a story-oriented walking simulator. While many walking simulators focus on uncovering the past, Layers of Fear centres on the experience of being haunted by the past. The gameplay narrates a tragic story and the complex relation of the protagonist with his past from which he cannot escape: his fear, his obsession and the endless cycle of his madness. Most importantly, this experience is not constructed in the game by providing the players with journal entries or letters to read, but by allowing them to literally walk through the past, among material representations of memories and emotions, as the house itself shifts through various layers and moments of time both before and after the tragic events that haunt the protagonist. This paper focuses on the unique delivery of experiencing past events used in Layers of Fear, as well as the concept of haunting, trauma and obsession central to both the game and gameplay

    Impartial coloring games

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    Coloring games are combinatorial games where the players alternate painting uncolored vertices of a graph one of k>0k > 0 colors. Each different ruleset specifies that game's coloring constraints. This paper investigates six impartial rulesets (five new), derived from previously-studied graph coloring schemes, including proper map coloring, oriented coloring, 2-distance coloring, weak coloring, and sequential coloring. For each, we study the outcome classes for special cases and general computational complexity. In some cases we pay special attention to the Grundy function

    THE QUEST GAME-FRAME: BALANCING SERIOUS GAMES FOR INVESTIGATING PRIVACY DECISIONS

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    Digitalisation permeates all areas of social life. The use of digital games in research settings to analyse social phenomena is thereby no exception. However, games that can successfully achieve research ob- jectives and at the same time create an engaging experience require thoughtful balancing. When inves- tigating decision-making, for example, asking players directly about their reasoning in the game is breaking the game flow and prone to distorting influences from the game experience. This paper presents the design science (DS) process of a quest-based game-frame (QGF) oriented on the investigation of privacy decision-making. The design-empirical cycle of the QGF is outlined and applied to design two privacy decision scenarios for investigating reflection tendencies. The conducted binational experiment reflects the behaviour of 78 educators, university students and high-school students from Austria and Norway in online ordering security and fake news sharing while monitoring the game flow. Results demonstrate the potential of the QGF for unobtrusively investigating privacy decisions while maintaining high fluency of performance. Significant differences between educators and high-school students are found in time spent for reflection before making online security decisions. Additionally, Norwegian high-school students show a low awareness when deciding on real/fake news sharing
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