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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The evolution of collusion : three essays in computational economics

Lupi, Paolo January 2000 (has links)
No description available.
2

Business simulace řízení firmy / Business Simulation of a Firm Management

Voháňka, Ondřej January 2015 (has links)
This master's thesis deals with business simulation games. The first part introduces us to the field of business management, analysis of available business simulations and situation of this market. Further in the text we will find design of new business simulation game. In the last part there is a complete description of project realization. The main contribution is an unusual theme (software selling companies), availability and modern solution.
3

Business Management Simulations - a detailed industry analysis as well as recommendations for the future

Batko, Michael 04 1900 (has links) (PDF)
Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and cross-referenced against each other in order to determine three things: firstly, the practices and features used by simulation companies that have not yet been the subject of academic research; secondly, the most effective features, elements and inclusions within simulations that best assist in the achievement of learning outcomes and enhancement the user experience; and finally, 'best practices' in teaching a business management course in a university or company with the assistance of a simulation. Identified gaps in the current research were found to include the effectiveness of avatars, transparent pricing and the benefits of competing the simulation against other teams as opposed to the computer. In relation to the second and third objectives of the research, the findings were used to compile a business plan, with detailed recommendations for companies looking to develop a new simulation, and for instructors implementing and coordinating the use of a simulation in a business management context. (author's abstract)
4

An evaluation of the use of a simulation game to teach a specific topographic map reading skill

Scrivener, J. G., n/a January 1980 (has links)
The field study examines the effect of the simulation game Battle Squares on the learning of the map reading skill of grid-reference determination by year 7 students. The effect of ability level and sex differences on the acquisition of gridreferencing skills were also examined. The simulation game developed is a modification of the traditional children's game Battleships. The modifications produced the major features of the grid system used on Australian Survey Map sheets without substantially altering the characteristics of the game Battleships. Two treatment groups played the simulation game, one group having experienced both a pre test and a post test and the other group only the post test. A third treatment did the pre test and post test without experiencing the simulation game. Students in both treatment groups which experienced the simulation game showed significant gains in the learning of grid-referencing skills. Students in upper ability level groups gained significantly better scores on the post test than students in lower ability level groups. Both upper and lower ability level groups showed significant gains. Girls performed significantly better than boys on the post test. Both boys and girls showed significant gains as a result of the simulation game experience. Ability level was a more important moderating variable than sex difference in producing variations in performance on the post test of grid-referencing skills. The explicit educational aims of the simulation game were effectively achieved in a short period of time, while maintaining student motivation and interest. The success of the simulation game in producing significant changes in grid referencing skills would appear to have resulted from the frequent practise of these skills the simulation game playing experience offers.
5

THE IMPACT OF FASHION IN SOCIAL SIMULATION GAME ON GENERATION Z USER EXPERIENCE WITH DIFFERENT FASHION SENSITIVITIES : A case study of Animal Crossing: New Horizons

Chen, Yicheng January 2023 (has links)
Fashion, as a means of self-expression and communication, has always been an important aspect of human culture. In recent years, more and more fashion brandshave launched collaborative fashion accessories and clothing in games, and players have an increasing choice of fashion in games. This study chose to focus its work on both the importance of the clothing system and the fashion elements in the game to investigate the impact of fashion in animal crossing on players with different fashion sensitivities. This study uses a mixed method approach, combining questionnaires, in depth interviews and second interviews to collect comprehensive data from a diverse group of Animal Crossing players. By investigating the motivations, preferences and decision-making processes related to fashion choices, the impact of game fashion on players' gaming experience is examined. The findings suggest that game fashion in animal crossing produces positive effects on compensating for players' real-life fashion deficits, providing mental satisfaction, and becoming more interested in in-gamefashion versus negative effects of disappointment and resistance due to the inability of the game's clothing system to meet strong fashion expectations. This study aims to provide a reference for the optimization of the user experience of fashion on players and the game fashion system in social simulation games and other categories of games.
6

Logistische Entscheidungen und ihre Auswirkungen: Die Unternehmenssimulation LogisticPLUS / Logistical decisions and their effects: The Management Game LogisticPLUS

Eichhorn, Maximilian 15 December 2000 (has links)
No description available.
7

Study of the impact of information collected during the design process on the environmental expert / Etude de l'impact de l'information construite lors du processus de conception sur l'expert environnement

Kozemjakin Da Silva, Miriam 30 September 2014 (has links)
Le présent travail a pour but de contribuer à la prise en considération des aspects environnementaux dans le processus de conception de produits par l’étude des échanges d’informations en conception. Plus précisément, la question de recherche abordée est : Quelles sont les conséquences sur le produit lorsque différentes informations du processus de conception sont données à l'expert environnement ?Le développement de ce manuscrit porte, en premier lieu, sur la représentation des informations du produit nécessaires à l'expert environnement. Ensuite, en tenant compte de ces informations de base, un rôle d’expert environnement est créé dans le contexte d’une simulation de conception. Ici, trois niveaux d'information sont définis : le cahier des charges produit, le cahier des charges plus les règles métier et « tous les échanges » (i.e. l’intégration de l’expert dans l’équipe de conception). La comparaison des trois niveaux d’information nous amène, entre autres, à la conclusion suivante : dans un contexte où l’expert est déconnecté de l’équipe de conception, le fait, pour lui, de connaitre les règles métier des autres le rend moins efficace sur la réduction de l'impact environnemental. En fait, il est plus concerné par la faisabilité globale du produit. Cela n’est pas le cas dans un contexte intégré qui mène au meilleur compromis entre faisabilité et performance environnementale du produit / To increase integration of environmental expertise in design process, the present work aims to explore the information exchange matter. More precisely, the research question addressed is: what is the product outcome when different sets of information from the design process are given to the environmental expert?The development of this dissertation covers, first, the representation of product development information from the point of view of the environmental expert. Second, this baseline information is used to create an environmental expert role in the context of a design simulation. Based on this simulation, three sets of information are tested: specifications; specifications plus rules of thumb; and “all design exchanges” (i.e. the expert joins the design team). The comparison of the 3 levels of information reveals, among other results, that: in a context where the environmental expert is disconnected form the design team, and, in which rules of thumb are presented, the expert is less focused on reducing the environmental impact. Nevertheless, he is more concerned with the overall feasibility of the house. This is not the case of an integrated context, which results in the best compromise between feasibility and environmental performance
8

Snapshots on simulation games in academic contexts

Gerner, Martin 19 February 2019 (has links)
Simulation games originate from strategic, scenario-based planning; they are playful, interactive and participatory methods or formats designed to train multiple competences, ranging from simple, instantly performed role plays to complex simulations lasting several days or weeks. Simulation games either focus on prototypal imitations of real/existing situations or events (simulation), or address archetypal scenarios of fundamental problems or conflicts (planspiel). In academic contexts simulation games become increasingly popular and relevant. They appeal to our gaming nature as homo ludens; they call for an essential academic freedom to act; and they provide novel, innovative and adaptive learning arrangements.
9

Outils de gestion de la pollution phytosanitaire diffuse au niveau d'un territoire : cas d'application zone humide Ramsar de la Merja Zerga au Maroc / Non communiqué

Ayadi-Hajji, Habiba 12 December 2013 (has links)
La pollution phytosanitaire diffuse est un enjeu majeur à l’interface de l’agriculture et l’environnement. Ses conséquences sur la santé humaine et l’environnement ont poussé la société à interroger les scientifiques sur les outils d’aide à la décision et d’évaluation adéquats. Dans cette perspective, ce travail interdisciplinaire entre géographie et agronomie porte sur la mise en place d’outils pour une gestion concertée de la pollution phytosanitaire diffuse au niveau d’un territoire: la Merja Zerga au Maroc. Dans le cadre d’une approche participative, ce travail est basé sur l’utilisation conjointe et interactive de plusieurs outils interdisciplinaires: les Systèmes d’Informations Géographiques (SIG), l’indicateur de fréquence de traitement (IFT), un indicateur de risque de toxicité sur la santé de l’applicateur (IRSA) et environnementale (IRTE), une plate-forme technico-économique et un jeu de simulation par lesquels sont exploitées les données issues de la recherche bibliographique, des relevés de terrain et d’enquêtes auprès des acteurs du territoire. Les résultats de l’analyse multi-échelle du territoire ont permis de mettre en exergue la construction de l’espace du territoire de la Merja Zerga, les conséquences des pratiques phytosanitaires sur la santé humaine de l’applicateur et l’environnement, l’iniquité spatiale et sociale en terme de propension à polluer. En dépassant la simple évaluation, cette approche basée sur des outils génériques, constitue une étape originale pour la mise en place de stratégies de gestion des pesticides sans nuire à la viabilité économique des exploitations agricoles. / The phytosanitary diffuse pollution is a major focus for the interface of the agriculture and the environment. Its consequences for the human health and the environment urged the society to question the scientists on adequate tools of decision-making support and evaluation. In this perspective, we adopted an interdisciplinary approach between geography and agronomy in order to implement tools for a joint management of the diffuse phytosanitary pollution at the level of a territory: Merja Zerga in Morocco. Within the framework of a participatory approach, this work was based on the joint and interactive use of several interdisciplinary tools: the Geographical Information systems (GIS), the indicator of frequency of treatments (IFT), an indicator of risk of toxicity for the health of the applicator (IRSA) and for the environment (IRTE), a technical-economic platform and a simulation game. These tools enabled us to analyze the data gathered from the bibliographic research, the field statements and the surveys with the farmers and stakeholders of the territory.The results of this multi-scale analysis, from the farmer plots to the watershed basin allowed us to highlight the construction of the Merja Zerga space as a territory and to understand the consequences of the phytosanitary and agricultural practices on the human health of the applicator and on the environment, the spatial and social injustice in terms of propensity to pollute. This study based on generic tools, and going beyond the mere evaluation, constitutes an original approach for the establishment of strategies for the management of pesticides without damaging the economic sustainability of farms.
10

Teatro vs. game: o drama gamificado / Theater vs. Game: the gamificated drama

Andrade, Ivan Artur Miranda de 26 September 2013 (has links)
Com base na investigação prática \"INCUBADORA\", que ocorreu concomitantemente ao estudo teórico, esta dissertação tem o objetivo de confrontar teatro com games, usando como referência o jogo de simulação The Sims. O foco do experimento foi estudar a apropriação dos mecanismos de jogabilidade na dramaturgia, na encenação e na atuação. Esse procedimento se deu por meio de um software especialmente desenvolvido, que permitiu aos espectadores - usando seus próprios aparelhos celulares - interagir com o jogo cênico, o que foi denominado interfaceamento da cena. Esta proposta teve por objetivo perturbar o espaço do \"espectadorcontemplador\" e testar a possibilidade de um \"espectador-interator\". A fim de refletir a respeito do teatro no contexto cultural de mídias digitais, são propostos, então, os conceitos de \"drama gamificado\" e \"espetáculo-game\". / Based on the practice research \"INCUBADORA\", which occurred concomitantly with the theoretical study, this thesis aims to confront theater with games, using the simulation game The Sims as reference. The focus was to study the mechanisms of appropriation of gameplay by dramaturgy, staging and performance. This procedure was done through a specially developed software that allowed viewers to interact with the scenic game using their own mobile phones. This procedure was called interfacing scene. This proposal aimed to disrupt the space of \"spectator-beholder\" and test the possibility of a \"spectator-interactor\". In order to rethink the theater in the cultural context of digital media, it is proposed the concepts of \" gamificated drama\" and \"gamespetacle\".

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