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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

Die Olympischen Spiele 1936 und die Weltmeinung : ihre aussenpolitische Bedeutung unter besonderer Berücksichtigung der USA /

Krüger, Arnd. January 1972 (has links)
Zugl.: Köln, Univ., Diss., 1971.
2

Der Schutz olympischer Symbole Schutzrechte an den Olympischen Ringen und den olympischen Bezeichnungen in Deutschland

Rieken, Christoph January 2006 (has links)
Zugl.: München, Univ., Diss., 2006
3

Olympische Spiele und Fernsehen : Programmgestalter im Netz olympischer Abhängigkeiten? /

Steinbrecher, Michael. January 2009 (has links)
Zugl.: Dortmund, Techn. Univ., Diss., 2008.
4

Städtebau der Weltausstellungen und Olympischen Spiele Stadtentwicklung der Veranstaltungsorte /

Meyer-Künzel, Monika. January 1999 (has links) (PDF)
Braunschweig, Techn. Universiẗat, Diss., 1999.
5

Olympische Spiele und Fernsehen Programmgestalter im Netz olympischer Abhängigkeiten?

Steinbrecher, Michael January 2008 (has links)
Zugl.: Dortmund, Techn. Univ., Diss., 2008
6

Olympische Spiele 2012 in Sachsen und Wanderungsverhalten sächsischer Jugendlicher theoretische Überlegungen und empirische Befunde /

Hoffmeister, Annina, January 2003 (has links)
Chemnitz, Techn. Univ., Magisterarb., 2003.
7

Customer Satisfaction in Networked Narratives – Exploring the applicability of ECT in Alternate Reality Games

Regelin, Tilman, Staar, Henning, Janneck, Monique 27 March 2018 (has links) (PDF)
Alternate Reality Games (ARG) have been one of the first and most prominent viral marketing tools. In a dynamic marketing world, where new practices appear every other day and seemingly ‘old’ practices lose their appeal very quickly, Blizzard Entertainment – a leading video game developer – gained much attention regarding its marketing strategy promoting the release of a new playable hero called ‘Sombra’ for their online game Overwatch, which is the third most-played game in the world with over 20 million unique users. For the campaign, the publisher used in-game hints as well as short clips with further hints (such as ASCII algorithms and hidden QR codes), which had to be decrypted by the users. This virtual scavenger hunt even included seemingly real websites of fictional companies with telephone numbers that could be called leading to further hints. In this paper we take a closer look at this particular campaign that has been praised internationally for its marketing both pre- and post-release. However, parts of the Overwatch community have complained on various online platforms about numerous aspects of the ARG experience. The paper serves two main purposes. Firstly, we explore the ARG participants’ experiences in terms of their customer satisfaction. Secondly, from a theoretical viewpoint, we investigate the applicability of the expectancy disconfirmation theory in this particular case. Thus, this paper may assist future ARG developers in creating engaging content by providing insights concerning the satisfaction of its participants. [... from the introduction]
8

Essays on collusion with capacity constrained firms /

Dechenaux, Emmanuel. January 2004 (has links) (PDF)
Ind., Purdue Univ., Diss.--West Lafayette, 2004. / Kopie, ersch. im Verl. UMI, Ann Arbor, Mich. - Enth. 3 Beitr.
9

Equilibria in Quitting Games and Software for the Analysis / Gleichgewichte in Quitting Games und Software für ihre Analyse

Fischer, Katharina 08 August 2013 (has links) (PDF)
A quitting game is an undiscounted sequential stochastic game, with finitely many players. At any stage each player has only two possible actions, continue and quit. The game ends as soon as at least one player chooses to quit. The players then receive a payoff, which depends only on the set of players that did choose to quit. If the game never ends, the payoff to each player is zero. In this thesis we give a detailed introduction to quitting games. We examine the existing results for the existence of equilibria and improve an important result from Solan and Vieille stated in their article “Quitting Games” (2001). Since there is no software for the analysis of quitting games, or for stochastic games with more than two players, we provide algorithms and programs for symmetric quitting games, for a reduction by dominance and for the detection of a pure, instant and stationary epsilon-equilibrium.
10

Alexander J. DeVoogt: Limits of the mind: Towards a characterisation of Bao mastership.

Schmidt, Eleonore 15 October 2012 (has links) (PDF)
Manqala games are played in large parts of Africa, Asia, the Caribbean, South-America and some parts of Europe. Bao is the variation which is found on the East African coast, and only in the Swahili speaking areas. Ways of playing Bao though differ along the coast, and de Voogt focused his research on the sophisticated variant of Zanzibar. The author deals with this Zanzibar variation of Bao in analogy to chess. The first aim of his research project was to find out what distinguishes a master of Bao from an ordinary player. Psychological methods, derived from the study of chess playing are his main methodological instruments, which make the book a remarkable study in the psychology of players, and the role of memory and calculation. His second aim is to introduce Bao to the field of computer games, comparable to computer-based chess.

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