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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.
251

Native American Gaming Jurisprudence: An Analysis of the Supreme Court's Tribal Gaming Decisions and Their Effects on Tribal Sovereignty

Agnew, C.W. Lucas 01 January 2015 (has links)
In 1987, the Supreme Court of the United States ruled in California v. Cabazon Band of Mission Indians. A landmark decision, the case carried significant ramifications for tribal sovereignty and the creation of the Native American gaming industry. In response to the decision, the United States Congress passed the Indian Gaming Regulatory Act the following year. Since the Supreme Court ruled in Cabazon, Native American gaming has grown into a multi-billion dollar industry and the most significant source of revenue for many tribes across the country. Given the complexity of Native American law and the controversial nature of casino gaming, the industry has resulted in many contentious legal battles between tribes and parties ranging from state governments to private corporations. As the Cabazon decision was the breakthrough for reservation gaming, this thesis will examine the Supreme Court’s rulings regarding tribal gaming and how they affected the Native American gaming industry and the doctrine of tribal sovereignty.
252

The cybernetics of nonzero sum games : the prisoner's dilemma reinterpreted as a pure conflict game with nature, with empirical applications

Bell, Robert I. January 1972 (has links)
In this thesis a new solution concept is developed for n-player, nonzero sum games. The solution concept is based in reinterpreting the n-player nonzero sum game into 2-player zero sum games. The n-player nonzero sum game is first rewritten as an n + 1 player coalition game. The definition of zero sum payment is that one player pays the other what he gets in a given outcome (coalition of the n + 1 player game). Who pays whom depends on the coalition. More than one 2-player zero sum interpretation game always results from the procedure, and criteria are established to select one of the zero sum interpretation games. The solution concept defines results identical to the minimax concept when applied directly to zero sum 2-player games. When applied to 2-player prisoner’s dilemma games, the solution procedure assigns mixed strategies to the prisoners, thereby “resolving” the dilemma. The mixed strategies vary with the payoffs (up to a linear transformation). For prisoner’s dilemma matrices which have been used in large numbers of gaming experiments, the solution concept predicts dynamically, i.e., by play number, the “fraction of cooperative choices” for (approximately) the first 30 plays. In addition, the mixed strategy appears in a game between each subject (prisoner) and the n + 1st player (district attorney), suggesting that the subjects have been playing against the experimenter. Empirical evidence for this conclusion is given. A theorem is proved for n-player prisoner’s dilemma games. Game theory is reviewed to show the roots of this solution concept in the heuristic use of zero sum n-player games in the von Neumann and Morgenstern theory, and in rational decision making models, e.g., “games against Nature.” The empirical and formal difficulties of the equilibrium point solution concept for nonzero sum games are discussed. Detailed connections between game theory and cybernetics are discussed.
253

Radical RolePlayers: Disrupting Gamespace Performance Between the Digital and the Organic

Smith, Briana M 16 May 2014 (has links)
This thesis is a project-based work accompanied by this short, written component. Entitled, Radical Roleplayers, the project takes the form of a digital roleplaying blog in which the the translation of roleplaying and identity performance is translated from a digital space to the organic, or “real world” environment. The blog serves to critically dissect my own roleplaying, and to challenge what it means to be a roleplayer both in gamespace and online by stepping outside of the rules that allow the community to remain insular and uncontested. Radical Roleplayers explores how I, as a gamer, identify with my digital self, and how I have explored identity through my avatars, role playing games, and game creation. In the form of roleplaying journals, videos, and other digital content, the blog challenges what we know about gaming, identity, and roleplaying, and explore ways in which the notion of radical play allows gamers to develop methods of resistance, expression, control, and safety. Please navigate to http://radicalroleplayers.tumblr.com/ to experience the project.
254

A Bbiomechanical Assessment of Active Video Gaming in Children with Cerebral Palsy Detailing Energy Expenditure, Muscle Activations, and Upper Limb Kinematics

Irwin, Jennifer D. 08 December 2011 (has links)
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in children with cerebral palsy (CP). For context, a systematic review was conducted, which found that AVGs elicited light to moderate physical activity in typically developing children. In children with CP, moderate levels of physical activity were achieved for Dance Dance Revolution and Wii Boxing, while light levels of physical activity were achieved for Wii Bowling and Wii Tennis. Muscle activity was highest during Wii Boxing, but remained below the maximum voluntary effort for all games and muscles. Angular velocities and accelerations were significantly larger in the dominant limb compared to the hemiplegic limb. When children played against a real opponent, dominant arm activity increased, while hemiplegic arm activity decreased. The results of this thesis indicate that AVGs may be an enjoyable and relatively safe option for children with CP to attain moderate physical activity.
255

Motivational Effects of Gamification of Piano Instruction and Practice

Birch, Heather 11 July 2013 (has links)
Gamification refers to the process whereby game design and game mechanics are applied in non-game contexts to influence behaviour. This research study explores the effects of gamification on piano students' practice of technical elements such as scales, chords, and arpeggios, within the private lesson environment. A control and a treatment group of 10 piano students each were formed across two different private piano studios. A game called Technique Tower was designed for the treatment group, in which the players experienced game elements such as rewards (points, badges, and levels), avatars, and the sharing of their progress in an online social context. Gamification was found to have a positive effect on the number of technical elements students mastered, and on their attitude toward practicing technical elements, while self-efficacy levels were not affected. The educational implications for this finding are discussed.
256

A Bbiomechanical Assessment of Active Video Gaming in Children with Cerebral Palsy Detailing Energy Expenditure, Muscle Activations, and Upper Limb Kinematics

Irwin, Jennifer D. 08 December 2011 (has links)
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in children with cerebral palsy (CP). For context, a systematic review was conducted, which found that AVGs elicited light to moderate physical activity in typically developing children. In children with CP, moderate levels of physical activity were achieved for Dance Dance Revolution and Wii Boxing, while light levels of physical activity were achieved for Wii Bowling and Wii Tennis. Muscle activity was highest during Wii Boxing, but remained below the maximum voluntary effort for all games and muscles. Angular velocities and accelerations were significantly larger in the dominant limb compared to the hemiplegic limb. When children played against a real opponent, dominant arm activity increased, while hemiplegic arm activity decreased. The results of this thesis indicate that AVGs may be an enjoyable and relatively safe option for children with CP to attain moderate physical activity.
257

Motivational Effects of Gamification of Piano Instruction and Practice

Birch, Heather 11 July 2013 (has links)
Gamification refers to the process whereby game design and game mechanics are applied in non-game contexts to influence behaviour. This research study explores the effects of gamification on piano students' practice of technical elements such as scales, chords, and arpeggios, within the private lesson environment. A control and a treatment group of 10 piano students each were formed across two different private piano studios. A game called Technique Tower was designed for the treatment group, in which the players experienced game elements such as rewards (points, badges, and levels), avatars, and the sharing of their progress in an online social context. Gamification was found to have a positive effect on the number of technical elements students mastered, and on their attitude toward practicing technical elements, while self-efficacy levels were not affected. The educational implications for this finding are discussed.
258

Demand estimation and policy implications in markets for casino gaming and electricity

Lauve, Maria. January 2007 (has links)
Thesis (Ph. D.)--Rutgers University, 2007. / "Graduate Program in Economics." Includes bibliographical references (p. 112-114).
259

Le jeu vidéo comme manière d'être au monde : socio-anthropologie de l'expérience vidéoludique / Video gaming as a presence to the world : socio-anthropology of the videogaming experience

Koster, Raphaël 21 March 2013 (has links)
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques. Cette étude propose d'analyser les régimes d'expérience vidéoludique. A partir d'entretiens qualitatifs et d'enquêtes anthropologiques, deux niveaux d'expérience ont été dégagés : la maîtrise et l'immersion. La maîtrise renvoie à des valeurs individualistes de discipline de soi, de compétition et de quête de reconnaissance sociale. De son côté, l'immersion apparaît davantage portée sur l'affect dans ses sollicitations sensorielles, ses rapports au récit et à la sociabilité. Le jeu vidéo est une « manière d'être au monde » en tant qu'il mobilise des sentiments d'adhésion à des valeurs symboliques partagées. La mise en relation de l'échelle micro-sociologique de la pratique de jeu observée sur le terrain et de l'échelle macro-sociologique de ses déterminations sociales permet de contextualiser les représentations sociales des joueurs et d'en évaluer la portée instituante. / The cultural impact of video games directly depends on the enjoyment experienced by players in their practices. This study analyses the modes of videogaming experience. Drawing from qualitative interviews and anthropological surveys, two modes of experience have been settled : control and immersion. The videogaming experience of control spreads individualistic values of self-discipline, competition and social recognition quest. Whereas immersion appears more in an affective way in its sensorial sollicitations, its narrative modes, and its networking sociabilities. Video gaming is a type of « presence to the world » as it conveys feelings of belonging to shared symbolic values. The connexion between the micro-sociological scale of the on-field observed game practice and the macro-sociological scale of its social determinations allow to contextualise the players' social representations and to evaluate their instituting reach.
260

Yavapai Indians Circle Their Wagons: Indians to Arizona: "It's a Good Day to Declare War

January 2011 (has links)
abstract: Indian gaming casinos are now a common sight around Arizona. The study of the history of the Arizona Indian Gaming establishments is the topic of my thesis which focuses on the conflicts in 1992, between J. Fife Symington, governor of the State of Arizona, and the Arizona Indian tribes, particularly the Fort McDowell Yavapai Indian Community. In order to learn more about this small band of Yavapai, my thesis examines the early history of the Yavapai and some of its remarkable leaders, along with the history of Indian Tribal gaming in America and Arizona following the blockade by the Yavapai. My thesis examines how the Modern Political Economy Theory (MPET) framed Yavapai survival and identity along with their determination to achieve economic self-sufficiency. My research extended into use the legal court system the by American Indian Tribes to achieve their economic goals, that culminating in the Supreme Court ruling in California v. Cabazon Band of Mission Indians (1987) confirming the rights of Indian tribes to conduct gaming on tribal reservation lands. Congress followed with the "Indian Gaming Regulatory Act" of 1988, (IGRA) to regulate the conduct of gaming on Indian lands, including the stipulation that states negotiate in good faith with the state's Indian tribes. Arizona Governor Symington refused to negotiate the necessary compacts between the State of Arizona and the Arizona Indian tribes. The dispute reached a climax on May 12, 1992, when Attorney General of the U.S., Linda A. Akers, ordered a raid on Arizona Indian gaming casinos and the Fort McDowell Yavapai countered with a blockade to prevent the removal of their gaming machines. The result of this action by the Yavapai blockade opened compact negotiations between Governor Symington and the Arizona Indian tribes. This resulted in the growth in tribal gaming casinos along with increased political and economic influence for the Arizona Indian tribes. My conclusion explains the current state of the Fort McDowell Yavapai Indian Nation and describes the benefits from Indian casino gaming in the greater Phoenix area. / Dissertation/Thesis / M.A. History 2011

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