نتایج جستجو برای: electronic game applications

تعداد نتایج: 904992  

2007
Daniel W. Kee

This paper is concerned with the use of _hand held electronie games and microcotputers in places of public access and in the home. The paper consist& of four, sections. The first section prevides é description of the different activities supporte'd by this technology. Game playing is an activity common to both hand held devices and microcomputers. Indeed, game playing is a major introductory us...

2007
Barbara Roberts

The likelihood that one organisation can pressure the e-business adoption practices of other organisations depends on two conditions: there must be sufficient power difference between the organisations; and the ebusiness process benefit must be sensitive to the number of adopters. Given these two conditions, the powerful organisation can use their power advantage to control adopter numbers thro...

Journal: : 2022

The article analyzes the main prospects for introduction of distance learning and defines effectiveness electronic programs devices in educational process medical institutions higher education. following components are set: adapted tools created by teacher; social networking; mobile application training programs. positive negative aspects using platforms Moodle, Google Meet, applications Kahoot...

Journal: :Adaptive Behaviour 2006
Annapurna Valluri

The predictions of classical game theory for one-shot and finitely repeated play of many 2x2 simultaneous games do not correspond to human behavior observed in laboratory experiments. The promising results of learning models in tracking human behavior coupled with the growing electronic market and the number of e-commerce applications has resulted in an increased interest in studying the behavi...

Journal: :IJTHI 2010
Chin-Lung Hsu

Flow theory has been widely applied in the context of information technology and is useful in understanding users’ behavior; however, few studies empirically examine what factors influence players’ flow, and what the facets and consequences of flow are in the context of electronic games (e-games). In this study, the author reviews previous flow-related literature to develop the proposed model t...

Journal: :JTAER 2009
Barbara Roberts

The likelihood that one organization can pressure the e-business adoption practices of other organizations depends on two conditions: there must be sufficient power difference between the organizations; and the ebusiness process benefit must be sensitive to the number of adopters. Given these two conditions, the powerful organization can use their power advantage to control adopter numbers thro...

2005
Jonas Heide Smith

This paper explores the development in game design of collaborative relationships between players, proposes a typology of such relationships and argues that one type of game design makes games a continuous experiment in collective action (Olson, 1971). By framing in-game conflict within the framework of economic game theory the paper seeks to highlight the importance of already well-developed m...

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