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Showing papers on "Game mechanics published in 1993"


Journal ArticleDOI
TL;DR: By distinguishing those nodes of the graph that determine the winning and losing of the game (winning-condition nodes), this work is able to offer a complexity analysis that is useful in computer science applications.

373 citations


Journal ArticleDOI
TL;DR: In this paper, a theory of boundedly rational behavior is proposed for ultimatum games with incomplete information, called the offer game and the demand game, where each subject had to design a complete strategy in advance instead of reacting spontaneously to a situation which occurs in the game.
Abstract: This paper is about experiments on two versions of ultimatum games with incomplete information, called the offer game and the demand game. We apply the strategy method, that is, each subject had to design a complete strategy in advance instead of reacting spontaneously to a situation which occurs in the game. Game theory predicts very similar outcomes for the offer and the demand games. Our experiments, however, show significant differences in behavior between both games. Using the strategy method, allows us to explore the motivations leading to those differences. Since each subject played the same version of the game eight rounds against changing anonymous opponents we can also study subjects' learning behavior. We propose a theory of boundedly rational behavior, called the “anticipation philosophy”, which is well supported by the experimental data.

303 citations


Patent
28 May 1993
TL;DR: In this article, simulated versions of blackjack, draw poker, hold'em, pick seven and roulette are presented on video display terminals, scratch-off cards or pull tab cards interchangeably.
Abstract: Interactive games provide a player with an opportunity to use skill and knowledge of conventional game strategy to facilitate greater player interest. The games described herein include simulated versions of blackjack, draw poker, Hold'Em, pick seven and roulette which are playable on video display terminals, scratch-off cards or pull tab cards interchangeably. Each casino game described herein has been modified for use with the card and video format to provide a simulated game which incorporates the strategy of the related casino game.

289 citations


Book
01 Jan 1993
TL;DR: In this paper, the authors introduce the game-theoretic approach of modelling economic behaviour and interaction, focusing on concepts and ideas from the field of game theoretic models which find commonly used applications in economics.
Abstract: Introduces the game-theoretic approach of modelling economic behaviour and interaction, focusing on concepts and ideas from the field of game-theoretic models which find commonly used applications in economics. This book provides the reader with skills necessary to formalize economic games and to make them accessible for game theoretic analysis.

125 citations


Book
30 Nov 1993
TL;DR: All politics is local and other rules of the game mvsz download all politics are local, all politics is global project, and the politics of merit-based our rights annenberg classroom mpumalanga time table for grade 11 ukdex wenches witches strumpets askand mathematics as discussed by the authors.
Abstract: all politics is local and other rules of the game mvsz download all politics is local and other rules of the game all politics is local and other rules of the game all politics is local and other rules of the game timapix risk rules how local politics threaten the global economy law and election politics the rules of the game ajkp risk rules how local politics threaten the global economy all politics is global project muse bringing the great powers back in princeton university press 'all politics is local': the politics of merit-based our rights annenberg classroom mpumalanga time table for grade 11 ukdex wenches witches strumpets askand mathematics 3 georgia notetaking guide answer the book of amos pugcit ask hayley ask justin spzone canon zr 600 user manual fbtest the multidisciplinary valve clinic – what is a heart team? 1991 q45 infinity manual aadver mazda mx6 90 upsky dial m for murder fiores family scrapbooking wlets canto 2 unaccompanied trombone nolia free sharepoint solutions nicode private equity imotec crowded house woodface nolia nelson encyclopedia opalfs anything but ordinary lara avery avalee summer 2016 “all politics are local” all politics is local: and other rules of the game by tip saving shiloh saving shiloh foserv nakama 1 student activities manual answers 1993 chevrolet silverado k1500 odcp

92 citations


Journal ArticleDOI
TL;DR: Fantasy-Role Playing Games (FRPGs) have become increasingly popular over the past 20 years, following the creation in 1974 of the game Dungeons and Dragons (Butterfield, Parker & Honigmann, 1982; Gygax, 1979) as discussed by the authors.
Abstract: Fantasy-Role Playing Games (FRPGs) have become increasingly popular over the past 20 years, following the creation in 1974 of the game Dungeons and Dragons (Butterfield, Parker & Honigmann, 1982; Gygax, 1979). Games are characterized by a set of fantastic individuals, often derived from quasi-medieval myths, whose personalities are adopted by the players. The gods, demons and other superhuman beings compete for power, influence and resources. Players control one or more characters which interact with other players’ characters, precise rules deciding the outcome of interactions. The advent of home computers in the early 1980s extended these games with the appearance of Play-By-Mailgames (PBMs) in which the players send orders to a games controller with a home computer, who implements the orders simultaneously and returns the resultant positions to players, who resubmit further orders a week or two later. Games are often run on a commercial basis, with players paying to take part and the games controller taking a portion of the entrance fees. Fantasy games often use computers extensively, and it is therefore not surprising that players tend to be male since “computer addiction” (Shotton, 1989) is primarily a male preserve

63 citations


Journal ArticleDOI
TL;DR: In this article, the authors present general design specifications for successful development of educational video games projects, with the intention of supporting an approach that responds to user needs, some models identifying user profiles are also described.
Abstract: Playing video games stimulates affective, cognitive, and communicational processes, thus facilitating the emergence of knowledge. In order to support this idea, this chapter first historically contextualizes the evolution of educational video games and provides some basic classification of genres. Then it identifies the major theoretical currents that may inspire teachers and designers to develop learning scenarios adapted to educational video games. It also describes some interesting examples of the educational usage of video games by the general public and of video games specifically created for a particular pedagogical context. Several arguments are presented to stimulate discussions around motivation, evalution, and learning aspects of educational video games usage and design. With the intention of supporting an approach that responds to user needs, some models identifying user profiles are also described. Finally, this chapter presents general design specifications for successful development of educational video games projects. DOI: 10.4018/978-1-60960-495-0.ch004

51 citations




Journal ArticleDOI
TL;DR: In this article, the authors explored students' perceived learning from using either a complex business game or a simple one, along with some case studies in business policy courses and compared the effectiveness of applying a simple versus a complex game as supplements to the case method in a business policy course.
Abstract: This article explores students' perceived learning from using either a complex business game or a simple one, along with some case studies in business policy courses. The pedagogical differences between the case method and the game method are discussed. The criteria important to teaching business policies are identified. The course pedagogy involves a mix of cases, computerized business games, readings, lectures, and student presentations, with the principal emphasis on cases and games. This experiment was designed to compare the perceived effectiveness of applying a simple versus a complex game as supplements to the case method in a business policy course. There were 159 students in a business policy course who participated in the study. The results seem to indicate that the complex game is pedagogically more effective than the simple game, that the students using the complex game gain more insights into business environment and various functions of the firm, and that the complex game is as effective as ...

31 citations


Book
01 Jan 1993
TL;DR: In this paper, a handbook on independent game development offers expert tips on how to make successful games on your own terms, including best practices for choosing the right game ideas, developing them efficiently, making gameplay fun, polishing a game for release, and taking games to market.
Abstract: This practical handbook on independent game development offers expert tips on how to make successful games on your own terms. Readers will learn best practices for choosing the right game ideas, developing them efficiently, making gameplay fun, polishing a game for release, and taking games to market. Top indie game developers provide their advice, tips and tricks, and post-mortems of their experiences in hopes of encouraging more aspiring game makers to create innovative and fun games on their own.

Journal ArticleDOI
TL;DR: In this paper, games of conflict, cooperation, and coordination are reviewed for their relevance to understanding outdoor recreation behavior, and the Prisoner's Dilemma is presented as a basis for understanding how norms can emerge from negotiated solutions to recreation activity and resource impact disputes.
Abstract: Games of conflict, cooperation, and coordination are reviewed for their relevance to understanding outdoor recreation behavior. In conflict games players receive zero‐sum payoffs. To avoid conflict these games can be recast as cooperation games, which have non‐zero‐sum payoffs. Cooperation games are problematic because they have only one equilibrium solution that players often fail to recognize. The “Prisoner's Dilemma,” one of the most common cooperation games, is presented as a basis for understanding how norms can emerge from negotiated solutions to recreation activity and resource impact disputes. Coordination games, in which multiple equilibrium solutions are possible, are presented as another means for understanding how regular patterns of behavior can develop in outdoor recreation situations. The problem in coordination games is for players to choose one of two or more equally acceptable equilibrium solutions. Coordination games provide a basis for defining conventions, those regularizes o...

Journal ArticleDOI
TL;DR: Effective learning requires that computerized simulation games not only simulate models but also give an understanding of structure and dynamics, so feedback during the game may be able to teach this systems understanding without textbook readings.
Abstract: New computer software allows modelers to create sophisticated educational tools based on models. Such computerized simulation games have generally failed as standalone educational tools. Effective learning requires that computerized simulation games not only simulate models but also give an understanding of structure and dynamics. Feedback during the game may be able to teach this systems understanding without textbook readings. Computerized feedback requires new methods of “expert” computer analysis; some methods are suggested in this article. Simulation games also offer the opportunity to integrate learning of structure and dynamics with learning of facts. Other tools need to be developed to help create simulation games and to give the games abilities that they do not yet have, such as access to data bases of models, pictures, and text, and connections between simulation games.


Journal ArticleDOI
TL;DR: The authors discusses the difference between individual and social dynamics of games as enunciated by Berne and presents a format for integrating intrapsychic, interpersonal, intragroup, and intra-group games.
Abstract: This article discusses the difference between the individual and social dynamics of games as enunciated by Berne. It presents a format for integrating intrapsychic, interpersonal, intragroup, and i...

Journal ArticleDOI
TL;DR: In this article, an experiential approach employing "game design and play" was tried in a graduate adult education class and the results showed that game design/play appears to offer an effective adult teaching strategy which produces a variety of learning outcomes.
Abstract: An experiential approach employing “game design and play” was tried in a graduate adult education class. This article describes a follow-up study which attempted to capture class members' perceptions on value of game design/play; group interactions in game development; effectiveness of game design/play as a learning stimulant; appropriateness of the grading criteria; likelihood to use a similar strategy in their own teaching; and, identification of helpful resources in gaming. Game design/play appears to offer an effective adult teaching strategy which produces a variety of learning outcomes.

Patent
26 Mar 1993
TL;DR: In this paper, an item setting section 170 operates and sets game items on the basis of the established handicap, and displays the items on game screens of displays 44A and 44B for each player.
Abstract: PURPOSE:To provide a multiplayer game device having the capability to control an item occurring for every player and produce a well contested game. CONSTITUTION:A multiplayer video game machine has a handicap setting section 150 for establishing a handicap corresponding to the game condition of every player. An item setting section 170 operates and sets game items on the basis of the established handicap, and displays the items on the game screens of displays 44A and 44B for each player. According to this construction, the screen for a player having a good record shows the less number of items, while many items are indicated on the screen for a player having a poor record.


Journal ArticleDOI
TL;DR: The paper discusses the connections between women and the male dominated video games, and attempts to explain why, nevertheless, some girls and women do play these games.
Abstract: Unlike the bulk of electronic media the computer game or video game is a distinctly gendered medium. All investigations confirm that we are dealing with a medium which almost exclusively appeals to and is used by, boys and young men. Therefore, the video games and computer games are very suited for investigating the form of entertainment, the pleasure, that appeals to men, i.e. the specific ‘masculine pleasure’.

Journal ArticleDOI
TL;DR: This paper clarifies the status of a deception game posed by Spencer and shows the value of this game is zero.
Abstract: This paper clarifies the status of a deception game posed by Spencer. We show the value of this game is zero.


Patent
20 Oct 1993
TL;DR: In this paper, the player can play two or more hands (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 30).
Abstract: In a machine (M) for playing games or for amusement based upon a card game the player may play two or more hands (2; 3; 4; 5; 6) simultaneously; when a card or symbol comes into play the player can select to which hand the symbol in play is to be allocated. In one embodiment a game is based upon the card game of blackjack and the player plays five hands (2; 3; 4; 5; 6) simultaneously. The machine may also be based upon other games in which symbols are collected by the player, for example dominoes.

Journal ArticleDOI
TL;DR: Dr Smith's article on page 101 provides a simple, clear and practical example of an approach to learning about attitudes, and to learning why people often do not come forward for treatment of TB at an early stage.
Abstract: To teach a health worker how to diagnose tuberculosis (TB) is relatively straightforwardparticularly in areas where the disease is endemic. To teach a standard drug regime is also easy (though ensuring drug availability is not!). The real challenge to a trainer is helping health workers develop their capacity to work with the communities they serve, in a way which will give patients the confidence to come forward for treatment, and to stick with it until they are cured. To achieve this requires the development of attitudes and interpersonal skills areas of learning which are frequently underemphasized because trainers do not know how to teach them. Dr Smith's article on page 101 provides a simple, clear and practical example of an approach to learning about attitudes, and to learning about why people often do not come forward for treatment of TB at an early stage. He describes two games: the first an adaptation of the board game snakes and ladders; and the second a more active 'toss the penny' style game about people trying to cross a river over slippery rocks the majority end up drowning! The use of games for teaching and learning is not new, but sadly it is still underused, and certainly worth promoting. Learning-games can be used in helping students memorize factual information through making regular repetition of facts fun. For example, the highly popular game Trivial pursuit, in which players progress around a board picking up points by answering questions on selected topics,

Patent
26 Aug 1993

Book
01 Feb 1993

Book
01 Nov 1993
TL;DR: This book discusses how and why to play games, directing, Debriefing and Evaluating Games, and games Particularly for Women.
Abstract: Chapter 1: How and Why to Play Games Chapter 2: Warm-ups and Other Short Games Chapter 3: Games for Young Players Chapter 4: Money Games Chapter 5: People Games and Role Plays Chapter 6: Simulations Chapter 7: Games Particularly for Women Chapter 8: Directing, Debriefing and Evaluating Games.

01 Jan 1993
TL;DR: This paper explores memory-based approaches to learning games where the learning element stores evaluated positions for future use and a deterministic game and a stochastic game are being used as test cases.
Abstract: This paper explores memory-based approaches to learning games. The learning element stores evaluated positions for future use. A deterministic game (checkers) and a stochastic game (backgammon) are being used as test cases for these approaches.

Journal ArticleDOI
TL;DR: The TAT, being mainly a tool of clinical psychiatry, works best while the subject is concerned with overwhelming problems (e.g., anxieties), and may not provide useful results if the subject are mentally and emotionally balanced as mentioned in this paper.
Abstract: There are some drawbacks to both techniques. The TAT, being mainly a tool of clinical psychiatry, works best while the subject is concerned with overwhelming problems (e.g., anxieties), and may not provide useful results if the subject is mentally and emotionally balanced. The illustrations, furthermore, are very culture specific, especially where human actors are shown. I used a borrowed set of TAT cards and could not find out if other sets

01 Jan 1993
TL;DR: The hotel management simulation game as mentioned in this paper is a simulation technique that has been successfully used in hospitality education and training, however its instructions and procedures have been perceived as unfriendly by participants, and several changes of the game's mechanics have been introduced by the game administrators at Rochester Institute of Technology.
Abstract: Hospitality education, as a vocationally oriented field of study, must provide the student not only with theoretical concepts, but also with a series of skills that the student will use in the work place. These skills include problem analysis and decision making, team building, and the relationship of the hotel business variables (Occupancy, Profits and Guest Satisfaction). Simulation gaming techniques are thought to be very effective methods to develop these skills. In simulations participants imitate actions required on the job and are actively involved in the processes of learning and skills acquisition. The Hotel Management Simulation/Game is a simulation technique that has been successfully used in hospitality education and training. However its instructions and procedures (mechanics) have been perceived as unfriendly by participants. It was believed that thedegree of understanding of the game mechanics would affect the learning process and the achievement of the game's instructional goals. To solve this problem, several changes of the game's mechanics have been introduced by the game administrators at Rochester Institute of Technology. The objective of the present study is to answer the following

Patent
15 Jul 1993
TL;DR: In a machine (M) for playing games or for amusement based upon a card game the player may play two or more hands (2, 3, 4, 5, 6) simultaneously; when a card or symbol comes into play the player can select to which hand the symbol in play is to be allocated.
Abstract: In a machine (M) for playing games or for amusement based upon a card game the player may play two or more hands (2; 3; 4; 5; 6) simultaneously; when a card or symbol comes into play the player can select to which hand the symbol in play is to be allocated. In one embodiment a game is based upon the card game of blackjack and the player plays five hands (2; 3; 4; 5; 6) simultaneously. Points and/or prizes may be awarded for a number of possible winning combinations of one or more hands. A machine may also be based upon other games in which symbols are collected by the player, for example dominoes.