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. Expertise is here regarded as something that is measurable. This is apparent in studies where expertise has been conceptualised as pertaining to a specific domain, as exceptional experts such as chess grandmasters ( Chase & Simon 1973 ) or in comparative studies between expert and non-expert practices ( Proffitt et al. 2000 ). When turning to the field of game studies, we find that the same conceptualisations of expertise often pervade; more specifically, expertise in relation to digital games and gaming has been framed as a particular kind of literacy (e.g. Steinkuehler

References Baer, R.H. (2005) ‘Foreword’, in Wolf, M.J.P. (ed.) The Medium of a Video Game , ix-xvi. 3rd edition. Austin: University of Texas Press. Clientwell (2006) ‘First Ever Banner Ad Revisited. Cited 14.9.2007’, http://commercial-archive.com/node/114815 Csikszentmihalyi, M. (1990) Flow. The Psychology of Optimal Experience . New York: Harper & Row, Publishers Inc. Desurvire, C. & Toth (2004) ‘Using Heuristics to Evaluate the Playability of Games’. Cited 10.10.2008. http://www.behavioristics.com/downloads/usingheuristics.pdf Dubuc, B. (2002) ‘Memory and

References An, B., E. Shieh, R. Yang, M. Tambe, C. Baldwin, J. DiRenzo, B. Maule and G. Meyer. 2012. “PROTECT: A Deployed Game Theoretic System for Strategic Security Allocation for the United States Coast Guard.” AI MAGAZINE 33(4), 96 – 110, doi: 10.1609/aimag.v33i4.2401. Birkland, T. A. 2009. “Disasters, Catastrophes, and Policy Failure in the Homeland Security Era.” Review of Policy Research 26(4), 423 – 438. Chappell, A. T. and S. A. Gibson. 2009. “Community Policing and Homeland Security Policing Friend or Foe ?” Criminal Justice Policy Review 20

REFERENCES Abt, C. C. (1987). Serious games. University press of America. Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3 (2) . pp. 77-101. Charsky, D. (2010). From edutainment to serious games: A change in the use of game characteristics. Games and culture, 5(2) , 177-198. Daily Mail Online (2010). “Fake Swedish air pilot flies passenger jets for THIRTEEN YEARS without a licence... and is fined just £1,700” (Retrieved 26/07/2017) from: http://www.dailymail.co.uk/news/article-1279083/Fake

REFERENCES Admiraal, W., Huizenga, J., Akkerman, S., & Ten Dam, G. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3) , 1185-1194. Braun, V. & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2) , 77-101. Breuer, J. S. & Bente, G. (2010). Why so serious? On the relation of serious games and learning. Eludamos. Journal for Computer Game Culture, 4(1) , 7-24. Bryman, A. (2006). Integrating quantitative and qualitative research: how is it done? Qualitative research

References Arslan S. (2006). Game Theory Approach In Telecommunications Networks. Gazi University Institute of Science and Technology, Ph.D Thesis, 43. Bellmann R.E. and Zadeh L.A. (1970). Decision making in a fuzzy environment. Management Sciences, 17: 141-164. Brown G., Kline J., Thomas A., Washburn A. and Wood K. (2011). A game theoretic model for defense of an oceanic bastion against submarine. Military Operation Research 16(4):25-40 Cantwell G.L. (2003). Can Two Person Zero Sum Game Theory Improve Military Decision Making Course of Action Selection? A

Generation: A Handbook for Visionaries, Game Changers and Challengers. New Jersey: John Wiley and Sons. [10] Pawlowski, J. M., & Holtkamp, P. (2012). Towards an Internationalization of the Information Systems [11] Curriculum. In: Proc. of MKWI 2012 (Multi Conference Business Information Systems), Braunschweig, March 2012 [12] Willmot, P., Bramhall, M.and Radley, K.(2012). Using digital video reporting to inspire and engage students. http://www.raeng.org.uk/publications/other/using-digital-video-re­porting [13] Wu, W. W. (2009). A competency-based model for the success

Abstract

Based on decades of comparative research on the national tabloid industry in the Nordic countries, a forecast is made, based on the product life cycle (PLC) theory, that the Swedish national tabloid industry will decline. As PLC theory is a blunt forecasting instrument, every precaution is taken; still a forecast is made that the No.2 tabloid will lose the present endgame to the market leader and disappear in 5-10 years time. End-game strategies as well as exit barriers are discussed in detail. The conclusions are valid for the national tabloid industries in the other Nordic countries following the same pattern of development. In passing, the question is raised of whether Internet publishing will change the rules of the game.

]. Copenhagen: The Media Council for Children and Youth. Hannah, K. et.al. (2005a) Ønskekvisten. En håndbog i evaluering af Teater, Dans og Musik [The IANmodel. A handbook on evaluating Theatre, Dance, and Music]. Aarhus: Forlaget Klim. Hannah, K. et.al. (2005b) ’Evaluation of quality in the performing arts’. [http://www.aestetik.au.dk/oenskekvisten/eng/present]. Hebsgaard, S. (2004) ’Skal computerspil have kulturstøtte?’ [Should computer games be culturally funded?]. Copenhagn: Berlingske Tidende December 30th. Jenkins, H. (2001) ‘Game Design as Narrative Architecture

Abstract

The problem of the native player in the Romanian basketball generated a lot of pros and cons. To take a stand in this issue, in order to protect the Romanian player, starting with the 2015-2016 season, the Romanian Basketball Federation introduced the rule of presence of the local player on the court at each official match. Thus, at Romanian Cup matches, at least two Romanian players must be permanently on the court, and at the National League matches there must be at least one Romanian player at all times.

Starting from the hypothesis that the value of the national team increases through the first echelon, this study aims to analyze and compare the game parameters registered in the National Men’s Basketball League (LNBM) and those made by the national team of Romania at Eurobasket 2017.