Results for 'players transfers'

977 found
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  1.  24
    Why privilege the Europeans? A discussion of FIFA’s rules for international transfers for under-18 players.Jørn Sønderholm - 2023 - Journal of the Philosophy of Sport 50 (2):190-207.
    Many professional football clubs in Europe have youth academies. The business model of such academies is that a club invests resources in training a player and then, when the player is old enough to sign an adult contract, either sells the player or offers him an adult contract. According to Fédération Internationale De Football Association (FIFA), international transfers of players are only permitted if the player is over the age of 18. There are five exceptions to this rule. (...)
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  2.  18
    Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors.Angelica B. Ortiz de Gortari & Jayne Gackenbach - 2021 - Frontiers in Psychology 12.
    The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions and self-agency transient changes related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and (...)
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  3.  14
    What connects splicing of transfer RNA precursor molecules with pontocerebellar hypoplasia?Samoil Sekulovski & Simon Trowitzsch - 2023 - Bioessays 45 (2):2200130.
    Transfer RNAs (tRNAs) represent the most abundant class of RNA molecules in the cell and are key players during protein synthesis and cellular homeostasis. Aberrations in the extensive tRNA biogenesis pathways lead to severe neurological disorders in humans. Mutations in the tRNA splicing endonuclease (TSEN) and its associated RNA kinase cleavage factor polyribonucleotide kinase subunit 1 (CLP1) cause pontocerebellar hypoplasia (PCH), a heterogeneous group of neurodegenerative disorders, that manifest as underdevelopment of specific brain regions typically accompanied by microcephaly, profound (...)
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  4.  24
    Quantifying Contextual Interference and Its Effect on Skill Transfer in Skilled Youth Tennis Players.Tim Buszard, Machar Reid, Lyndon Krause, Stephanie Kovalchik & Damian Farrow - 2017 - Frontiers in Psychology 8.
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  5.  41
    Properties based on relative contributions for cooperative games with transferable utilities.Yoshio Kamijo & Takumi Kongo - 2015 - Theory and Decision 78 (1):77-87.
    By focusing on players’ relative contributions, we study some properties for values in positive cooperative games with transferable utilities. The well-known properties of symmetry (also known as “equal treatment of equals”) and marginality are based on players’ marginal contributions to coalitions. Both Myerson’s balanced contributions property and its generalization of the balanced cycle contributions property (Kamijo and Kongo Int J of Game Theory 39:563–571, 2010; BCC) are based on players’ marginal contributions to other players. We define (...)
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  6. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, (...)
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  7. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias (...)
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  8.  73
    Using Modified Equipment in Field Hockey Leads to Positive Transfer of Learning Effect.Johanna E. A. Brocken, John van der Kamp, Matthieu Lenior & Geert J. P. Savelsbergh - 2021 - Frontiers in Psychology 12.
    Cross-education is the phenomenon in which repeated practice of a unilateral motor task does not only result in performance improvement of the trained limb, but also in the untrained contralateral limb. The aim of this study was to test whether cross-education or positive transfer of learning is also achieved for tasks in which both limbs contribute in different ways by using modified equipment that switches the limbs’ role. To this end, a reverse field hockey stick was used that requires a (...)
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  9.  49
    Learning strategic environments: an experimental study of strategy formation and transfer. [REVIEW]Andreas Nicklisch - 2011 - Theory and Decision 71 (4):539-558.
    I present an experiment on learning about a game in an initially unknown environment. Subjects play repeatedly simple 2 × 2 normal-form coordination games. I compare behavioral learning algorithms for different feedback information. Minimal feedback only informs about own payoffs, while additional feedback informs about own payoffs and the opponent’s choice. Results show that minimal feedback information leads to a myopic learning algorithm, while additional feedback induces non-myopic learning and increases the impulse with which players respond to payoff differences. (...)
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  10.  8
    Etyczne problemy działania agentów zawodników w piłce nożnej.Zbigniew Pawlak & Andrzej Smoleń - 2012 - Annales. Ethics in Economic Life 15:131-142.
    The players’ agent is a middleman who, on the strength of an agent contract and with pay, becomes obliged to act as a go-between in concluding contracts between players and clubs or transfer contracts between clubs. According to data of the International Federation of Association Football (FIFA), at the end of March 2011 there were 5794 licensed agents of football players in 219 national federations. According to the FIFA’s regulations, players, as well as clubs, have right (...)
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  11.  5
    Dylematy etyczne rozwoju sportu zawodowego.Zbigniew Pawlak & Andrzej Smoleń - 2010 - Annales. Ethics in Economic Life 13 (2):107-116.
    This paper discusses in detail the ethical issues in the contemporary professional sports and shows how these issues are addressed in the European Union countries and in the United States. From the ethical perspective it was decided that it is disputable to finance companies in competitive sports from a public purse (central and local government purse), to sponsor football clubs by bookmaking companies, to pay compensations (financial equivalents) for the change of membership in clubs by the players (the so (...)
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  12. Minimum cost spanning tree games and spillover stability.Ruud Hendrickx, Jacco Thijssen & Peter Borm - 2012 - Theory and Decision 73 (3):441-451.
    This article discusses interactive minimum cost spanning tree problems and argues that the standard approach of using a transferable utility game to come up with a fair allocation of the total costs has some flaws. A new model of spillover games is presented, in which each player’s decision whether or not to cooperate is properly taken into account.
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  13. Socially Structured Games.P. Jean-Jacques Herings, Gerard Van Der Laan & Dolf Talman - 2007 - Theory and Decision 62 (1):1-29.
    We generalize the concept of a cooperative non-transferable utility game by introducing a socially structured game. In a socially structured game every coalition of players can organize themselves according to one or more internal organizations to generate payoffs. Each admissible internal organization on a coalition yields a set of payoffs attainable by the members of this coalition. The strengths of the players within an internal organization depend on the structure of the internal organization and are represented by an (...)
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  14.  78
    A Banzhaf share function for cooperative games in coalition structure.Gerard van Der Laan & René van Den Brink - 2002 - Theory and Decision 53 (1):61-86.
    A cooperative game with transferable utility–or simply a TU-game– describes a situation in which players can obtain certain payoffs by cooperation. A value function for these games assigns to every TU-game a distribution of payoffs over the players. Well-known solutions for TU-games are the Shapley and the Banzhaf value. An alternative type of solution is the concept of share function, which assigns to every player in a TU-game its share in the worth of the grand coalition. In this (...)
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  15.  48
    (1 other version)Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2016 - Topics in Cognitive Science 8 (4).
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of (...)
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  16.  76
    Axiomatizations of a Class of Equal Surplus Sharing Solutions for TU-Games.René van den Brink & Yukihiko Funaki - 2009 - Theory and Decision 67 (3):303-340.
    A situation, in which a finite set of players can obtain certain payoffs by cooperation can be described by a cooperative game with transferable utility, or simply a TU-game. A (point-valued) solution for TU-games assigns a payoff distribution to every TU-game. In this article we discuss a class of equal surplus sharing solutions consisting of all convex combinations of the CIS-value, the ENSC-value and the equal division solution. We provide several characterizations of this class of solutions on variable and (...)
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  17.  33
    Do No Harm Policy for Minds in Other Substrates.Soenke Ziesche & Roman V. Yampolskiy - 2019 - Journal of Ethics and Emerging Technologies 29 (2):1-11.
    Various authors have argued that in the future not only will it be technically feasible for human minds to be transferred to other substrates, but this will become, for most humans, the preferred option over the current biological limitations. It has even been claimed that such a scenario is inevitable in order to solve the challenging, but imperative, multi-agent value alignment problem. In all these considerations, it has been overlooked that, in order to create a suitable environment for a particular (...)
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  18.  66
    Investment and repayment in a trust game after ventromedial prefrontal damage.Giovanna Moretto, Manuela Sellitto & Giuseppe di Pellegrino - 2013 - Frontiers in Human Neuroscience 7.
    Although trust and reciprocity are ubiquitous in social exchange, their neurobiological substrate remains largely unknown. Here, we investigated the effect of damage to the ventromedial prefrontal cortex (vmPFC)—a brain region critical for valuing social information—on individuals’ decisions in a trust game and in a risk game. In the trust game, one player, the investor, is endowed with a sum of money, which she can keep or invest. The amount she decides to invest is tripled and sent to the other player, (...)
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  19.  17
    Knowledge Judgments in “Gettier” Cases.John Turri - 2016 - In Wesley Buckwalter & Justin Sytsma (eds.), Blackwell Companion to Experimental Philosophy. Malden, MA: Blackwell. pp. 335–348.
    Knowledge sets the standard for appropriate assertion and recent evidence suggests that it might also set the standard for appropriate belief and decision‐making. Governments spend hundreds of millions of dollars to support the creation, transfer, and mobilization of knowledge. Philosophers have created a dizzying array of Gettier case thought experiments. In doing so, many have been guilty of experimenter bias. This includes some original players who helped set the agenda for decades to come. Cognitive scientists recently began seriously investigating (...)
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  20.  20
    What Management Does to Space Projects: The Franco-Soviet Project ARCAD 3 in the Late 1970s.Jérôme Lamy - 2011 - Science in Context 24 (4):545-586.
    ArgumentSpace projects represent, after World War II, the archetype of large-scale organization of scientific practices that are flexible, temporary, and oriented towards specific goals. A new form of activity, the project, emerged through the management of technical means, allocation of skills, and coordination of various players. Project management emerged as the synthesis of a set of social practices designed to subordinate as well as synchronize the initiatives of researchers, engineers, and technicians who had temporarily joined forces. This article presents (...)
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  21.  36
    Characterizations of weighted and equal division values.Sylvain Béal, André Casajus, Frank Huettner, Eric Rémila & Philippe Solal - 2016 - Theory and Decision 80 (4):649-667.
    New and recent axioms for cooperative games with transferable utilities are introduced. The non-negative player axiom requires to assign a non-negative payoff to a player that belongs to coalitions with non-negative worth only. The axiom of addition invariance on bi-partitions requires that the payoff vector recommended by a value should not be affected by an identical change in worth of both a coalition and the complementary coalition. The nullified solidarity axiom requires that if a player who becomes null weakly loses (...)
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  22.  16
    Dialogue Coherence: A Generation Framework.Robbert-jan Beun & Rogier Eijk - 2007 - Journal of Logic, Language and Information 16 (4):365-385.
    This paper presents a framework for the generation of coherent elementary conversational sequences at the speech act level. We will embrace the notion of a cooperative dialogue game in which two players produce speech acts to transfer relevant information with respect to their commitments. Central to the approach is that participants try to achieve some sort of balanced cognitive state as a result of speech act generation and interpretation. Cognitive states of the participants change as a result of the (...)
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  23. Evaluating Weaknesses of “Perceptual-Cognitive Training” and “Brain Training” Methods in Sport: An Ecological Dynamics Critique.Ian Renshaw, Keith Davids, Duarte Araújo, Ana Lucas, William M. Roberts, Daniel J. Newcombe & Benjamin Franks - 2019 - Frontiers in Psychology 9.
    The recent upsurge in “brain-training and perceptual-cognitive-training", proposing to improve isolated processes such as brain function, visual perception and decision-making, has created significant interest in elite sports practitioners, seeking to create an ‘edge’ for athletes. The claims of these related 'performance-enhancing industries' can be considered together as part of a process training approach proposing enhanced cognitive and perceptual skills and brain capacity, to support performance in everyday life activities, including sport. For example, the 'process-training industry' promotes the idea that playing (...)
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  24.  92
    Coaches’ Emotional Intelligence and Reactive Behaviors in Soccer Matches: Mediating Effects of Coach Efficacy Beliefs.Pedro Teques, Daniel Duarte & João Viana - 2019 - Frontiers in Psychology 10:448586.
    In the last 10 years, emotional intelligence has become a current issue of research in psychology, and there are indicators to consider that emotional intelligence should be analyzed to help the coach to behave effectively during competitions. According to Boardley’s (2018) revised model of coaching efficacy, coaches’ emotional intelligence is predictive of their efficacy beliefs, which, in turn, is predictive of coaching behavior. However, little is known about the mediating effects of coaching efficacy dimensions on the relationships between coach’s emotional (...)
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  25.  18
    Philosophers, Carers, and Psychodramatic Games.Corinne Gal, Alexandre Chapy, Marielle Fau & Muriel Guaveia - 2023 - Philosophy Psychiatry and Psychology 30 (3):231-233.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophers, Carers, and Psychodramatic GamesCorinne Gal (bio), Alexandre Chapy (bio), Marielle Fau (bio), and Muriel Guaveia (bio)Dear Jonathan D. Moreno,Thank you for the honor of taking the time to comment on the work we do. It is very meaningful for us to be able to talk with you.We, too, see a big difference between philosophers and carers (in the broadest sense) who deal with the suffering of patients and (...)
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  26.  10
    Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games.Mateusz Grajek, Łukasz Olszewski, Karolina Krupa-Kotara, Agnieszka Białek-Dratwa & Krzysztof Sas-Nowosielski - 2022 - Frontiers in Psychology 13.
    IntroductionThe rapid development of technology has led to the transfer of entertainment to the virtual world. Many games and multimedia applications use the so-called augmented reality. With the development of a new technological branch, a new health problem has emerged, which is infoholic addiction, attracting people with the specific functionality that is cyberspace and the virtual world.ObjectiveThe study aimed to assess health behaviors and the risk of addiction among users of urban multimedia games. Research methodology. The study was conducted among (...)
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  27.  44
    Social Payments: Innovation, Trust, Bitcoin, and the Sharing Economy.Taylor C. Nelms, Bill Maurer, Lana Swartz & Scott Mainwaring - 2018 - Theory, Culture and Society 35 (3):13-33.
    The payments industry – the business of transferring value through public and corporate infrastructures – is undergoing rapid transformation. New business models and regulatory environments disrupt more traditional fee-based strategies, and new entrants seek to displace legacy players by leveraging new mobile platforms and new sources of data. In this increasingly diversified industry landscape, start-ups and established players are attempting to embed payment in ‘social’ experience through novel technologies of accounting for trust. This imagination of the social, however, (...)
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  28.  24
    Procedural and optimization implementation of the weighted ENSC value.Dongshuang Hou, Aymeric Lardon, Panfei Sun & Hao Sun - 2019 - Theory and Decision 87 (2):171-182.
    The main purpose of this article is to introduce the weighted ENSC value for cooperative transferable utility games which takes into account players’ selfishness about the payoff allocations. Similar to Shapley’s idea of a one-by-one formation of the grand coalition [Shapley ], we first provide a procedural implementation of the weighted ENSC value depending on players’ selfishness as well as their marginal contributions to the grand coalition. Second, in the spirit of the nucleolus [Schmeidler ], we prove that (...)
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  29.  37
    Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs?Tyler Pace, Aaron Houssian & Victoria McArthur - 2009 - Journal of Information, Communication and Ethics in Society 7 (2/3):192-210.
    PurposeThe purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor different real life social groups.Design/methodology/approachA novel method combining both quantitative and critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the findings of this study.FindingsThis study concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy literature (...)
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  30.  31
    The Manhandling of Maecenas: Senecan Abstractions of Masculinity.Margaret Graver - 1998 - American Journal of Philology 119 (4):607-632.
    In lieu of an abstract, here is a brief excerpt of the content:The Manhandling of Maecenas:Senecan Abstractions of MasculinityMargaret GraverGaius Maecenas was many things: a magnet for wealth, a shrewd political player, a patron of exceptionally sophisticated taste, and to some, at least, a cherished friend. It is disconcerting, then, to see what a one–sided image of him appears in the philosopher Seneca. Although reasonably complete evidence was available, Seneca's account hardly gets beyond Maecenas' mannerisms of dress and deportment, "how (...)
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  31.  29
    Sports Teaching, Traditional Games, and Understanding in Physical Education: A Tale of Two Stories.Raúl Martínez-Santos, María Pilar Founaud, Astrid Aracama & Asier Oiarbide - 2020 - Frontiers in Psychology 11:581721.
    Unlike Dickens’s novel, this is not a tale of light and darkness, order and chaos, good and evil… It is, though, a story worth to be told about two standpoints about games and sports, teaching and research, physical education simply put, that have pursued similar interests on parallel tracks for too long, despite their apparent closeness and expected shared cultural grounds. The objective of this conceptual analysis is to try and reconcile two perspectives, namely motor praxeology and teaching games for (...)
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  32.  31
    Integrin control of cell cycle: a new role for ubiquitin ligase.Qing Qiu Pu & Charles H. Streuli - 2002 - Bioessays 24 (1):17-21.
    Receptor tyrosine kinases and integrins are activated by growth factors and extracellular matrix, respectively. Their activation leads to signal transduction cascades that control many aspects of cell phenotype, including progression through the G1 phase of the cell cycle. However, the signalling cassettes driven by growth factors and matrix do not work independently of each other. Integrin triggering is essential to facilitate kinase‐ and GTPase‐mediated signals and thereby drive efficient transfer of information through the growth factor–cyclin axis. A recent study indicates (...)
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  33.  18
    International construction of area studies in France during the Cold War.Ioana Popa - 2016 - History of the Human Sciences 29 (4-5):125-150.
    An Area Studies Division was created at the 6th Section of the École Pratique des Hautes Études (Paris) in the mid-1950s. It was devoted to several world regions, including the USSR and eastern Europe. This article investigates the links between its institutionalization and the international scientific and financial transfers underpinning it: the transatlantic support granted to the nascent division by the Rockefeller and Ford foundations and the academic cooperation programme that it launched with eastern Europe. The Russian, Soviet and (...)
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  34.  29
    Fair Competition for Business in the Field of Information and Communication Technologies in the Era of "Postcontemporary Society" Economy.Tetiana Mishustina, Alla Kravchenko, Oleksandr Poprotskyy, Tetiana Myhovych, Liudmyla Artemchuk & Oksana Vasylenko - 2022 - Postmodern Openings 13 (2):321-333.
    This article examines the fairness of business competition in the field of information and communication technologies. In the era of "postcontemporary society" economy, the dominant factor of development is the use of information. The share of business in the field of information and communication technologies in the economy is constantly growing. For businesses, its integration into the Internet, which has become an important market for the sale and promotion of goods and services, is becoming increasingly important. Various digital innovations, social (...)
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  35.  28
    Three-valued simple games.M. Musegaas, P. E. M. Borm & M. Quant - 2018 - Theory and Decision 85 (2):201-224.
    In this paper we study three-valued simple games as a natural extension of simple games. We analyze to which extent well-known results on the core and the Shapley value for simple games can be extended to this new setting. To describe the core of a three-valued simple game we introduce vital players, in analogy to veto players for simple games. Moreover, it is seen that the transfer property of Dubey can still be used to characterize the Shapley value (...)
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  36.  31
    A proportional value for cooperative games with a coalition structure.Frank Huettner - 2015 - Theory and Decision 78 (2):273-287.
    We introduce a solution concept for cooperative games with transferable utility and a coalition structure that is proportional for two-player games. Our value is obtained from generalizing a proportional value for cooperative games with transferable utility in a way that parallels the extension of the Shapley value to the Owen value. We provide two characterizations of our solution concept, one that employs a property that can be seen as the proportional analog to Myerson’s balanced contribution property; and a second one (...)
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  37.  22
    From winning strategy to Nash equilibrium.Stéphane Le Roux - 2014 - Mathematical Logic Quarterly 60 (4-5):354-371.
    Game theory is usually considered applied mathematics, but a few game‐theoretic results, such as Borel determinacy, were developed by mathematicians for mathematics in a broad sense. These results usually state determinacy, i.e., the existence of a winning strategy in games that involve two players and two outcomes saying who wins. In a multi‐outcome setting, the notion of winning strategy is irrelevant yet usually replaced faithfully with the notion of (pure) Nash equilibrium. This article shows that every determinacy result over (...)
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  38.  11
    Re-Engineering the “Chinese Soul” in Shanghai?Aihwa Ong - 2009 - ProtoSociology 26:192-212.
    Foreign managers in China talked about the need to “re-engineer the Chinese soul” in order to make employees conform to global corporate norms. My approach examines how Western business knowledge and practices are transferred to Shanghai in two major ways. First, I discuss attempts by American managers to focus on corporate norms aimed at disciplining Chinese employees to be team players, not entrepreneurial figures. Frustrations encountered in attempts to “re-engineer” workers are expressed in terms of the opposition between We­stern (...)
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  39.  20
    Belief in others’ trustworthiness and trusting behaviour.Tadeusz Tyszka, Marcin Malawski & Anna Macko - 2014 - Polish Psychological Bulletin 45 (1):43-51.
    Data from surveys indicate that people, in general, do not trust others. On the other hand, in one-shot trust games, where the player decides whether to send money to an anonymous partner, the actual rate of trust is relatively high. In two experiments, we showed that although reciprocity expectations and profit maximization matter, they are not decisive for trusting behaviour. Crucial factors that motivate behaviour in trust games seem to be altruism and a type of moral obligation related to a (...)
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  40.  14
    Socially Structured Games.P. Herings, Gerard Laan & Dolf Talman - 2007 - Theory and Decision 62 (1):1-29.
    We generalize the concept of a cooperative non-transferable utility game by introducing a socially structured game. In a socially structured game every coalition of players can organize themselves according to one or more internal organizations to generate payoffs. Each admissible internal organization on a coalition yields a set of payoffs attainable by the members of this coalition. The strengths of the players within an internal organization depend on the structure of the internal organization and are represented by an (...)
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  41.  35
    The Nash solution is more utilitarian than egalitarian.Shiran Rachmilevitch - 2015 - Theory and Decision 79 (3):463-478.
    I state and prove formal versions of the claim that the Nash bargaining solution creates a compromise between egalitarianism and utilitarianism, but that this compromise is “biased”: the Nash solution puts more emphasis on utilitarianism than it puts on egalitarianism. I also extend the bargaining model by assuming that utility can be transferred between the players at some cost ; I use the extended model to better understand the connections between egalitarianism and utilitarianism.
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  42.  20
    Physiological Synchronization in Emergency Response Teams: Subjective Workload, Drivers and Empaths.Stephen J. Guastello & Anthony F. Peressini - unknown
    Behavioral and physiological synchronization have important implications for work teams with regard to workload management, coordinated behavior and overall functioning. This study extended previous work on the nonlinear statistical structure of GSR series in dyads to larger teams and included subjective ratings of workload and contributions to problem solving. Eleven teams of 3 or 4 people played a series of six emergency response (ER) games against a single opponent. Seven of the groups worked under a time pressure instruction at the (...)
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  43.  19
    The Effects of Computer-Based and Motor-Imagery Training on Scoring Ability in Lacrosse.Takahiro Hirao & Hiroaki Masaki - 2020 - Frontiers in Psychology 11:529374.
    Previous studies have confirmed that the temporal attentional control created by the repetition of stimulus-response compatibility (SRC) tasks was transferred to shooting skills in lacrosse players. In the current study, we investigated whether combining motor imagery training with SRC tasks could enhance the scoring ability of lacrosse players. We grouped 33 male lacrosse players into three groups: an SRC task and motor imagery group (referred as to SRC+Image), an SRC task group, and a control group. Players (...)
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  44.  10
    Axiomatizations of a Class of Equal Surplus Sharing Solutions for TU-Games.René Brink & Yukihiko Funaki - 2009 - Theory and Decision 67 (3):303-340.
    A situation, in which a finite set of players can obtain certain payoffs by cooperation can be described by a cooperative game with transferable utility, or simply a TU-game. A (point-valued) solution for TU-games assigns a payoff distribution to every TU-game. In this article we discuss a class of equal surplus sharing solutions consisting of all convex combinations of the CIS-value, the ENSC-value and the equal division solution. We provide several characterizations of this class of solutions on variable and (...)
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  45.  25
    On the strong $$\beta$$-hybrid solution of an N-person game.Bertrand Crettez, Rabia Nessah & Tarik Tazdaït - 2022 - Theory and Decision 94 (3):363-377.
    We propose a new notion of coalitional equilibria, the strong $$\beta$$ -hybrid solution, which is a refinement of the hybrid solution introduced by Zhao. Zhao’s solution is well suited to study situations where people cooperate within coalitions but where coalitions compete with one another. This paper’s solution, as opposed to the hybrid solution, assigns to each coalition a strategy profile that is strongly Pareto optimal. Moreover, like the $$\beta$$ -core, deviations by subcoalitions of any existing coalition are deterred by the (...)
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  46.  12
    In Your Face(t)—Personality Traits Interact With Prototypical Personality Faces in Economic Decision Making.Martin Weiß, Marko Paelecke & Johannes Hewig - 2021 - Frontiers in Psychology 12.
    In everyday life, assumptions about our peers' as well as our own personality shape social interactions. We investigated whether self-rated personality and inferences drawn from partners' faces influence economic decisions. Participants (N= 285) played the trust game in the role of the trustor as well as the ultimatum game in the role of the proposer and interacted with trustees and receivers represented by prototypical personality faces. Participants also evaluated both their own traits and the personality of the faces. In the (...)
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  47. Doctors with Borders? An Authority-based Approach to the Brain Drain.Alfonso Donoso & Alejandra Mancilla - 2017 - South African Journal of Philosophy 36 (1):69-77.
    According to the brain drain argument, there are good reasons for states to limit the exit of their skilled workers (more specifically, healthcare workers), because of the negative impacts this type of migration has for other members of the community from which they migrate. Some theorists criticise this argument as illiberal, while others support it and ground a duty to stay of the skilled workers on rather vague concepts like patriotic virtue, or the legitimate expectations of their state and co-citizens. (...)
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  48. The Ecological Approach to Information Processing.Barry Smith - 2003 - In Kristóf Nyíri (ed.), Mobile Learning: Essays on Philosophy, Psychology and Education. Passagen Verlag. pp. 17--24.
    Imagine a 5-stone weakling whose brain has been loaded with all the knowledge of a champion tennis player. He goes to serve in his first match – Wham! – His arm falls off. The 5-stone weakling just doesn’t have the bone structure or muscular development to serve that hard. There are, clearly, different types of knowledge/ability/skill, only some of which are a matter of what can be transferred simply by passing signals down a wire from one brain (or computer) to (...)
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  49.  39
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11:612835.
    Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The (...)
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  50.  55
    Le corps sportif : un capital rentable pour tous?Catherine Louveau - 2007 - Actuel Marx 41 (1):55-70.
    Sport makes it possible to (re)invest certain forms of capital which have been forged in and through professional work. Certain men thus manage to transfer their labour potential and their « pain threshold» to boxing or to rugby, while others invest their cultural capital in sports which involve forms of scientific knowledge. Bodies are not however gender-neutral. Men and women are thus set apart in the work of sport, both in its practice and in its normative representation. « Femininity » (...)
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