This research focuses on organizing the Indonesia National Sports Games (PON) in the reform era. The organizing of the Indonesia National Sports Games (PON) is an effort made by the Indonesian government in developing sports and attracting potential athletes from all over Indonesia. This study aims to find out how the organizing of the Indonesia National Sports Games (PON) in the reform era from PON in 2000 in East Java to PON in 2020 in Papua and also, to find out how the development of sports and match numbers in PON in the reform era. The method used in this study is the historical method which starts from the first step, namely heuristics, criticism, interpretation, and historiography. This research uses literature study and analysis of print and electronic media as data collection procedures. This study discusses the implementation of PON in the reform era, which became a turning point in the development of sports in Indonesia. The results of this research are that the addition of match numbers and sports branches is closely related to the organizers' interests. The development of game numbers is very uncontrollable from PON 2000 to PON 2020.
Auctions have become a major phenomenon of electronic commerce. Governments use auctions to sell spectrum licenses, millions of users trade goods in Internet auctions, and task assignment in multiagent systems as well as procurement in the "real world" is handled via auctions. The contribution of this dissertation is two-fold. The first part addresses strategic bidding whereas the second part deals with privacy issues. There are auction mechanisms that have been proven to lead to allocations of goods that maximize utility among participants (bidders and sellers) and to remove counter-speculation in the bid-preparation process. However, the theoretical model makes several restrictive assumptions to achieve those properties. For example, agreements between bidders ("bidder collusion") or untruthful auctioneers are not considered. This thesis extends this list by adding the notion of "antisocial" agents, i.e., agents that intend to maximize their own utility while minimizing their competitors' utilities. We present optimal antisocial bidding strategies and show that it is impossible to construct an auction mechanism that provides the properties mentioned above in the presence of at least one antisocial agent. In the second part of this thesis, the privacy of sealed-bid auctions is investigated. Traditionally, privacy is obtained by consulting a trusted third-party, the auctioneer. However, the correctness of the outcome and the privacy of bids completely depend on the trustworthiness of the auctioneer. The major contribution of this dissertation is the incremental development of distributed protocols that emulate auction mechanisms without relying on any trusted party. This is achieved by applying recently developed cryptographic techniques of secure multiparty computation and distributing the determination of the auction outcome on bidders. The proposed protocols are secure despite any collusion of bidders. Some of them even provide partial privacy against computationally unbounded adversaries. ; Auktionen spielen eine wesentliche Rolle im elektronischen Handel. Regierungen versteigern Lizenzen für Funkfrequenzen (wie kürzlich die UMTS-Mobilfunklizenzen), Millionen Bieter nehmen an Internet-Versteigerungen teil und Aufgabenverteilung in Multiagentensystemen sowie Beschaffung von Waren oder Dienstleistungen für Unternehmen erfolgen häufig durch Auktionen. Diese Arbeit gliedert sich in zwei Teile. Während sich der erste Teil mit strategischem Bietverhalten beschäftigt, werden im zweiten Teil Aspekte der Sicherheit und des Datenschutzes in Auktionen behandelt. Es gibt Auktionsmechanismen, die bewiesenermaßen zu einer Güterverteilung führen, die den Nutzen aller beteiligten Personen (Käufer und Verkäufer) maximiert, und die strategisches Bieten überflüssig machen. Um diese Eigenschaften zu garantieren, werden jedoch einschränkende Annahmen im zu Grunde liegenden theoretischen Modell gemacht. So werden beispielsweise Absprachen zwischen Bietern (sog. Kollusionen) oder betrügerische Auktionatoren nicht betrachtet. In der vorliegenden Arbeit wird diese Liste um sog. "antisoziale" Agenten ergänzt. Das Ziel dieser Agenten ist, neben der Maximierung ihres eigenen Nutzens, den Nutzen ihrer Konkurrenten zu minimieren. Es werden optimale Bietstrategien für antisoziale Agenten präsentiert und die Unmöglichkeit der Konstruktion eines Auktionsmechanismus gezeigt, der oben genannte Grundeigenschaften in Gegenwart von mindestens einem antisozialen Agenten aufweisen kann. Im zweiten Teil dieser Arbeit wird der Schutz von verdeckten Geboten (beispielsweise bei Ausschreibungen) untersucht. Üblicherweise wird die Vertraulichkeit von verdeckten Geboten durch die Zuhilfenahme eines Dritten, dem Auktionator, sicher gestellt. Die Richtigkeit des Auktionsergebnisses und der tatsächliche Schutz der Gebote hängen allerdings vollkommen von der Vertrauenswürdigkeit dieser Instanz ab. Der Hauptbeitrag dieser Dissertation ist die schrittweise Entwicklung von verteilten Protokollen, die Auktionsmechanismen nachbilden ohne sich auf vertrauenswürdige Instanzen zu stützen. Dies wird unter anderem mit kürzlich entwickelten, kryptographischen Verfahren wie "multiparty computation" und der Grundidee, die Bestimmung des Auktionsergebnisses auf die Bieter zu verteilen, erreicht. Die vorgestellten Protokolle sind sicher, unabhängig davon wie viele Bieter ihr Wissen teilen. In einigen können die Gebote selbst mit unbeschränktem Rechenaufwand nicht aufgedeckt werden.
This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research.
In: Management report for nonunion organizations, Band 40, Heft 12, S. 1-2
ISSN: 1530-8286
A supermarket maintained the following work rules:
All documents are considered confidential and the sole property of Green Apple Supermarket and are not to be distributed or taken off the premises. There is to be no copying, faxing, or photographing of documents. Failure to comply may result in dismissal and legal action. Texting and playing electronic games is strictly prohibited and will result in a warning: three warnings will result in a dismissal.
"This book examines the evolution of digital platform economies through the lens of online gaming with a unique economic sociology perspective. Paying particular attention to Valve s Steam platform, the book examines the architecture of this online videogame marketplace and the way it enables new markets and economic transactions."
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 5, Heft 4, S. 523-545
Electronic journalism offers readers new interpretative possibilities, explored here in Malaysia. Ludic hermeneutic accounts of media reception posit engaging in games as a metaphorical model for an audience creatively forming the meaning of a screen text. Accessing the internet, web users' comprehension of virtual content is a seriously play-like process. Reading online is fundamentally purposeful or teleological ('goal-directed', albeit not by duty); concerned with other than the mundane ('extracted' from the everyday); projecting a 'fore-structure' for understanding, securing meaning; holistic (moving 'to and fro'), integrating aspects of a text; and constructing cultural identity and power ('fortifying' self and status). But the ludic focus on developing meaning intrinsic to the virtual web co-exists with material world concerns. Marginalizing the former, internet users emphasize securing extrinsic goals: talk of mundane duty is foregrounded. Reading the screen, still productive of understanding (identity and insight), becomes liminally ludic, sometimes laborious.
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.