Abstract Do firms have proper incentives to invest in transport cost reduction? We discuss this question in a duopoly with a local firm and a distant competitor that may invest in a reduction of marginal transportation costs. In a two-stage game with investment in the first and duopoly competition in the second stage, we compare profit-maximizing investment with (constrained) welfare maximization by a social planer. Intuitively, a firm will overinvest if the negative impact on its competitor exceeds the gain in consumer surplus. We analyze how the relative strength of these two effects depends on market demand, firm conduct and investment costs. Applying our results to electronic commerce, we argue that for physical goods either overinvestment or the efficient decision not to invest is the most likely outcome while the specific characteristics of digital products yield either underinvestment or an efficient investment level that reduces transportation costs to zero.
I spent a year on an ankle bracelet as a condition of my parole. For me and for most of the 150,000 to 200,000 people who go through each day with this technology strapped to their ankles, claims that electronic monitoring as a sort of panacea for the problems in our prison system—a low-cost, technologically smart way to ameliorate state budget crises, ensure public safety, and give "criminals" a chance to put their life back together.
I'm at least in agreement with half of that win-win scenario. An increase in the use of EM will produce some winners. Let's take, for example, BI Incorporated, the largest provider of ankle bracelets and monitoring programs in the United States. In 2009, BI signed a five-year contract with Immigration and Customs Enforcement (ICE) for $372 million to provide ankle bracelets for 27,000 people awaiting immigration hearings. Clearly, a winner in this game.
What I'm not so sure about is the other side of the equation, those who actually walk around with that black box on their leg, apart from the aforementioned stars. For Paris and Lindsay, GPS jewelry provides a get-out-of-jail-free ticket, not counting the lawyers' fees, of course. But those are the rich and famous. They're different from the rest of us—they have more money.
THE PRODUCTS OF TODAY'S CAPITALIST CULTURE -- WHETHER FILMS, TELEVISION PROGRAMS, ELECTRONIC GAMES, OR POPULAR MUSIC -- CAN NO LONGER BE VIEWED IN THEIR PURELY IDEOLOGICAL ROLE BUT MUST ALSO BE SEEN AS IMPORTANT COMMODITIES CRITICAL TO THE ECONOMICS OF TRANSNATIONAL CORPORATIONS. THE CULTURAL CLASH THAT COMES FROM THE REPRESSION OF NATIONAL OR MINORITY CULTURES ON BEHALF OF THESE CORPORATIONS CAN FEED INTO RIGHT-WING NATIONALIST IDENTITY POLITICS. IN CONTRAST TO THIS, THE AUTHOR PRESENTS EXAMPLES OF PROGRESSIVELY-ORIENTED CULTURAL RESISTANCE THAT OFFER MORE PROMISING MODELS OF CHANGE.
Intro -- Preface -- Organization -- Contents -- Preventing Coercion in E-Voting: Be Open and Commit -- 1 Introduction -- 2 Game-Theoretic Preliminaries -- 2.1 Strategic Games -- 2.2 Solution Concepts -- 2.3 Pure Vs. Mixed Strategies -- 3 A Simple Game Model of Coercion -- 3.1 Players, Strategies, Utilities -- 3.2 Coercion Against Perfect Protection -- 3.3 Coercion Game for Breakable Protection -- 4 Coercion with Incomplete Information -- 4.1 Bayesian Game for Coercion -- 4.2 Uniform Probabilistic Beliefs -- 4.3 Normal Probabilistic Beliefs -- 5 Conclusions -- References -- Automatic Margin Computation for Risk-Limiting Audits -- 1 Introduction -- 2 Risk-Limiting Audits and Election Margins -- 3 Software Bounded Model Checking -- 4 Automated Margin Computation Using SBMC -- 5 Margin Computation for the D'Hondt Method -- 6 Using SBMC to Find Parameters in Election Function -- 7 Computing the Margin for National Danish Elections -- 8 Conclusion and Future Work -- References -- E-Voting in Developing Countries -- Abstract -- 1 Introduction -- 2 The Need for an Ecological View in E-Voting Research -- 3 Research Method -- 3.1 Literature Sampling -- 3.2 Research Themes Classification -- 4 Findings and Discussion -- 4.1 Descriptive Overview of the Result -- 4.2 The Thematic Landscape of the Current Research -- 5 Recommendations -- 6 Conclusion -- Acknowledgement -- Appendix: List of Articles Included in the Final Dataset -- References -- Truly Multi-authority `Prêt-à-Voter' -- 1 Introduction -- 1.1 Background -- 1.2 Our Solution -- 1.3 Motivation and Contribution -- 2 Prêt à Voter -- 3 Overview of Our Solution -- 3.1 Differences Compared to a Mixnet -- 4 Variant 1: Human-Computable Permutation -- 5 Variant 2: EBM Assisted Variant -- 6 Practical Matters -- 6.1 Auditing -- 6.2 What Do We Do in Case of Failure? -- 7 Conclusion -- References.
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The effect of violent computer games on individuals and on society has been the object of a great number of studies reaching across different disciplines, including traditional Humanities, International Relations Studies, and Psychology. Unfortunately, studies conducted within one discipline pay very limited attention to research conducted in other fields. Thus, important research data is rarely shared. The reasons for this lack of cross-disciplinary consideration can be attributed to many different factors. Humanities oriented research is often published in journals other than IR studies, or psychological studies. The various fields engaged in this type of research also employ different methodologies that highlight different aspect while obscuring others. Finally, the research is funded by different agencies, with different agendas. This presentation first describes the current situation through studies belonging to the Humanities, International Relations Studies and Psychology. These studies share an interest in the computer game genre commonly known as the First Person Shooter (FPS), a violent game genre where the gamer controls an armed avatar and observes the game world through a first-person perspective. The presentation discusses how the general research context (funding body, audience, problem formulation), the theoretical framework, and the methodologies of the different studies inform the research. Here, it is noted that Humanities research is often state-sponsored and conducted within Humanities departments or by one of few DH research centres that exist globally. Since the late 1990s, Humanities research has either focussed on discussing how participatory digital games function differently from other forms of culture such as literature or film (see Juul 2005, Malliet 2007), or it has conducted an often Foucauldian or Baudrillardian interrogation of the games, discussing them as deeply ideological spaces (Wark 2007). The methodological tools employed by this research are virtually always qualitative and hermeneutic. International Relations research also comes out of state-sponsored or private universities, but is sometimes connected to organisations such as the Institute of World Politics. Following the cultural turn of IR during the last two decades (Van Veeren 2009), this research has become increasingly attentive to the way that military games engage with global politics and future military conflict. The focus of game studies conducted within the confines of IR studies is thus the way in which the FPS imagines future global conflict. This research is often qualitative and does discuss the narratives and discourses of the games, but it also employs interviews and quantitative methods to investigate how gamers's ideas about global relations are affected by the games (Zamaróczy 2016). Finally, psychological research into violent games comes from a large number of funding bodies, from state-run universities to private foundations, the health care sector, and the US Department of Defence (DoD) (Höglund 2008). The research produced by these various agencies focuses primarily on to what extent violent games produce violent behaviour or not (Anderson et al., 2002), but it also includes studies on how games can train soldiers before combat or help treat veterans suffering from post traumatic stress disorder (Rizzo et al 2006). The link between violent computer games and aggressive behaviour is notoriously difficult to study in laboratory experiments, and a few alternative ways of assessing the relationship have been suggested (Sauer and Nova 2015). Even so, this research is firmly quantitative and often disregards the qualitative aspect. The question that the presentation will address in relation to these studies is how these different fields may benefit from cross-disciplinary exchange. The presentation suggests that by considering results gained in psychological studies, and by making some use of the quantitative and laboratory methods common in this discipline, the humanities or IR researcher would be in a considerably better position to discuss the effect that the FPS has on the individual. In other words, broadening the disciplinary perspective would make it possible to consider not only the ideological, political and aesthetic content of the material, but also how gamers actually respond to the material. Similarly, humanities and IR related research could help researchers working in the field of psychology to ask more relevant and precise questions that take into consideration the qualitative content of a particular game before examining its effects in a laboratory setting. In other words, by considering humanities and IR research, the simple question if games encourage aggression in gamers may be rephrased into the more complex question if games encourage aggression against particular groups in society, or support state aggression against certain nationalities. This discussion may be of interest to scholars conducting research on digital games, but it may also be of general interest to Digital Humanities since the formation of games research takes place in the crossroads of several different disciplines. REFERENCES Anderson, C. A, B. J. Bushman. (2002) Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28.12): 1679-1686. Höglund, J. (2008). Electronic Empire: Orientalism Revisited in the Military Shooter. Game Studies. 8.1. http://gamestudies.org/0801/articles/hoeglund Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds, Cambridge: The MIT Press Malliet, Steven. (2007). Adapting the Principles of Ludology to the Method of Video Game Content Analysis. Game Studies 7.1. http://gamestudies.org/0701/articles/malliet Rizzo. A, J, et al. (2006). A Virtual Reality Exposure Therapy Application for Iraq War Military Personnel with Post Traumatic Stress Disorder: From Training to Toy to Treatment. NATO Advanced Research Workshop on Novel Approaches to the Diagnosis and Treatment of Posttraumatic Stress Disorder. IOS Press, Washington D.C., 235-250 Sauer, J. D, A Drummond, and N. Nova. (2015). Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression. Journal of Experimental Psychology Applied. 21.3. 205-214. Van Veeren, Es. (2009). The 'Cultural Turn' in International Relations: Making Sense of World Politics. E- International Relations. May 10. http://www.e-ir.info/2009/05/10/the-'cultural-turn'-in-international- relations-making-sense-of-world-politics/. Wark, M. (2007). Gamer Theory. Cambridge, Harvard University Press. Zamaróczy, N de. (2016). Are We What We Play? Global Politics in Historical Strategy Computer Games. International Studies Perspectives. 0.1, 1–20.
Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from "traditional" action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants' in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.
Contents: CHAPTER I. INDUSTRY. -- CHAPTER II. USE OF TOBACCO, COFFEE, HEMP, OPIUM, &c. -- CHAPTER III. THE BATH. -- CHAPTER IV. GAMES. -- CHAPTER V. Music. -- CHAPTER VI. PUBLIC DANCERS. -- CHAPTER VII. SERPENT-CHARMERS, AND PERFORMERS OF LEGERDEMAIN TRICKS, &c. -- CHAPTER. VIII. PUBLIC RECITATIONS OF ROMANCES. -- CHAPTER IX. PUBLIC RECITATIONS OF ROMANCES-continued. --CHAPTER X. PUBLIC RECITATIONS OF ROMANCES-continued. -- CHAPTER XI. PERIODICAL PUBLIC FESTIVALS, &c. -- CHAPTER XII. --PERIODICAL PUBLIC FESTIVALS, &c.—continued. -- CHAPTER XIII. PERIODICAL PUBLIC FESTIVALS, &c.—continued. -- CHAPTER XIV. PRIVATE FESTIVITIES, &c. --CHAPTER XV. DEATH, AND FUNERAL RITES.
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure towards platforms capable of and effective at instigating more serious, emotional, and intrapersonal experiences. Along with this evolution, games research has also started to consider more deeply affective and cognitive reactions that resemble the broad notion of eudaimonia, with work already being done in communication studies and media psychology as well as in human-computer interaction. These studies offer a large variety of concepts to describe such eudaimonic reactions - including eudaimonia, meaningfulness, appreciation, and self-transcendence - which are frequently used as synonyms as they represent aspects not captured by the traditional hedonic focus on enjoyment. However, these concepts are potentially confusing to work with as they might represent phenomenological distinct experiences. In this scoping review, we survey 82 publications to identify different concepts used in digital gaming research to represent eudaimonia and map out how these concepts relate to each other. The results of this scoping review revealed four broad conceptual patterns: (1) appreciation as an overarching (yet imprecise) eudaimonic outcome of playing digital games; (2) covariation among meaningful, emotionally moving/challenging, and self-reflective experiences; (3) the unique potential of digital games to afford eudaimonic social connectedness; and (4) other eudaimonia-related concepts (e.g., nostalgia, well-being, elevation). This review provides a conceptual map of the current research landscape on eudaimonic game entertainment experiences and outlines recommendations for future scholarship, including how a focus on digital games contributes to a more comprehensive understanding of eudaimonic media experiences broadly.
O presente trabalho foi originado a partir das reflexões suscitadas por uma pesquisa de pós-doutorado que investiga como os jogos eletrônicos podem contribuir para a produção e o compartilhamento de representações, de imagens e de um imaginário sobre o passado, atuando como suporte para a memória coletiva. O artigo propõe uma reflexão sobre as relações entre simulação digital, o conhecimento do passado e a história pública com base na discussão da produção bibliográfica recente de historiadores norte-americanos que tratam do tema. O artigo critica a dicotomia entre jogos digitais educativos comerciais conclui que os elementos ficcionais presentes em simulações e jogos digitais oferecem a oportunidade para o exercício de exploração da história contrafatual. Essa característica, aliada à possibilidade de expressão de dados e conhecimentos históricos complexos, tornam as simulações e jogos digitais valiosas para o campo da história pública.
The article deals with the peculiarities of using such an interactive educational technology as a simulation game in the educational process of a higher education institution. Approaches to defining the essence of this technology are generalized. It has been established that simulation games can be used as a pedagogical technology or one of the methods of active learning, in conducting social and psychological training, in solving production, social and psychological problems that a graduate may encounter in his or her professional activity. The classification of educational simulation games is presented. Their didactic potential is determined and possible options for building and structuring simulation games are revealed. The specifics of the use of simulation games in the professional training of bachelors of publishing and printing in higher education are considered. Their use will facilitate the rapid inclusion of students in the model of professional activity, allow them to take on different functional roles, identify the specifics of their characters' activities, interact in a simulated, but as close to real, production process, and most importantly, see and evaluate the final result of their work. The author's electronic resource with methodical instructions on the use of a simulation game. The experience of using the simulation game in the professional training of bachelors of publishing and printing is presented.