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  • 1
    Online Resource
    Online Resource
    Informa UK Limited ; 2009
    In:  Critical Studies in Media Communication Vol. 26, No. 2 ( 2009-06), p. 165-179
    In: Critical Studies in Media Communication, Informa UK Limited, Vol. 26, No. 2 ( 2009-06), p. 165-179
    Type of Medium: Online Resource
    ISSN: 1529-5036 , 1479-5809
    RVK:
    RVK:
    Language: English
    Publisher: Informa UK Limited
    Publication Date: 2009
    detail.hit.zdb_id: 2005641-2
    detail.hit.zdb_id: 2110224-7
    SSG: 9,3
    SSG: 3,5
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  • 2
    Online Resource
    Online Resource
    Emerald ; 2006
    In:  info Vol. 8, No. 6 ( 2006-11-01), p. 51-68
    In: info, Emerald, Vol. 8, No. 6 ( 2006-11-01), p. 51-68
    Abstract: Macro goals: To alert the telecommunications policy community to the emergence of persistent online worlds as a communications and policy issue. Also to provide game industry decisionmakers with solid economic research on which to base policy decisions. Third, to connect these two communities to each other, for mutual benefit. Micro goals: to conduct a solid cost‐benefit analysis of a knotty problem in game economics: what to do about people who break the rules and use real money to buy game items (swords, wands, gold pieces, etc.) Design/methodology/approach Traditional cost‐benefit analysis. Consumer surplus analysis of externality effects, with a parameterized estimate of effects sizes. Findings Real‐money trading acts as a negative externality on the game subscription market. Seems likely to amount to several million dollars per 100,000 users per year. Research limitations/implications The effects sizes are simulated only. More data from the game industry are needed before one can put a solid dollar estimate on them. Also, much of the material in the paper had to be really elementary in order for the results to make sense for both policy economists and game industry analysts. Practical implications The analysis indicates a prima facie case for public policy intervention to help shield synthetic worlds from the deleterious effects of the global gold farming industry. Originality/value Interest in real‐money trade in gaming is growing, as indicated by the extent of online discussion by gaming scholars. Despite this, the literature on the economic and policy issues raised by the topic is limited. The article is an original piece of work that takes understanding forward.
    Type of Medium: Online Resource
    ISSN: 1463-6697
    Language: English
    Publisher: Emerald
    Publication Date: 2006
    detail.hit.zdb_id: 2028447-0
    SSG: 3,2
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  • 3
    Online Resource
    Online Resource
    Wiley ; 2001
    In:  The Economics of Transition Vol. 9, No. 2 ( 2001-07), p. 395-415
    In: The Economics of Transition, Wiley, Vol. 9, No. 2 ( 2001-07), p. 395-415
    Type of Medium: Online Resource
    ISSN: 0967-0750 , 1468-0351
    URL: Issue
    Language: English
    Publisher: Wiley
    Publication Date: 2001
    detail.hit.zdb_id: 1475239-6
    detail.hit.zdb_id: 2968929-6
    detail.hit.zdb_id: 1161170-4
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  • 4
    Online Resource
    Online Resource
    Wiley ; 2004
    In:  Kyklos Vol. 57, No. 2 ( 2004-05), p. 173-196
    In: Kyklos, Wiley, Vol. 57, No. 2 ( 2004-05), p. 173-196
    Type of Medium: Online Resource
    ISSN: 0023-5962 , 1467-6435
    URL: Issue
    RVK:
    Language: English
    Publisher: Wiley
    Publication Date: 2004
    detail.hit.zdb_id: 3292-X
    detail.hit.zdb_id: 2021217-3
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  • 5
    Online Resource
    Online Resource
    Wiley ; 2011
    In:  Kyklos Vol. 64, No. 3 ( 2011-08), p. 313-328
    In: Kyklos, Wiley, Vol. 64, No. 3 ( 2011-08), p. 313-328
    Type of Medium: Online Resource
    ISSN: 0023-5962
    URL: Issue
    RVK:
    Language: English
    Publisher: Wiley
    Publication Date: 2011
    detail.hit.zdb_id: 3292-X
    detail.hit.zdb_id: 2021217-3
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  • 6
    Online Resource
    Online Resource
    Wiley ; 2023
    In:  Kyklos Vol. 76, No. 2 ( 2023-05), p. 301-315
    In: Kyklos, Wiley, Vol. 76, No. 2 ( 2023-05), p. 301-315
    Abstract: We present the first model of preference evolution in an environment where the fame of an agent affects selection. Specifically, agents who are famous are more likely to be selected for comparison by other agents. Agents compare happiness, and then switch preferences if the other agent is happier. Without the attention economy, only ‘happy’ preferences survive – happy preferences being those which, when followed, give agents maximal subjective well‐being. In an attention economy, however, unhappy preferences can persist if there is incomplete information. With incomplete information, agents may make errors when assessing the happiness of others. Furthermore, famous agents may be systematically less happy than others; empirical happiness research suggests that happiness comes from factors like family and religion, not fame. With these two possibilities in play, ordinary agents may be matched frequently with famous people who seem happy but are not. In these matches, ordinary agents will adopt preferences that actually make them less happy, and this allows unhappy preferences to persist in equilibrium. Our model contributes a theoretical explanation for the empirical finding that people who pay more attention to media generally score lower on scales of subjective well‐being.
    Type of Medium: Online Resource
    ISSN: 0023-5962 , 1467-6435
    URL: Issue
    RVK:
    Language: English
    Publisher: Wiley
    Publication Date: 2023
    detail.hit.zdb_id: 3292-X
    detail.hit.zdb_id: 2021217-3
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  • 7
    Online Resource
    Online Resource
    Serious Games Society ; 2015
    In:  International Journal of Serious Games Vol. 2, No. 3 ( 2015-09-18)
    In: International Journal of Serious Games, Serious Games Society, Vol. 2, No. 3 ( 2015-09-18)
    Abstract: This paper provides a case study of how a board game can be modified to generate a serious game. We argue that board games are an interesting medium for serious games, especially when the goal is to teach players about particularly complex systems. In that case, the transparency of a board game makes it possible for players to “see the whole boards” – to see all of the various moving parts at work. That transparency also makes it very easy to modify board games. To demonstrate these claims, we present a modification to the board game CO2 that accurately models different policy options with regard to global warming. We show how a few major changes to the original game’s point systems, as well as removal of certain extraneous features, can significantly improve the game, adding an instructional value. The game allows players to experiment with several policy options, including carbon taxes, carbon emissions permit sales, and clean energy research support, and lets players see how these policies interact. We discuss ways that teachers, advocates, journalists, and others can the Climate Policy mod to more easily explain the incredibly complex interactions of power markets, carbon dioxide emissions, and public policy.
    Type of Medium: Online Resource
    ISSN: 2384-8766
    Language: Unknown
    Publisher: Serious Games Society
    Publication Date: 2015
    detail.hit.zdb_id: 2834858-8
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  • 8
    Online Resource
    Online Resource
    Elsevier BV ; 2015
    In:  Telecommunications Policy Vol. 39, No. 9 ( 2015-10), p. 787-795
    In: Telecommunications Policy, Elsevier BV, Vol. 39, No. 9 ( 2015-10), p. 787-795
    Type of Medium: Online Resource
    ISSN: 0308-5961
    Language: English
    Publisher: Elsevier BV
    Publication Date: 2015
    detail.hit.zdb_id: 752275-7
    detail.hit.zdb_id: 1481207-1
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  • 9
    Online Resource
    Online Resource
    SAGE Publications ; 2009
    In:  Games and Culture Vol. 4, No. 4 ( 2009-10), p. 396-407
    In: Games and Culture, SAGE Publications, Vol. 4, No. 4 ( 2009-10), p. 396-407
    Abstract: This article argues for using virtual worlds as experimental environments for social science questions at the macro level. The authors can foresee two major objections to this approach and will address them as to show why they do not prove to be significant. The first being that virtual worlds are not like the real world; therefore, one cannot generalize from events within them. The second of these foreseeable objections states that human society is too complex to be controlled in the way that controlled experimentation requires. Humans discover things by building environments suited for exploring the questions the authors have a rat maze is a very abstract environment, yet it is useful for exploring very general questions of mammalian cognition. The authors conclude that virtual worlds are no less valuable, on net, than other established experimental tools. The next stage in toolmaking, after Petri dishes, rat mazes, and supercolliders, should be virtual worlds.
    Type of Medium: Online Resource
    ISSN: 1555-4120 , 1555-4139
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2009
    detail.hit.zdb_id: 2213152-8
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  • 10
    Online Resource
    Online Resource
    Elsevier BV ; 2003
    In:  SSRN Electronic Journal
    In: SSRN Electronic Journal, Elsevier BV
    Type of Medium: Online Resource
    ISSN: 1556-5068
    Language: English
    Publisher: Elsevier BV
    Publication Date: 2003
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