Current Issue : October-December Volume : 2024 Issue Number : 4 Articles : 5 Articles
This paper establishes a previously unexplored connection between expected utility theory and potential games. Starting with a decision problem with a complete preference relation over lotteries on a finite set of alternatives, we construct a twoperson symmetric game using a payoff function that represents the preference relation, and show that if the preference relation satisfies the von Neumann-Morgenstern expected utility axioms then the constructed game is a potential game. Conversely, starting with a two-player symmetric game, we (uniquely) construct a (complete) preference relation over the lotteries using the first player’s payoffs in the game, and show that if the game is a potential game then the resulting preference relation satisfies the expected utility axioms....
In this paper, we carry out a study on the application of game theory in the Nigerian electoral system. The data for the study was collected from the official publication of INEC results for six major political parties in the February 25th, 2023 presidential election in Nigeria. In the competitive game, each political party and INEC used mixed strategies in the game. The political parties compete for the electorates’ vote while INEC regulates the game. INEC has six strategies and political parties also have six strategies which they apply in various proportions to outweigh the other. Therefore, for any of the political parties to be successful in the election, she must apply: party structure up to 19.54%; manifesto up to 20.18%; campaign up to 19.05%; people’s perception of the political party up to 20.26%; vote from electorate up to 19.54% and acceptable candidate up to 1.43% of the time respectively. For INEC to effectively perform her statutory responsibility, she must apply: electoral law up to 18.71%; electoral guidelines up to 19.99%; prosecuting electoral offenders up to 16.87%; cancelling elections up to 23.14%; inconclusive elections up to 19.19%; declaration of results up to 2.10% of the time respectively and the value of the game was 1.5337...
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system for game-based learning, 3) evaluate students' computational thinking after implementing game-based learning, and 4) evaluate the creative games created by students after game-based learning is implemented. The research tools included 1) the model for the game-based learning, 2) the model-appropriate evaluation form, 3) the learning system evaluation form 4) the computational thinking evaluation form, and 5) the creative game evaluation form. The research results showed that 1) the evaluation results of the model are appropriate for teaching at the highest level (𝑥̅ = 4.82, SD = 0.42) and could be used for experimental teaching, 2) The results of game-based learning system quality are at the highest level (𝑥̅ = 4. 57, S.D. = 0. 50). The researcher implements a game-based learning model and system to teach a sample group of 24 students in grade 4, using a purposive sampling method. The results of the implementation could be summarized as follows: 1) the results of students' computational thinking evaluation after implementing the model and system are significantly higher than before at the .05 level. 2) evaluation results of creative games that students developed after implementing the model and system are at a high level (𝑥̅ = 4.29, S.D. = 0.52)...
Introduction: Multiplayer Online Battle Arena (MOBA) games have garnered widespread popularity as a form of recreational activity. The launch of League of Legends (LoL), a prominent MOBA game, has captivated the enthusiastic pursuit of gamers in the MOBA community. The surge in MOBA game fervor, coupled with the influence of personal emotions, can result in excessive engagement, ultimately leading to addiction. Objective: This study aimed to investigate the moderating effects of visceral perception, behavior, and reflection on game players’ addiction within the framework of Leisure Theory (LT), Uses and Gratification Theory (UGT), and Emotional Design Theory (EDT). Methods: A hypothesized theoretical model was developed and empirically evaluated based on 236 self-reported validated responses from MOBA gamers. SPSS (version 26) was employed for demographic analysis and game duration analysis. The measurement model and structural model analyses were conducted in two stages using Partial Least Squares Structural Equation Modeling (PLSSEM) with SmartPLS 4.1.0 to validate the nine theoretical hypotheses. Results: It has been observed that personal emotions significantly contributes to MOBA game addiction during gamers’ leisure time or moments of gratification. Specifically, a noteworthy connection exists between two dimensions, namely gamers’ behavior and reflection, demonstrating a positive correlation with gaming addiction. Without taking entertainment as a motivating factor, there is no significant relationship between gamers’ leisure-time and visceral perception. Conclusion: This study enhances the theoretical model of gamers’ behavioral motives in engaging with MOBA gaming and contributes to the expansion of research on game addiction theory. These findings offer valuable theoretical insights for emotional design in games and the design of mechanisms for preventing game addiction....
There are many game system features in an online game and one of them is the avatar system. Avatar here is a system in the game, that gives player on the game an opportunity to dress up visual of their character according to what they want. Avatar has various types and forms that can be choose. This research aims to learn what kind of visual design avatar is preferred by online game players, which will provide an overview for game designers to create avatars in the game. This study uses a virtual ethnographic method that is connected with dramaturgical theory, how a person plays a role in the world of online games by using this avatar system. The results showed that avatars with style that match in real life are still more in demand than avatars with shapes that tend to be unique. Even though sometimes game players play different roles in the game world, they still tend to dress up their characters with visuals that match their style in real life in terms of avatar....
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