نتایج جستجو برای: sum game are simultaneously rejected gambling

تعداد نتایج: 5235059  

2009
Luke Clark

(519 articles) cognition Articles on similar topics can be found in the following collections Email alerting service here right-hand corner of the article or click Receive free email alerts when new articles cite this article-sign up in the box at the top Gambling is a widespread form of entertainment that may afford unique insights into the interaction between cognition and emotion in human de...

Journal: :Journal of Consumer Culture 2021

Social casino apps are an emergent genre in the app economy that sits at intersection of three different industries: gambling, freemium mobile games, and social media platforms. This institutional position has implications for app’s political culture consumption. We argue representative a broader casualization risk taken hold platform society. By combining uncertainty chance associated with gam...

Journal: :Journal of Public Health 2022

Abstract Aim This study aimed to describe associations between playing predictor games and online sports betting behaviours, problem gambling. Methods An survey using a convenience sample was completed by males aged 18 + years, living in the United Kingdom, having participated any gambling activity past year (n = 384). The asked questions about sociodemographics, behaviours game behaviours. Pro...

2004
Christian Lebiere Daniel Bothell

Game playing seems to satisfy a basic craving of human cognition by exercising its fundamental abilities in a competitive setting. Therefore, it provides an excellent benchmark to study and evaluate cognitive models in tractable yet naturalistic settings that are simple and formal yet reproduce much of the complexity of real life. Poker is probably the most widely played card game, with endless...

2005
Nathan R. Sturtevant

Algorithms for pruning game trees generally rely on a game being zero-sum, in the case of alpha-beta pruning, or constant-sum, in the case of multi-player pruning algorithms such as speculative pruning. While existing algorithms can prune non-zero-sum games, pruning is much less effective than in constant-sum games. We introduce the idea of leaf-value tables, which store an enumeration of the p...

2013
Roseline I. Porchet Linde Boekhoudt Bettina Studer Praveen K. Gandamaneni Nisha Rani Somashekar Binnamangala Ulrich Müller Luke Clark

Gambling is characterized by cognitive distortions in the processing of chance and skill that are exacerbated in pathological gambling. Opioid and dopamine dysregulation is implicated in pathological gambling, but it is unclear whether these neurotransmitters modulate gambling distortions. The objective of the current study was to assess the effects of the opioid receptor antagonist naltrexone ...

2001
William S. Neilson Jill Stowe

Recent experimental studies have focused on fitting parameterized functional forms to cumulative prospect theory's weighting function. This paper examines the behavioral implications of the functional forms and the estimated parameters. We find that none of the parameterizations can simultaneously account for gambling on unlikely gains and the Allais paradox behavior or other strong choice patt...

2016
Takanori Ida Rei Goto

This paper simultaneously measures the rate of time preference and the coefficient of risk aversion, as well as investigates the interdependencies of four addictive behaviours: smoking, drinking, pachinko (a popular Japanese form of pinball gambling), and horse betting among a sample of the Japanese population. We reach two main conclusions. First, there are significant interdependencies among ...

2006
Karim Mahboub

Human emotional capabilities have recently been considered essential in decision making. An emotional model applied to the Gambling Task game is outlined here. The aim is to be able to simulate a human behavior with respect to the emotional feedback created by the environment. To do so, an OCC (Ortony, Clore and Collins) model emotion type is used to define several criteria representing a human...

Background and Aim: Today, knowledge is essential to the survival and success of any organization. Given that they are the people who create, share and use knowledge, an organization cannot effectively use knowledge unless its employees are willing to share their knowledge and attract knowledge of others. On the other hand, Gamification involves combining the usual mechanisms in the games with ...

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