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components of play that provide added-value to the players? The evolution of Massively Multiplayer Online Games (MMOGs) has been …
Persistent link: https://www.econbiz.de/10011946274
study how agents with such memory limitations, who have very little information about their choice environment, play games … games than in decision problems. We also show that agents can do quite well even with severely limited memory, although …
Persistent link: https://www.econbiz.de/10014589025
computerized way, also to simulate epidemics, and the spread of these. There have been events in the past, in some simulation games …
Persistent link: https://www.econbiz.de/10014590661
’s participation in the Australian Digital Content Industry (DCI) sector of games production. It provides rich descriptive insights …
Persistent link: https://www.econbiz.de/10009437718
Schlüsselbranchen: die drei Branchen mit dem größten Marktvolumen: Film, Musik und Games, die neben dem Buchmarkt älteste Branche …
Persistent link: https://www.econbiz.de/10009467145
Firms collaborate to develop and deliver new products. These collaborations vary in terms of the similarity of the competencies that partnering firms bring to the alliance. In same-function alliances, partnering firms have similar competencies, whereas in cross-function alliances, partners have...
Persistent link: https://www.econbiz.de/10009475396
to investigate whether bargaining behavior in ultimatum games differs across countries. We find differences in behavior …
Persistent link: https://www.econbiz.de/10009460329
Anchoring is one of the most studied and robust behavioral biases, but there is little knowledge about its persistence in strategic settings. This article studies the role of anchoring bias in private-value auctions. We test experimentally two different anchor types. The announcement of a random...
Persistent link: https://www.econbiz.de/10012290342
Gründungsunternehmen in der Modebranche im Vergleich mit den drei Kreativteilbranchen Film, Games und Musik, um herauszufinden, welche … Gründungsunternehmen in den vier Kreativ-Branchen Mode, Film, Games und Musik zur Verfügung stehen und die von ihnen genutzt werden … the fashion industry in comparison with the three creative sectors of film, games and music in order to determine which …
Persistent link: https://www.econbiz.de/10012309839
toward the anchor in games where choices are strategic substitutes. …
Persistent link: https://www.econbiz.de/10013197554