KNOWLEDGE GAMES

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Knowledge Games

Author : Karen Schrier
ISBN : 9781421419206
Genre : Computers
File Size : 77.62 MB
Format : PDF, Mobi
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Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
Category: Computers

Winning The Knowledge Game

Author : Alastair Rylatt
ISBN : 9781136348594
Genre : Business & Economics
File Size : 54.51 MB
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Winning the Knowledge Game focuses on the thinking and attitudes required to remain knowledgeable, competitive and high performing. Topics include: having a winning strategy, improving collaboration and teamwork, creating a smarter business, competitive intelligence, protecting intellectual property, keeping talent, leveraging the latest digital technology, increasing customer loyalty and measuring the impact of your people on performance, market value and society. Winning the Knowledge Game provides practical advice on the strategies, tactics and systems you need to remain capable and agile in this rapidly changing business world. To help you meet this challenge, Winning the Knowledge Game explores three questions: * How do you open the hearts and minds of people to smarter learning? * How do you grow competitive advantage? * How do you sustain and ensure lasting success? All managers need to learn the skill of acquiring and putting knowledge to work if they are to successful. Most of all they need to learn how to play the knowledge game every day of their life. Do not leave things to chance discover the ideas and tips that will deliver a measurable improvement to your business leadership, performance and career.
Category: Business & Economics

Game Theory

Author : Drew Fudenberg
ISBN : 0262061414
Genre : Business & Economics
File Size : 64.13 MB
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This advanced text introduces the principles of noncooperative game theory in a direct and uncomplicated style that will acquaint students with the broad spectrum of the field while highlighting and explaining what they need to know at any given point. This advanced text introduces the principles of noncooperative game theory--including strategic form games, Nash equilibria, subgame perfection, repeated games, and games of incomplete information--in a direct and uncomplicated style that will acquaint students with the broad spectrum of the field while highlighting and explaining what they need to know at any given point. The analytic material is accompanied by many applications, examples, and exercises. The theory of noncooperative games studies the behavior of agents in any situation where each agent's optimal choice may depend on a forecast of the opponents' choices. "Noncooperative" refers to choices that are based on the participant's perceived selfinterest. Although game theory has been applied to many fields, Fudenberg and Tirole focus on the kinds of game theory that have been most useful in the study of economic problems. They also include some applications to political science. The fourteen chapters are grouped in parts that cover static games of complete information, dynamic games of complete information, static games of incomplete information, dynamic games of incomplete information, and advanced topics.
Category: Business & Economics

Knowledge Free And Learning Based Methods In Intelligent Game Playing

Author : Jacek Mandziuk
ISBN : 9783642116773
Genre : Computers
File Size : 61.24 MB
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The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.
Category: Computers

The Retailer S Complete Book Of Selling Games And Contests

Author : Harry J. Friedman
ISBN : 9781118216439
Genre : Business & Economics
File Size : 28.52 MB
Format : PDF, Docs
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One hundred ways to motivate your sales teams to outsell eachother and grow your profits In most retail stores, salespeople arrive at work with littleenthusiasm to sell. The truth is that retail selling can be alittle boring. It's up to owners and managers to provide the sparkand motivation that inspires people to excel, even when storetraffic is slow. One of the best ways to accomplish that is withselling games and contests. The Retailer's Complete Book ofSelling Games & Contests contains more than one hundredselling games and contests that any retailer can use to motivatetheir staff, improve their sales skills, and generate extra salesduring slow traffic periods. Geared toward retailers of all industries and all sizes, fromsingle stores to mega chains, this book will appeal to those with avested interest in improving the performance of their salespeopleand driving sales higher. Details how to use games to sell specific merchandise, increaseadd-on sales, and sell higher priced merchandise and groups ofmerchandise Outlines how to structure games and contests, when to run them,and for how long Helps managers build their sales staffs' confidence andabilities through fostering a competitive spirit and rewarding highsellers Harry J. Friedman is an international retail authority,consultant, and the most heavily attended speaker on retail sellingand operational management in the world today When you inspire your sales team to improve their skills andoutsell each other, you'll boost your profits and outdo yourcompetition
Category: Business & Economics

Games Purpose And Potential In Education

Author : Christopher Thomas Miller
ISBN : 9780387097756
Genre : Education
File Size : 40.83 MB
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The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Category: Education

Writing Games

Author : Christine Pears Casanave
ISBN : 9781135660185
Genre : Language Arts & Disciplines
File Size : 24.78 MB
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This book explores how writers from several different cultures learn to write in their academic settings, and how their writing practices interact with and contribute to their evolving identities as students and professionals in academic environments in higher education. Embedded in a theoretical framework of situated practice, the naturalistic case studies and literacy autobiographies include portrayals of undergraduate students and teachers, master's level students, doctoral students, young bilingual faculty, and established scholars, all of whom are struggling to understand their roles in ambiguously defined communities of academic writers. In addition to the notion of situated practice, the other powerful concept used as an interpretive framework is captured by the metaphor of "games"--a metaphor designed to emphasize that the practice of academic writing is shaped but not dictated by rules and conventions; that writing games consist of the practice of playing, not the rules themselves; and that writers have choices about whether and how to play. Focusing on people rather than experiments, numbers, and abstractions, this interdisciplinary work draws on concepts and methods from narrative inquiry, qualitative anthropology and sociology, and case studies of academic literacy in the field of composition and rhetoric. The style of the book is accessible and reader friendly, eschewing highly technical insider language without dismissing complex issues. It has a multicultural focus in the sense that the people portrayed are from a number of different cultures within and outside North America. It is also a multivocal work: the author positions herself as both an insider and outsider and takes on the different voices of each; other voices that appear are those of her case study participants, and published authors and their case study participants. It is the author's hope that readers will find multiple ways to connect their own experiences with those of the writers the book portrays.
Category: Language Arts & Disciplines

War Games

Author : Philipp Von Hilgers
ISBN : 9780262300377
Genre : Technology & Engineering
File Size : 31.56 MB
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The convergence of military strategy and mathematics in war games, from medieval to modern times. For centuries, both mathematical and military thinkers have used game-like scenarios to test their visions of mastering a complex world through symbolic operations. By the end of World War I, mathematical and military discourse in Germany simultaneously discovered the game as a productive concept. Mathematics and military strategy converged in World War II when mathematicians designed fields of operation. In this book, Philipp von Hilgers examines the theory and practice of war games through history, from the medieval game boards, captured on parchment, to the paper map exercises of the Third Reich. Von Hilgers considers how and why war games came to exist: why mathematical and military thinkers created simulations of one of the most unpredictable human activities on earth. Von Hilgers begins with the medieval rythmomachia, or Battle of Numbers, then reconstructs the ideas about war and games in the baroque period. He investigates the role of George Leopold von Reiswitz's tactical war game in nineteenth-century Prussia and describes the artifact itself: a game board–topped table with drawers for game implements. He explains Clausewitz's emphasis on the “fog of war” and the accompanying element of incalculability, examines the contributions of such thinkers as Clausewitz, Leibniz, Wittgenstein, and von Neumann, and investigates the war games of the German military between the two World Wars. Baudrillard declared this to be the age of simulacra; war games stand contrariwise as simulations that have not been subsumed in absolute virtuality.
Category: Technology & Engineering

Dynamic Epistemic Logic

Author : Hans van Ditmarsch
ISBN : 9781402058394
Genre : Philosophy
File Size : 69.29 MB
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Dynamic Epistemic Logic is the logic of knowledge change. This book provides various logics to support such formal specifications, including proof systems. Concrete examples and epistemic puzzles enliven the exposition. The book also offers exercises with answers. It is suitable for graduate courses in logic. Many examples, exercises, and thorough completeness proofs and expressivity results are included. A companion web page offers slides for lecturers and exams for further practice.
Category: Philosophy