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  2. Behavioral game theory - Wikipedia

    en.wikipedia.org/wiki/Behavioral_game_theory

    These games also explored the effect of trust on decision-making outcomes and utility maximizing behavior. [12] Common resource games were used to experimentally test how cooperation and social desirability affect subject's choices. A real-life example of a common resource game might be a party guest's decision to take from a food platter.

  3. List of games in game theory - Wikipedia

    en.wikipedia.org/wiki/List_of_games_in_game_theory

    Perfect information: A game has perfect information if it is a sequential game and every player knows the strategies chosen by the players who preceded them. Constant sum: A game is a constant sum game if the sum of the payoffs to every player are the same for every single set of strategies. In these games, one player gains if and only if ...

  4. Behavioural change theories - Wikipedia

    en.wikipedia.org/wiki/Behavioural_change_theories

    Each behavioural change theory or model focuses on different factors in attempting to explain behaviour change. Of the many that exist, the most prevalent are learning theories, social cognitive theory, theories of reasoned action and planned behaviour, transtheoretical model of behavior change, the health action process approach, and the BJ Fogg model of behavior change.

  5. Behavioral modernity - Wikipedia

    en.wikipedia.org/wiki/Behavioral_modernity

    In other words, it was a relatively accelerated process, too rapid for ordinary Darwinian "descent with modification" yet too gradual to be attributed to a single genetic or other sudden event. These archaeologists point in particular to the relatively explosive emergence of ochre crayons and shell necklaces, apparently used for cosmetic purposes.

  6. Stimulus control - Wikipedia

    en.wikipedia.org/wiki/Stimulus_control

    The controlling effects of stimuli are seen in quite diverse situations and in many aspects of behavior. For example, a stimulus presented at one time may control responses emitted immediately or at a later time; two stimuli may control the same behavior; a single stimulus may trigger behavior A at one time and behavior B at another; a stimulus may control behavior only in the presence of ...

  7. Compulsion loop - Wikipedia

    en.wikipedia.org/wiki/Compulsion_loop

    For example, in Cult of the Lamb, one half of the game is a roguelike hack-n-slash system which the player can use to gather resources, which are then used in the game's other half, a settlement management simulation. By advancing the settlement, the player can unlock more powerful weapons and abilities in the hack-and-slash and reach more ...

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  9. Behavioral script - Wikipedia

    en.wikipedia.org/wiki/Behavioral_script

    In the behaviorism approach to psychology, behavioral scripts are a sequence of expected behaviors for a given situation. [1] Scripts include default standards for the actors, props, setting, and sequence of events that are expected to occur in a particular situation. The classic script example involves an individual dining at a restaurant.