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Sequential game: A game is sequential if one player performs their actions after another player; otherwise, the game is a simultaneous move game. 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.
Multiperspectivity (sometimes polyperspectivity) is a characteristic of narration or representation, where more than one perspective is represented to the audience. [1]Most frequently the term is applied to fiction which employs multiple narrators, often in opposition to each-other or to illuminate different elements of a plot, [1] creating what is sometimes called a multiple narrative, [2] [3 ...
In game theory, a focal point (or Schelling point) is a solution that people tend to choose by default in the absence of communication in order to avoid coordination failure. [1] The concept was introduced by the American economist Thomas Schelling in his book The Strategy of Conflict (1960). [2]
Cooperative game theory is a branch of game theory that deals with the study of games where players can form coalitions, cooperate with one another, and make binding agreements. The theory offers mathematical methods for analysing scenarios in which two or more players are required to make choices that will affect other players wellbeing. [5]
Communication theory emphasizes its symbolic and social process aspects as seen from two perspectives—as exchange of information (the transmission perspective), and as work done to connect and thus enable that exchange (the ritual perspective). [2] Sociolinguistic research in the 1950s and 1960s demonstrated that the level to which people ...
[1] An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory. [2] Game theory is mainly used in economics, political science, and psychology, as well as logic and biology. The subject first addressed zero-sum games, such that one person's gains exactly equal net losses of the other participant(s).
In game theory, cheap talk is communication between players that does not directly affect the payoffs of the game. Providing and receiving information is free. This is in contrast to signalling, in which sending certain messages may be costly for the sender depending on the state of the world.
The people with most access to media, and having a more literate understanding of media content, explain and diffuse the content to others. [5] Based on the two-step flow hypothesis, the term "personal influence" came to illustrate the process intervening between the media's direct message and the audience's reaction to that message.