Search results
Results from the WOW.Com Content Network
Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established. This is not the first time this has been recognized or explored, but is explored in a fresh way in great detail - with one review stating that: "the book manages to bridge the emerging field of game studies methodologies and design theory".
In game theory, a trigger strategy is any of a class of strategies employed in a repeated non-cooperative game. A player using a trigger strategy initially cooperates but punishes the opponent if a certain level of defection (i.e., the trigger) is observed.
4A Games was founded by former developers from GSC Game World: Andrew Prokhorov, Oles Shyshkovtsov, and Alexander Maximchuk; they, together with Sergei Karmalsky, formed the core team of S.T.A.L.K.E.R.: Shadow of Chernobyl, which was in development at GSC in the early and mid-2000s.
Game theory studies strategic interaction between individuals in situations called games. Classes of these games have been given names. Classes of these games have been given names. This is a list of the most commonly studied games
Geoffrey P. Chamberlain's theory of strategy [1] was first published in 2010. The theory draws on the work of Alfred D. Chandler, Jr., [2] Kenneth R. Andrews, [3] Henry Mintzberg [4] and James Brian Quinn [5] but is more specific and attempts to cover the main areas they did not address. Chamberlain analyzes the strategy construct by treating ...
The contingency theory views organization design as "a constrained optimization problem," meaning that an organization must try to maximize performance by minimizing the effects of varying environmental and internal constraints. [44] Contingency theory claims there is no best way to organize a corporation, to lead a company, or to make decisions.
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.
The two-factor theory (also known as Herzberg's motivation-hygiene theory and dual-factor theory) states that there are certain factors in the workplace that cause job satisfaction while a separate set of factors cause dissatisfaction, all of which act independently of each other.