An Introduction To Game Theory And Its Application

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    Teaching Fundamental Moral Principles to Students at Different Age Groups

    TEACHING FUNDAMENTAL MORAL PRINCIPLES TO Page 2 STUDENTS AT DIFFERENT AGE GROUPS Introduction Educational psychology is a branch of psychology concerned with developing effective educational techniques and dealing with psychological problems in schools. It’s a study of methods of training, teaching and their effectiveness. Also, the problems experienced in learning formal material; in particular, the study of how to help people, especial school children, with their learning problems

    Words: 2327 - Pages: 10

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    “Study on How Video Games Enhance the Mental Skills of a High School Student”

    _________________________________ “Study on How Video Games Enhance the Mental Skills of a high school student” In partial fulfillment in English Proficiency Instruction II Submitted to: Prof. Maria Antonette Lofamia Submitted by: Gregorio, Fernan Joseph Panerio, Jose Mariel Date submitted: March 16, 2015 Chapter I Introduction For years video games have been criticized for making people more antisocial, overweight or depressed . But now researchers are finding that games can actually change us for the

    Words: 3724 - Pages: 15

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    Statement of Purpose

    Sample Statement of Purpose: MBA The term “globalism” has become overused, and often misused. In fact, we might say that it has actually been devalued to the level of the everyday language of buzzword-brandishing marketing pundits. Such freewheeling usage has perhaps prompted many a CEO (or future CEO) to launch into a global plan or strategy without proper consideration of the demands and dynamics of the international marketplace. Many would-be globetrotters neglect the acquisition of language skills

    Words: 4285 - Pages: 18

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    Personal Application Assignment

    SAMPLE Personal Application Assignment Introduction Early in 2004, the company I work for implemented a new computer system in order to become fully integrated into the system used by our parent company. As a result, our entire organization went through a process of tremendous change. Virtually every function had to be performed differently in the new operating environment. Two of the most significant changes that took place were that both the customer

    Words: 2391 - Pages: 10

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    Marketing Plan

    Executive Summary The purpose of writing this report is to evaluate and provide sound advices to the company, Venture Simulation Ltd on its business simulation game, Sim Venture. Several recommendations will be given for future improvements based on the main business areas of the company. In recent years, the business simulation industry is growing rapidly. With outstanding product design and feature, more and more educational institutes and commercial organizations demand the business simulation

    Words: 1924 - Pages: 8

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    Executive Admin

    Level 3 ID Course Name Title Author/Edition Publisher ECON 101 Microeconomics Survey of Economics: Principles, Applications, and Tools O’SULLIVAN / 5TH edition Pearson ACCT 101 Principles of Accounting Financial Accounting Wild / 6th edition MGT 101 Principles of Management Management: A Practical Introduction Kinicki / 6th edition McGrawHill CourseSmart McGrawHill CourseSmart Level 4 ID Course Name Title Author/Edition

    Words: 947 - Pages: 4

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    Fingame

    CHAPTER 1 Introduction Copyright ©2008 The McGraw-Hill Companies, Inc. All rights reserved. Overview bro13556_ch01.indd 1 The primary objective of an experiential learning simulation game, such as FinGame Online 5.0 (FG), comes from learning how to plan, formulate strategies, and make sets of sound decisions sequentially through time. FG provides a decisionmaking setting similar in many respects to the financial management requirements of an actual company. The manager of an FG

    Words: 3874 - Pages: 16

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    Mmorps

    also like to thank the co-authors of presented texts. In addition, special thanks are due to the people who were willing to participate and shared their own experience with Internet use and addictive behaviour on the Internet. Content 1. Introduction 8 2. Theoretical background 10 2.1. Behavioural addiction 10 2.1.1. Defining the concept 11 2.1.2. Classification of behaviour addictions 12 2.1.3. Behavioural addiction in the context of diagnostic manuals of mental disorders 13 2

    Words: 31833 - Pages: 128

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    Google Case

    summary------------------------2 1. Introduction------------------------------------------------------------------------------2 2. Explanation of Google’s success from a motivational theory perspective-----------2 2.1. Brief introduction of Google’s culture------------------------------------------2 2.2. Hierarchy of Needs Theory and ERG Theory---------------------------------3 2.3. Expectancy Theory---------------------------------------------------------------4 2.4. Three needs theory--------------------------------------------------------------4

    Words: 2323 - Pages: 10

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    Nintendo

    I. Introduction a. Company History And Background Nintendo started as a small Japanese business by Fusajiro Yamauchi near the end of 1889 as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. In 1956, Hiroshi Yamauchi visited the US, and this is when he realized the limitations of the card business and hence moved on to different arenas of the gaming world. In 1963, Yamauchi renamed Nintendo Playing Card Company Limited to Nintendo

    Words: 3828 - Pages: 16

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