We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
Argumentation is modelled as a game where the payoffs are measured in terms of the probability that the claimed conclusion is, or is not, defeasibly provable, given a history of a...
Table 1 shows the payoff to player one. The same matrix also holds for player two. Player one can gain the maximum 5 points (T = 5) by defection if player two cooperates. However,...
How do games effect the way we problem solve, socialize, or even view the world? When we shoot do we learn to destroy obstacles instead of work around them? Does the binary world ...