- Editorial
Acknowledgement to Reviewers of Games in 2017
- Games Editorial Office
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The editors of Games would like to express their sincere gratitude to the following reviewers for assessing manuscripts in 2014:[...]
The editors of Games would like to express their sincere gratitude to the following reviewers for assessing manuscripts in 2015. [...]
The editors of Games would like to express their sincere gratitude to the following reviewers for assessing manuscripts in 2016.[...]
The editors of Games would like to express their sincere gratitude to the following reviewers for assessing manuscripts in 2013. [...]
Peer review is the driving force of journal development, and reviewers are gatekeepers who ensure that Games maintains its standards for the high quality of its published papers [...]
High-quality academic publishing is built on a rigorous peer review process, and Games is no exception, upholding its high standards for published papers due to the outstanding efforts of our reviewers [...]
The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the...
Prisoner’s Dilemma, Chicken, Stag Hunts, and other two-person two-move (2 × 2) models of strategic situations have played a central role in the development of game theory. The Robinson–Goforth topology of payoff swaps reveals a natural order in the...
Games with unawareness model strategic situations in which players’ perceptions about the game are limited. They take into account the fact that the players may be unaware of some of the strategies available to them or their opponents as well a...
Metrics are important and well-known tools to measure users’ behavior in games, and gameplay in general. Particularities of location-aware games—a class of games where the player’s location plays a central role-demand specific support in metrics to a...
We introduce a non-cooperative game model in which players’ decision nodes are partially ordered by a dependence relation, which directly captures informational dependencies in the game. In saying that a decision node v is dependent on decision...
In recent years, the use of VR games in cultural heritage has been growing. VR Games have increasingly found their way into museums and exhibitions, highlighting the increasing cultural value associated with games and the institutionalization of game...
In this paper, we try to study a class of biform games with the coalition function from the cooperation of players. For this purpose, we interpret the biform games as cooperative games by defining a characteristic function of minimax representation b...
The overwhelming growth and popularity of mobile devices and games have motivated initiatives to explore mobile and augmented reality to bring the physical and virtual together. While several domains have been the recipient of such focus, particular...
This article introduces a theoretical framework centered on enhancing creativity through gaming, termed the Game-based Creativity Enhancement Framework (G-CEF). Rooted in experiential learning and game-based learning theories, the framework adopts an...
The attraction of games comes from the player being able to have fun in games. Gambling games that are based on the Variable-Ratio schedule in Skinner’s experiment are the most typical addictive games. It is necessary to clarify the reason why...
Non-cooperative games in normal form are specified by a player set, sets of player strategies, and payoff functions. Cooperative games, meanwhile, are specified by a player set and a worth function that maps coalitions of players to payoffs they can...
We propose a model in which agents of a population interacting according to a network of contacts play games of coordination with each other and can also dynamically break and redirect links to neighbors if they are unsatisfied. As a result, there is...
We introduce multidimensional congestion games, that is, congestion games whose set of players is partitioned into
Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies. T...
Serious games in nursing education provide students with unique opportunities to increase knowledge and enhance decision-making and problem-solving skills. Hence, serious games from simple quizzes that test students’ knowledge to Virtual Realit...
We extend a standard two-person, non-cooperative, non-zero sum, imperfect inspection game, considering a large population of interacting inspectees and a single inspector. Each inspectee adopts one strategy, within a finite/infinite bounded set of st...
We experimentally investigated the effects of the possibility of taking in the dictator game and the choices of passive players between the dictator game and the taking game on the distribution decisions of active players. Our main findings support o...
The design and development of Serious Games is a complex task, including a considerable risk of failure. Many attempts end up in non-fun, non-engaging games that fail to meet the purpose of improving education. Many different proposals have been publ...
Educational serious games are primarily intended to teach about or train on a subject. However, a serious game must also be catchy for the player to want to play it multiple times and thus learn while playing. The design of educational serious games...
The potential of digital games, when transformed into Serious Games (SGs), Games for Learning (GLs), or game-based learning (GBL), is truly inspiring. These forms of games hold immense potential as effective learning tools as they have a unique abili...
Linguistic tasks such as Part-of-Speech (PoS) tagging can be tedious, but are crucial for the development of Natural Language Processing (NLP) tools. Games With A Purpose (GWAPs) aim to reduce the monotony of the task for native speakers and non-expe...
The challenges posed to humanity by climate change require innovative approaches. Well-designed games are powerful tools with the potential to support solving climate related challenges. In this article, we present a mapping review study of games tha...
This paper provides experimental evidence on how players predict end-game effects in a linear public good game. Our regression analysis yields a measure of the relative importance of priors and signals on subjects’ beliefs on contributions and allows...
In two-action generalized polymatrix games, Nash equilibria are support-type-symmetric, i.e., determined by supports for each type of player. We show that such a property does not generalize straightforwardly for games with at least three actions or...
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an ac...
Risk aversion in game theory is usually modeled using expected utility, which was criticized early on, leading to an extensive literature on generalized expected utility. In this paper we are the first to apply
Nash equilibria and correlated equilibria of classical and quantum games are investigated in the context of their Pareto efficiency. The examples of the prisoner’s dilemma, battle of the sexes and the game of chicken are studied. Correlated equilibri...
Computational thinking and problem-solving skills have become vital for students to develop. Digital games and serious games are increasingly being used in educational settings and present great potential to aid students’ learning. This study a...
City-building games are very popular, on both digital and analog platforms. However, analog games named after cities are a tradition in modern board games. These games, resulting from the game design innovations of the last decades, are engaging a gr...
More and more serious games have been developed in recent years for patients with aging, rehabilitation, mental, and other healthcare needs. Often, such healthcare games have different experiments or evaluations associated. Rapid advancements in heal...
Serious games have to meet certain characteristics relating to gameplay and educational content to be effective as educational tools. There are some models that evaluate these aspects, but they usually lack a good balance between both ludic and learn...
Rewards play a key role in gamifying education, especially when learners perceive them as valuable. However, in many educational games, rewards often lack a meaningful impact or long-term appeal, which limits their ability to motivate user performanc...
Digital entertainment games frequently address current societal issues that are also dealt with in geography education, such as climate change or sustainable city development, and give various opportunities for learning. However, in order to be fully...
Personalized learning has gained in popularity over the past decade. It provides learners with learning resources that comply with their characteristics and preferences or offers them tasks and quizzes adapted to their performance. This research pres...
Playing the Cournot duopoly in the quantum domain can lead to the optimal strategy profile in the case of maximally correlated actions of the players. However, that result can be obtained if the fact that the players play the quantum game is common k...
Multi-player mean-payoff games are a natural formalism for modelling the behaviour of concurrent and multi-agent systems with self-interested players. Players in such a game traverse a graph, while attempting to maximise a (mean-)payoff function that...
The theory of non cooperative games with potential function was introduced by Monderer and Shapley in 1996. Such games have interesting properties, among which is the existence of equilibria in pure strategies. The paper by Monderer and Shapley has i...
Serious games (SG), (video games with an educational purpose), provide teachers with tools to strengthen their students’ knowledge. Developing a SG requires knowledge, time, and effort. As a result, specialized tools to aid in the development p...
This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building o...
Social motives are frequently used to explain deviations from selfishness in non-strategic settings such as the Dictator Game. Previous research has mainly focused on two-player games; the workings of social motives in multiplayer Dictator Games are...
Cooperation in repeated public goods game is hardly achieved, unless contingent behavior is present. Surely, if mechanisms promoting positive assortment between cooperators are present, then cooperators may beat defectors, because cooperators would c...
Software design patterns have a proven impact on the quality of software applications and the development process of an application. The success of design patterns in the software industry has attracted mobile game developers and researchers to apply...
We prove the existence of a trembling-hand perfect equilibrium within a class of compact, metric, and possibly discontinuous games. Our conditions for existence are easily verified in a variety of economic games.
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