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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. Constant sum: A game is a constant sum game if the sum of the payoffs to every player are the same for every single set of strategies. In these games, one player gains if and only if ...
For example, spaces are symmetric. The distance between two points is the same regardless of which point you start from. However, psychological similarity is not symmetric. For example, we often prefer to state similarity in one direction. For example, it feels more natural to say that 101 is like 100 than to say that 100 is like 101.
One of Wittgenstein's favorite examples is the concept of games, which includes card games, board games, ball games, etc. Different games share various features with each other, like being amusing, involving winning and losing, depending on skill or luck, etc. [41] According to Wittgenstein, to be a game is to be sufficiently similar to other ...
Separately, game theory has played a role in online algorithms; in particular, the k-server problem, which has in the past been referred to as games with moving costs and request-answer games. [125] Yao's principle is a game-theoretic technique for proving lower bounds on the computational complexity of randomized algorithms , especially online ...
These games also explored the effect of trust on decision-making outcomes and utility maximizing behavior. [12] Common resource games were used to experimentally test how cooperation and social desirability affect subject's choices. A real-life example of a common resource game might be a party guest's decision to take from a food platter.
The similarity heuristic is very easy to observe in the world of business, both from a marketing standpoint and from the position of the consumer. People tend to let past experience shape their world view; thus, if something presents itself as similar to a good experience had in the past, it is likely that the individual will partake in the current experience.
A major focus in game studies is the debate surrounding narratology and ludology. Many ludologists believe that the two are unable to exist together, [15] while others believe that the two fields are similar but should be studied separately. Many narratologists believe that games should be looked at for their stories, like movies or novels.
List-length effect: A smaller percentage of items are remembered in a longer list, but as the length of the list increases, the absolute number of items remembered increases as well. [163] Memory inhibition: Being shown some items from a list makes it harder to retrieve the other items (e.g., Slamecka, 1968). Misinformation effect