1. Seasonal payoff variations and the evolution of cooperation in social dilemmasAttila Szolnoki, Matjaž Perc, 2019, original scientific article Abstract: Varying environmental conditions affect relations between interacting individuals in social dilemmas, thus affecting also the evolution of cooperation. Oftentimes these environmental variations are seasonal and can therefore be mathematically described as periodic changes. Accordingly, we here study how periodic shifts between different manifestations of social dilemmas affect cooperation. We observe a non-trivial interplay between the inherent spatiotemporal dynamics that characterizes the spreading of cooperation in a particular social dilemma type and the frequency of payoff changes. In particular, we show that periodic changes between two available games with global ordering best be fast, while periodic changes between global and local ordering games best be slow for cooperation to thrive. We also show that the frequency of periodic changes between two local ordering social dilemmas is irrelevant, because then the process is fast and simply the average cooperation level of the two is returned. The structure of the interaction network plays an important role too in that lattices promote local ordering, whilst random graphs hinder the formation of compact cooperative clusters. Conversely, for local ordering the regular structure of the interaction network is only marginally relevant as role-separating checkerboard patterns do not rely on long-range order. Keywords: cooperation, social dilemma, social physics, phase transition, mixed games Published in DKUM: 26.02.2025; Views: 0; Downloads: 2
Full text (1,69 MB) This document has many files! More... |
2. Effects of a serious smartphone game on nursing students` theoretical knowledge and practical skills in adult basic life support : randomized wait list-controlled trialNino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok, 2024, original scientific article Abstract: Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time.To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education.
Objective: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students’ theoretical knowledge of and practical skills in adult BLS.
Methods: This study used a randomized wait list–controlled design. Nursing students were randomly assigned in a 1:1 ratio to either a MOBICPR intervention group (MOBICPR-IG) or a wait-list control group (WL-CG), where the latter received the MOBICPR game 2 weeks after the MOBICPR-IG. The aim of the MOBICPR game is to engage participants in using smartphone
gestures (eg, tapping) and actions (eg, talking) to perform evidence-based adult BLS on a virtual patient with OHCA. The participants’ theoretical knowledge of adult BLS was assessed using a questionnaire, while their practical skills were evaluated on cardiopulmonary resuscitation quality parameters using a manikin and a checklist.
Results: In total, 43 nursing students participated in the study, 22 (51%) in MOBICPR-IG and 21 (49%) in WL-CG. There were differences between the MOBICPR-IG and the WL-CG in theoretical knowledge (P=.04) but not in practical skills (P=.45) after MOBICPR game playing at home. No difference was noted in the retention of participants’ theoretical knowledge and practical
skills of adult BLS after a 2-week break from playing the MOBICPR game (P=.13). Key observations included challenges in response checks with a face-down manikin and a general neglect of safety protocols when using an automated external defibrillator.
Conclusions: Playing the MOBICPR game at home has the greatest impact on improving the theoretical knowledge of adult BLS in nursing students but not their practical skills. Our findings underscore the importance of integrating diverse scenarios into adult BLS training. Keywords: serious smartphone game, adult basic life support, teaching, games, gaming, education, nurses, nursing, educational, mHealth, mobile health, applications, smartphones, randomized controlled trial, technology-enhanced learning, life support, knowledge retention, practical Published in DKUM: 27.11.2024; Views: 0; Downloads: 3
Full text (778,28 KB) |
3. Evolutionary games on multilayer networks : a colloquiumZhen Wang, Lin Wang, Attila Szolnoki, Matjaž Perc, 2015, review article Abstract: Networks form the backbone of many complex systems, ranging from the Internet to human societies. Accordingly, not only is the range of our interactions limited and thus best described and modeled by networks, it is also a fact that the networks that are an integral part of such models are often interdependent or even interconnected. Networks of networks or multilayer networks are therefore a more apt description of social systems. This colloquium is devoted to evolutionary games on multilayer networks, and in particular to the evolution of cooperation as one of the main pillars of modern human societies. We first give an overview of the most significant conceptual differences between single-layer and multilayer networks, and we provide basic definitions and a classification of the most commonly used terms. Subsequently, we review fascinating and counterintuitive evolutionary outcomes that emerge due to different types of interdependencies between otherwise independent populations. The focus is on coupling through the utilities of players, through the flow of information, as well as through the popularity of different strategies on different network layers. The colloquium highlights the importance of pattern formation and collective behavior for the promotion of cooperation under adverse conditions, as well as the synergies between network science and evolutionary game theory. Keywords: kooperacija, sociološke mreže, evolucijske igre, kolektivni pojav, samo-organizacija, fazni prehodi, recipročnost, fizika socioloških sistemov, cooperation, social networks, evolutionary games, collective phenomena, self-organization, phase transitions, reciprocity, physics of social systems Published in DKUM: 17.09.2024; Views: 0; Downloads: 1
Link to full text |
4. Axioms of decision criteria for 3D matrix games and their applicationsMurat Özkaya, Burhaneddin İzgi, Matjaž Perc, 2022, original scientific article Abstract: In this paper, we define characteristic axioms for 3D matrix games and extend the definitions of the decision criteria under uncertainty to three dimensions in order to investigate the simultaneous effect of two different states on the decision process. We first redefine the Laplace, Wald, Hurwicz, and Savage criteria in 3D. We present a new definition depending on only the ∞-norm of the 3D payoff matrix for the Laplace criterion in 3D. Then, we demonstrate that the Laplace criterion in 3D explicitly satisfies all the proposed axioms, as well as the other three criteria. Moreover, we illustrate a fundamental example for a three-dimensional matrix with 3D figures and show the usage of each criterion in detail. In the second example, we model a decision process during the COVID-19 pandemic for South Korea to show the applicability of the 3D decision criteria using real data with two different states of nature for individuals’ actions for the quarantine. Additionally, we present an agricultural insurance problem and analyze the effects of the hailstorm and different speeds of wind on the harvest by the 3D criteria. To the best of our knowledge, this is the first study that brings 3D matrices in decision and game theories together. Keywords: game theory, decision criteria, matrix game, common goods, characteristic axioms, multi-state games, three-dimensional matrix games, game against nature, COVID-19, insurance problem Published in DKUM: 27.05.2024; Views: 229; Downloads: 14
Full text (474,80 KB) This document has many files! More... |
5. Action-Based Digital Characterization of a Game PlayerDamijan Novak, Domen Verber, Jani Dugonik, Iztok Fister, 2023, original scientific article Keywords: association rule mining, digital characterization, game agent, game player, real-time strategy games Published in DKUM: 23.05.2024; Views: 131; Downloads: 8
Full text (9,40 MB) This document has many files! More... |
6. Rural olympiads as promoters of old folk sports and gamesNevena Ćurčić, Željko Bjeljac, Jovana Brankov, 2022, independent scientific component part or a chapter in a monograph Abstract: Traditional sports and games represent the folk tradition and culture of certain regions, part of the people’s intangible cultural heritage. Numerous traditional sports and games have been preserved in ex-Yugoslav republics, which are most often affirmed through village Olympiads and competitions in order to keep them from being forgotten. The aim of the study is to determine the content and program of rural Olympiads in ex-Yugoslav republics, the extent to which traditional sports and games are present, and the extent to which some modern sports are included. Also, the study focused on the impact of rural Olympiads on local communities and on the interaction between hosts and guests. The methodology used in the paper refers to field research (interview, observation), and document analysis, as well as the use of different data sources to validate and crosscheck findings. The results of the research indicate the presence of a large number of games of different character in the countries formed in Yugoslavia, as well as a large number of the same or similar games that arose more as a result of certain geographical and social conditions, and less as a feature of individual peoples. Keywords: rural Olympiads, traditional sports and games, preservation of tradition, intangible cultural heritage, ex-Yugoslav republics Published in DKUM: 17.01.2024; Views: 239; Downloads: 22
Full text (19,75 MB) This document has many files! More... |
7. Layered battleship game changer password systemBoštjan Brumen, Darko Crepulja, Leon Bošnjak, 2022, original scientific article Abstract: The paper presents a secure and usable variant of the Game Changer Password System, first proposed by McLennan, Manning, and Tuft. Unlike the initial proposal based on inadequately secure Monopoly and Chess, we propose an improved version based on a layered “Battleship” game resilient against brute force and dictionary attacks. Since the initially proposed scheme did not check for the memorability and usability of a layered version, we conducted an experiment on the usability and memorability aspects. Surprisingly, layered passwords are just as memorable as single ones and, with an 80% recall rate, comparable to other graphical password systems. The claim that memorability is the most vital aspect of game-based password systems cannot be disproved. However, the experiment revealed that the usability decreased to such a low level that users felt less inclined to use such a system daily or recommend it to others.
Our study has once again shown that optimizing the password security–memorability–usability triangle is hard to achieve without compromising one of its cornerstones. However, the layered Game Changer Password System can be used in specific applications where usability is of secondary importance, while security and memorability augmented by its graphical interface are at the forefront. Keywords: security, authentication, passwords, graphical passwords, cryptanalysis, games, memory, memorability, usability Published in DKUM: 22.08.2023; Views: 334; Downloads: 26
Full text (820,86 KB) This document has many files! More... |
8. Quo vadis business simulation games in the 21st century?Mirjana Pejić Bach, Tamara Ćurlin, Ana-Marija Stjepić, Maja Meško, 2023, review article Abstract: Business simulation games have become popular in higher education and business environments. The paper aims to identify the primary research trends and topics of business simulation games research using a systematic and automated literature review with the motivation of research (learning driven and domain driven). Based on these findings, the future development of business simulation games research projected papers that research business simulation games were extracted from Scopus. Second, the research timeline, main publication venues and citation trends have been analysed. Third, the most frequent words, phrases, and topics were extracted using text mining. Results indicate that the research on business simulation games has stagnated, with the most cited papers published in the 2000s. There is a balance between learning-driven and domain driven-research, while technology-driven research is scarce, indicating that the technology used for business simulation games is mature. We project that the research on business simulation games needs to be directed in the area of new technologies that could improve communication with and among the users (virtual reality, augmented reality, simulation games) and technologies that could improve the reasoning and decision-making complexity in business simulation games (artificial intelligence). Keywords: simulation games, digital education, knowledge management, business games Published in DKUM: 02.08.2023; Views: 605; Downloads: 62
Full text (4,43 MB) This document has many files! More... |
9. Digitalized storytelling : the case of NeuromancerBorut Jurišić, 2016, master's thesis Abstract: This paper compars two media capable of transferring the ideas of the author to the audience. First is the traditional media for storytelling - a printed book; and the second is the digital media for which the author presents a case that it is a storytelling media that allows for a new and different was of presenting a story - a computer game. With provided history of computer game development and a direct comparison of Gibson's novel Neuromancer and its conversion into a graphical adventure computer game, the author of the paper presents the different possibilities and limitations of each medium. Keywords: digital storytelling, computer adventure games, interactive story, William Gibson, Neuromancer Published in DKUM: 04.03.2022; Views: 745; Downloads: 30
Full text (1,79 MB) |
10. |