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Constitutions are important because they set the rules of the political game. As a result, they determine the relevant players, their strategies, and their payoffs. Amendments emerge when the constitutional rules prevent a wide variety of actors (determined by the amendment rules of the constitution) from achieving their goals. This institutional approach in democratic countries (where the rule of law prevails) contradicts arguments that it is culture or nonwritten rules (constitutional moments) that regulates the emergence of amendments or that judicial interpretations supersede constitutional amendments (unconstitutional constitutional amendments).
This article reports from an interdisciplinary, archaeological and philosophical research project developing and using an analogue model in archaeological research. With prominent uses outside of archaeology, analogue models can offer a unique participatory perspective to prehistoric processes. As such the paper contributes to recent discussions in this journal and elsewhere on the role of games, play and gamification in archaeological research, teaching and cultural heritage. Our analogue model critically discusses cultural-evolution-based models of selected European Neolithic and Bronze Age models and develops a perspective based on the life history and the Capability Approaches. In times of climate and war stress, our model can offer a hopeful perspective of the human past, present and future without compromising on scientific insights.
For decisions in the wild, time is of the essence. Available decision time is often cut short through natural or artificial constraints, or is impinged upon by the opportunity cost of time. Experimental economists have only recently begun to conduct experiments with time constraints and to analyze response time (RT) data, in contrast to experimental psychologists. RT analysis has proven valuable for the identification of individual and strategic decision processes including identification of social preferences in the latter case, model comparison/selection, and the investigation of heuristics that combine speed and performance by exploiting environmental regularities. Here we focus on the benefits, challenges, and desiderata of RT analysis in strategic decision making. We argue that unlocking the potential of RT analysis requires the adoption of process-based models instead of outcome-based models, and discuss how RT in the wild can be captured by time-constrained experiments in the lab. We conclude that RT analysis holds considerable potential for experimental economics, deserves greater attention as a methodological tool, and promises important insights on strategic decision making in naturally occurring environments.
We describe a common pool resource game in which players choose how much of the stock to extract in a sequential manner. There are two choices and one represents taking a larger proportion of the stock than the other. After a player makes a choice, the remaining stock grows at a constant rate. We consider a game with a finite number of alternating moves. It is shown that changes in the larger proportion of the stock that the players are allowed to take and the growth rate affect equilibrium, but have little effect on behavior in the laboratory. In addition to observing more cooperation than predicted, we observe that parameters that are strategically irrelevant affect behavior. The results of this research might help policy makers in developing adequate policies to prevent overexploitation of some natural renewable resources.
This paper estimates depth of reasoning in an Iterative Best Response model using data from Weber (2003) ten-period repeated guessing game with no feedback. Different mixture models are estimated and the type (Level-0, Level-1, etc) of each player is determined in every round using the Expectation Maximization algorithm. The matrices showing the number of individuals transitioning among levels is computed in each case. It is found that most players either remain in the same level or advance to the next two levels they were in the previous period. The lowest levels (Level-0 and Level-1) have a higher probability of transitioning to a higher level than Level-2 or Level-3. Thus, we can conclude that subjects, through repetition of the task, quickly become more sophisticated strategic thinkers as defined by higher levels. However, in some specifications the highest levels have a relatively large probability of switching to a lower level in the next period. In general, depth of reasoning increases monotonically in small steps as individuals are subjected to the same task repeatedly.
This paper focuses on instructions and procedures as the reasons that subjects fail to behave according to the predictions of game theory in two-person “guessing game” (beauty contest game) experiments. In this game, two individuals simultaneously choose a number between 0 and 100. The winner is the person whose chosen number is the closest to 2/3 of the average of the two numbers. The weakly dominant strategy is zero. Because of the simplicity of the game, the widespread failure of subjects to choose the weakly dominant strategy has been interpreted as evidence of some fundamental inability to behave strategically. By contrast, we find that subjects’ behavior reflects a lack of understanding of the game form, which we define as the relationships between possible choices, outcomes and payoffs. To a surprising degree, subjects seem to have little understanding of the experimental environment in which they are participating. If subjects do not understand the game form, the experimental control needed for testing game theory is lost. The experiments reported here demonstrate that the failure to act strategically is related to how the game is presented. We test how well subjects are able to recognize the game under a variety of different presentations of the game. Some subjects fail to recognize the game form when it is presented abstractly. When the game is transformed into a simple isomorphic game and presented in a familiar context, subjects do choose weakly dominant strategies. While our results confirm the ability of subjects to make strategic decisions, they also emphasize the need to understand the limitations of experimental subjects’ ability to grasp the game as the experimenter intends. Given these limitations, we provide suggestions for better experimental control.
Claus Jacobs and Jane Lê discuss the role of play in strategizing. While play and games have been linked with strategy for quite some time, it is only very recently that strategy scholars have focused explicit attention on the role of play. The authors start with a discussion about different approaches to play. This leads them to identify and elaborate on four purposes of using play can be used for in strategizing: achieving novelty, improving understanding of complexity, suspending norms and inviting experimentation, and skill development. They conclude with a discussion about three potential areas for future research on play in strategizing: enriching our conceptual repertoire of play, extending our empirical repertoire of play, and exploring play across all parts of the strategy process.
Recent years have witnessed growing attention to popular culture’s role in the reproduction, negotiation, and contestation of global political life. This article extends this work by focusing on games targeted at young children as a neglected, yet rich site in which global politics is constituted. Drawing specifically on the Heroes of History card game in the Top Trumps franchise, I offer three original contributions. First, I demonstrate how children’s games contribute to the everyday (re)production of international relations through the contingent storying of global politics. Heroes of History’s narrative, visual organisation, and gameplay mechanics, I argue, construct world politics as an unchanging realm of conflict through their shared reproduction of a valorised, masculinised figure of the warrior hero. This construction, moreover, does important political work in insulating young players from the realities and generative structures of violence. Second, the polysemy of children’s games means they also provide opportunity for counter-hegemonic ‘readings’ of the world even in seemingly straightforward examples of the genre such as this. Third, engaging with such games as meaningful objects of analysis opens important new space for dialogue across International Relations literatures on children, popular culture, gender, the everyday, and heroism in world politics.
The Central Mediterranean Penal Heritage Project (CMPHP) employs remote-sensing techniques to study and preserve archaeological remains of human confinement. Within this larger project, digital photogrammetry was used to document part of the castle prison in Noto Antica to identify and digitally preserve graffiti depicting galleys and gameboards.
Videogames once seemed like they would have a part to play in the future of the book – the natural evolution of literary practice onto more expressly interactive digital platforms. Today, despite numerous compelling examples of videogames that support literary engagement, the comparison can seem strange, clichéd, banal, and beside the point. This chapter attempts to reset the comparison of videogames and literature for the present moment of digital culture. First, it presents a brief history of critical perspectives on videogames as literature. Second, it reflects on the contemporary status of and challenges to videogaming’s literary aspirations following recent shifts in the industry’s design priorities and monetization practices. This chapter does not present an argument regarding the status of games as literature. Rather, its goal is to describe the urgent work of literary studies in continuing to rethink digital gaming in the unfolding digital age.
Japan is the world’s largest producer of love simulation games, revealing a curious feature: these games, in theory, assign female players to the unique task of seducing a male character, but, in reality, they promote the establishment of a network of friendship between women. Love cannot be achieved if this network is not carefully woven both in play and in real life. Based on the analysis of this double dynamics, outwardly contradictory, I would like to advance the following hypothesis: that such games enable their users to ‘outsmart’ gender expectations. These games, called otome games, became popular in the context of a national panic related to the declining birthrate: they target the market of women who – living alone or with their parents – are held responsible for the future shortfall of the system. These new generations of women don’t start a family. They have no children. How do they manage to ward off exclusion and stigma? The study will focus on the strategies collectively devised to turn otome games into an identity-building tool, promoting friendship between players as a means of resistance against social norms.
Despite promising early evidence for the validity of well-designed game-based assessments (GBAs) for employee selection, the interaction between the complexity of games and their use in international and cross-cultural contexts is unknown. To address this, this paper presents a descriptive, qualitative study examining the perspectives of both GBA vendors and organizational stakeholders related to cross-cultural issues unique to GBAs related to 1) privacy, 2) legality, and 3) applicant reactions. Overall, privacy and legality concerns appeared similar for GBAs as with other assessment methods, although certain common characteristics of GBAs amplify common concerns. Applicant reactions appeared more positive to GBAs across national borders and cultures than traditional assessments, although some international differences were reported. Other cross-cultural topics raised included international differences in the conflation of GBA and artificial intelligence, in the importance of mobile-first design, and in the ability of GBAs to provide a more language-agnostic experience than other assessment types.
Our knowledge about Cyrenaican horses during the Greek and Roman periods is mainly derived from ancient literary sources. They tell us that horses were bred with distinctive skills in this region and report interesting stories highlighting the participation of Cyrenaican horses in athletic games. The literary data suggests Cyrene is a horse-breeding centre and this paper examines whether these assertions represent a reality, or simply a convention. This study investigates and analyses other locally related archaeological data, including epigraphy documents published by the digital corpora of IGCyr and IRCyr. Although most of the inscriptions in these corpora are published, little attention has been given to horses. The adapted approach here aims to build up a picture about horses using local evidence, with a focus on the linguistic indications of equestrian practice at Cyrenaica and the use of horse-related terms in nomenclature. Interestingly, the regional textual and archaeological data provide us with a similar picture to that presented by the literary references regarding horse breeding in Cyrenaica, charioteer training and their contribution to overseas Greek and Roman sport.
Mary Midgley challenges the dominant conceptions of human nature, ethics, community and ecology taught at A-Level. This article considers some of the key themes of her thinking.
Willis J. Edmondson,Juliane House, Universität Hamburg and the Hungarian Research Centre for Linguistics,Daniel Z. Kadar, Dalian University of Foreign Languages, China and Hungarian Research Centre for Linguistics
Chapter 2 discusses the dilemma posed by the requirement that ‘communicative’ English be taught in a foreign language classroom – which is naturally different from real life – and suggest different ways out of this dilemma as general possibilities. The chapter therefore provides a practical applied linguistic background for the more theoretically motivated chapters that follow. We argue that many of the teaching dilemmas triggered by the setting of the foreign language classroom relate to the fact that the classroom provides its own ritual space, in which the conventions and practices and related rights and obligations holding for daily life are turned upside down.Thus, a key dilemma invariably facing the foreign language teacher is how to teach real-life language use in a non-real-life setting.
Games and other forms of play are core human activities, as vitally constitutive of cultural and social practices in the past as they are today. Consequently, play, games and fun should be central in archaeological theory, but our review shows they are anything but. Instead, very few studies deal with these concepts at all, and most of those that do focus on how the affordances play offers link it to ritual, power or other ‘more serious’ phenomena. Here, we offer an explanation as to why play has taken such a backseat in archaeological thought and practice, relating it to the ambivalent aesthetics of having fun with the past in our own discipline. Building on our own playful practices and those of other scholars in the ancient board gaming and archaeogaming communities, we propose a move towards a more playful archaeology, which can provide us with a new window into the past as well as into our own professional practices.
This chapter takes as its central focus the triumphal games given by the Roman praetor Lucius Anicius Gallus in 167 BCE. The chapter deconstructs the hostile account of this event in Polybius’ Histories by examining how Anicius manipulated the musical dynamics of the spectacle in order to amplify the importance of his triumph. The second half of the chapter situates the episode in the context of broader developments in Greek and Roman musical culture during the second century BCE. As well as discussing the general treatment of music in Polybius’s Histories, it considers how the dissemination of Greek musical culture during this period sparked a reaction from senior members of the Roman political elite, as evidenced most notably by the fragmentary speeches of Cato the Elder and Scipio Aemilianus.
This article argues for an alternative interpretation of the ekphrasis of Pelops and Myrtilos among Adrastus’ parade of ancestral images in lines 6.283–5 of Statius’ Thebaid. The majority of scholarly readings believe that the scene described in these lines alludes to the mythical chariot-race between Pelops and Oenomaus. Using a combination of visual, intertextual and intratextual evidence, this article suggests that these lines more likely refer to a later part of the myth—Pelops’ murder of Myrtilos, as the former hurls the latter into the Myrtoan sea from a flying chariot. This paper concludes by exploring what implications this alternative reading has for our understanding of Statius’ use of ekphrasis as a narrative technique and, more specifically, its significance on our reading of the ekphrasis of Adrastus’ ancestral images.
I describe the theoretical assumptions of rational models and assess -- largely negatively -- their ability to produce knowledge relevant to international relations.
There has been increasing recognition of the potential of games in health; however, knowledge of their application in palliative care is lacking. Therefore, this study aimed to identify and map the available evidence on the use of games in palliative care, analyzing how research has been conducted on this topic and identifying gaps in knowledge.
Method
A scoping review was carried out. The literature search was conducted using the respective descriptors and search syntax appropriate to each of the databases searched. The review included all study types with no time limits.
Results
Of the 685 articles initially identified, 53 were included for final analysis. Several different game types were identified, with the majority of studies using role-play (n = 29) and card games (n = 17). The games analyzed were essentially aimed at empowering patients (n = 14), and in some cases, extended to families or caregivers, as well as to medical and nursing students. The analysis of the articles in this review resulted in two major themes: Role-playing for training in palliative care and card games to discuss end-of-life care.
Significance of results
Games allow space for the expression of emotions and promote creativity. They can be applied both in a training context, to enable health professionals to develop essential skills in palliative care, and for patients, families, and caregivers, allowing them to talk about serious things while playing.