In: Games For Health Journal, 2020, vol. 9, no. 3, p. 187-196
Objective: Emotional competences (EC) are important for social and academic outcomes and positive life trajectories. Due to their social setting and tendency to stimulate intrinsic motivation, board games may constitute efficient learning tools for promoting socioemotional development in children. The current project therefore aimed at developing and testing three theory-driven board games...
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In: Cerebral Cortex, 2018, vol. 28, no. 10, p. 3740-3751
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In: Experimental Economics, 2015, vol. 18, no. 2, p. 185-194
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In: Attention, Perception, & Psychophysics, 2015, vol. 77, no. 8, p. 2826-2826
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In: Experimental Economics, 2015, vol. 18, no. 4, p. 569-608
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In: Algorithmica, 2015, vol. 71, no. 3, p. 581-604
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Thèse de doctorat : Università della Svizzera italiana, 2020 ; 2020INFO018.
The immune system has a critical role in diseases of primary importance such as infections and cancer. Hence, it represents a target for novel therapeutic strategies. However, the immune system relies on a complex network of cell-to-cell interactions which remains largely unknown, or difficult to be interpreted. The combination of experimental data with computational methods is of paramount...
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In: Physica A: Statistical Mechanics and its Applications, 2020, vol. 540, p. 123140
Interacting with each other, individuals in a population form various social network topologies. Models of evolutionary games on networks provide insight into how the collective behaviors of structured populations are influenced by individual decision making and network topologies. In a hierarchical society, many social resources are allocated according to certain social rankings, such as...
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Mémoire de bachelor : Haute école de gestion de Genève, 2019 ; TDIBM 51.
This paper provides an analysis of the interest in video games by Swiss residents and the current state of e-sports investment in Switzerland. It provides information aiming to facilitate the investment for firms interested by the e-sports industry as well as an estimation of the expected revenue from video game accessories purchases in Switzerland for 2020. The first objective of this research...
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In: European Journal of Operational Research, 2015, vol. 240, no. 2, p. 505-517
In the framework of spatial competition, two or more players strategically choose a location in order to attract consumers. It is assumed standardly that consumers with the same favorite location fully agree on the ranking of all possible locations. To investigate the necessity of this questionable and restrictive assumption, we model heterogeneity in consumers’ distance perceptions by...
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