Games with frequency-dependent stage payo¤s (FD-games), are infinitely repeated non-cooperative games played at discrete moments in time called stages. The stage payo¤s depend on the action pair actually chosen, and on the relative frequencies with which all actions were chosen before.We assume that players wish to maximize their expected (limiting) average rewards over the entire time-horizon. We prove an analogy to, as well as an extension of the (perfect) Folk Theorem. Each pair of rewards in the convex hull of all individually-rational jointly-convergent pure-strategy rewards can be supported by an equilibrium. Moreover, each pair of rewards in same set giving each player strictly more than the threat-point-reward, can be supported by a subgame-perfect equilibrium. Under a pair of jointly-convergent strategies, the relative frequency of each action pair converges in the long run.
Purpose
The purpose of this paper is to assess whether or not electroencephalography (EEG) provides a valuable and substantial contribution to the prediction of consumer behaviour and their preferences during product consumption. In this study, the authors especially focus on individual preferences during a wine tasting experience.
Design/methodology/approach
A consumer neuroscience experiment was carried out with 26 participants that evaluated different red wines while their brain activity was recorded with EEG. A within-subjects design was employed and the experiment was carried out in two sessions. All participants took part in a blind taste session (no label session), in which information about the wine was not disclosed, and a normal taste session (label session), during which the bottle and its label were visible.
Findings
The findings suggest that EEG is a useful tool to study brain activity during product experience. EEG has high temporal resolution, low costs, small dimensions and superior manoeuvrability compared to other consumer neuroscience tools. However, it is noticed that there is a lack of solid theoretical background regarding brain areas (e.g. frontal cortex) and brain activity (e.g. brain waves) related to consumer preferences during product experience. This lack of knowledge causes several difficulties in replicating and validating the findings of other consumer neuroscience experiments for studying consumer behaviour.
Originality/value
The experiment presented in this paper is an exploratory study. It provides insights into the possible contribution of EEG data to the prediction of consumer behaviour during product experience.
DDoS attacks pose a serious threat to the availability of online resources. In this paper, we analyse the attacker aims for the use of DDoS attacks. We propose a model that can be used to evaluate news articles for determining probable aims of attackers. Thereafter, we apply this model to evaluate 27 distinct attack events from 2016. We make use of a DDoS specific longitudinal news database to select these attack events. We find the proposed model useful in analysing attack aims. We also find that in some cases attackers might target a web infrastructure just because it is virtually invincible.
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