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Nitro Nation Game Assessment And Tricks: Boost Your Performance and Win More Races



D. Restrictions. Notwithstanding your ownership of a Purchased Game NFT, you do not have the right to make commercial use of the Copyrightable Elements, including, for example, by selling access to the Copyrightable Elements, developing and selling derivative works, including merchandise, that embody the Copyrightable Elements, including it within other media that you sell or promote commercially, or otherwise commercially exploiting, or allowing others to commercially exploit, the Copyrightable Elements in any manner. Subject to the express license rights granted above, you further agree that you may not do, nor permit any third party to do or attempt to do, any of the foregoing without Mythical's express prior written consent (or expressly authorized in these Terms) in each case: (i) modify the Copyrightable Elements for your Purchased Game NFT in any way, including, without limitation, the shapes, designs, drawings, attributes, or color schemes (your blending or other customization of Game NFTs as permitted by the Game functionality will not constitute a prohibited modification hereunder); (ii) use the Copyrightable Elements or related software functionality for your Purchased Game NFT outside of the Game in any manner, including, without limitation, to advertise, market, or sell any third party product or service; (iii) use the Copyrightable Elements for your Purchased Game NFT in connection with images, videos, or other forms of media that depict hatred, intolerance, violence, cruelty, or anything else that could reasonably be found to constitute hate speech or otherwise infringe upon the rights of others; (iv) use the Copyrightable Elements for your Purchased Game NFT in movies, videos, or any other forms of media; (v) sell, distribute for commercial gain (including, without limitation, giving away in the hopes of eventual commercial gain), or otherwise commercialize merchandise that includes, contains, or consists of the Copyrightable Elements for your Purchased Game NFT; (vi) attempt to trademark, copyright, or otherwise acquire additional intellectual property rights in or to the Copyrightable Elements for your Purchased Game NFT; (vii) otherwise utilize the Copyrightable Elements for your Purchased Game NFT for your or any third party's commercial benefit; (viii) charging any rent, license or other fees for the rental, loaning or sharing of a Game NFT or sharing in any revenues from the sale of such Game NFTs (notwithstanding the foregoing prohibition, the Game may contain functionality that allows for the rental, lending or sharing of Game NFTs or other Digital Assets between players solely for purposes in-Game collaboration and functionality, and may further permit sharing of in-Game rewards and other in-Game benefits based on achievements and other gameplay success of such player collaboration and utilization of a rented, loaned or shared Game NFT); or (ix) transfer or resell any redemption link provided to you through any Secondary Marketplace for your Purchased Game NFT (it being expressly understood that you must create a Game Account and redeem your Purchased Game NFT prior to having the ability to use, resell or transfer such Game NFT). To the extent that Copyrightable Elements associated with your Purchased Game NFT are based on, incorporate or contain any Third Party IP (e.g., licensed intellectual property from a content licensor, media company, celebrity, athlete, or other public figure), you understand and agree as follows: (x) that you will not have the right to use such Third Party IP in any way except as incorporated in the Copyrightable Elements, and subject to the license and other restrictions associated with such Purchased Game NFT and related Smart Contract as made known to you at your time of purchase (e.g., a Third Party IP licensor may prohibit or impose other restrictions on your blending, customization or resale of such Game character); (y) that, depending on the nature of the license granted from the owner of the Third Party IP, Mythical may need to pass through additional restrictions on your ability to use the Copyrightable Elements; and (z) to the extent that Mythical informs you of such additional restrictions in writing (email is permissible), you will be responsible for complying with all such restrictions from the date that you receive the notice, and that failure to do so will be deemed a breach of this license. The restrictions in this Section will survive the expiration or termination of these Terms.




Nitro Nation Game Assessment And Tricks




H. Taxes and Fees. As between us, you will be solely responsible to pay any and all sales, use, value-added and other taxes, duties, and assessments (except taxes on our net income) now or hereafter claimed or imposed by any governmental authority associated with your use of the Game (including, without limitation, any taxes that may become payable as the result of your ownership, transfer, sale or purchase of any Game NFTs) (collectively, "Taxes"). You: (i) will pay or reimburse us for all Taxes and amounts levied in lieu thereof based on charges set, services performed or payments made hereunder, as are now or hereafter may be imposed under the authority of any national, state, local or any other taxing jurisdiction; and (ii) shall not be entitled to deduct the amount of any such Taxes from payments made to us pursuant to these Terms. Mythical reserves the right to deduct from your sales proceeds any required Taxes and collect and remit such amounts to the appropriate governmental authorities without liability or reimbursement to you.


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The article proceeds as follows. Section 2 provides the background on personnel assessments and reviews research on game-based assessment methods. Section 3 describes the basic game principles of Civilization and provides a rationale for why the game could be used to assess managerial skills. Section 4 outlines the procedures for data collection and analysis and explains how we organized the multiplayer games with the participants and how we designed the assessments. Section 5 presents our findings, which are discussed in Sect. 6. Section 7 acknowledges the limitations and Sect. 8 concludes the paper.


Assessment centers We designed our assessments according to established guidelines and procedures from the academic and professional literature on personnel selection (e.g., Ballantyne and Povah 2004; Caldwell et al. 2003). For example, our design incorporated the ten recommendations established by the International Task Force on Assessment Center Guidelines, which address issues ranging from behavioral classification and simulation to recording and data integration (Joiner 2000) (Appendix 1). We assigned participants to groups based on the groups in which they played the games and we conducted ten assessments with four participants each. Each of the ten assessments took approximately 5 h.


where SDRijk is the skill-dimension rating k for a participant i in a group j; β00 represents the overall mean intercept; β10 is the overall mean effect (slope) of Mean points per turn (MPTij); Controlsij are the control variables Age, Gender, Civilization V playtime, Experience with other Civilization titles, Gaming habits, Study level, and Experience with assessment centers; and εij indicates level-one residuals (i.e., on the individual level), which are assumed to be normally distributed with mean 0. As observations from the four participants in a group might be correlated, u0j is a level-two random effect (i.e., a group-specific random intercept) that describes the between-group variability of the outcome variable SDRijk and captures the non-independence between observations of SDRijk for participants i in a group j, so it allows the intercept β00 to vary across groups. Similarly, u1j is a level-two random effect (i.e., a group-specific random slope) of MPTij that accounts for in-game group dynamics and allows the coefficient β10 to vary across groups. Both random effects, u0j and u1j, are assumed to be normally distributed with mean 0.Footnote 1


While our results are consistent with related work on inconsistency in assessment-center ratings, the low construct validity may also result from poor assessment-center design and implementation (Woehr and Arthur 2003). However, even though the design of assessment centers is generally not straightforward (see, e.g., Bender 1973), we believe that our assessments were demonstrably thorough. Caldwell et al. (2003) identified ten common assessment-center errors ranging from inadequate job analysis to sloppy behavior documentation. To avoid these errors, our assessment-center design followed established guidelines from the academic and professional literature on personnel recruitment (e.g., Ballantyne and Povah 2004). In particular, ten principles established by the International Task Force on Assessment Center Guidelines provided a framework for our assessments (Joiner 2000) (Appendix 1). Against this background, we are confident that our research takes an important step toward clarifying the potential of strategy games such as Civilization in assessment.


We thank all of the students who participated for their time and effort. We also owe thanks to many of our colleagues at the University of Liechtenstein, especially Matthias Tietz for a brilliant performance in the role-play exercise and for his support in evaluating the assessment-center results; Roope Jaakonmäki for a terrific poster design and other help; Nicole Thöny and Sandra Beyer for organizing rooms, catering, and the like; and Bernd Schenk and Jan vom Brocke for general project support. This article is an extension and revision of a research-in-progress paper presented at the 36th International Conference on Information Systems (ICIS 2015) in Fort Worth, Texas, and we thank the anonymous ICIS reviewers for their constructive comments on our research (Simons et al. 2015). Finally, we thank Martin Hibbeln from the University of Duisburg-Essen, Stephan Kramer from the Rotterdam School of Management, Oliver Müller from Paderborn University, Jan Recker from the University of Cologne, and Christoph Schneider from the IESE Business School for sharing their thoughts and ideas with us. Any remaining errors are our own. 2ff7e9595c


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