In this study, we analyze the general or self-quarantine effects to the spread of the first wave of Covid-19 pandemic in the view of the game-theoretical approach. As in some other applications of game theory in different aspects of the literature, we focus on only the application of game theory to present the effects of quarantine during the three different stages -the start, the spread, the end- of the pandemic. We first choose three countries such as South Korea for self-quarantine, Italy, and Turkey for general quarantine during the analysis of the different stages of the spread. Then, we present a formula that will be an important tool for the creation of the payoff matrices and give the general procedure for the creation of the payoff matrix for each stage of the pandemic process. After that, we generate the payoff bimatrix for each stage of the pandemic by using the average of the daily diagnosis number/number of tests for each country. Moreover, we try to find the optimal strategy of the game. Additionally, to determine the necessity of the continuity of the quarantine, we use the repeated game approach in our analysis, as well. Therefore, we convert the game only for the spread stage to the repeated game for each country. Finally, we obtain the Nash equilibrium of all games for each level of the pandemic. The results show that the quarantine has important effects to be infected or not, and the spread of the pandemic at each level. In addition to these analysis results, we compare the death rates of the considered countries and show that the results are almost parallel to that are obtained for the quarantine requirement of each country by game-theoretical approaches.
The purpose of this study is to evaluate the effects of the influencers' perceived characteristics (informativeness, perceived ease of use, and admiration) on purchase intention and purchase behavior. The main population of this research is people who use social media and follow at least one influencer. IBM SPSS 20 and SmartPLS 3.3.3 package programs were used in the analysis. In the study, confirmatory factor analysis and Structural Equation Modeling (SEM) analysis were performed to test the relationships in the proposed research model, respectively. As a result of the structural equation modeling analysis, it was found that informativeness, perceived ease of use, and admiration have significant and positive direct effects on purchase intention. In addition, informativeness, perceived ease of use, and admiration have significant and positive indirect effects on purchase behavior. The main contribution of this study to the literature is not only to explain the effects of informativeness, perceived ease of use, and admiration on purchase intention but also to comprehensively reveal the effects of these variables on both purchase intention and purchase behavior by considering them together in the context of influencer marketing.
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.
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