Intersections In Simulation And Gaming
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Author |
: Anjum Naweed |
Publisher |
: Springer |
Total Pages |
: 419 |
Release |
: 2018-04-05 |
ISBN-10 |
: 9783319787954 |
ISBN-13 |
: 3319787950 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Intersections in Simulation and Gaming by : Anjum Naweed
This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.
Author |
: Jeremiah McCall |
Publisher |
: Routledge |
Total Pages |
: 198 |
Release |
: 2013-06-17 |
ISBN-10 |
: 9781136832093 |
ISBN-13 |
: 1136832092 |
Rating |
: 4/5 (93 Downloads) |
Synopsis Gaming the Past by : Jeremiah McCall
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Author |
: Sharon Andrews |
Publisher |
: |
Total Pages |
: 740 |
Release |
: 2021 |
ISBN-10 |
: 1799873005 |
ISBN-13 |
: 9781799873006 |
Rating |
: 4/5 (05 Downloads) |
Synopsis Pathways and Opportunities Into the Business of ESports by : Sharon Andrews
"This book explains areas of specialization that intersect and align with eSports and why these are appropriate fields of specialization around eSports, how the fields are developing within the realm of eSports, and what research has already occurred (as well as what research opportunities and needs exist) as current gaps in practice, as well as future-leaning considerations"--
Author |
: Marcin Wardaszko |
Publisher |
: Akademia Leona Kozminskiego |
Total Pages |
: 687 |
Release |
: 2019-08-30 |
ISBN-10 |
: 9788366502017 |
ISBN-13 |
: 8366502015 |
Rating |
: 4/5 (17 Downloads) |
Synopsis SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES by : Marcin Wardaszko
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
Author |
: Ryoju Hamada |
Publisher |
: Springer Nature |
Total Pages |
: 557 |
Release |
: 2019-10-08 |
ISBN-10 |
: 9789811380396 |
ISBN-13 |
: 9811380392 |
Rating |
: 4/5 (96 Downloads) |
Synopsis Neo-Simulation and Gaming Toward Active Learning by : Ryoju Hamada
This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.
Author |
: Toshiko Kikkawa |
Publisher |
: Springer Nature |
Total Pages |
: 199 |
Release |
: 2022-04-23 |
ISBN-10 |
: 9789811903489 |
ISBN-13 |
: 9811903484 |
Rating |
: 4/5 (89 Downloads) |
Synopsis Gaming as a Cultural Commons by : Toshiko Kikkawa
This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.
Author |
: IEEE Staff |
Publisher |
: |
Total Pages |
: |
Release |
: 2020-12-18 |
ISBN-10 |
: 1728184983 |
ISBN-13 |
: 9781728184982 |
Rating |
: 4/5 (83 Downloads) |
Synopsis 2020 4th CAA International Conference on Vehicular Control and Intelligence (CVCI) by : IEEE Staff
Vehicle Control and Intelligence
Author |
: Björn Sjöblom |
Publisher |
: Taylor & Francis |
Total Pages |
: 233 |
Release |
: 2022-12-30 |
ISBN-10 |
: 9781000824872 |
ISBN-13 |
: 100082487X |
Rating |
: 4/5 (72 Downloads) |
Synopsis Representing Conflicts in Games by : Björn Sjöblom
This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.
Author |
: Nicola Bidwell |
Publisher |
: Informing Science |
Total Pages |
: 436 |
Release |
: 2015 |
ISBN-10 |
: 9781932886993 |
ISBN-13 |
: 1932886990 |
Rating |
: 4/5 (93 Downloads) |
Synopsis At the Intersection of Indigenous and Traditional Knowledge and Technology Design by : Nicola Bidwell
There is intensified interest in designing information and communication technologies (ICTs) that respond to ways of doing, knowing, and saying that differ from those that dominate in producing ICTs and, in particular, to ‘traditional’ or ‘indigenous’ knowledges. ICT endeavours for indigenous or traditional knowledges (ITK) vary. Some aim to extend ITK digitally and others use ICTs to improve the economic and/or political situation of marginalised groups. This book presents themes that arise in designing to respond to ITK in different cultural, social, physical, and historical contexts.
Author |
: John Sharp |
Publisher |
: MIT Press |
Total Pages |
: 157 |
Release |
: 2015-03-06 |
ISBN-10 |
: 9780262029070 |
ISBN-13 |
: 0262029073 |
Rating |
: 4/5 (70 Downloads) |
Synopsis Works of Game by : John Sharp
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.