Simulation And Gaming
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Author |
: Toshiyuki Kaneda |
Publisher |
: Springer Nature |
Total Pages |
: 309 |
Release |
: 2022-01-03 |
ISBN-10 |
: 9789811620119 |
ISBN-13 |
: 9811620113 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Simulation and Gaming for Social Design by : Toshiyuki Kaneda
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.
Author |
: Toshiyuki Kaneda |
Publisher |
: Springer |
Total Pages |
: 466 |
Release |
: 2016-08-02 |
ISBN-10 |
: 9789811005756 |
ISBN-13 |
: 9811005753 |
Rating |
: 4/5 (56 Downloads) |
Synopsis Simulation and Gaming in the Network Society by : Toshiyuki Kaneda
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Total Pages |
: 2084 |
Release |
: 2010-11-30 |
ISBN-10 |
: 9781609601966 |
ISBN-13 |
: 1609601963 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Author |
: Piu, Angela |
Publisher |
: IGI Global |
Total Pages |
: 256 |
Release |
: 2010-08-31 |
ISBN-10 |
: 9781605669311 |
ISBN-13 |
: 1605669318 |
Rating |
: 4/5 (11 Downloads) |
Synopsis Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies by : Piu, Angela
Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences.
Author |
: R. Shiratori |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 321 |
Release |
: 2006-03-20 |
ISBN-10 |
: 9784431267973 |
ISBN-13 |
: 4431267972 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Gaming, Simulations and Society by : R. Shiratori
The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
Author |
: Clark Aldrich |
Publisher |
: John Wiley & Sons |
Total Pages |
: 578 |
Release |
: 2009-09-17 |
ISBN-10 |
: 9780470506745 |
ISBN-13 |
: 0470506741 |
Rating |
: 4/5 (45 Downloads) |
Synopsis The Complete Guide to Simulations and Serious Games by : Clark Aldrich
"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
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 |
: K. Arai |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 153 |
Release |
: 2006-10-10 |
ISBN-10 |
: 9784431294276 |
ISBN-13 |
: 4431294279 |
Rating |
: 4/5 (76 Downloads) |
Synopsis Agent-Based Modeling Meets Gaming Simulation by : K. Arai
This collection of excellent papers cultivates a new perspective on agent-based social system sciences, gaming simulation, and their hybridization. Most of the papers included here were presented in the special session titled Agent-Based Modeling Meets Gaming Simulation at ISAGA2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA) at Kazusa Akademia Park in Kisarazu, Chiba, Japan, August 25–29, 2003. This post-proceedings was supported by the twenty-?rst century COE (Centers of Excellence) program Creation of Agent-Based Social Systems Sciences (ABSSS), established at the Tokyo Institute of Technology in 2004. The present volume comprises papers submitted to the special session of ISAGA2003 and provides a good example of the diverse scope and standard of research achieved in simulation and gaming today. The theme of the special session at ISAGA2003 was Agent-Based Modeling Meets Gaming Simulation. Nowadays, agent-based simulation is becoming very popular for modeling and solving complex social phenomena. It is also used to arrive at practical solutions to social problems. At the same time, however, the validity of simulation does not exist in the magni?cence of the model. R. Axelrod stresses the simplicity of the agent-based simulation model through the “Keep it simple, stupid” (KISS) principle: As an ideal, simple modeling is essential.
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 |
: Ferdig, Richard E. |
Publisher |
: IGI Global |
Total Pages |
: 389 |
Release |
: 2012-01-31 |
ISBN-10 |
: 9781466600300 |
ISBN-13 |
: 1466600306 |
Rating |
: 4/5 (00 Downloads) |
Synopsis Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends by : Ferdig, Richard E.
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.