Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society
Author :
Publisher : Springer
Total Pages : 466
Release :
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.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author :
Publisher : Akademia Leona Kozminskiego
Total Pages : 687
Release :
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.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines
Author :
Publisher : Springer Nature
Total Pages : 469
Release :
ISBN-10 : 9783030721329
ISBN-13 : 3030721329
Rating : 4/5 (29 Downloads)

Synopsis Simulation Gaming Through Times and Disciplines by : Marcin Wardaszko

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Neo-Simulation and Gaming Toward Active Learning

Neo-Simulation and Gaming Toward Active Learning
Author :
Publisher : Springer Nature
Total Pages : 557
Release :
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.

Intersections in Simulation and Gaming

Intersections in Simulation and Gaming
Author :
Publisher : Springer
Total Pages : 419
Release :
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.

Gaming as a Cultural Commons

Gaming as a Cultural Commons
Author :
Publisher : Springer Nature
Total Pages : 199
Release :
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.

Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures

Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures
Author :
Publisher : Springer
Total Pages : 203
Release :
ISBN-10 : 9783319919027
ISBN-13 : 3319919024
Rating : 4/5 (27 Downloads)

Synopsis Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures by : Heide Karen Lukosch

This book constitutes the refereed post-conference proceedings of the 48th International Simulation and Gaming Association Conference, ISAGA 2018, held in Delft, The Netherlands, in July 2018. The 19 revised full papers included in the volume were carefully reviewed and selected from 27 submissions. The contributions to this book range from design thinking related to simulation gaming, the analysis of the consequences of design choices in games, to games for decision making, examples of games for business, climate change, maritime spatial planning, sustainable city development, supply chain, and much more.

Gaming, Simulations and Society

Gaming, Simulations and Society
Author :
Publisher : Springer Science & Business Media
Total Pages : 321
Release :
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.

Simulation for Participatory Education

Simulation for Participatory Education
Author :
Publisher : Springer Nature
Total Pages : 476
Release :
ISBN-10 : 9783031210112
ISBN-13 : 3031210115
Rating : 4/5 (12 Downloads)

Synopsis Simulation for Participatory Education by : M. Laura Angelini

This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.

Software Usability

Software Usability
Author :
Publisher : BoD – Books on Demand
Total Pages : 196
Release :
ISBN-10 : 9781839689666
ISBN-13 : 1839689668
Rating : 4/5 (66 Downloads)

Synopsis Software Usability by : Laura M. Castro

This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users.