Simulations and Games for Transition and Change

Simulations and Games for Transition and Change
Author :
Publisher : Psychology Press
Total Pages : 269
Release :
ISBN-10 : 9780749433970
ISBN-13 : 0749433973
Rating : 4/5 (70 Downloads)

Synopsis Simulations and Games for Transition and Change by : Danny Saunders

First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.

Simulation and Games for Strategy and Policy Planning

Simulation and Games for Strategy and Policy Planning
Author :
Publisher : Psychology Press
Total Pages : 316
Release :
ISBN-10 : 0749429569
ISBN-13 : 9780749429560
Rating : 4/5 (69 Downloads)

Synopsis Simulation and Games for Strategy and Policy Planning by : Danny Saunders

First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.

The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook
Author :
Publisher : Routledge
Total Pages : 269
Release :
ISBN-10 : 9781136361715
ISBN-13 : 1136361715
Rating : 4/5 (15 Downloads)

Synopsis The International Simulation & Gaming Research Yearbook by : Danny Saunders

The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.

Simulation Games and Learning in Production Management

Simulation Games and Learning in Production Management
Author :
Publisher : Springer
Total Pages : 216
Release :
ISBN-10 : 9781504128704
ISBN-13 : 1504128702
Rating : 4/5 (04 Downloads)

Synopsis Simulation Games and Learning in Production Management by : Jens O. Riis

Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.

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.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations
Author :
Publisher : National Academies Press
Total Pages : 174
Release :
ISBN-10 : 9780309212663
ISBN-13 : 0309212669
Rating : 4/5 (63 Downloads)

Synopsis Learning Science Through Computer Games and Simulations by : National Research Council

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Policy Games for Strategic Management

Policy Games for Strategic Management
Author :
Publisher : Rozenberg Publishers
Total Pages : 376
Release :
ISBN-10 : 9789036193412
ISBN-13 : 9036193419
Rating : 4/5 (12 Downloads)

Synopsis Policy Games for Strategic Management by : Richard D. Duke

This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr

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.

Geogames and Geoplay

Geogames and Geoplay
Author :
Publisher : Springer
Total Pages : 246
Release :
ISBN-10 : 9783319227740
ISBN-13 : 3319227742
Rating : 4/5 (40 Downloads)

Synopsis Geogames and Geoplay by : Ola Ahlqvist

This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.