Simulation Gaming Through Times and Disciplines
Editat de Marcin Wardaszko, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, Mariola Grzybowska-Brzezi¿skaen Limba Engleză Paperback – 27 mar 2021
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.
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Specificații
ISBN-13: 9783030721312
ISBN-10: 3030721310
Pagini: 476
Ilustrații: XIV, 460 p. 145 illus., 95 illus. in color.
Dimensiuni: 155 x 235 x 26 mm
Greutate: 0.72 kg
Ediția:1st edition 2021
Editura: Springer
Locul publicării:Cham, Switzerland
ISBN-10: 3030721310
Pagini: 476
Ilustrații: XIV, 460 p. 145 illus., 95 illus. in color.
Dimensiuni: 155 x 235 x 26 mm
Greutate: 0.72 kg
Ediția:1st edition 2021
Editura: Springer
Locul publicării:Cham, Switzerland
Cuprins
Simulation gaming in the science space.- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends.- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students.- Evaluation of a pilot game to change civil servants’ willingness towards open data policy making.- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department.- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of.- Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security.- The Tacit Knowledge in Games: From Validation to Debriefing.- Educational Escape Room – Challenges and Obstacles.-Simulation gaming design and implementation.- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power.- A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal.- Accuracy in Business Simulations.- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming.- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game.- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia.- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations.- The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach.- Little Things Mean a Lot in Simulations.- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach.- The perception of business wargaming practices among strategic and competitive intelligence professionals.- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach.- Simulation games as a framework to conduct scientific experiments – the example of prospect theory research.- Study on occurrence mechanism of quality scandal in enterprises by ”Sontaku”, ”air” and ”water” theory using business game.- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game.- Simulation games for current challenges.- Review of Haptic and Computerized (Simulation) Games on Climate Change.- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region.- Unpacking, Overconfidence, and Game Design.- Authentic Learning in Entrepreneurship Education.- Learning from a Business Simulation Game: A Factor-Analytic Study.- Gamification and gaming cultures.- Resolving Migrant Issues in Thailand Using the Framework of ‘Simulation Game – Project PAL’.- Gamification Design Strategies - summary of research project.- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates.- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology.- Board perspective on simulation gaming.- Video game monetization mechanisms in triple A (AAA) video games.- Learning with Location-Based Gaming.- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior.- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model.- Wonders of the World Simulation Program by Virtual Reality.- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance.