Simulation and gaming in the network society. (2016)
- Record Type:
- Book
- Title:
- Simulation and gaming in the network society. (2016)
- Main Title:
- Simulation and gaming in the network society
- Further Information:
- Note: Edited by Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi.
- Editors:
- Kaneda, Toshiyuki
Kanegae, Hidehiko
Toyoda, Yusuke
Rizzi, Paola - Other Names:
- International Simulation and Gaming Association. International Conference (46th) 2015 (Kyoto, Japan) creator.
- Contents:
- Part I: History, Theory and Methodology.- 1. The Origins of Board Games and Ancient Game Boards.- 2. Bending Time – Using Simulation to Warp Perceptions of Time For Learning Purposes.- 3. Eat the Cabbage, Kill the Wolf. When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision Making Processes.- 4. Live-Action Roleplay; or the Performance of Realities.- 5. Participants' Perceptions of Gaming Simulation.- 6. Ecological Psychology – A Framework for Wargame Design.- Part II: Classroom Fields.- 8. Simulation and Gaming in Virtual Language Learning Literacy.- 9. Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies.- 10. Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-based Learning in Mathematics.- 11. Understanding the History of International Politics- A Retrospective and Repeated Type of Gaming and Simulation in the Classroom.- 12. Gamification in Education: 'American Dream' Game.- Part III: Business Fields.- 13.Japanese CreativeServices and Its Competitive, Value Co-operation Process.- 14. Implementaion Model for the Gamification of Business Processes: A Study from the Field of Material Handling.- 15. ColPMan: A Serious Game for Practicing Collaborative Production Management.- 16. Massively Multiplayer Online Games as Information Systems Implications for Organizational Learning.- 17. An Experiment: An International Comparison of the Decision-Part I: History, Theory and Methodology.- 1. The Origins of Board Games and Ancient Game Boards.- 2. Bending Time – Using Simulation to Warp Perceptions of Time For Learning Purposes.- 3. Eat the Cabbage, Kill the Wolf. When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision Making Processes.- 4. Live-Action Roleplay; or the Performance of Realities.- 5. Participants' Perceptions of Gaming Simulation.- 6. Ecological Psychology – A Framework for Wargame Design.- Part II: Classroom Fields.- 8. Simulation and Gaming in Virtual Language Learning Literacy.- 9. Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies.- 10. Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-based Learning in Mathematics.- 11. Understanding the History of International Politics- A Retrospective and Repeated Type of Gaming and Simulation in the Classroom.- 12. Gamification in Education: 'American Dream' Game.- Part III: Business Fields.- 13.Japanese CreativeServices and Its Competitive, Value Co-operation Process.- 14. Implementaion Model for the Gamification of Business Processes: A Study from the Field of Material Handling.- 15. ColPMan: A Serious Game for Practicing Collaborative Production Management.- 16. Massively Multiplayer Online Games as Information Systems Implications for Organizational Learning.- 17. An Experiment: An International Comparison of the Decision- Making Process Using a Business Game.- 18. Experiential Artefact for Cross- Cultural Learning in Business Games: First Results.- Part IV: Policy and Planning Fields.- 19. Urban Planning Games and Simulations: From Board Games to Artificial Environments.- 20. Between Game and Reality: Using Serious Games to Analyze Complex Interaction Processes in Air Traffic Management.- 21. Gaming Simulation Hybrids in the Railway Domain: How Games Impact the Volatility of Innovation Processes.- 22. A Feasbility Study of Land Readjustment Projects in Afganistan by Developing and Applying Gaming Simulation.- 23. Development of SASKE-NABLE: A Simulation Game Utilizing Lessons from the Great East Japan Earthquake.- 24. A Simulation of Economic Loss Impact and Recovery: A Case Study of Shima City Assuming Nankai Trough Earthquake.- Part V: Emerging Research Fields.- 25. Environmental Education by Playing an Industrial Waste Game: A Comparison between Chinese, Korean, and Japanese University Students.- 26. Even Unreliable Information Disclosure Makes People Cooperate in A Social Dilemma: Development of the 'Industrial Waste Illegal Dumping game'.- 27. Cormas, an Agent-Basedsimulation Platform for Coupling Human Decisions with Computerized Dynamics.- 28. The Fab Safe Game Preparing Fab Labs and Maker Spaces for Occupational Health and Safety.- 29. Knowledge Brokers in Action: A Game Based Approach for Strengthening Evidence- Based Policies.- 30. Simulation of an Organization as a Complex System: Agent – Based Modeling and a Gaming Experiment for Evolutionary Knowledge Management. … (more)
- Publisher Details:
- Singapore : Springer
- Publication Date:
- 2016
- Copyright Date:
- 2016
- Extent:
- 1 online resource (474 pages)
- Subjects:
- 003.3
Computer simulation -- Congresses
Computer games -- Congresses
Simulation games -- Congresses
Game theory -- Congresses
Simulation games in education -- Congresses - Languages:
- English
- ISBNs:
- 9789811005756
- Related ISBNs:
- 9789811005749
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.396939
- Ingest File:
- 02_425.xml