LEADER 07316nam 22008175 450 001 9910484897103321 005 20250221005331.0 010 $a9783030721329 010 $a3030721329 024 7 $a10.1007/978-3-030-72132-9 035 $a(CKB)4100000011807289 035 $a(MiAaPQ)EBC6531829 035 $a(Au-PeEL)EBL6531829 035 $a(OCoLC)1244535065 035 $a(BIP)079236832 035 $a(PPN)254719228 035 $a(DE-He213)978-3-030-72132-9 035 $a(EXLCZ)994100000011807289 100 $a20210326d2021 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aSimulation Gaming Through Times and Disciplines $e50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26?30, 2019, Revised Selected Papers /$fedited by Marcin Wardaszko, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, Mariola Grzybowska-Brzezi?ska 205 $a1st ed. 2021. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2021. 215 $a1 online resource (xiv, 460 pages) $cillustrations 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v11988 311 08$a9783030721312 311 08$a3030721310 320 $aIncludes bibliographical references and index. 327 $aSimulation 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. 330 $aThis book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26?30, 2019. The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v11988 606 $aComputer networks 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aEducation$xData processing 606 $aSocial sciences$xData processing 606 $aComputer vision 606 $aComputer Communication Networks 606 $aUser Interfaces and Human Computer Interaction 606 $aComputers and Education 606 $aComputer Application in Social and Behavioral Sciences 606 $aComputer Vision 615 0$aComputer networks. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aEducation$xData processing. 615 0$aSocial sciences$xData processing. 615 0$aComputer vision. 615 14$aComputer Communication Networks. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputers and Education. 615 24$aComputer Application in Social and Behavioral Sciences. 615 24$aComputer Vision. 676 $a519.3 702 $aWardaszko$b Marcin$4edt 702 $aMeijer$b Sebastiaan$4edt 702 $aLukosch$b Heide$4edt 702 $aKanegae$b Hidehiko$4edt 702 $aKriz$b Willy Christian$4edt 702 $aGrzybowska-Brzeziska$b Mariola$4edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910484897103321 996 $aSimulation gaming through times and disciplines$92814210 997 $aUNINA