{"text_format":"2","workbook":"xls","n_sheets":1,"sheets":["report2"],"not_rendered":{"charts":0,"images":0,"macros":0,"external_links":1,"defined_names":1,"comments":0,"pivot_tables":0},"unopened":[],"bounds":{"document_bytes":16777216,"sheet_cells":100000,"run_cost":"one","rows_first":2000,"rows_last":500,"rows_between":2000,"halvings":0,"cell_chars":16384,"cell_head_chars":4096},"cells_cut":0,"cells_raw":0,"read":"whole","date_system":"1900","formulas":"cached_only"}

{"sheet":"report2","index":0,"n_rows":28,"n_cols":5,"rows_kept":28,"cut":false,"hidden":false,"merged":[[0,2,0,3],[0,4,0,5],[1,2,1,3],[1,4,1,5],[2,2,2,3],[2,4,2,5],[3,2,3,3],[4,2,4,3],[6,2,6,3],[7,2,7,3],[8,2,8,3],[9,2,9,3],[10,2,10,3],[22,2,22,3],[23,2,23,3],[25,2,25,3]],"flags":["formulas_cached_only"]}
[null,"1.","Record Nr.",null,"UNINA9910983361703321"]
[null,null,"Autore",null,"Kikkawa Toshiko"]
[null,null,"Titolo",null,"Transferring Gaming and Simulation Experience to the Real World / / edited by Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura, Marieke de Wijse-Van Heeswijk"]
[null,null,"Pubbl/distr/stampa",null,"Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2025"]
[null,null,"ISBN",null,"9789819627554"]
[{"$nulls":4},"9819627559"]
[null,null,"Edizione",null,"[1st ed. 2025.]"]
[null,null,"Descrizione fisica",null,"1 online resource (310 pages)"]
[null,null,"Collana",null,"Translational Systems Sciences, , 2197-8840 ; ; 43"]
[null,null,"Disciplina",null,"658.3"]
[null,null,"Soggetti",null,"Personnel management"]
[{"$nulls":4},"Career development"]
[{"$nulls":4},"Social influence"]
[{"$nulls":4},"Social groups"]
[{"$nulls":4},"Learning, Psychology of"]
[{"$nulls":4},"Environmental psychology"]
[{"$nulls":4},"Human Resource Management"]
[{"$nulls":4},"Careers in Business and Management"]
[{"$nulls":4},"Social Influence"]
[{"$nulls":4},"Group Dynamics"]
[{"$nulls":4},"Learning Theory"]
[{"$nulls":4},"Environmental Psychology"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Chapter 1. Transfer of Gaming: Designing Simulation Games as Models of Reality and Gaming Simulation to Design and Model Reality -- Chapter 2. How we can connect game experience to the reality -- Chapter 3. Facilitating Diversity: Enhancing Gaming and Simulation Activities for Varied Participants -- Chapter 4. Debriefing as a leverage point for the transfer of simulation game learning outcomes to reality Building blocks before and during debriefing that enhance learning transfer -- Chapter 5. Transfer of learning in analogue, digital and hybrid game -- Chapter 6. The Relationship between Social Psychological Theory, the Real World, and Gaming experiments -- Chapter 7. Connecting Gaming Experiences and Psychological Experiments Simulated Society and Trust Games -- Chapter 8. Gaming "]
[{"$nulls":4},"Simulation to Enhance Resilience at the Sharp End of Socio-technical Systems -- Chapter 9. Applying Gaming and Simulation to Community-based Disaster Risk Management -- Chapter 10. Navigating Learning Compass by Playing–Constructing Collective Urban Insight -- Chapter 11. Transfer of Learning into Action: Serious Gaming in the Business Context -- Chapter 12. Development of Serious Games for Apprenticeship A Nationwide Game-Based Program for Vocational Education -- Chapter 13. The use of simulation/games in territories: key factors to favor effects on territorial development."]
[null,null,null,"Sommario/riassunto","This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book."]