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Simulation Gaming Through Times and Disciplines : 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers / / edited by Marcin Wardaszko, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, Mariola Grzybowska-Brzezińska



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Titolo: Simulation Gaming Through Times and Disciplines : 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers / / edited by Marcin Wardaszko, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, Mariola Grzybowska-Brzezińska Visualizza cluster
Pubblicazione: Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021
Edizione: 1st ed. 2021.
Descrizione fisica: 1 online resource (xiv, 460 pages) : illustrations
Disciplina: 519.3
Soggetto topico: Computer networks
User interfaces (Computer systems)
Human-computer interaction
Education - Data processing
Social sciences - Data processing
Computer vision
Computer Communication Networks
User Interfaces and Human Computer Interaction
Computers and Education
Computer Application in Social and Behavioral Sciences
Computer Vision
Persona (resp. second.): WardaszkoMarcin
MeijerSebastiaan
LukoschHeide
KanegaeHidehiko
KrizWilly Christian
Grzybowska-BrzeziskaMariola
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: 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.
Sommario/riassunto: 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.
Titolo autorizzato: Simulation gaming through times and disciplines  Visualizza cluster
ISBN: 9783030721329
3030721329
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910484897103321
Lo trovi qui: Univ. Federico II
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Serie: Information Systems and Applications, incl. Internet/Web, and HCI, . 2946-1642 ; ; 11988