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Downtown Dynamics [[electronic resource] /] / edited by Toshiyuki Kaneda
Downtown Dynamics [[electronic resource] /] / edited by Toshiyuki Kaneda
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Tokyo : , : Springer Japan : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (xxi, 250 pages) : illustrations
Disciplina 307.76
Collana Agent-Based Social Systems
Soggetto topico Regional economics
Spatial economics
Economic theory
Business
Management science
Regional/Spatial Science
Economic Theory/Quantitative Economics/Mathematical Methods
Business and Management, general
ISBN 4-431-54901-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910416131203321
Tokyo : , : Springer Japan : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Downtown Dynamics / / edited by Toshiyuki Kaneda
Downtown Dynamics / / edited by Toshiyuki Kaneda
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Springer Japan, 2020
Descrizione fisica 1 online resource (xxi, 250 pages) : illustrations
Disciplina 307.76
Collana Agent-Based Social Systems
Soggetto topico Regional economics
Spatial economics
Economic theory
Business
Management science
Regional/Spatial Science
Economic Theory/Quantitative Economics/Mathematical Methods
Business and Management, general
ISBN 4-431-54901-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910863136003321
Springer Japan, 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Simulation and gaming for social design / / Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa, editors
Simulation and gaming for social design / / Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa, editors
Pubbl/distr/stampa Singapore : , : Springer, , [2021]
Descrizione fisica 1 online resource (309 pages)
Disciplina 006.3
Collana Translational Systems Sciences
Soggetto topico Computer simulation - Industrial applications
Game theory - Industrial applications
ISBN 981-16-2011-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1. Simulation and Gaming as Instruments for Social Design Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games? Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve Chapter 9. Gaming for Arctic Sust ainabilityChapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary R esearchChapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical SystemsChapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration GamesChapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related CommunicationChapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People
Record Nr. UNINA-9910520074303321
Singapore : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Simulation and Gaming in the Network Society / / edited by Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi
Simulation and Gaming in the Network Society / / edited by Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Singapore : , : Springer Singapore : , : Imprint : Springer, , 2016
Descrizione fisica 1 online resource (XVI, 474 p. 133 illus., 85 illus. in color.)
Disciplina 003.3
Collana Translational Systems Sciences
Soggetto topico Game theory
Social policy
Game Theory
Social Policy
Game Theory, Economics, Social and Behav. Sciences
ISBN 981-10-0575-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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.
Record Nr. UNINA-9910254883603321
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui