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 | ||
|
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 | ||
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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 | ||
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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 | ||
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