Neo-Simulation and Gaming Toward Active Learning / / edited by Ryoju Hamada, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, Paola Rizzi, Vinod Dumblekar |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Singapore : , : Springer Singapore : , : Imprint : Springer, , 2019 |
Descrizione fisica | 1 online resource (xx, 560 pages) : illustrations |
Disciplina | 519.3 |
Collana | Translational Systems Sciences |
Soggetto topico |
Social policy
Schools of economics Educational technology Education—Data processing Social Policy Heterodox Economics Educational Technology Computers and Education Technology and Digital Education |
ISBN | 981-13-8039-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part 1. Various Applications of S&G -- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity -- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction -- Chapter 3. Hallucifear: Educational Game about Drug Addiction -- Chapter 4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care -- Chapter 5. A Simulation Game of Patient Transportation -- Chapter 6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport -- Chapter 7. From Discussions to Games - Facilitating Interactions between Experts from Aviation and Humanitarian Aid -- Chapter 8. 3D Periodic Sugoroku Game for Active Learning of the Periodic Table -- Part 2. S&G to Learn Business -- Chapter 9. A Business Simulation Game to Teach How to Comprehend Financial Statements -- Chapter 10. Co-Creating Prototype Improvement using Participatory Design on the Development of a Serious Game in Financial Literacy Skills -- Chapter 11. Bis Augmented Reality in Finance Learning Games -- Chapter 12. Learning Efficacy among Executives and Students of an Organizational Growth Game -- Chapter 13. Business Game Promoting Supply Chain Collaboration Education at Universities -- Chapter 14. How can we ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® blocks -- Chapter 15. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector -- Chapter 16. Disrupting Traditional Business Test by Internet Based Simulation Game -- Part 3. S&G to Learn Environmental Issues -- Chapter 17. Methodology for Environmental Learning based on Material Flow Diagram of Green Multi-Dimensional Bookkeeping System -- Chapter 18. Board Game for Collective Learning on Green Roof Ecosystem Services -- Chapter 19. Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables -- Chapter 20. Agent-based Gaming for Two-sided Electricity Markets -- Chapter 21. Using Role-Play Game for Active Learning to Solve Water Inequity -- Part 4. S&G in Disaster Management -- Chapter 22. Gaming Simulation as a Tool of Problem-based Learning for University Disaster Education -- Chapter 23. A Study on Gaming of Participatory Evacuation Planning in Tourist Areas using Agent Simulation -- Chapter 24. A Study on Effect of “Information Mismatch” Simulation on Victims’ Quality of Life and Sense of Place in the Post-Disaster Period -- Part 5. S&G with the Latest Technology -- Chapter 25. Empirical Studies on the Role of Matchmaking in Mobile eSports Players Engagement -- Chapter 26. Learning via AI Dolls: Creating Self-Active Learning for Children -- Chapter 27. Virtual Reality for Active English Learning in the University Context -- Chapter 28. Research on User Experience in Risk Management Alternate Reality Game -- Part 6. S&G to facilitate Consensus Building -- Chapter 29. Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management -- Chapter 30. Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer -- Chapter 31. A Study about the Changes of Participants’ Impressions through a Brainstorming Group Work -- Chapter 32. Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge -- Chapter 33. Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People -- Chapter 34. For Gaming-based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in Japanese Rural Area -- Chapter 35. Wadakamari Gaming - Which Promotes Players' Viewpoint Switching in Consensus Building -- Part 7. S&G for Empowerment of Human Mind -- Chapter 36. Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn about and Empathize with Hikikomori in Japan -- Chapter 37. Hooshmand – Intelligence and Emotion Entangled in a Simulation Game -- Chapter 38. Self-Esteem Building Activity: Personality Development of Thonburi University Students -- Chapter 39. City of Emotions – Case Studies for a Broader Scope of Intervention -- Chapter 40. Arising Hope after Disaster: the Parcobaleno Project -- Part 8. NEO-Simulation Gaming toward Active Learning Era -- Chapter 41. Building Theoretical and Practical Experiencing Through an Integrated Active Learning Approach Using Case Studies and a Problem-Based Learning Methodology in International PBL -- Chapter 42. Bis Physical and Mental Environments for Simulation and Gaming: The Facilitator’s Role as a Designer of Environments -- Chapter 43. The Context Dependency of Four Persuasive Game Design Principles -- Chapter 44. Digital Versus Analogue Multi-Player Gaming: Comparing Learning Outcomes -- Chapter 45. Simulation Game Complexity Perception: An Approach to The Research Model -- Chapter 46. How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company -- Chapter 47. Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving -- Chapter 48. The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students -- Chapter 49. What Business Simulations Teach: The Effect of Debriefing -- Chapter 50. Gaming Simulation Validation: Matching Participants’ Worldviews with Their Decisions -- Chapter 51. Educational Gamification: Challenges to Overcome - and to Enjoy. . |
Record Nr. | UNINA-9910350321303321 |
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2019 | ||
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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Simulation gaming through times and disciplines : 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26-30, 2019, revised selected papers / / Marcin Wardaszko [and five others], editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
Descrizione fisica | 1 online resource (xiv, 460 pages) : illustrations |
Disciplina | 519.3 |
Collana | Lecture notes in computer science |
Soggetto topico |
Game theory
Simulation games Simulation methods |
ISBN | 3-030-72132-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface: ISAGA - The First 50 Years of Research and Teaching Excellence -- Bibliography -- Organization -- Contents -- Simulation Gaming in the Science Space -- A Journey to the Role of Facilitator: Personal Stories Unfolding Alongside World Trends -- Abstract -- 1 Introduction -- 2 Beginnings - 1969 -- 3 Facilitation Circa 1969 -- 4 Professional Development - 1979 -- 5 Facilitation Circa 1979 -- 6 Academic Contexts - 1989 -- 7 Facilitation Circa 1989 -- 8 Emergent New Roles and Study - 1999 -- 9 Facilitation Circa 1999 -- 10 Seniority as Educators - 2009 -- 11 Facilitation Circa 2009 -- 12 Researching, Writing and Travelling - 2019 -- 13 Facilitation Circa 2019 -- 14 Concluding Comments -- References -- Differences Between Facilitator-Guided and Self-guided Debriefing on the Attitudes of University Students -- Abstract -- 1 Introduction -- 2 Method -- 3 Results -- 4 Discussion -- References -- Evaluation of a Pilot Game to Change Civil Servants' Willingness Towards Open Data Policy Making -- Abstract -- 1 Introduction -- 2 Background -- 2.1 Open Government Data -- 2.2 Game Description -- 3 Research Approach: Evaluation of the Game -- 3.1 The Survey -- 3.2 Sample Description -- 3.3 Methods for Data Analysis -- 4 Findings -- 4.1 Analysis of the Behavioral Intention Change -- 4.2 Matched Pair Analyses -- 4.3 Resulting Propositions from Data Analysis -- 5 Conclusions -- References -- Structuring Game Design with Active Learning Benefits: Insights from Logistical Skills Training in Managing an Emergency Department -- Abstract -- 1 Introduction -- 2 Simulation Game Theory -- 3 Game Design -- 3.1 What is Being Simulated -- 3.2 Intended Outcomes -- 3.3 Debriefing -- 3.4 Evaluation -- 4 Results -- 5 Discussion and Conclusion -- References -- Playing (in) a Crisis Simulation -- Abstract -- 1 Introduction.
2 Theoretical Framework and Bibliographical Review -- 2.1 Play in Crisis Management Exercises -- 2.2 A Blind Spot in the Optimal Engagement in the Flow -- 2.3 Pleasures and Emotions from Play -- 2.4 Selected Issue: From Fun in Games to Fun in Simulations -- 3 Mechanism of the Experiment -- 3.1 Presentation of the Simulations and Simulation Room -- 3.2 System of Observation -- 3.3 Methodology of the Analysis -- 4 Results -- 4.1 Density of Ludicity -- 4.2 Towards a Typology of Ludicity -- 4.3 Sensitivity of Ludicity to the Injection of an Event -- 4.4 Entropy and the Persistence of Ludicity -- 5 Conclusions and Discussion -- Aknowledgements -- References -- Through a Mirror Darkly - On the Obscurity of Teaching Goals in Game-Based Learning in IT Security -- Abstract -- 1 Introduction -- 2 Research Question -- 2.1 Main Research Question -- 2.2 Hypotheses -- 3 Methods -- 3.1 Database -- 3.2 Methods -- 4 Results -- 4.1 Overview -- 4.2 Hypotheses -- 5 Discussion -- 5.1 Assumptions -- 5.2 Data Extraction and Methods -- 6 Conclusions -- 6.1 Summary and Conclusion -- 6.2 Future Research -- Acknowledgements -- References -- The Tacit Knowledge in Games: From Validation to Debriefing -- Abstract -- 1 Introduction -- 2 Validation in Games -- 2.1 From Simulations to Games -- 2.2 Validity vs. Credibility and Usability -- 2.3 Overview of Validation -- 3 1st Round of Interviews: Debriefing Pitfalls -- 4 2nd Round of Interviews: Factors Influencing Games' Success -- 5 3rd Round of Interviews: Defining Successful Debriefing -- 6 Conclusion -- References -- Educational Escape Room - Challenges and Obstacles -- Abstract -- 1 Introduction -- 2 Adult Education and Games -- 3 Escape Room - The Basics -- 4 Escape Room in Education -- 5 Zombie Attack - Challenges -- 6 Zombie Attack - The Tests -- 7 Tests Results -- 8 Conclusions -- References. Simulation Gaming Design and Implementation -- Simulated Construction of State's Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power? -- Abstract -- 1 The Subject Description -- 2 The Modernized Idea of Social Power -- 3 Virtual Games and Hyperreal Space -- 4 Gaming Modality of Social Power -- 5 The Subject Perspective -- References -- A Review of Game-Based Research for English Language Learning in S& -- G Interdiscipline Journal -- Abstract -- 1 Introduction -- 2 Previous Literature Reviews -- 3 Method -- 3.1 Setting Inclusion and Exclusion Criteria -- 3.2 Searching for and Identifying Potentially Relevant Studies -- 3.3 Coding Scheme -- 4 Results and Discussion -- 4.1 Game Genres -- 4.2 Language Skills Focus -- 4.3 Learners' Learning Outcomes -- 4.4 Research Methodology -- 5 Conclusion -- References -- Accuracy in Business Simulations -- Abstract -- 1 Introduction -- 2 Techniques and Measures of Simulation Accuracy -- 2.1 How to Measure the Accuracy in Simulations -- 2.2 Measures of Accuracy -- 2.3 Simulations Evaluation -- 3 Improving Simulation Accuracy -- 3.1 Deep Learning Artificial Neural Networks -- 4 Statistical Learning Networks -- 5 Applications, Conclusions and Future Research -- References -- Group-Based Learning and Group Composition on the Provision of Public Goods: Incorporating Agent-Based Simulation and Gaming -- Abstract -- 1 Introduction -- 1.1 Public Goods Game -- 2 Agent-Based Modeling -- 2.1 Agent -- 3 Simulation -- 3.1 Parameter Setting -- 3.2 Learn from Past Experience -- 3.3 Learn from the Environment -- 4 Gaming -- 4.1 Design and Procedures -- 4.2 Results Analyses -- 5 Conclusion and Future Works -- Acknowledgment -- References -- Can the Veil of Ignorance Create Consensus? -- Abstract -- 1 Introduction -- 2 The Siting for a Contaminated Waste Landfill Game Incorporating the Veil of Ignorance. 2.1 NIMBY Issues and the Possibility of Building Consensus Through the Veil of Ignorance -- 2.2 A Previous Study Using the Siting for a Contaminated Waste Landfill Game -- 2.3 The Purpose of This Study -- 3 Method -- 3.1 An Overview of the Siting for a Contaminated Waste Landfill Game -- 3.2 Regional Features and Method of Calculation -- 3.3 The Flow of the Game -- 3.4 The Implementation of the Game -- 3.5 Questionnaire After Each Phase -- 4 Results -- 4.1 General Results -- 4.2 Change in Subjective Perceptions After the Practice and Actual Phases -- 5 Discussion -- Acknowledgments -- References -- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia -- Abstract -- 1 Introduction -- 2 Material and Method -- 3 The Result -- 4 Discussion -- 5 Conclusion -- References -- The Trust Game: The Influence of Trust on Collaboration in the Light of Technological Innovations -- Abstract -- 1 Introduction -- 2 Trust, Innovation and Complex Systems -- 2.1 Simulation Games on Trust -- 3 The Trust Game: A Simulation Gaming Approach -- 3.1 Design Considerations of the Trust Game -- 3.2 Set Up of the Game Play Sessions -- 3.3 Initial Results of the Playtest -- 4 Conclusion and Future Research -- Acknowledgement -- References -- The Funnel of Game Design - Proposing a New Way to Address a Problem Definition Using the IDEAS Approach -- Abstract -- 1 Introduction -- 2 State of the Art: From the Past to the Present -- 3 The IDEAS Game Design -- 4 Case Study T-TRIPP -- 5 Discussion and Conclusions -- Acknowledgement -- References -- Little Things Mean a Lot in Simulations -- Abstract -- 1 Introduction -- 2 The Survey -- 3 Methodology -- 4 Results -- 5 Discussion -- 5.1 Sharing Work Evenly -- 5.2 Selected Our Leader -- 5.3 Few Team Members Did All the Work -- 5.4 Most Effort Learned the Most and Becoming a Better Employee. 5.5 Team Friendship -- 5.6 Difficulty Coordinating Efforts -- 5.7 Prepared at the Start -- 5.8 Realism -- 5.9 Duration and Effort -- 5.10 Simulation Represented the Real World -- 5.11 Team Spent More Time on the Simulation Than any Other Course -- 5.12 Gender -- 5.13 Team Rank at the Completion of the Simulation -- 5.14 The Differences Between International Students and US Students -- 6 Conclusions -- Acknowledgements -- References -- Impact of Competition in Energy Market on Promotion of Renewables: An Agent-Based Model Approach -- Abstract -- 1 Introduction -- 2 Methodology -- 2.1 Concept of Game -- 2.2 Model of Game -- 2.3 Strategies of Agents -- 3 Simulation Results and Discussions -- 3.1 Outline of Results of Simulation-1 -- 3.2 Dynamics of Simulation-1 -- 3.3 Outline of Results of Simulation-2 -- 4 Conclusion -- Acknowledgements -- References -- The Perception of Business Wargaming Practices Among Strategic and Competitive Intelligence Professionals -- Abstract -- 1 Introduction -- 1.1 Strategic, Market, Competitive Intelligence -- 1.2 Business Wargaming as an Intelligence Co-creation Method -- 1.3 The Practice of Business Wargaming -- 2 Survey Description -- 3 Survey Results -- 4 Discussion of Results -- 5 Limitations and Suggestions -- References -- Managing Competing Values in Sustainable Urban Tourism: A Simulation-Gaming Approach -- Abstract -- 1 Introduction -- 1.1 Managing Sustainable Urban Tourism -- 2 Theory and Concepts -- 3 Materials and Methods -- 3.1 The Sustainable Urban Tourism Game -- 3.2 Game Quality -- 3.3 Research Question and Approach -- 4 Findings -- 4.1 City Strategies -- 4.2 Comparative Strategies -- 4.3 Limitations -- 5 Conclusion -- Acknowledgements -- References -- Simulation Games as a Framework to Conduct Scientific Experiments - The Example of Prospect Theory Research -- Abstract -- 1 Introduction. 2 Scientific Experiments. |
Altri titoli varianti | ISAGA 2019 |
Record Nr. | UNINA-9910484897103321 |
Cham, Switzerland : , : Springer, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Simulation gaming through times and disciplines : 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26-30, 2019, revised selected papers / / Marcin Wardaszko [and five others], editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
Descrizione fisica | 1 online resource (xiv, 460 pages) : illustrations |
Disciplina | 519.3 |
Collana | Lecture notes in computer science |
Soggetto topico |
Game theory
Simulation games Simulation methods |
ISBN | 3-030-72132-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface: ISAGA - The First 50 Years of Research and Teaching Excellence -- Bibliography -- Organization -- Contents -- Simulation Gaming in the Science Space -- A Journey to the Role of Facilitator: Personal Stories Unfolding Alongside World Trends -- Abstract -- 1 Introduction -- 2 Beginnings - 1969 -- 3 Facilitation Circa 1969 -- 4 Professional Development - 1979 -- 5 Facilitation Circa 1979 -- 6 Academic Contexts - 1989 -- 7 Facilitation Circa 1989 -- 8 Emergent New Roles and Study - 1999 -- 9 Facilitation Circa 1999 -- 10 Seniority as Educators - 2009 -- 11 Facilitation Circa 2009 -- 12 Researching, Writing and Travelling - 2019 -- 13 Facilitation Circa 2019 -- 14 Concluding Comments -- References -- Differences Between Facilitator-Guided and Self-guided Debriefing on the Attitudes of University Students -- Abstract -- 1 Introduction -- 2 Method -- 3 Results -- 4 Discussion -- References -- Evaluation of a Pilot Game to Change Civil Servants' Willingness Towards Open Data Policy Making -- Abstract -- 1 Introduction -- 2 Background -- 2.1 Open Government Data -- 2.2 Game Description -- 3 Research Approach: Evaluation of the Game -- 3.1 The Survey -- 3.2 Sample Description -- 3.3 Methods for Data Analysis -- 4 Findings -- 4.1 Analysis of the Behavioral Intention Change -- 4.2 Matched Pair Analyses -- 4.3 Resulting Propositions from Data Analysis -- 5 Conclusions -- References -- Structuring Game Design with Active Learning Benefits: Insights from Logistical Skills Training in Managing an Emergency Department -- Abstract -- 1 Introduction -- 2 Simulation Game Theory -- 3 Game Design -- 3.1 What is Being Simulated -- 3.2 Intended Outcomes -- 3.3 Debriefing -- 3.4 Evaluation -- 4 Results -- 5 Discussion and Conclusion -- References -- Playing (in) a Crisis Simulation -- Abstract -- 1 Introduction.
2 Theoretical Framework and Bibliographical Review -- 2.1 Play in Crisis Management Exercises -- 2.2 A Blind Spot in the Optimal Engagement in the Flow -- 2.3 Pleasures and Emotions from Play -- 2.4 Selected Issue: From Fun in Games to Fun in Simulations -- 3 Mechanism of the Experiment -- 3.1 Presentation of the Simulations and Simulation Room -- 3.2 System of Observation -- 3.3 Methodology of the Analysis -- 4 Results -- 4.1 Density of Ludicity -- 4.2 Towards a Typology of Ludicity -- 4.3 Sensitivity of Ludicity to the Injection of an Event -- 4.4 Entropy and the Persistence of Ludicity -- 5 Conclusions and Discussion -- Aknowledgements -- References -- Through a Mirror Darkly - On the Obscurity of Teaching Goals in Game-Based Learning in IT Security -- Abstract -- 1 Introduction -- 2 Research Question -- 2.1 Main Research Question -- 2.2 Hypotheses -- 3 Methods -- 3.1 Database -- 3.2 Methods -- 4 Results -- 4.1 Overview -- 4.2 Hypotheses -- 5 Discussion -- 5.1 Assumptions -- 5.2 Data Extraction and Methods -- 6 Conclusions -- 6.1 Summary and Conclusion -- 6.2 Future Research -- Acknowledgements -- References -- The Tacit Knowledge in Games: From Validation to Debriefing -- Abstract -- 1 Introduction -- 2 Validation in Games -- 2.1 From Simulations to Games -- 2.2 Validity vs. Credibility and Usability -- 2.3 Overview of Validation -- 3 1st Round of Interviews: Debriefing Pitfalls -- 4 2nd Round of Interviews: Factors Influencing Games' Success -- 5 3rd Round of Interviews: Defining Successful Debriefing -- 6 Conclusion -- References -- Educational Escape Room - Challenges and Obstacles -- Abstract -- 1 Introduction -- 2 Adult Education and Games -- 3 Escape Room - The Basics -- 4 Escape Room in Education -- 5 Zombie Attack - Challenges -- 6 Zombie Attack - The Tests -- 7 Tests Results -- 8 Conclusions -- References. Simulation Gaming Design and Implementation -- Simulated Construction of State's Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power? -- Abstract -- 1 The Subject Description -- 2 The Modernized Idea of Social Power -- 3 Virtual Games and Hyperreal Space -- 4 Gaming Modality of Social Power -- 5 The Subject Perspective -- References -- A Review of Game-Based Research for English Language Learning in S& -- G Interdiscipline Journal -- Abstract -- 1 Introduction -- 2 Previous Literature Reviews -- 3 Method -- 3.1 Setting Inclusion and Exclusion Criteria -- 3.2 Searching for and Identifying Potentially Relevant Studies -- 3.3 Coding Scheme -- 4 Results and Discussion -- 4.1 Game Genres -- 4.2 Language Skills Focus -- 4.3 Learners' Learning Outcomes -- 4.4 Research Methodology -- 5 Conclusion -- References -- Accuracy in Business Simulations -- Abstract -- 1 Introduction -- 2 Techniques and Measures of Simulation Accuracy -- 2.1 How to Measure the Accuracy in Simulations -- 2.2 Measures of Accuracy -- 2.3 Simulations Evaluation -- 3 Improving Simulation Accuracy -- 3.1 Deep Learning Artificial Neural Networks -- 4 Statistical Learning Networks -- 5 Applications, Conclusions and Future Research -- References -- Group-Based Learning and Group Composition on the Provision of Public Goods: Incorporating Agent-Based Simulation and Gaming -- Abstract -- 1 Introduction -- 1.1 Public Goods Game -- 2 Agent-Based Modeling -- 2.1 Agent -- 3 Simulation -- 3.1 Parameter Setting -- 3.2 Learn from Past Experience -- 3.3 Learn from the Environment -- 4 Gaming -- 4.1 Design and Procedures -- 4.2 Results Analyses -- 5 Conclusion and Future Works -- Acknowledgment -- References -- Can the Veil of Ignorance Create Consensus? -- Abstract -- 1 Introduction -- 2 The Siting for a Contaminated Waste Landfill Game Incorporating the Veil of Ignorance. 2.1 NIMBY Issues and the Possibility of Building Consensus Through the Veil of Ignorance -- 2.2 A Previous Study Using the Siting for a Contaminated Waste Landfill Game -- 2.3 The Purpose of This Study -- 3 Method -- 3.1 An Overview of the Siting for a Contaminated Waste Landfill Game -- 3.2 Regional Features and Method of Calculation -- 3.3 The Flow of the Game -- 3.4 The Implementation of the Game -- 3.5 Questionnaire After Each Phase -- 4 Results -- 4.1 General Results -- 4.2 Change in Subjective Perceptions After the Practice and Actual Phases -- 5 Discussion -- Acknowledgments -- References -- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia -- Abstract -- 1 Introduction -- 2 Material and Method -- 3 The Result -- 4 Discussion -- 5 Conclusion -- References -- The Trust Game: The Influence of Trust on Collaboration in the Light of Technological Innovations -- Abstract -- 1 Introduction -- 2 Trust, Innovation and Complex Systems -- 2.1 Simulation Games on Trust -- 3 The Trust Game: A Simulation Gaming Approach -- 3.1 Design Considerations of the Trust Game -- 3.2 Set Up of the Game Play Sessions -- 3.3 Initial Results of the Playtest -- 4 Conclusion and Future Research -- Acknowledgement -- References -- The Funnel of Game Design - Proposing a New Way to Address a Problem Definition Using the IDEAS Approach -- Abstract -- 1 Introduction -- 2 State of the Art: From the Past to the Present -- 3 The IDEAS Game Design -- 4 Case Study T-TRIPP -- 5 Discussion and Conclusions -- Acknowledgement -- References -- Little Things Mean a Lot in Simulations -- Abstract -- 1 Introduction -- 2 The Survey -- 3 Methodology -- 4 Results -- 5 Discussion -- 5.1 Sharing Work Evenly -- 5.2 Selected Our Leader -- 5.3 Few Team Members Did All the Work -- 5.4 Most Effort Learned the Most and Becoming a Better Employee. 5.5 Team Friendship -- 5.6 Difficulty Coordinating Efforts -- 5.7 Prepared at the Start -- 5.8 Realism -- 5.9 Duration and Effort -- 5.10 Simulation Represented the Real World -- 5.11 Team Spent More Time on the Simulation Than any Other Course -- 5.12 Gender -- 5.13 Team Rank at the Completion of the Simulation -- 5.14 The Differences Between International Students and US Students -- 6 Conclusions -- Acknowledgements -- References -- Impact of Competition in Energy Market on Promotion of Renewables: An Agent-Based Model Approach -- Abstract -- 1 Introduction -- 2 Methodology -- 2.1 Concept of Game -- 2.2 Model of Game -- 2.3 Strategies of Agents -- 3 Simulation Results and Discussions -- 3.1 Outline of Results of Simulation-1 -- 3.2 Dynamics of Simulation-1 -- 3.3 Outline of Results of Simulation-2 -- 4 Conclusion -- Acknowledgements -- References -- The Perception of Business Wargaming Practices Among Strategic and Competitive Intelligence Professionals -- Abstract -- 1 Introduction -- 1.1 Strategic, Market, Competitive Intelligence -- 1.2 Business Wargaming as an Intelligence Co-creation Method -- 1.3 The Practice of Business Wargaming -- 2 Survey Description -- 3 Survey Results -- 4 Discussion of Results -- 5 Limitations and Suggestions -- References -- Managing Competing Values in Sustainable Urban Tourism: A Simulation-Gaming Approach -- Abstract -- 1 Introduction -- 1.1 Managing Sustainable Urban Tourism -- 2 Theory and Concepts -- 3 Materials and Methods -- 3.1 The Sustainable Urban Tourism Game -- 3.2 Game Quality -- 3.3 Research Question and Approach -- 4 Findings -- 4.1 City Strategies -- 4.2 Comparative Strategies -- 4.3 Limitations -- 5 Conclusion -- Acknowledgements -- References -- Simulation Games as a Framework to Conduct Scientific Experiments - The Example of Prospect Theory Research -- Abstract -- 1 Introduction. 2 Scientific Experiments. |
Altri titoli varianti | ISAGA 2019 |
Record Nr. | UNISA-996464430803316 |
Cham, Switzerland : , : Springer, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|