Gaming as a Cultural Commons : Risks, Challenges, and Opportunities / / edited by Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura
| Gaming as a Cultural Commons : Risks, Challenges, and Opportunities / / edited by Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura |
| Edizione | [1st ed. 2022.] |
| Pubbl/distr/stampa | Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2022 |
| Descrizione fisica | 1 online resource (199 pages) |
| Disciplina | 794.84 |
| Collana | Translational Systems Sciences |
| Soggetto topico |
Econometrics
Management Human rights Political science Quantitative Economics Human Rights Political Science |
| ISBN |
9789811903489
9811903484 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Preface- Part 1 Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation – Terminology and Fundamentals -- Chapter 2: Knowledge from the Great Ancestors: The “Cone of Ab-straction” – Revisiting a Key Concept through Interviews with Gaming Simulation Veterans -- Chapter 3 -- Board Game Immersion -- Chapter 4: Women (and a little bit of Culture) in Simulation Gaming -- Chapter 5: The Current Status of Japanese Game Players and its Impact on the Society -- Part 2 Education -- Chapter 6: Case Example: KIKATOPIA Game – A Simulation Game on Diversity and Living together with Children as Co-designers -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- Chapter 8: Code of Conduct for Facilitators and the Ethics of De-briefing -- Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should we Bother? And What Can We Learn? -- Part 3 Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- Chapter 11: Manipulation throughGamification and Gaming. |
| Record Nr. | UNINA-9910564699903321 |
| Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2022 | ||
| Lo trovi qui: Univ. Federico II | ||
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Legacy and Future Impact of Gaming Simulation Pioneers : Essays in Memory of Richard de la Barre Duke and Cathy Stein Greenblat / / edited by Willy Christian Kriz, Toshiko Kikkawa, Marieke de Wijse-Van Heeswijk, Heide Lukosch
| Legacy and Future Impact of Gaming Simulation Pioneers : Essays in Memory of Richard de la Barre Duke and Cathy Stein Greenblat / / edited by Willy Christian Kriz, Toshiko Kikkawa, Marieke de Wijse-Van Heeswijk, Heide Lukosch |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (XIV, 269 p. 72 illus., 54 illus. in color.) |
| Disciplina | 658.3 |
| Collana | Translational Systems Sciences |
| Soggetto topico |
Personnel management
Career development Social influence Social groups Learning, Psychology of Human Resource Management Careers in Business and Management Social Influence Group Dynamics Learning Theory |
| ISBN | 981-9643-25-2 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Chapter 1. Past and Future Impact of Richard Duke and Cathy Greenblat for Gaming Simulation -- Chapter 2. Interview with Dick Duke on his own work -- Chapter 3. Interview with Cathy Greenblat on her own work -- Chapter 4. Game science: a retrospect and a prospect -- Chapter 5. Dick and Cathy’s Legacy: From the Viewpoint of an Urban Planning Scholar -- Chapter 6. Messages from Dick Duke and Cathy Greenblat: What they pass on to us -- Chapter 7. Two lighthouses for Japanese simulation and gaming researchers -- Chapter 8. Policy exercise for organizational transformation: A double-loop learning perspective -- Chapter 9. Models of Reality: Transfer point between perceived reality and simulated reality -- Chapter 10. Facilitation of learning and change via systems analysis and participatory model building -- Chapter 11. Standing on the Shoulders of Giants – reflections on the contributions of Dick Duke and Cathy Greenblat to the emergence of simulations and games as educational and research tools -- Chapter 12. Combining System Dynamics Modelling, Game Design Principles and Key Concepts of Duke and Greenblat in University Education -- Chapter 13. A Classical Approach to Simulation Gaming in the Light of Immersive Technologies -- Chapter 14. The Future’s Language in the Age of Ubiquitous Play. |
| Record Nr. | UNINA-9910996482303321 |
| Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2025 | ||
| 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
| 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] | ||
| Lo trovi qui: Univ. di Salerno | ||
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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
| 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 |
| Edizione | [1st ed. 2021.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021 |
| Descrizione fisica | 1 online resource (xiv, 460 pages) : illustrations |
| Disciplina | 519.3 |
| Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
| 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 |
| ISBN |
9783030721329
3030721329 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| 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. |
| Record Nr. | UNINA-9910484897103321 |
| Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021 | ||
| Lo trovi qui: Univ. Federico II | ||
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Transferring Gaming and Simulation Experience to the Real World / / edited by Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura, Marieke de Wijse-Van Heeswijk
| Transferring Gaming and Simulation Experience to the Real World / / edited by Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura, Marieke de Wijse-Van Heeswijk |
| Autore | Kikkawa Toshiko |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (310 pages) |
| Disciplina | 658.3 |
| Altri autori (Persone) |
KrizWilly Christian
SugiuraJunkichi de Wijse-Van HeeswijkMarieke |
| Collana | Translational Systems Sciences |
| Soggetto topico |
Personnel management
Career development Social influence Social groups Learning, Psychology of Environmental psychology Human Resource Management Careers in Business and Management Social Influence Group Dynamics Learning Theory Environmental Psychology |
| ISBN |
9789819627554
9819627559 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 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 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. |
| Record Nr. | UNINA-9910983361703321 |
Kikkawa Toshiko
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| Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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