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Intersections in Simulation and Gaming [[electronic resource] ] : 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, Melbourne, VIC, Australia, September 26-29, 2016, Revised Selected Papers / / edited by Anjum Naweed, Marcin Wardaszko, Elyssebeth Leigh, Sebastiaan Meijer
Intersections in Simulation and Gaming [[electronic resource] ] : 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, Melbourne, VIC, Australia, September 26-29, 2016, Revised Selected Papers / / edited by Anjum Naweed, Marcin Wardaszko, Elyssebeth Leigh, Sebastiaan Meijer
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XI, 412 p. 121 illus.)
Disciplina 001
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Computer communication systems
Education—Data processing
User interfaces (Computer systems)
Application software
Optical data processing
Computer Communication Networks
Computers and Education
User Interfaces and Human Computer Interaction
Computer Appl. in Social and Behavioral Sciences
Image Processing and Computer Vision
ISBN 3-319-78795-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910349425203321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Intersections in Simulation and Gaming [[electronic resource] ] : 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, Melbourne, VIC, Australia, September 26-29, 2016, Revised Selected Papers / / edited by Anjum Naweed, Marcin Wardaszko, Elyssebeth Leigh, Sebastiaan Meijer
Intersections in Simulation and Gaming [[electronic resource] ] : 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, Melbourne, VIC, Australia, September 26-29, 2016, Revised Selected Papers / / edited by Anjum Naweed, Marcin Wardaszko, Elyssebeth Leigh, Sebastiaan Meijer
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XI, 412 p. 121 illus.)
Disciplina 001
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Computer communication systems
Education—Data processing
User interfaces (Computer systems)
Application software
Optical data processing
Computer Communication Networks
Computers and Education
User Interfaces and Human Computer Interaction
Computer Appl. in Social and Behavioral Sciences
Image Processing and Computer Vision
ISBN 3-319-78795-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996465511403316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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. UNINA-9910484897103321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui