Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society
Author: Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publsiher: Springer
Total Pages: 466
Release: 2016-08-02
Genre: Mathematics
ISBN: 9789811005756

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This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

Gaming Simulations and Society

Gaming  Simulations and Society
Author: R. Shiratori,K. Arai,F. Kato
Publsiher: Springer Science & Business Media
Total Pages: 320
Release: 2006-03-20
Genre: Social Science
ISBN: 4431267972

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The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.

Gaming and Simulations Concepts Methodologies Tools and Applications

Gaming and Simulations  Concepts  Methodologies  Tools and Applications
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2164
Release: 2010-11-30
Genre: Games & Activities
ISBN: 9781609601966

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Simulation and Society

Simulation and Society
Author: John R. Raser
Publsiher: Unknown
Total Pages: 200
Release: 1969
Genre: Simulation methods
ISBN: UOM:39015031608121

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SIMULATION GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION   GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author: Marcin Wardaszko
Publsiher: Akademia Leona Kozminskiego
Total Pages: 687
Release: 2019-08-30
Genre: Business & Economics
ISBN: 9788366502017

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The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines
Author: Marcin Wardaszko,Sebastiaan Meijer,Heide Lukosch,Hidehiko Kanegae,Willy Christian Kriz,Mariola Grzybowska-Brzezińska
Publsiher: Springer Nature
Total Pages: 469
Release: 2021-03-26
Genre: Computers
ISBN: 9783030721329

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This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Intersections in Simulation and Gaming

Intersections in Simulation and Gaming
Author: Anjum Naweed,Marcin Wardaszko,Elyssebeth Leigh,Sebastiaan Meijer
Publsiher: Springer
Total Pages: 412
Release: 2018-04-05
Genre: Computers
ISBN: 9783319787954

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This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.

Gaming as a Cultural Commons

Gaming as a Cultural Commons
Author: Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugiura
Publsiher: Springer Nature
Total Pages: 199
Release: 2022-04-23
Genre: Mathematics
ISBN: 9789811903489

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This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.