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Simulation and Gaming for Social Design

Simulation and Gaming for Social Design
Author: Toshiyuki Kaneda
Publisher: Springer Nature
Total Pages: 309
Release: 2022-01-03
Genre: Business & Economics
ISBN: 9811620113

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This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.


Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds
Author: Ferdig, Richard E.
Publisher: IGI Global
Total Pages: 361
Release: 2013-05-31
Genre: Education
ISBN: 1466640197

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Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.


Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society
Author: Toshiyuki Kaneda
Publisher: Springer
Total Pages: 466
Release: 2016-08-02
Genre: Mathematics
ISBN: 9811005753

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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-simulation--rationale, Design, and Applications

Gaming-simulation--rationale, Design, and Applications
Author: Cathy S. Greenblat
Publisher: John Wiley & Sons
Total Pages: 470
Release: 1975
Genre: Social Science
ISBN:

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Textbook on the theoretics, design and applications of gaming-simulation in the social sciences - covers contemporary problems of learning and communication, simulation techniques and model-building, the use of simulation as a teaching method, decision making applications, etc. Bibliography pp. 420 to 431, diagrams, flow charts and references.


The Design and Use of Simulation Computer Games in Education

The Design and Use of Simulation Computer Games in Education
Author:
Publisher: BRILL
Total Pages: 312
Release: 2007-01-01
Genre: Education
ISBN: 908790312X

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"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University


Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 2164
Release: 2010-11-30
Genre: Games & Activities
ISBN: 1609601963

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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 Gaming for Social Impact

Simulation and Gaming for Social Impact
Author: Casper Harteveld
Publisher: Springer Nature
Total Pages: 233
Release: 2023-07-18
Genre: Computers
ISBN: 3031371712

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This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.


The Magic Circle: Principles of Gaming & Simulation

The Magic Circle: Principles of Gaming & Simulation
Author: Jan H.G. Klabbers
Publisher: BRILL
Total Pages: 398
Release: 2009-01-01
Genre: Education
ISBN: 9087903103

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The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.


Principles and Practices of Gaming-Simulation

Principles and Practices of Gaming-Simulation
Author: Cathy S. Greenblat
Publisher: SAGE Publications, Incorporated
Total Pages: 296
Release: 1981
Genre: Social Science
ISBN:

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The authors' 1975 classic Gaming-Simulation has been revised and abridged for this edition. Three new chapters have been written: one on evaluation of games, one on their application in policy making, and the third on microcomputers in game design. It is a comprehensive, up-to-date guide on the multiple uses of gaming and simulation in the social sciences.


Simulations and Gaming Across Disciplines and Cultures

Simulations and Gaming Across Disciplines and Cultures
Author: David Crookall
Publisher: SAGE Publications, Incorporated
Total Pages: 330
Release: 1995-06-19
Genre: Computers
ISBN:

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With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries.