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Simulations and Games for Transition and Change

Simulations and Games for Transition and Change
Author: Danny Saunders
Publisher: Psychology Press
Total Pages: 269
Release: 2000
Genre: Education
ISBN: 0749433973

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First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.


The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook
Author: Danny Saunders
Publisher: Routledge
Total Pages: 269
Release: 2012-10-12
Genre: Education
ISBN: 1136361715

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The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.


Simulation and Games for Strategy and Policy Planning

Simulation and Games for Strategy and Policy Planning
Author: Danny Saunders
Publisher: Psychology Press
Total Pages: 316
Release: 1999
Genre: Business & Economics
ISBN: 9780749429560

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First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.


Policy Games for Strategic Management

Policy Games for Strategic Management
Author: Richard D. Duke
Publisher: Rozenberg Publishers
Total Pages: 376
Release: 2004
Genre: Decision-making
ISBN: 9036193419

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This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr


Gaming, Simulations and Society

Gaming, Simulations and Society
Author: R. Shiratori
Publisher: Springer Science & Business Media
Total Pages: 321
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.


Simulation Games and Learning in Production Management

Simulation Games and Learning in Production Management
Author: Jens O. Riis
Publisher: Springer
Total Pages: 216
Release: 2016-01-09
Genre: Business & Economics
ISBN: 1504128702

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Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.


SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author: Marcin Wardaszko
Publisher: Akademia Leona Kozminskiego
Total Pages: 687
Release: 2019-08-30
Genre: Business & Economics
ISBN: 8366502015

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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
Publisher: Springer Nature
Total Pages: 469
Release: 2021-03-26
Genre: Computers
ISBN: 3030721329

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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.


Performance Analysis in Game Sports: Concepts and Methods

Performance Analysis in Game Sports: Concepts and Methods
Author: Martin Lames
Publisher: Springer Nature
Total Pages: 272
Release: 2023-10-29
Genre: Sports & Recreation
ISBN: 3031072502

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This book offers a comprehensive overview on the methods and concepts of theoretical and practical performance analysis. Observational systems for action detection and tracking systems for position detection are introduced, starting from basic methodological principles. The issue of reliability testing is addressed for both methods, and examples of successful applications are provided. The distinction between theoretical and practical performance as essential conceptual achievement is explained in two separate chapters. Most recent theoretical models of game sports are presented, including the dynamical systems perspective, stochastic modelling, and contingency or chance as part of the game. The practical chapter introduces the concept of comprehensive performance analysis as appropriate background. It deals with qualitative methods used for assessing player and team performances, strategy development, and methods and principles of video tactic training for successful transfer of the results of analyses. The book will be of value to all with an interest in the dramatically increasing impact of performance analysis in game sports.


Geogames and Geoplay

Geogames and Geoplay
Author: Ola Ahlqvist
Publisher: Springer
Total Pages: 238
Release: 2017-11-10
Genre: Science
ISBN: 3319227742

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This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.