Gaming And Simulations

Gaming And Simulations Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Gaming And Simulations book. This book definitely worth reading, it is an incredibly well-written.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2164 pages
File Size : 45,6 Mb
Release : 2010-11-30
Category : Games & Activities
ISBN : 9781609601966

Get Book

Gaming and Simulations: Concepts, Methodologies, Tools and Applications by Management Association, Information Resources Pdf

"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 Design

Author : Toshiyuki Kaneda,Ryoju Hamada,Terukazu Kumazawa
Publisher : Springer Nature
Page : 309 pages
File Size : 48,8 Mb
Release : 2022-01-03
Category : Business & Economics
ISBN : 9789811620119

Get Book

Simulation and Gaming for Social Design by Toshiyuki Kaneda,Ryoju Hamada,Terukazu Kumazawa Pdf

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.

The Complete Guide to Simulations and Serious Games

Author : Clark Aldrich
Publisher : John Wiley & Sons
Page : 578 pages
File Size : 42,5 Mb
Release : 2009-09-17
Category : Business & Economics
ISBN : 9780470506745

Get Book

The Complete Guide to Simulations and Serious Games by Clark Aldrich Pdf

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.

The Magic Circle: Principles of Gaming & Simulation

Author : Jan H.G. Klabbers
Publisher : BRILL
Page : 398 pages
File Size : 45,6 Mb
Release : 2009-01-01
Category : Education
ISBN : 9789087903107

Get Book

The Magic Circle: Principles of Gaming & Simulation by Jan H.G. Klabbers Pdf

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.

Gaming, Simulations and Society

Author : International Simulation and Gaming Association. International Conference,R. Shiratori,K. Arai,F. Kato
Publisher : Springer Science & Business Media
Page : 340 pages
File Size : 45,9 Mb
Release : 2005
Category : Business & Economics
ISBN : 4431223088

Get Book

Gaming, Simulations and Society by International Simulation and Gaming Association. International Conference,R. Shiratori,K. Arai,F. Kato Pdf

Annotation This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

Using Games and Simulations for Teaching and Assessment

Author : Harold F. O'Neil,Eva L. Baker,Ray S. Perez
Publisher : Routledge
Page : 312 pages
File Size : 47,6 Mb
Release : 2016-03-31
Category : Computers
ISBN : 9781317814672

Get Book

Using Games and Simulations for Teaching and Assessment by Harold F. O'Neil,Eva L. Baker,Ray S. Perez Pdf

Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.

Discoveries in Gaming and Computer-mediated Simulations

Author : Richard Eugene Ferdig
Publisher : IGI Global
Page : 0 pages
File Size : 49,8 Mb
Release : 2011
Category : Computers
ISBN : 1609605659

Get Book

Discoveries in Gaming and Computer-mediated Simulations by Richard Eugene Ferdig Pdf

"This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher.

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

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 361 pages
File Size : 46,6 Mb
Release : 2013-05-31
Category : Education
ISBN : 9781466640191

Get Book

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds by Ferdig, Richard E. Pdf

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 Games

Author : Society for Academic Gaming and Simulation in Education and Training (Great Britain)
Publisher : Nichols Publishing Company
Page : 224 pages
File Size : 50,5 Mb
Release : 1981
Category : College teaching
ISBN : UCLA:L0050147198

Get Book

Simulation and Games by Society for Academic Gaming and Simulation in Education and Training (Great Britain) Pdf

Games and Simulations in Online Learning: Research and Development Frameworks

Author : Gibson, David,Aldrich, Clark,Prensky, Marc
Publisher : IGI Global
Page : 420 pages
File Size : 45,6 Mb
Release : 2006-09-30
Category : Education
ISBN : 9781599043067

Get Book

Games and Simulations in Online Learning: Research and Development Frameworks by Gibson, David,Aldrich, Clark,Prensky, Marc Pdf

"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author : Marcin Wardaszko
Publisher : Akademia Leona Kozminskiego
Page : 687 pages
File Size : 41,9 Mb
Release : 2019-08-30
Category : Business & Economics
ISBN : 9788366502017

Get Book

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES by Marcin Wardaszko Pdf

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.

The Guide to Computer Simulations and Games

Author : K. Becker,J.R. Parker
Publisher : John Wiley & Sons
Page : 480 pages
File Size : 45,5 Mb
Release : 2011-11-30
Category : Education
ISBN : 9781118235591

Get Book

The Guide to Computer Simulations and Games by K. Becker,J.R. Parker Pdf

The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.

Learning Science Through Computer Games and Simulations

Author : National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education
Publisher : National Academies Press
Page : 174 pages
File Size : 55,8 Mb
Release : 2011-04-12
Category : Education
ISBN : 9780309212663

Get Book

Learning Science Through Computer Games and Simulations by National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education Pdf

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Gaming, Simulations and Society

Author : R. Shiratori,K. Arai,F. Kato
Publisher : Springer Science & Business Media
Page : 320 pages
File Size : 44,9 Mb
Release : 2006-03-20
Category : Social Science
ISBN : 4431267972

Get Book

Gaming, Simulations and Society by R. Shiratori,K. Arai,F. Kato Pdf

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.

Simulations and Gaming Across Disciplines and Cultures

Author : David Crookall,Kiyoshi Arai,International Simulation and Gaming Association. International Conference
Publisher : SAGE Publications, Incorporated
Page : 330 pages
File Size : 49,8 Mb
Release : 1995-06-19
Category : Social Science
ISBN : STANFORD:36105018245659

Get Book

Simulations and Gaming Across Disciplines and Cultures by David Crookall,Kiyoshi Arai,International Simulation and Gaming Association. International Conference Pdf

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.