Gaming Simulations And Society

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Gaming, Simulations and Society

Author : R. Shiratori,K. Arai,F. Kato
Publisher : Springer Science & Business Media
Page : 320 pages
File Size : 44,5 Mb
Release : 2006-03-20
Category : Social Science
ISBN : 4431267972

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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.

Simulation and Gaming in the Network Society

Author : Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publisher : Springer
Page : 466 pages
File Size : 42,7 Mb
Release : 2016-08-02
Category : Mathematics
ISBN : 9789811005756

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Simulation and Gaming in the Network Society by Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi Pdf

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.

Simulation and Society

Author : John R. Raser
Publisher : Unknown
Page : 200 pages
File Size : 54,6 Mb
Release : 1969
Category : Simulation methods
ISBN : UOM:39015031608121

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Simulation and Society by John R. Raser Pdf

Games, Learning, and Society

Author : Constance Steinkuehler,Kurt Squire,Sasha Barab
Publisher : Cambridge University Press
Page : 489 pages
File Size : 51,8 Mb
Release : 2012-06-11
Category : Psychology
ISBN : 9781139510219

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Games, Learning, and Society by Constance Steinkuehler,Kurt Squire,Sasha Barab Pdf

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Games, Learning, and Society

Author : Constance Steinkuehler,Kurt Squire,Sasha Barab
Publisher : Cambridge University Press
Page : 489 pages
File Size : 47,5 Mb
Release : 2012-06-11
Category : Computers
ISBN : 9780521196239

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Games, Learning, and Society by Constance Steinkuehler,Kurt Squire,Sasha Barab Pdf

Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.

Gaming-simulation--rationale, Design, and Applications

Author : Cathy S. Greenblat,Richard D. Duke
Publisher : John Wiley & Sons
Page : 456 pages
File Size : 45,9 Mb
Release : 1975
Category : Social Science
ISBN : STANFORD:36105036057052

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Gaming-simulation--rationale, Design, and Applications by Cathy S. Greenblat,Richard D. Duke Pdf

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.

Simulation and Gaming for Social Design

Author : Toshiyuki Kaneda,Ryoju Hamada,Terukazu Kumazawa
Publisher : Springer Nature
Page : 309 pages
File Size : 42,9 Mb
Release : 2022-01-03
Category : Business & Economics
ISBN : 9789811620119

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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.

How Do Video Games Affect Society?

Author : Patricia D. Netzley
Publisher : Unknown
Page : 128 pages
File Size : 40,8 Mb
Release : 2015
Category : Video games
ISBN : 1601527497

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How Do Video Games Affect Society? by Patricia D. Netzley Pdf

Video games can provide entertainment, mental stimulation, education, and social networks. But for some people they can also encourage addictive and/or aggressive behaviors that hurt both individuals and society. This book examines topics related to the physical and social costs and benefits of video gaming, quoting numerous experts on these issues.

Perspectives on Academic Gaming and Simulation

Author : Society for Academic Gaming and Simulation in Education and Training (Great Britain),George Ian Gibbs
Publisher : Unknown
Page : 115 pages
File Size : 53,6 Mb
Release : 1977
Category : College teaching
ISBN : 0950468207

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Perspectives on Academic Gaming and Simulation by Society for Academic Gaming and Simulation in Education and Training (Great Britain),George Ian Gibbs Pdf

Simulation and Gaming for the 1980s

Author : Society for Academic Gaming and Simulation in Education and Training (Great Britain). Conference
Publisher : Unknown
Page : 212 pages
File Size : 49,8 Mb
Release : 1980
Category : Game theory
ISBN : OCLC:761229298

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Simulation and Gaming for the 1980s by Society for Academic Gaming and Simulation in Education and Training (Great Britain). Conference Pdf

Academic Gaming and Simulation in Education and Training

Author : Society for Academic Gaming and Simulation in Education and Training (Great Britain)
Publisher : Unknown
Page : 72 pages
File Size : 45,6 Mb
Release : 1975
Category : Mathematics
ISBN : UOM:39015008790894

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

Video Games as Culture

Author : Daniel Muriel,Garry Crawford
Publisher : Routledge
Page : 194 pages
File Size : 41,9 Mb
Release : 2018-03-14
Category : Social Science
ISBN : 9781317223924

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Video Games as Culture by Daniel Muriel,Garry Crawford Pdf

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Good Society

Author : Vee Hendro,Hayley Gordon
Publisher : Unknown
Page : 128 pages
File Size : 53,8 Mb
Release : 2018-10
Category : Electronic
ISBN : 0648150526

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Good Society by Vee Hendro,Hayley Gordon Pdf

Good Society is a tabletop roleplaying game where you create an Austen novel with your friends.

How Do Video Games Affect Society?

Author : Patricia D. Netzley
Publisher : Unknown
Page : 0 pages
File Size : 52,7 Mb
Release : 2015
Category : Video games
ISBN : 1601527489

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How Do Video Games Affect Society? by Patricia D. Netzley Pdf

Video games can provide entertainment, mental stimulation, education, and social networks. But for some people they can also encourage addictive and/or aggressive behaviors that hurt both individuals and society. This book examines topics related to the physical and social costs and benefits of video gaming, quoting numerous experts on these issues.

Developments in Simulation and Gaming

Author : H. A. Becker,H. M. Goudappel (ed)
Publisher : Unknown
Page : 176 pages
File Size : 48,9 Mb
Release : 1972
Category : Social Science
ISBN : STANFORD:36105037034837

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Developments in Simulation and Gaming by H. A. Becker,H. M. Goudappel (ed) Pdf