Simulation And Games

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Simulation and Gaming for Social Design

Author : Toshiyuki Kaneda,Ryoju Hamada,Terukazu Kumazawa
Publisher : Springer Nature
Page : 309 pages
File Size : 49,9 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.

Simulation and Gaming in the Network Society

Author : Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publisher : Springer
Page : 466 pages
File Size : 40,6 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 Games

Author : Society for Academic Gaming and Simulation in Education and Training (Great Britain)
Publisher : Nichols Publishing Company
Page : 224 pages
File Size : 51,7 Mb
Release : 1981
Category : College teaching
ISBN : UCLA:L0050147198

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

Engaging Learning

Author : Clark N. Quinn
Publisher : John Wiley & Sons
Page : 243 pages
File Size : 41,8 Mb
Release : 2005-05-31
Category : Business & Economics
ISBN : 9780787979799

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Engaging Learning by Clark N. Quinn Pdf

Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.

Games and Simulations to Enhance Quality Learning

Author : Danny Saunders,Fred Percival,Matti Vartiainen
Publisher : Psychology Press
Page : 306 pages
File Size : 52,8 Mb
Release : 1996
Category : Education
ISBN : 0749418664

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Games and Simulations to Enhance Quality Learning by Danny Saunders,Fred Percival,Matti Vartiainen Pdf

Simulation games by Thiagi

Author : Sivasailam Thiagarajan
Publisher : Unknown
Page : 339 pages
File Size : 45,7 Mb
Release : 2004
Category : Educational games
ISBN : 1930005148

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Simulation games by Thiagi by Sivasailam Thiagarajan Pdf

Instructional Simulation Games

Author : Sivasailam Thiagarajan,Harold D. Stolovitch
Publisher : Educational Technology
Page : 104 pages
File Size : 42,6 Mb
Release : 1978
Category : Education
ISBN : 0877781168

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Instructional Simulation Games by Sivasailam Thiagarajan,Harold D. Stolovitch Pdf

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author : Marcin Wardaszko
Publisher : Akademia Leona Kozminskiego
Page : 687 pages
File Size : 50,6 Mb
Release : 2019-08-30
Category : Business & Economics
ISBN : 9788366502017

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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.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2164 pages
File Size : 42,6 Mb
Release : 2010-11-30
Category : Games & Activities
ISBN : 9781609601966

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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 Games for Strategy and Policy Planning

Author : Danny Saunders,Jacqui Severn
Publisher : Psychology Press
Page : 316 pages
File Size : 48,9 Mb
Release : 1999
Category : Business & Economics
ISBN : 0749429569

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Simulation and Games for Strategy and Policy Planning by Danny Saunders,Jacqui Severn Pdf

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

The Simulation Hypothesis

Author : Rizwan Virk
Publisher : Bayview Books, LLC
Page : 324 pages
File Size : 49,6 Mb
Release : 2019-03-31
Category : Computers
ISBN : 8210379456XXX

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The Simulation Hypothesis by Rizwan Virk Pdf

The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!

The Design and Use of Simulation Computer Games in Education

Author : Anonim
Publisher : BRILL
Page : 312 pages
File Size : 52,9 Mb
Release : 2007-01-01
Category : Education
ISBN : 9789087903121

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The Design and Use of Simulation Computer Games in Education by Anonim Pdf

"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

Simulation Games in Learning

Author : Sarane Spence Boocock,E. O. Schild
Publisher : SAGE Publications, Incorporated
Page : 296 pages
File Size : 41,7 Mb
Release : 1968
Category : Education
ISBN : UOM:39015009259071

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Simulation Games in Learning by Sarane Spence Boocock,E. O. Schild Pdf

Handbook of Simulation Gaming in Social Education

Author : Ronald Stadsklev
Publisher : Unknown
Page : 184 pages
File Size : 41,8 Mb
Release : 1978
Category : Educational games
ISBN : UOM:39076000926076

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Handbook of Simulation Gaming in Social Education by Ronald Stadsklev Pdf

Simulation Gaming Through Times and Disciplines

Author : Marcin Wardaszko,Sebastiaan Meijer,Heide Lukosch,Hidehiko Kanegae,Willy Christian Kriz,Mariola Grzybowska-Brzezińska
Publisher : Springer Nature
Page : 469 pages
File Size : 51,5 Mb
Release : 2021-03-26
Category : Computers
ISBN : 9783030721329

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Simulation Gaming Through Times and Disciplines by Marcin Wardaszko,Sebastiaan Meijer,Heide Lukosch,Hidehiko Kanegae,Willy Christian Kriz,Mariola Grzybowska-Brzezińska Pdf

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.