Simulations And Gaming Across Disciplines And Cultures

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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 : 43,8 Mb
Release : 1995-06-19
Category : Social Science
ISBN : STANFORD:36105018245659

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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.

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

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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.

Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations

Author : Dubbels, Brock R.
Publisher : IGI Global
Page : 333 pages
File Size : 45,8 Mb
Release : 2018-10-19
Category : Computers
ISBN : 9781522574620

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Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations by Dubbels, Brock R. Pdf

Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual’s life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.

Curriculum Development, Materials Design and Methodologies: Trends and Issues (Penerbit USM)

Author : Ambigapathy Pandian,Thomas Chow Voon Foo,Shaik Abdul Malik Mohamed Ismail
Publisher : Penerbit USM
Page : 128 pages
File Size : 51,6 Mb
Release : 2016-11-14
Category : Electronic
ISBN : 9789674610890

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Curriculum Development, Materials Design and Methodologies: Trends and Issues (Penerbit USM) by Ambigapathy Pandian,Thomas Chow Voon Foo,Shaik Abdul Malik Mohamed Ismail Pdf

This book reflects an exceptional collection of articles, literature reviews and research finding primarily linked to curriculum and material development activities. The book covers various aspects from the theoretical frameworks and research findings that govern curriculum and material development processes to actual classroom practices that incorporated learners’ needs and contexts. Articles and research findings selected and presented in this book are primarily based on practicing school teachers’ interest. In addition to its wide coverage in terms of topics and contents, the book authors and contributors are from both local and abroad. This is intended for university students, curriculum planners, teachers, school administrators and teacher trainers that serve as guide for courses in language material design and curriculum and instruction.

Organizing and Learning Through Gaming and Simulation

Author : Anonim
Publisher : Eburon Uitgeverij B.V.
Page : 432 pages
File Size : 46,7 Mb
Release : 2007
Category : Simulation games in education
ISBN : 9789059722316

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Organizing and Learning Through Gaming and Simulation by Anonim Pdf

45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.

Simulation and Gaming in the Network Society

Author : Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publisher : Springer
Page : 466 pages
File Size : 54,5 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 in Aviation Training

Author : Florian Jentsch,Michael Curtis
Publisher : Routledge
Page : 540 pages
File Size : 46,5 Mb
Release : 2017-05-15
Category : Transportation
ISBN : 9781351900027

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Simulation in Aviation Training by Florian Jentsch,Michael Curtis Pdf

Simulations have been a fixture of aviation training for many years. Advances in simulator technology now enable modern flight simulation to mimic very closely the look and feel of real world flight operations. In spite of this, responsible researchers, trainers, and simulation developers should look beyond mere simulator fidelity to produce meaningful training outcomes. Optimal simulation training development can unquestionably benefit from knowledge and understanding of past, present, and future research in this topic area. As a result, this volume of key writings is invaluable as a reference, to help guide exploration of critical research in the field. By providing a mix of classic articles that stand the test of time, and recent writings that illuminate current issues, this volume informs a broad range of topics relevant to simulation training in aviation.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2164 pages
File Size : 46,5 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.

Perspectives on Culture and Agent-based Simulations

Author : Virginia Dignum,Frank Dignum
Publisher : Springer Science & Business Media
Page : 249 pages
File Size : 42,5 Mb
Release : 2013-11-11
Category : Philosophy
ISBN : 9783319019529

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Perspectives on Culture and Agent-based Simulations by Virginia Dignum,Frank Dignum Pdf

This volume analyses, from a computational point of view, how culture may arise, develop and evolve through time. The four sections in this book examine and analyse the modelling of culture, group and organisation culture, culture simulation, and culture-sensitive technology design. Different research disciplines have different perspectives on culture, making it difficult to compare and integrate different concepts and models of culture. By taking a computational perspective this book nevertheless enables the integration of concepts that play a role in culture, even though they might originate from different disciplines. Culture is usually regarded as something vague and qualitative and thus difficult to deal with in a computational and formal setting. Taking a computational approach to culture thus encompasses a twofold risk: taking a too simplistic approach to cultural influence on behaviour; or trying to capture too much, hence not leading to useful computational tools. However, the approaches and insights in this collection show how different perspectives by leading researchers described in thirteen chapters still can form a coherent picture. The book thus illustrates the potential of using computing systems to better understand culture. By describing methods, theories and concrete application results about the integration of cultural aspects into computer systems, this book provides inspiration to researchers of all disciplines alike and presents the start of an interdisciplinary dialogue on culture.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Author : Felicia, Patrick
Publisher : IGI Global
Page : 1462 pages
File Size : 52,7 Mb
Release : 2011-04-30
Category : Education
ISBN : 9781609604967

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Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches by Felicia, Patrick Pdf

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Intercultural Business Communication and Simulation and Gaming Methodology

Author : Victoria Guillén-Nieto
Publisher : Peter Lang
Page : 406 pages
File Size : 53,5 Mb
Release : 2009
Category : Business & Economics
ISBN : 3039116886

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Intercultural Business Communication and Simulation and Gaming Methodology by Victoria Guillén-Nieto Pdf

This book received the Enrique Alcaraz research award in 2010. This volume derives from the COMINTER-SIMULNEG research project which aims at designing a pragmatic model for the analysis of intercultural communication between Spaniards and Britons, as well as developing a teaching methodology for cultural awareness based on computer simulation of real business settings. Contributions to this volume focus on three main issues: (a) explaining intercultural communication; (b) research on intercultural business communication; (c) the use of simulation and gaming methodology for the acquisition of communicative and cross-cultural competence in business settings. This book adopts an interdisciplinary approach to the study and practice of intercultural business communication, borrowing concepts from social anthropology, social cognition, cognitive linguistics, and intercultural pragmatics.

Gaming as Culture

Author : Sean Q. Hendricks,W. Keith Winkler
Publisher : McFarland
Page : 232 pages
File Size : 53,8 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780786454068

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Gaming as Culture by Sean Q. Hendricks,W. Keith Winkler Pdf

Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer’s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Intersections in Simulation and Gaming

Author : Anjum Naweed,Marcin Wardaszko,Elyssebeth Leigh,Sebastiaan Meijer
Publisher : Springer
Page : 412 pages
File Size : 45,8 Mb
Release : 2018-04-05
Category : Computers
ISBN : 9783319787954

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Intersections in Simulation and Gaming by Anjum Naweed,Marcin Wardaszko,Elyssebeth Leigh,Sebastiaan Meijer Pdf

This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.

Back to the future of Gaming

Author : Willy Christian Kriz,Richard D. Duke
Publisher : wbv Media GmbH & Company KG
Page : 310 pages
File Size : 48,9 Mb
Release : 2014-07-10
Category : Education
ISBN : 9783763954261

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Back to the future of Gaming by Willy Christian Kriz,Richard D. Duke Pdf

Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.

Enhancing Education and Training Initiatives Through Serious Games

Author : Denholm, John,Lee-Davies, Linda
Publisher : IGI Global
Page : 311 pages
File Size : 45,7 Mb
Release : 2017-09-13
Category : Education
ISBN : 9781522536901

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Enhancing Education and Training Initiatives Through Serious Games by Denholm, John,Lee-Davies, Linda Pdf

Games have become popular tools to enhance learning in both educational and business environments. Analyzing the link between games and their results on students can help provide advances for learning initiatives in the future. Enhancing Education and Training Initiatives Through Serious Games is an essential reference source that examines the impact that games and simulations have within different learning environments. Featuring in-depth discussions on relevant topics including self-reporting surveys, project management techniques, academic training, and game design, this publication is an ideal resource for academicians, students, business owners, and professionals that are interested in discovering the advances of serious gaming techniques.