The Magic Circle Principles Of Gaming Simulation

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The Magic Circle: Principles of Gaming & Simulation

Author : Jan H.G. Klabbers
Publisher : BRILL
Page : 398 pages
File Size : 50,7 Mb
Release : 2009-01-01
Category : Education
ISBN : 9789087903107

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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.

The Magic Circle

Author : Jan H. G. Klabbers
Publisher : Unknown
Page : 332 pages
File Size : 55,9 Mb
Release : 2006
Category : Game theory
ISBN : 9087900910

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The Magic Circle by Jan H. G. Klabbers Pdf

The Magic Circle: The gaming landscape: 1. Kaldeidoscopic perspective on game, play and simulation ; 2. The gaming landscape in the 20th century ; 3. Interactive learning through gaming ; Part II: Principles: 4. A theory of gaming ; 5. Gaming methodology: Views on model building ; 6. Gaming: What kind of science is it? ; 7. Evaluation methodology ; Part III: Cases: 8. System dynamics and interactive simulation ; 9. Management of human capital ; 10. Policy options adressing climate change ; 11. general management game: FUNO ; Part IV: Epilogue: 12. Epilogue ; Bibliography ; Subject index

Author : J. H. G. Klabbers
Publisher : Unknown
Page : 0 pages
File Size : 40,8 Mb
Release : 2006
Category : Electronic
ISBN : 9087900066

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The Magic Circle: The gaming landscape: 1. Kaldeidoscopic perspective on game, play and simulation ; 2. The gaming landscape in the 20th century ; 3. Interactive learning through gaming ; Part II: Principles: 4. A theory of gaming ; 5. Gaming methodology: Views on model building ; 6. Gaming: What kind of science is it? ; 7. Evaluation methodology ; Part III: Cases: 8. System dynamics and interactive simulation ; 9. Management of human capital ; 10. Policy options adressing climate change ; 11. general management game: FUNO ; Part IV: Epilogue: 12. Epilogue ; Bibliography ; Subject index by J. H. G. Klabbers Pdf

Games and Rules

Author : Beat Suter,Mela Kocher,René Bauer
Publisher : transcript Verlag
Page : 323 pages
File Size : 49,6 Mb
Release : 2019-03-31
Category : Social Science
ISBN : 9783839443040

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Games and Rules by Beat Suter,Mela Kocher,René Bauer Pdf

Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

Principles and Practices of Gaming-Simulation

Author : Cathy S. Greenblat,Richard D. Duke
Publisher : SAGE Publications, Incorporated
Page : 296 pages
File Size : 41,5 Mb
Release : 1981
Category : Social Science
ISBN : UCAL:B4451432

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Principles and Practices of Gaming-Simulation by Cathy S. Greenblat,Richard D. Duke Pdf

The authors' 1975 classic Gaming-Simulation has been revised and abridged for this edition. Three new chapters have been written: one on evaluation of games, one on their application in policy making, and the third on microcomputers in game design. It is a comprehensive, up-to-date guide on the multiple uses of gaming and simulation in the social sciences.

YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING

Author : Roelof Petrus Hortulanus
Publisher : Kees JM van Haaster, Amersfoort-NL
Page : 128 pages
File Size : 48,8 Mb
Release : 2014
Category : Electronic
ISBN : 9789090282985

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YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING by Roelof Petrus Hortulanus Pdf

Youth care multi-disciplinary networks need flexible, interactive and attractive tools and methods for knowledge exchange in view of timely, effective and durable help in complex parenting problem situations. Social media, virtuality, simulation and gaming gain an increasing significance in the way people share information, learn and organize themselves. This leads to the question whether youth care practice is ready to adopt some online practicalities for network exchange. This design study describes model development and model appreciation of online role-play simulation gaming as a time, pace and place independent way to share expertise, information and knowledge among the actors in youth care practice. The results show that youth care professionals think that simulation gaming is relevant and convenient to unravel difficult issues, to elaborate network strategies, and to jointly reflect on intervention. The research is unique in domains of youth care intervention and in game theory. The singularity of contexts and actors is taken as starting point in a cross-over of game design and behavioral science. Online role-play simulation gaming leads to a better understanding of complexity in youth care situations and to a greater awareness of network capacities and capabilities and helps to establish accountability of choices of intervention.

Frontiers in Gaming Simulation

Author : Sebastiaan A. Meijer,Riitta Smeds
Publisher : Springer
Page : 265 pages
File Size : 41,6 Mb
Release : 2014-01-28
Category : Computers
ISBN : 9783319049540

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Frontiers in Gaming Simulation by Sebastiaan A. Meijer,Riitta Smeds Pdf

This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.

Perspectives on Culture and Agent-based Simulations

Author : Virginia Dignum,Frank Dignum
Publisher : Springer Science & Business Media
Page : 249 pages
File Size : 46,7 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.

Simulation and Gaming in the Network Society

Author : Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publisher : Springer
Page : 466 pages
File Size : 43,6 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.

Intersections in Simulation and Gaming

Author : Anjum Naweed,Marcin Wardaszko,Elyssebeth Leigh,Sebastiaan Meijer
Publisher : Springer
Page : 412 pages
File Size : 44,6 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.

Gaming, Simulation and Innovations: Challenges and Opportunities

Author : Upinder Dhar,Jigyasu Dubey,Vinod Dumblekar,Sebastiaan Meijer,Heide Lukosch
Publisher : Springer Nature
Page : 305 pages
File Size : 45,9 Mb
Release : 2022-07-26
Category : Computers
ISBN : 9783031099595

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Gaming, Simulation and Innovations: Challenges and Opportunities by Upinder Dhar,Jigyasu Dubey,Vinod Dumblekar,Sebastiaan Meijer,Heide Lukosch Pdf

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

Back to the future of Gaming

Author : Willy Christian Kriz,Richard D. Duke
Publisher : wbv Media GmbH & Company KG
Page : 310 pages
File Size : 44,9 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.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author : Marcin Wardaszko
Publisher : Akademia Leona Kozminskiego
Page : 687 pages
File Size : 55,8 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.

Simulation for Participatory Education

Author : M. Laura Angelini,Rut Muñiz
Publisher : Springer Nature
Page : 476 pages
File Size : 51,5 Mb
Release : 2023-09-30
Category : Education
ISBN : 9783031210112

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Simulation for Participatory Education by M. Laura Angelini,Rut Muñiz Pdf

This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.

Gaming as a Cultural Commons

Author : Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugiura
Publisher : Springer Nature
Page : 199 pages
File Size : 47,6 Mb
Release : 2022-04-23
Category : Mathematics
ISBN : 9789811903489

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Gaming as a Cultural Commons by Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugiura Pdf

This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.