Simulation and Gaming for Social Design

Simulation and Gaming for Social Design

Author: Toshiyuki Kaneda

Publisher: Springer Nature

ISBN: 9789811620119

Category: Computer games

Page: 309

View: 871

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.

Intercultural Business Communication and Simulation and Gaming Methodology

Intercultural Business Communication and Simulation and Gaming Methodology

Author: Melinda Dooly

Publisher: Peter Lang

ISBN: 3039116886

Category: Language Arts & Disciplines

Page: 392

View: 812

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.

Game Theoretic Analysis of Congestion, Safety and Security

Game Theoretic Analysis of Congestion, Safety and Security

Author: Kjell Hausken

Publisher: Springer

ISBN: 9783319130095

Category: Technology & Engineering

Page: 310

View: 656

Maximizing reader insights into the roles of intelligent agents in networks, air traffic and emergency departments, this volume focuses on congestion in systems where safety and security are at stake, devoting special attention to applying game theoretic analysis of congestion to: protocols in wired and wireless networks; power generation, air transportation and emergency department overcrowding. Reviewing exhaustively the key recent research into the interactions between game theory, excessive crowding, and safety and security elements, this book establishes a new research angle by illustrating linkages between the different research approaches and serves to lay the foundations for subsequent analysis. Congestion (excessive crowding) is defined in this work as all kinds of flows; e.g., road/sea/air traffic, people, data, information, water, electricity, and organisms. Analysing systems where congestion occurs – which may be in parallel, series, interlinked, or interdependent, with flows one way or both ways – this book puts forward new congestion models, breaking new ground by introducing game theory and safety/security into proceedings. Addressing the multiple actors who may hold different concerns regarding system reliability; e.g. one or several terrorists, a government, various local or regional government agencies, or others with stakes for or against system reliability, this book describes how governments and authorities may have the tools to handle congestion, but that these tools need to be improved whilst additionally ensuring safety and security against various threats. This game-theoretic analysis sets this two volume book apart from the current congestion literature and ensures that the work will be of use to postgraduates, researchers, 3rd/4th-year undergraduates, policy makers, and practitioners.

The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook

Author: Danny Saunders,

Publisher: Routledge

ISBN: 9781136361715

Category: Education

Page: 256

View: 457

The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.

Global Interdependence

Global Interdependence

Author: David Crookall

Publisher: Springer Science & Business Media

ISBN: 9784431681892

Category: Mathematics

Page: 341

View: 323

This volume records the proceedings of the 22nd Annual International Con ference of the International Simulation and Gaming Association (ISAGA), 15-19 July, 1991, Kyoto, Japan, sponsored by the Science Council of Japan and the Japanese Association of Simulation and Gaming (JASAG). The con ference theme was Global Modeling for Solving Global Problems. The first 2 days of the conference were held in the magnificent Kyoto International Conference Hall; the 3rd day was spent admiring the floats of the famous Gion Festival in the exquisite city of Kyoto and the Daibutsu (or Great Buddha) of the Todaiji Temple in Nara and visiting one of the Sharp factories. During the last 2 days of the conference we were made most welcome in the Faculty of International Relations of Ritsumeikan University. The day after the conference, a number of delegates went to Hiroshima (the Peace Memorial Hall, Museum and Park) and also to one of Japan's "Scenic Trio," the island of Miyajima with its breathtaking views and the Itsukushima Shrine. The conference was attended by some 400 delegates from over 30 different countries. Over 100 sessions, both theoretical and practical, were given: keynote speeches, round-table discussions, workshops, papers. This volume reflects most of those sessions, in the form of either a full paper or a short abstract.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author: Marcin Wardaszko

Publisher: Akademia Leona Kozminskiego

ISBN: 9788366502017

Category: Business & Economics

Page: 687

View: 755

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.

Simulations of Decision-Making as Active Learning Tools

Simulations of Decision-Making as Active Learning Tools

Author: Peter Bursens

Publisher: Springer

ISBN: 9783319741475

Category: Education

Page: 206

View: 840

This volume brings together both political and educational scientists. While educational research literature has so far not systematically addressed the tool of simulations of decision-making, political scientists have hardly used insights from research on assessment or on motivation and interest of students. Almost all political science publications on simulations merely discuss how to implement the tool in class and fall short of providing evidence of the effects on student outcomes such as increased interest and performance. Combining the two disciplines is mutually enriching. Political science benefits from state of the art educational science measuring and testing of the claims made by the proponents of simulations, while educational sciences adds the systematic analysis of simulations of decision-making to their list of empirical objects, which also adds insights to the theories on the affective component of student learning. It is the explicit aim of the volume to address how simulating decision-making environments fosters learning. Implications for research and practice regarding student learning are addressed in all chapters.