Intersections in Simulation and Gaming

Intersections in Simulation and Gaming

Author: Anjum Naweed

Publisher: Springer

ISBN: 9783319787954

Category: Computers

Page: 412

View: 243

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.

Intersections in Simulation and Gaming: Disruption and Balance

Intersections in Simulation and Gaming: Disruption and Balance

Author: Anjum Naweed

Publisher: Springer Nature

ISBN: 9789813295827

Category: Computers

Page: 139

View: 607

This book constitutes the refereed proceedings of the Australasian Simulation Congress, ASC 2019, held in Gold Coast, Australia in September 2019. The 10 papers presented were carefully reviewed and selected from 17 submissions. They provide a forum for sharing progresses in the areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.

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: 444

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.

Neo-Simulation and Gaming Toward Active Learning

Neo-Simulation and Gaming Toward Active Learning

Author: Ryoju Hamada

Publisher: Springer Nature

ISBN: 9789811380396

Category: Political Science

Page: 560

View: 914

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Gaming as a Cultural Commons

Gaming as a Cultural Commons

Author: Toshiko Kikkawa

Publisher: Springer Nature

ISBN: 9789811903489

Category: Mathematics

Page: 199

View: 254

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.

Serious Games

Serious Games

Author: Minhua Ma

Publisher: Springer Nature

ISBN: 9783030618148

Category: Computers

Page: 303

View: 382

This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing and much more.

Intersections in Simulation and Gaming

Intersections in Simulation and Gaming

Author: Anjum Naweed

Publisher:

ISBN: 981329583X

Category: Game theory

Page:

View: 439

This book constitutes the refereed proceedings of the Australasian Simulation Congress, ASC 2019, held in Gold Coast, Australia in September 2019. The 10 papers presented were carefully reviewed and selected from 17 submissions. They provide a forum for sharing progresses in the areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.

Modern Approaches to the Visualization of Landscapes

Modern Approaches to the Visualization of Landscapes

Author: Dennis Edler

Publisher: Springer Nature

ISBN: 9783658309565

Category: Social Science

Page: 570

View: 389

The volume deals with the effects of digitization on spatial and especially landscape construction processes and their visualization. A focus lies on the generation mechanisms of 'landscapes' with digital tools of cartography and geomatics, including possibilities to model and visualize non-visual stimuli, but also spatial-temporal changes of physical space. Another focus is on how virtual spaces have already become part of the social and individual construction of landscape. Potentials of combining modern media of spatial visualization and (constructivist) landscape research are discussed.

Intersections in Language Planning and Policy

Intersections in Language Planning and Policy

Author: Jean Fornasiero

Publisher: Springer Nature

ISBN: 9783030509255

Category: Education

Page: 539

View: 369

This volume encompasses the range of issues encountered by language scholars who teach and research in departments of languages and cultures within the higher education system, predominantly in Australia, but touching other universities worldwide. Related studies on language planning, methodology or pedagogy have focused on one or more of these same issues, but rarely on their totality. Intersections as a metaphor running discreetly through the essays in this volume, connects them all to a lived reality. The field of languages and cultures, as it is practised and reflected upon in Australian universities, is essentially an interdisciplinary and interconnecting space - one in which linguistic and disciplinary diversities meet and join forces, rather than collide or disperse along different pathways. The international and local studies featured here focus on language planning, new pedagogies and language reclamation and link to meeting points and commonalities. They show that language scholars are increasingly finding themselves on common ground as they tackle issues of policy and practice affecting their field, whether within their institutions, within the tertiary system, or within the framework of government policy.

Frontiers in Gaming Simulation

Frontiers in Gaming Simulation

Author: Sebastiaan A. Meijer

Publisher: Springer

ISBN: 9783319049540

Category: Computers

Page: 265

View: 310

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.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines

Author: Marcin Wardaszko

Publisher: Springer Nature

ISBN: 9783030721329

Category: Computers

Page: 460

View: 354

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.