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.
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.
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.
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.
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.
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.
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.
"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.
The globalisation of supply chains and networks causes traders from all over the world to make transactions with each other. Many transactions are made in world markets where the price is the way in which supply and demand are brought together. Other transactions, however, are made between people who know each other and have business relationships, using the so-called network mode of organisation. These traders may be loyal to one another and consider the role of social variables like trust, embeddedness and culture in their choices. This balance between network and market modes of organisation is not yet fully understood and is addressed in this book.This book uses a new research method that is ideally suited to study complex supply networks with all of its different traders. Gaming simulation is an established method for training and policy evaluation, but its application as a both quantitative and qualitative research method is relatively new. Two gaming simulations, called the Trust and Tracing Game (to study trust and cheating) and the Mango Chain Game (to study bargaining power and revenue distribution) are applied to show empirical results of a generic supply network trading products with a hidden quality attribute and the mango supply network from Costa Rica.This book is of interest for two categories of readers. Those who may like to concentrate on the empirical results will be interested in the factors that determine the choice of a mode of organisation in supply networks. Those who are interested in the methodology may wish to use gaming simulation as a research tool in their own research.
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.