The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook

Author: Danny Saunders,

Publisher: Routledge

ISBN: 9781136361715

Category: Education

Page: 256

View: 521

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.

Simulations and Games for Transition and Change

Simulations and Games for Transition and Change

Author: Danny Saunders

Publisher: Psychology Press

ISBN: 9780749433970

Category: Mathematics

Page: 272

View: 147

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.

Policy Games for Strategic Management

Policy Games for Strategic Management

Author: Richard D. Duke

Publisher: Rozenberg Publishers

ISBN: 9789036193412

Category: Business & Economics

Page: 375

View: 419

This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr

Gaming, Simulations and Society

Gaming, Simulations and Society

Author: R. Shiratori

Publisher: Springer Science & Business Media

ISBN: 4431267972

Category: Social Science

Page: 320

View: 309

The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.

Legal Education

Legal Education

Author: Caroline Strevens

Publisher: Routledge

ISBN: 9781317106326

Category: Law

Page: 300

View: 603

The importance of simulation in education, specifically in legal subjects, is here discussed and explored within this innovative collection. Demonstrating how simulation can be constructed and developed for learning, teaching and assessment, the text argues that simulation is a pedagogically valuable and practical tool in teaching the modern law curriculum. With contributions from law teachers within the UK, Australia, Hong Kong, South Africa and the USA, the authors draw on their experiences in teaching law in the areas of clinical legal education, legal process, evidence, criminal law, family law and employment law as well as teaching law to non-law students. They claim that simulation, as a form of experiential and problem-based learning, enables students to integrate the ’classroom’ experience with the real world experiences they will encounter in their professional lives. This book will be of relevance not only to law teachers but university teachers generally, as well as those interested in legal education and the theory of law.

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: 233

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 Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines

Author: Marcin Wardaszko

Publisher: Springer Nature

ISBN: 9783030721329

Category: Computers

Page: 460

View: 886

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.

Gaming, Simulation and Innovations: Challenges and Opportunities

Gaming, Simulation and Innovations: Challenges and Opportunities

Author: Upinder Dhar

Publisher: Springer Nature

ISBN: 9783031099595

Category: Computers

Page: 305

View: 405

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.

Simulation Games and Learning in Production Management

Simulation Games and Learning in Production Management

Author: Jens O. Riis

Publisher: Springer

ISBN: 9781504128704

Category: Business & Economics

Page: 215

View: 955

Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.

Operational Code Analysis and Foreign Policy Roles

Operational Code Analysis and Foreign Policy Roles

Author: Mark Schafer

Publisher: Routledge

ISBN: 9781000348439

Category: Political Science

Page: 390

View: 524

In this book, senior scholars and a new generation of analysts present different applications of recent advances linking beliefs and decision-making, in the area of foreign policy analysis with strategic interactions in world politics. Divided into five parts, Part 1 identifies how the beliefs in the cognitive operational codes of individual leaders explain the political decisions of states. In Part 2, five chapters illustrate progress in comparing the operational codes of individual leaders, including Vladimir Putin of Russia, three US presidents, Bolivian president Evo Morales, Sri Lanka’s President Chandrika Kumaratunga, and various leaders of terrorist organizations operating in the Middle East and North Africa. Part 3 introduces a new Psychological Characteristics of Leaders (PsyCL) data set containing the operational codes of US presidents from the early 1800s to the present. In Part 4, the focus is on strategic interactions among dyads and evolutionary patterns among states in different regional and world systems. Part 5 revisits whether the contents of the preceding chapters support the claims about the links between beliefs and foreign policy roles in world politics. Richly illustrated and with comprehensive analysis Operational Code Analysis and Foreign Policy Roles will be of interest to specialists in foreign policy analysis, international relations theorists, graduate students, and national security analysts in the policy-making and intelligence communities.

LRP

LRP

Author:

Publisher:

ISBN: UCLA:L0083478834

Category: Management

Page: 872

View: 741

Architectural Approach to Level Design

Architectural Approach to Level Design

Author: Christopher W. Totten

Publisher: CRC Press

ISBN: 9781351116282

Category: Computers

Page: 579

View: 507

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.