Games & Activities

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN:

Category: Games & Activities

Page: 2164

View: 170

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Cognitive learning

Gaming and Simulations

Author:

Publisher:

ISBN:

Category: Cognitive learning

Page:

View: 837

Gaming and Simulations: Concepts, Methodologies, Tools and Applications unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels. This three-volume reference explores all facets of game design and application and describes how this emerging discipline informs and is informed by society and culture.
Social Science

Gaming, Simulations and Society

Author: R. Shiratori

Publisher: Springer Science & Business Media

ISBN:

Category: Social Science

Page: 320

View: 267

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.
Computers

Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations

Author: Dubbels, Brock R.

Publisher: IGI Global

ISBN:

Category: Computers

Page: 333

View: 580

Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual’s life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.
Business & Economics

Games and Simulations to Enhance Quality Learning

Author: Danny Saunders

Publisher: Psychology Press

ISBN:

Category: Business & Economics

Page: 292

View: 195

This yearbook brings together topical and authoritative contributions from leading international figures in the field of games and simulations, representing current international thinking and best practice.
Business & Economics

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author: Marcin Wardaszko

Publisher: Akademia Leona Kozminskiego

ISBN:

Category: Business & Economics

Page: 687

View: 148

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.
Education

The Magic Circle: Principles of Gaming & Simulation

Author: Jan H.G. Klabbers

Publisher: BRILL

ISBN:

Category: Education

Page:

View: 491

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.
Mathematics

Simulations and Games for Transition and Change

Author: Danny Saunders

Publisher: Psychology Press

ISBN:

Category: Mathematics

Page: 272

View: 722

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.
Business & Economics

The Complete Guide to Simulations and Serious Games

Author: Clark Aldrich

Publisher: John Wiley & Sons

ISBN:

Category: Business & Economics

Page: 576

View: 336

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
Computers

Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures

Author: Heide Karen Lukosch

Publisher: Springer

ISBN:

Category: Computers

Page: 201

View: 743

This book constitutes the refereed post-conference proceedings of the 48th International Simulation and Gaming Association Conference, ISAGA 2018, held in Delft, The Netherlands, in July 2018. The 19 revised full papers included in the volume were carefully reviewed and selected from 27 submissions. The contributions to this book range from design thinking related to simulation gaming, the analysis of the consequences of design choices in games, to games for decision making, examples of games for business, climate change, maritime spatial planning, sustainable city development, supply chain, and much more.
Computers

Game Development and Simulation with Unreal Technology, Second Edition

Author: Alireza Tavakkoli

Publisher: CRC Press

ISBN:

Category: Computers

Page: 674

View: 874

Dr. Alireza Tavakkoli’s Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader’s understanding of concepts and techniques. The book is divided into three sections that acts as building blocks in order to facilitate the comprehension of the material.
Education

Perspectives on Gaming and Simulation

Author:

Publisher:

ISBN:

Category: Education

Page:

View: 129

Vols. 10- are proceedings of the 1984- annual conference of SAGSET, the Society for the Advancement of Games and Simulations in Education and Training.
Educational games

The Magic Circle

Author: Jan H. G. Klabbers

Publisher: Brill - Sense

ISBN:

Category: Educational games

Page: 380

View: 154

A comprehensive review of the fundamental nature of gaming and simulation; why they have meaning, why they work so well as teaching and learning tools, and how they can best be used by both academics and practitioners.
Social Science

Designing Games and Simulations

Author: Cathy S. Greenblat

Publisher: SAGE Publications, Incorporated

ISBN:

Category: Social Science

Page: 160

View: 714

The first comprehensive, systematic, illustrated guide to designing games and simulations for use in teaching, training, policy-making and research. Greenblat covers both model development and how to translate a model into a game format. She covers such practical steps as: setting up objectives; making decisions about representation; how to construct, field test and modify the game/simulation; how to prepare it for use by others - including preparation of an operator's manual and arranging its publication. The key element of Designing Games and Simulations is the extensive set of illustrative materials. Four case studies of design are described at length; more than 70 games and simulations are used as examples and 9