Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures

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Release : 2018-05-25
Genre : Computers
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Book Rating : 024/5 ( reviews)

Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures write by Heide Karen Lukosch. This book was released on 2018-05-25. Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures available in PDF, EPUB and Kindle. 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.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

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Release : 2019-08-30
Genre : Business & Economics
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Book Rating : 015/5 ( reviews)

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES write by Marcin Wardaszko. This book was released on 2019-08-30. SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES available in PDF, EPUB and Kindle. 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

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Release : 2019-10-08
Genre : Political Science
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Book Rating : 392/5 ( reviews)

Neo-Simulation and Gaming Toward Active Learning - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Neo-Simulation and Gaming Toward Active Learning write by Ryoju Hamada. This book was released on 2019-10-08. Neo-Simulation and Gaming Toward Active Learning available in PDF, EPUB and Kindle. 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

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Release : 2022-04-23
Genre : Mathematics
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Book Rating : 484/5 ( reviews)

Gaming as a Cultural Commons - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Gaming as a Cultural Commons write by Toshiko Kikkawa. This book was released on 2022-04-23. Gaming as a Cultural Commons available in PDF, EPUB and Kindle. 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.

Simulation and Gaming for Social Design

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Release : 2022-01-03
Genre : Business & Economics
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Book Rating : 113/5 ( reviews)

Simulation and Gaming for Social Design - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Simulation and Gaming for Social Design write by Toshiyuki Kaneda. This book was released on 2022-01-03. Simulation and Gaming for Social Design available in PDF, EPUB and Kindle. 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.