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This book constitutes revised selected papers from the50th 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.
Game theory --- Simulation games --- Simulation methods --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of
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Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life.In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters.Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers
War games. --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- Mathematical models --- Simulation games. --- Mathematical models. --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Game theory --- Simulation methods --- Fighting --- Military power --- Military science --- Warfare --- Warfare, Primitive --- Naval art and science --- War games --- Military art and science - Mathematical models
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The multidisciplinary nature of learning-games development is key to successful projects. In this book, field leaders in serious games and professionals in entertainment games share practical guidelines and lessons from their own experiences researching and developing learning games. This volume includes: • The key elements of design and development that require particular attention from multiple disciplines to ensure success • An overview of successful models and methods, and the trade-offs made throughout the process, to guide development • Cohesive, multidisciplinary views of the issues that arise and of the techniques applied in order to produce effective learning games grounded in specific experiences, community consensus, and analysis of successful learning games that have already been released • The stories behind the games, to illustrate how final design and development decisions were reached. Aimed at professionals and academics interested in developing and researching learning games, it offers a comprehensive picture of the state of the art.
Computer games --- Educational games. --- Video games. --- Simulation games. --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Game theory --- Simulation methods --- Television games --- Videogames --- Electronic games --- Instructive games --- Training games --- Education --- Games --- Design. --- Internet games --- Design
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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.
Game theory. --- Social policy. --- Economics. --- Game Theory. --- Social Policy. --- Game Theory, Economics, Social and Behav. Sciences. --- Simulation methods. --- Simulation games. --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Simulation techniques --- System simulation --- Game theory --- Simulation methods --- Operations research --- Systems engineering --- Models and modelmaking --- Mathematics. --- Math --- Science --- National planning --- State planning --- Economic policy --- Family policy --- Social history --- Games, Theory of --- Theory of games --- Mathematical models --- Mathematics
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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. .
Simulation games --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Game theory --- Simulation methods --- Social policy. --- Schools of economics. --- Educational technology. --- Education—Data processing. --- Social Policy. --- Heterodox Economics. --- Educational Technology. --- Computers and Education. --- Technology and Digital Education. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Economics schools of thought --- Schools of economic thought --- Economics --- National planning --- State planning --- Economic policy --- Family policy --- Social history --- Aids and devices
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This collection of excellent papers cultivates a new perspective on agent-based social system sciences, gaming simulation, and their hybridization. Most of the papers included here were presented in the special session titled Agent-Based Modeling Meets Gaming Simulation at ISAGA2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA) at Kazusa Akademia Park in Kisarazu, Chiba, Japan, August 25–29, 2003. This post-proceedings was supported by the twenty-?rst century COE (Centers of Excellence) program Creation of Agent-Based Social Systems Sciences (ABSSS), established at the Tokyo Institute of Technology in 2004. The present volume comprises papers submitted to the special session of ISAGA2003 and provides a good example of the diverse scope and standard of research achieved in simulation and gaming today. The theme of the special session at ISAGA2003 was Agent-Based Modeling Meets Gaming Simulation. Nowadays, agent-based simulation is becoming very popular for modeling and solving complex social phenomena. It is also used to arrive at practical solutions to social problems. At the same time, however, the validity of simulation does not exist in the magni?cence of the model. R. Axelrod stresses the simplicity of the agent-based simulation model through the “Keep it simple, stupid” (KISS) principle: As an ideal, simple modeling is essential.
Social sciences --- Simulation games --- Simulation methods --- Data processing --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Game theory --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- Computer simulation. --- Organization. --- Consciousness. --- Sociology, general. --- Simulation and Modeling. --- Personality and Social Psychology. --- Apperception --- Mind and body --- Perception --- Philosophy --- Psychology --- Spirit --- Self --- Organisation --- Management --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Model-integrated computing --- Sociology. --- Planning. --- Personality. --- Social psychology. --- Mass psychology --- Psychology, Social --- Human ecology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Temperament --- Creation (Literary, artistic, etc.) --- Executive ability --- Organization --- Social theory
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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.
Simulation games --- Simulation methods --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Game theory --- Organization. --- Operations research. --- Consciousness. --- Sociology, general. --- Operations Research/Decision Theory. --- Personality and Social Psychology. --- Apperception --- Mind and body --- Perception --- Philosophy --- Psychology --- Spirit --- Self --- Operational analysis --- Operational research --- Industrial engineering --- Management science --- Research --- System theory --- Organisation --- Management --- Sociology. --- Planning. --- Decision making. --- Personality. --- Social psychology. --- Mass psychology --- Psychology, Social --- Human ecology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Temperament --- Deciding --- Decision (Psychology) --- Decision analysis --- Decision processes --- Making decisions --- Management decisions --- Choice (Psychology) --- Problem solving --- Creation (Literary, artistic, etc.) --- Executive ability --- Organization --- Social theory --- Social sciences --- Decision making
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This book explores the gamer’s dilemma, which lies at the heart of theorising about the morality of certain video game content. The dilemma is as follows: given that gaming content involves virtual characters within a virtual environment, the moral permission of virtual murder would also appear to morally permit virtual paedophilia. Yet most gamers and members of wider society would not want to play, endorse, or find in any way morally acceptable the enactment of virtual paedophilia within a video game. Yet by accepting the moral permissibility of virtual murder they leave themselves vulnerable to having to accept the moral permissibility of virtual paedophilia. This book provides an incredibly thorough and systematic analysis and evaluation of the gamer’s dilemma, by considering the origins of the intuitions around the dilemma, and exploring whether they find support from traditional or contemporary moral theory and psychological research. The book will be great interest to academics and students of philosophy and psychology, as well as members of the wider public interested in video game violence and taboo enactments more generally.
Psychology. --- Ethics. --- Crime --- Computer crimes. --- Personality. --- Social psychology. --- Sexual behavior. --- Sexual psychology. --- Personality and Social Psychology. --- Sexual Behavior. --- Cybercrime. --- Crime and Society. --- Moral Philosophy. --- Sociological aspects. --- Video games --- Simulation games --- Psychological aspects. --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Psychology, Sexual --- Sex --- Sexual behavior, Psychology of --- Sexual psychology --- Sensuality --- Mass psychology --- Psychology, Social --- Human ecology --- Psychology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Self --- Temperament --- Computers and crime --- Cyber crimes --- Cybercrimes --- Electronic crimes (Computer crimes) --- Internet crimes --- Privacy, Right of --- Criminal sociology --- Criminology --- Sociology of crime --- Deontology --- Ethics, Primitive --- Ethology --- Moral philosophy --- Morality --- Morals --- Philosophy, Moral --- Science, Moral --- Philosophy --- Values --- Behavioral sciences --- Mental philosophy --- Mind --- Science, Mental --- Human biology --- Soul --- Mental health --- Psychological aspects --- Sociological aspects --- Game theory --- Simulation methods --- Consciousness. --- Crime—Sociological aspects. --- Apperception --- Mind and body --- Perception --- Spirit --- Difference (Psychology). --- Sex (Psychology). --- Personality and Differential Psychology. --- Psychology of Gender and Sexuality. --- Moral Philosophy and Applied Ethics. --- Differential psychology --- Psychology, Differential --- Differentiation (Developmental psychology)
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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. .
Computer science. --- Computer communication systems. --- Artificial intelligence. --- Computer graphics. --- Application software. --- Education --- Computer Science. --- Computer Communication Networks. --- Computers and Education. --- Computer Appl. in Social and Behavioral Sciences. --- Artificial Intelligence (incl. Robotics). --- Computer Graphics. --- Data processing. --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Informatics --- Science --- Digital techniques --- Distributed processing --- Education. --- Social sciences --- Artificial Intelligence. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Simulation games --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Game theory --- Education—Data processing.
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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.
Computer science. --- Computer Communication Networks. --- Software engineering. --- Computer software. --- Information storage and retrieval systems. --- Artificial intelligence. --- Computer Science. --- Information Systems Applications (incl. Internet). --- Artificial Intelligence (incl. Robotics). --- Software Engineering. --- Algorithm Analysis and Problem Complexity. --- Information Storage and Retrieval. --- Electrical & Computer Engineering --- Engineering & Applied Sciences --- Telecommunications --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Automatic data storage --- Automatic information retrieval --- Automation in documentation --- Computer-based information systems --- Data processing systems --- Data storage and retrieval systems --- Discovery systems, Information --- Information discovery systems --- Information processing systems --- Information retrieval systems --- Machine data storage and retrieval --- Mechanized information storage and retrieval systems --- Software, Computer --- Computer software engineering --- Informatics --- Computer communication systems. --- Algorithms. --- Information storage and retrieval. --- Computer simulation --- Computer games --- Simulation games --- Game theory --- Simulation methods --- Simulation games in education --- Computer games. --- Computer simulation. --- Game theory. --- Simulation games. --- Simulation games in education. --- Simulation methods. --- Simulation techniques --- System simulation --- Operations research --- Systems engineering --- Models and modelmaking --- Education --- Educational gaming --- Gaming, Educational --- Educational games --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Games, Theory of --- Theory of games --- Mathematical models --- Mathematics --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Model-integrated computing --- Application software --- Electronic games --- Artificial Intelligence. --- Computer systems --- Engineering --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Fifth generation computers --- Neural computers --- Electronic information resources --- Data libraries --- Digital libraries --- Information organization --- Information retrieval --- Application software. --- Algorism --- Algebra --- Arithmetic --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Foundations --- Distributed processing
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