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Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures
  • Language: en
  • Pages: 203

Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures

  • Type: Book
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  • Published: 2018-05-25
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  • Publisher: Springer

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.

Handbook of Research on Promoting Economic and Social Development Through Serious Games
  • Language: en
  • Pages: 665

Handbook of Research on Promoting Economic and Social Development Through Serious Games

  • Type: Book
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  • Published: 2022-03-18
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  • Publisher: IGI Global

While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Simulation and Gaming in the Network Society
  • Language: en
  • Pages: 466

Simulation and Gaming in the Network Society

  • Type: Book
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  • Published: 2016-08-02
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  • Publisher: Springer

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.

The TEACCH Approach to Autism Spectrum Disorders
  • Language: en
  • Pages: 213

The TEACCH Approach to Autism Spectrum Disorders

- Professionals can be trained in the program and its methods - Translates scientific knowledge so that practitioners and parents can easily understand the current state of knowledge - Offers strategies that can be tailored to an individual's unique developmental and functional level - Advises parents on how to become involved in all phases of intervention as collaborators, co-therapists, and advocates. - Details how the program can be introduced and adapted for individuals of all ages, from preschooler to adult

A LUDIC SOCIETY
  • Language: en
  • Pages: 443

A LUDIC SOCIETY

Contemporary game scholarship offers a broad palette of theories and methods inherited from such fields as sociology and communication studies, experimental sciences, literary analysis, educational sciences and cultural critique. At large, this inherently interdisciplinary research aims for a holistic perspective on the 'LUDIC SOCIETY'. With that in mind, this book is organized into four sections that present related and often intertwined ideas and observations about the ways we manifest ourselves in games and play, how games represent us in the present and in the past, how games and play change us, and what it all may mean for contemporary society. This book invites readers to engage with the key challenges of a ludic society, explore new perspectives and initiate fruitful discussions. It is aimed at both passionate game scholars and all those who want to get a first taste of the multifaceted research field of game studies.

Handbook of Research on Serious Games as Educational, Business and Research Tools
  • Language: en
  • Pages: 1434

Handbook of Research on Serious Games as Educational, Business and Research Tools

  • Type: Book
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  • Published: 2012-02-29
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  • Publisher: IGI Global

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Simulation and Gaming for Social Impact
  • Language: en
  • Pages: 233

Simulation and Gaming for Social Impact

This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.

Intersections in Simulation and Gaming
  • Language: en
  • Pages: 419

Intersections in Simulation and Gaming

  • Type: Book
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  • Published: 2018-04-05
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  • Publisher: Springer

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.

Simulation Gaming Through Times and Disciplines
  • Language: en
  • Pages: 469

Simulation Gaming Through Times and Disciplines

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.

ECGBL 2019 13th European Conference on Game-Based Learning
  • Language: en
  • Pages: 1077