Gaming, Simulation and Innovations: Challenges and Opportunities

Gaming, Simulation and Innovations: Challenges and Opportunities

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  • Author: Upinder Dhar
  • Publisher: Springer Nature
  • ISBN: 3031099591
  • Category : Computers
  • Languages : en
  • Pages : 305

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.


Gaming, Simulations and Society

Gaming, Simulations and Society

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  • Author: R. Shiratori
  • Publisher: Springer Science & Business Media
  • ISBN: 9784431267973
  • Category : Social Science
  • Languages : en
  • Pages : 320

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 and Gaming in the Network Society

Simulation and Gaming in the Network Society

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  • Author: Toshiyuki Kaneda
  • Publisher: Springer
  • ISBN: 9811005753
  • Category : Mathematics
  • Languages : en
  • Pages : 466

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.


Transforming Gaming and Computer Simulation Technologies across Industries

Transforming Gaming and Computer Simulation Technologies across Industries

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  • Author: Dubbels, Brock
  • Publisher: IGI Global
  • ISBN: 1522518185
  • Category : Computers
  • Languages : en
  • Pages : 297

In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.


Gaming as a Cultural Commons

Gaming as a Cultural Commons

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  • Author: Toshiko Kikkawa
  • Publisher: Springer Nature
  • ISBN: 9811903484
  • Category : Mathematics
  • Languages : en
  • Pages : 199

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 & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

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  • Author: Marcin Wardaszko
  • Publisher: Akademia Leona Kozminskiego
  • ISBN: 8366502015
  • Category : Business & Economics
  • Languages : en
  • Pages : 687

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 and Gaming

Simulation and Gaming

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  • Author: Dragan Cvetković
  • Publisher: BoD – Books on Demand
  • ISBN: 9535138030
  • Category : Computers
  • Languages : en
  • Pages : 234

The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game characteristics, story, mechanics, and methodology; development of integrated games tasked with helping students in interpreting, translating, and manipulating the field of kinematics through formal presentations; possibility of research integration through real and practical examples and games as well, in the field of physics; analysis of game engines from various aspects such as modularity, performance, and usability; virtual reality (VR) and interaction mechanisms used for three-dimensional (3D) game development; analysis, development, design, implementation, and evaluation of the simulation model in the field of engineering and metallurgy, according to ADDIE model; concept of computational thinking, with an accent on its inclusion in compulsory education; overview of the current prominence of AI simulation based in the gaming leisure industry, mainly for research purposes in the context of gambling and forecasting of online casino patron's churn behavior; innovative modeling and simulation approach using newly proposed advanced game-based mathematical framework, unified game-based acquisition framework, and a set of war-gaming engines to address the challenges for acquisition of future space systems; modification of simulation of a complex system and a physics model through programming, achieved with a block-based programming language.


The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook

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  • Author: Danny Saunders
  • Publisher: Routledge
  • ISBN: 1136361642
  • Category : Education
  • Languages : en
  • Pages : 268

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.


International Simulation and Gaming Research Yearbook

International Simulation and Gaming Research Yearbook

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  • Author: Tony Powell
  • Publisher: Routledge
  • ISBN: 1135369461
  • Category : Education
  • Languages : en
  • Pages : 245

The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues. The work brings together topical contributions from international figures in the field of games and simulations.


Applied Pedagogies for Higher Education

Applied Pedagogies for Higher Education

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  • Author: Dawn A. Morley
  • Publisher: Springer Nature
  • ISBN: 3030469514
  • Category : Education
  • Languages : en
  • Pages : 425

This open access book critiques real world learning across both the curriculum and extracurricular activities. Drawing on disciplines as diverse as business, health, fashion, sociology and geography, the editors and authors employ a cross-disciplinary approach to examine how this concept is being applied in higher education. Divided into three parts, the authors and contributors analyse broader applications of real world learning, student experience of practicing in a real world setting, and how learning strategies can be employed to engage students in real world learning. The editors and contributors provide up-to-date, cross-disciplinary and international insights into how real world learning could be integrated into the higher education curriculum to support effective, relevant and life-long learning for 21st century students.