Simulation and Gaming in the Network Society [electronic resource] /
Kaneda, Toshiyuki.editor.
Kanegae, Hidehiko.editor.
Toyoda, Yusuke.editor.
Rizzi, Paola.editor.
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.
Includes bibliographical references at the end of each chapters.
Part I: History, Theory and Methodology -- 1. The Origins of Board Games and Ancient Game Boards -- 2. Bending Time - Using Simulation to Warp Perceptions of Time For Learning Purposes -- 3. Eat the Cabbage, Kill the Wolf. When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision Making Processes -- 4. Live-Action Roleplay; or the Performance of Realities -- 5. Participants' Perceptions of Gaming Simulation -- 6. Ecological Psychology - A Framework for Wargame Design -- Part II: Classroom Fields -- 8. Simulation and Gaming in Virtual Language Learning Literacy -- 9. Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies -- 10. Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-based Learning in Mathematics -- 11. Understanding the History of International Politics- A Retrospective and Repeated Type of Gaming and Simulation in the Classroom -- 12. Gamification in Education: "American Dream" Game -- Part III: Business Fields -- 13．Japanese CreativeServices and Its Competitive , Value Co-operation Process -- 14. Implementaion Model for the Gamification of Business Processes: A Study from the Field of Material Handling -- 15. ColPMan: A Serious Game for Practicing Collaborative Production Management -- 16. Massively Multiplayer Online Games as Information Systems Implications for Organizational Learning -- 17. An Experiment: An International Comparison of the Decision- Making Process Using a Business Game -- 18. Experiential Artefact for Cross- Cultural Learning in Business Games: First Results -- Part IV: Policy and Planning Fields -- 19. Urban Planning Games and Simulations: From Board Games to Artificial Environments -- 20. Between Game and Reality: Using Serious Games to Analyze Complex Interaction Processes in Air Traffic Management -- 21. Gaming Simulation Hybrids in the Railway Domain: How Games Impact the Volatility of Innovation Processes -- 22. A Feasbility Study of Land Readjustment Projects in Afganistan by Developing and Applying Gaming Simulation -- 23. Development of SASKE-NABLE: A Simulation Game Utilizing Lessons from the Great East Japan Earthquake -- 24. A Simulation of Economic Loss Impact and Recovery: A Case Study of Shima City Assuming Nankai Trough Earthquake -- Part V: Emerging Research Fields -- 25. Environmental Education by Playing an Industrial Waste Game: A Comparison between Chinese, Korean, and Japanese University Students -- 26. Even Unreliable Information Disclosure Makes People Cooperate in A Social Dilemma: Development of the "Industrial Waste Illegal Dumping game" -- 27. Cormas, an Agent-Basedsimulation Platform for Coupling Human Decisions with Computerized Dynamics -- 28. The Fab Safe Game Preparing Fab Labs and Maker Spaces for Occupational Health and Safety -- 29. Knowledge Brokers in Action: A Game Based Approach for Strengthening Evidence- Based Policies -- 30. Simulation of an Organization as a Complex System: Agent - Based Modeling and a Gaming Experiment for Evolutionary Knowledge Management.
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.
Mathematics.
Game Theory.
Social Policy.
Game Theory, Economics, Social and Behav. Sciences.