Simulations and Gaming Across Disciplines and Cultures

Simulations and Gaming Across Disciplines and Cultures PDF

Author: David Crookall

Publisher: SAGE Publications, Incorporated

Published: 1995-06-19

Total Pages: 330

ISBN-13:

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With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES PDF

Author: Marcin Wardaszko

Publisher: Akademia Leona Kozminskiego

Published: 2019-08-30

Total Pages: 687

ISBN-13: 8366502015

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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.

Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations

Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations PDF

Author: Dubbels, Brock R.

Publisher: IGI Global

Published: 2018-10-19

Total Pages: 333

ISBN-13: 152257462X

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Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual’s life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.

Curriculum Development, Materials Design and Methodologies: Trends and Issues (Penerbit USM)

Curriculum Development, Materials Design and Methodologies: Trends and Issues (Penerbit USM) PDF

Author: Ambigapathy Pandian

Publisher: Penerbit USM

Published: 2016-11-14

Total Pages:

ISBN-13: 9674610898

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This book reflects an exceptional collection of articles, literature reviews and research finding primarily linked to curriculum and material development activities. The book covers various aspects from the theoretical frameworks and research findings that govern curriculum and material development processes to actual classroom practices that incorporated learners’ needs and contexts. Articles and research findings selected and presented in this book are primarily based on practicing school teachers’ interest. In addition to its wide coverage in terms of topics and contents, the book authors and contributors are from both local and abroad. This is intended for university students, curriculum planners, teachers, school administrators and teacher trainers that serve as guide for courses in language material design and curriculum and instruction.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches PDF

Author: Felicia, Patrick

Publisher: IGI Global

Published: 2011-04-30

Total Pages: 1462

ISBN-13: 1609604962

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society PDF

Author: Toshiyuki Kaneda

Publisher: Springer

Published: 2016-08-02

Total Pages: 466

ISBN-13: 9811005753

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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.

Simulation in Aviation Training

Simulation in Aviation Training PDF

Author: Florian Jentsch

Publisher: Routledge

Published: 2017-05-15

Total Pages: 540

ISBN-13: 1351900021

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Simulations have been a fixture of aviation training for many years. Advances in simulator technology now enable modern flight simulation to mimic very closely the look and feel of real world flight operations. In spite of this, responsible researchers, trainers, and simulation developers should look beyond mere simulator fidelity to produce meaningful training outcomes. Optimal simulation training development can unquestionably benefit from knowledge and understanding of past, present, and future research in this topic area. As a result, this volume of key writings is invaluable as a reference, to help guide exploration of critical research in the field. By providing a mix of classic articles that stand the test of time, and recent writings that illuminate current issues, this volume informs a broad range of topics relevant to simulation training in aviation.

Gaming as Culture

Gaming as Culture PDF

Author: J. Patrick Williams

Publisher: McFarland

Published: 2014-01-10

Total Pages: 233

ISBN-13: 0786454067

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Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Enhancing Education and Training Initiatives Through Serious Games

Enhancing Education and Training Initiatives Through Serious Games PDF

Author: Denholm, John

Publisher: IGI Global

Published: 2017-09-13

Total Pages: 311

ISBN-13: 1522536906

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Games have become popular tools to enhance learning in both educational and business environments. Analyzing the link between games and their results on students can help provide advances for learning initiatives in the future. Enhancing Education and Training Initiatives Through Serious Games is an essential reference source that examines the impact that games and simulations have within different learning environments. Featuring in-depth discussions on relevant topics including self-reporting surveys, project management techniques, academic training, and game design, this publication is an ideal resource for academicians, students, business owners, and professionals that are interested in discovering the advances of serious gaming techniques.