Simulation gaming through times and disciplines : 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26-30, 2019, revised selected papers / Marcin Wardaszko, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, Mariola Grzybowska-Brzezińska (eds.).
Material type:
TextSeries: Lecture notes in computer science ; 11988. | LNCS sublibrary. SL 3, Information systems and applications, incl. Internet/Web, and HCI.Publisher: Cham, Switzerland : Springer, [2021]Description: 1 online resource (xiv, 460 pages) : illustrations (some color)Content type: - text
- computer
- online resource
- 9783030721329
- 3030721329
- 9783030721336
- 3030721337
- ISAGA 2019
- Simulation games in education -- Congresses
- Simulation games -- Congresses
- Game theory -- Congresses
- Simulation methods -- Congresses
- Jeux de simulation en éducation -- Congrès
- Jeux de simulation -- Congrès
- Théorie des jeux -- Congrès
- Méthodes de simulation -- Congrès
- Game theory
- Simulation games
- Simulation games in education
- Simulation methods
- 371.39/7 23
- LB1029.S53
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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.
Simulation gaming in the science space -- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends -- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students -- Evaluation of a pilot game to change civil servants' willingness towards open data policy making -- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department -- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of -- Through a Mirror Darkly -- On the Obscurity of Teaching Goals in Game-Based Learning in IT Security -- The Tacit Knowledge in Games: From Validation to Debriefing -- Educational Escape Room -- Challenges and Obstacles.-Simulation gaming design and implementation -- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power -- A Review of Game-Based Research for English Language Learning in S & G Interdiscipline Journal -- Accuracy in Business Simulations -- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming -- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game -- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia -- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations -- The funnel of game design -- Proposing a new way to address a problem definition using the IDEAS approach -- Little Things Mean a Lot in Simulations -- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach -- The perception of business wargaming practices among strategic and competitive intelligence professionals -- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach -- Simulation games as a framework to conduct scientific experiments -- the example of prospect theory research -- Study on occurrence mechanism of quality scandal in enterprises by "Sontaku", "air" and "water" theory using business game -- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game -- Simulation games for current challenges -- Review of Haptic and Computerized (Simulation) Games on Climate Change -- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region -- Unpacking, Overconfidence, and Game Design -- Authentic Learning in Entrepreneurship Education -- Learning from a Business Simulation Game: A Factor-Analytic Study -- Gamification and gaming cultures -- Resolving Migrant Issues in Thailand Using the Framework of 'Simulation Game -- Project PAL' -- Gamification Design Strategies -- summary of research project -- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates -- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology -- Board perspective on simulation gaming -- Video game monetization mechanisms in triple A (AAA) video games -- Learning with Location-Based Gaming -- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior -- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model -- Wonders of the World Simulation Program by Virtual Reality -- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance.
Includes bibliographical references and author index.
Online resource; title from PDF title page (SpringerLink, viewed April 14, 2021).