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Cover Art
Author Kaneda, Toshiyuki.

Title Simulation and Gaming in the Network Society.

Published Singapore : Springer Singapore, 2016.


Location Call No. Status
Physical description 1 online resource (466 pages).
Series Translational Systems Sciences ; v. 9
Translational systems sciences.
Springer English/International eBooks 2016 - Full Set
Contents Preface; Contents; Contributors; Part I: History, Theory and Methodology; The Origins of Board Games and Ancient Game Boards; 1 The Origin of Play; 2 Other Routes to Play; 3 The Invention of Board Games; 4 The Oldest Game Board?; 5 Ancient Board Games; 6 The Development of Ancient Game Boards; 7 The Rise and Fall of Board Games; 8 Conclusion; References; Bending Time: Using Simulation to Warp Perceptions of Time for Learning Purposes; 1 Introduction; 2 What Is ̀Time?́; 3 What Are Some of the Roles of ̀Time ́in Simulation?; 4 How Does the ̀Paradox of Time ́Work in Simulation?
4.1 Deluge: Time and Space Displaced4.2 XB: Allowing for the Time Lag; 4.3 Riftraft: Bending Time to Generate Insights; 4.4 Riddles: Where in Time Was He?; 4.5 Furnishing Your Home: Changing Roles and Adjusting Thinking; 5 Conclusions; References; Eat the Cabbage, Kill the Wolf: When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decisio ... ; 1 Introduction; 2 Knowledge and Metaknowledge; 2.1 Learning and Gaming Simulation; 3 Play a Game as a Metaphor: The Case of Goats and Cabbages; 3.1 The Game; 3.2 When and How to Use It.
3.3 Some Cases of Goats and Cabbages3.4 Other Examples: ̀̀Crocodiles;́́ 4 Conclusion; References; Live-Action Role-Play or the Performance of Realities; 1 Introduction; 1.1 Basics: What Is Larp?; 1.2 Nordic Larp; 1.3 ̀̀Staying Alive;́́ 2 Larp Operations; 3 ̀̀Academic ́́Larps; 4 Larp Does Realities; 5 Debriefing ̀̀Staying Alive;́́ References; Participants ́Perceptions of Gaming Simulation; 1 Introduction; 2 Course Outline with Gaming Simulation; 3 Questionnaire with Semantic Differential Method; 4 Questionnaire Results; 5 Results of Factor Analyses; 6 Discussion; References.
Ecological Psychology: A Framework for Wargame Design1 Introduction; 2 Theoretical Approaches to Wargame Design; 3 The Knowledge Domain: Military Tactics; 4 Ecological Psychology and the Concept of Affordances; 5 Tactics Seen Through the Lens of Ecological Psychology; 6 Implications for Wargame Design; 7 Conclusions; 8 Discussion; References; Part II: Classroom Fields; Understanding and Changing Systems Through Hybrid Simulation Game Design Methods in Educational Contexts; 1 Gaming Simulation for Understanding and Changing Systems; 2 Methodology of Gaming Simulation.
3 Gaming Simulation and Learning4 Case Study: FHV University Curriculum on Systems Management Through Hybrid Gaming Simulation Design; 5 Conclusion; References; Simulation and Gaming in Virtual Language Learning Literacy; 1 Simulation and Gaming in Virtual Language Learning Literacy; 2 Participants and Materials; 3 Methodology; 4 Results and Discussion; 4.1 Descriptive Analysis; 4.2 Qualitative Analysis; 4.2.1 Games and Simulations for Virtual Teaching of a Foreign Language; 4.2.2 Virtual Debriefing in Virtual Teaching; 5 Conclusion; References.
Notes Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies.
Summary 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- 5 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 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.
Other author Kanegae, Hidehiko.
Toyoda, Yusuke.
Rizzi, Paola.
SpringerLink issuing body.
Subject Simulation games in education -- Congresses.
Electronic books.
Conference papers and proceedings.
ISBN 9789811005756 (electronic bk.)
9811005753 (electronic bk.)
Standard Number 10.1007/978-981-10-0575-6