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ویرایش: نویسندگان: Toshiko Kikkawa (editor), Willy Christian Kriz (editor), Junkichi Sugiura (editor) سری: ISBN (شابک) : 9811903476, 9789811903472 ناشر: Springer سال نشر: 2022 تعداد صفحات: 199 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 5 مگابایت
در صورت تبدیل فایل کتاب Gaming as a Cultural Commons: Risks, Challenges, and Opportunities (Translational Systems Sciences, 28) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بازی به عنوان یک اشتراک فرهنگی: ریسک ها، چالش ها و فرصت ها (علوم سیستم های ترجمه، 28) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Preface Contents Contributors Part I: Culture in Gaming and Simulation Chapter 1: Gaming Simulation: Terminology and Fundamentals 1.1 Introduction: Terminology and Methodology of Gaming Simulation 1.2 Gaming Simulation as Science of Analysis and Science of Design 1.3 Gaming Simulation Applications 1.4 ``Serious Play´´ and Gaming Simulation: Historical and Cultural Aspects 1.5 ``Gamification´´ and Gaming Simulation Design 1.6 Gaming Simulation and Game-Based Learning References Chapter 2: Knowledge from the Great Ancestors: The ``Cone of Abstraction´´-Revisiting a Key Concept Through Interviews with Ga... 2.1 The Concept of Richard Duke 2.2 Enhancement, Consolidation, Critique, and Practical Advice References Chapter 3: Board Game Immersion 3.1 Introduction 3.2 What Is Immersion? 3.3 Defining Board Game Immersion 3.4 Conclusion References Chapter 4: Women (and a Little Bit of Culture) in Simulation Gaming 4.1 Introduction 4.2 The Player as a Woman 4.3 Female Game Characters 4.4 The Game Developer as a Woman 4.5 The Female Facilitator 4.6 Conclusion and Discussion References Chapter 5: The Current Status of Japanese Game Players and Its Impact on the Society 5.1 The Rise in the Japanese Tabletop Game Market 5.2 The Survey 5.2.1 Method 5.2.2 Results 5.2.2.1 Characteristics of Japanese Tabletop Game Players 5.2.2.2 Attitudes Toward Games 5.2.2.3 Relations with Game Experience Questionnaire 5.3 Discussion References Part II: Education Chapter 6: Case Example: KIKATOPIA Game-A Simulation Game on Diversity and Living Together with Children as Co-designers 6.1 Background of the KIKATOPIA Game 6.2 Basic Pedagogical Principles 6.3 Opportunities for Experiential Learning and Improving Self-Concept via Simulation Games 6.4 Design Steps and Results of the Project 6.5 Main Characteristics and Elements of the KIKATOPIA Game. 6.6 Lessons and Ethical Considerations References Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games 7.1 Introduction 7.2 The SN Game 7.3 Reinforcing Environmental Behavior Using Games 7.4 Simulation of Economic Disparity: Case Study 7.4.1 Purpose 7.4.2 Method 7.4.3 Results and Discussion 7.4.3.1 Persuasion Strategy: Individual Monetary Benefit vs. Environmental Protection 7.4.3.2 Success Rates of Persuasion 7.4.3.3 Learning Effect of the Game 7.5 Other Educational Effects of SN Game Rules 7.5.1 Role-Playing in Games and Its Relationship to Reality 7.5.2 The Difference Between Persuading and Being Persuaded 7.6 Discussion 7.6.1 Transferring to Other Issues 7.6.2 SN Game for Online 7.6.3 Perspective Appendix: The Settoku Nattoku (SN) Game Number of Players Supplies Preparation Session 1: First Persuasion Session 2: Changing the Role Debriefing References Chapter 8: Code of Conduct for Facilitators and the Ethics of Debriefing 8.1 Introduction 8.2 Facilitation of Gaming Simulation 8.3 Preparation 8.3.1 Gathering Information and Determining the Purpose of the Session 8.3.2 Selecting, Adjusting, or Designing Games 8.3.3 Preparing Materials and Preparing Oneself 8.4 Briefing 8.4.1 Clarifying the Purpose of the Session and Explaining What Is Going to Happen 8.4.2 Explaining the Rules, Goals, Procedures, Roles, etc. 8.4.3 Organizing Teams and Distributing the Materials 8.5 Game Execution 8.6 Debriefing 8.7 The Ethics of Debriefing 8.7.1 Thoughts on the Ethics of Debriefing 8.7.2 How Can Facilitators Be Trained? 8.7.3 Recommendations for Facilitators References Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? 9.1 Introduction: Why Should We Bother? 9.1.1 Added Value of SGs in Ethical Education 9.2 Specific Types of SGs and Their Related Challenges 9.3 The Role of (Social) Systems and Organizational Theory in Understanding Learning in SG 9.3.1 Distance 9.3.2 Scope 9.4 The Valley of Despair in Relation to Ethical Challenges 9.5 Ethical Challenges from Culture on a Personal, Group, Organization and Country Level 9.6 Case Study Examples from Practice 9.6.1 Inactive Players Due to Cultural Backgrounds 9.6.2 A Company´s Culture Impeding the Learning 9.6.3 Case Study: A Group of Dutch Mayors 9.6.4 Case Study Rules Clash in a German SG 9.6.5 Social Workers Claiming to Be `Not Competitive´ 9.7 Conclusion and Future Research References Part III: Manipulation in Games Chapter 10: Subtle Manipulation in Games 10.1 Introduction 10.2 Case Studies 10.2.1 Blue Eyes-Brown Eyes 10.2.2 Werewolf (Mafia) 10.2.3 Fall-out Shelter 10.3 Fidelity and Ethics 10.4 Intentional Manipulation of Games 10.5 Subtle Manipulation of Games 10.6 Awareness of Ethical Issues Is Increasing in the World of Entertainment Games References Chapter 11: Manipulation Through Gamification and Gaming 11.1 Introduction 11.2 Why Is Unintended Manipulation a Serious Issue? 11.3 Gamification and Manipulation 11.4 Gaming Simulation and Manipulation and the Role of Debriefing 11.5 Embodied Experiences in Games 11.6 Recommendations for Reflecting on Ethics and Minimizing Manipulation 11.6.1 Analytical Science Perspective 11.6.2 Design Science Perspective 11.7 Ethics and Manipulation as Game Content 11.8 Ethics Within the Process of Gaming Simulation 11.8.1 Design Process 11.8.2 Facilitation and Gameplay 11.8.3 Debriefing/Evaluation References