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دسته بندی: سایر علوم اجتماعی ویرایش: نویسندگان: Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa سری: Translational Systems Sciences, 25 ISBN (شابک) : 9811620105, 9789811620102 ناشر: Springer سال نشر: 2022 تعداد صفحات: 309 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 11 مگابایت
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در صورت تبدیل فایل کتاب Simulation and Gaming for Social Design 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 شبیه سازی و بازی برای طراحی اجتماعی 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.
این کتاب مجموعه ای از مقالات تحقیقاتی است که به سه جنبه شبیه سازی و بازی برای طراحی اجتماعی می پردازد: (1) نظریه و روش شناسی، از جمله نظریه سیستم بازی و مدل سازی مبتنی بر عامل. (2) پایداری، از جمله گرم شدن کره زمین و رابطه انرژی و غذا؛؛ و (3) کارآفرینی اجتماعی، از جمله درک تجاری، قومی، و اخلاقی. دو مورد اخیر به ویژه دو حوزه اصلی دانش بالینی را در زندگی معاصر تشکیل می دهند.
شبیه سازی و بازی، با رویکرد مشارکتی خود، ادغام یکپارچه حل مسئله و آموزش را برای شرکت کنندگان فراهم می کند. از دهه 1960 به عنوان ابزاری برای ارتباطات بین رشته ای شناخته شده است و اکنون برای کمک به جامعه جهانی در قرن بیست و یکم توسعه یافته است. این اولین کتاب در زمینه شبیهسازی و بازی برای طراحی اجتماعی است که همه جنبهها را از مبانی روششناختی گرفته تا مثالهای عملی در زمینههای پایداری و کارآفرینی اجتماعی را پوشش میدهد.صرف نظر از اندازه مشکلات، طراحی سیستم اجتماعی شامل (1) جنبه های بینش و تصور به دلیل ماهیت بلند مدت و کلی هدف است. (2) تفکر و ارتباطات میان رشته ای برای اکتشاف حالت های جدید تطبیق با سیستم های فناورانه. و (3) جنبه "بعد انسانی" شامل آموزش که باید به آن پرداخته شود، بنابراین پیشرفت های آکادمیک شبیه سازی و بازی برای طراحی اجتماعی به عنوان روش های تفکر سیستمی و عمل پیش بینی می شود.
شبیه سازی و بازی پتانسیل زیادی برای توسعه به عنوان ابزاری برای تسهیل انتقال بین دانش نظری و بالینی دارد.
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life.
Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship.Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated.
Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.
Preface Acknowledgments Contents About the Editors Part I: Simulation and Gaming for Social Design: Theory, Methodology and Perspective Chapter 1: Simulation and Gaming as Instrument for Social Design 1.1 Introduction 1.2 Gaming as Instrument 1.2.1 Gestalt Communication 1.2.2 Why Now Gaming in Contemporary Information Society? 1.2.2.1 A Technique to Understand and Share a Complex Reality as a Whole 1.2.2.2 Potential of Gaming Models to Flexibly Convey Reality 1.2.2.3 Experience-Based Participation Tools-Healthy Relationship Between Civic Values and Social Design Practices 1.2.2.4 Reality Composition in Information Society Design 1.2.2.5 A Model Representation Form as Multi-Agent System 1.2.2.6 Contribution for Social Design Science 1.2.3 Three Directions of Gaming for Enhancing Instrumentality 1.2.4 Competition and Role-Playing: Two Typical Society Models in Gaming 1.2.4.1 Competition Society Model 1.2.4.2 Role-Playing Society Model 1.3 Common Process Structure in Gaming Techniques 1.3.1 Process Structure 1.3.2 Dealing with Reality 1.3.3 Is Gaming a Mapping or a Metaphor? 1.3.4 Importance of Contexts 1.3.5 Prototyping 1.4 Gaming as Scientific Method 1.4.1 Is Gaming an Empirical Science? 1.4.2 Does Gaming Rely on Game Theory? 1.4.3 Testing the Validity of Gaming 1.5 Gaming Model as Multi-Agent System 1.5.1 Multi-Agent System as Complex System 1.5.1.1 System of Medium Number 1.5.1.2 Local Information, Bounded Rationality, and Adaptation Function in Decision-Making 1.5.1.3 Contingency 1.5.1.4 Micro-Macro Linkage 1.5.2 Operational Models with Multi-Agent System for Social Design 1.5.2.1 Game Theory Model 1.5.2.2 Conflict Analysis Model 1.5.2.3 Agent-Based Social Simulation Model 1.5.2.4 Gaming-Simulation Model 1.5.3 Comparisons Among Operational Multi-Agent Models 1.6 Conclusion: Gaming as Primary Instrument for Social Design References Chapter 2: A Learning Process Analysis on Hypergame for Understanding Cognitive Conflict 2.1 Introduction 2.2 Conflicts in Multi-Agent Systems and Their Analysis 2.2.1 Conflict and Recognition 2.2.2 Hypergame-A Mathematical Model for Dealing with Cognitive Discrepancy Conflicts 2.2.3 Learning Process Analysis 2.3 First-Level Hypergame and Its Monotonic Learning Process 2.3.1 n Person First-Level Hypergame 2.3.2 Order Relationship between the Hypergames 2.3.3 Hypergame Space and Mutual Learning Process 2.4 Learning Process Analysis in First-Level Hypergame Space 2.4.1 Framework of the Learning Process Analysis 2.4.2 The Stability of Common Strategies During the Mutual Learning Process 2.4.3 Changes in Game Type Recognized by Agents During the Learning Process 2.5 The Actual Case of LPAH: The Process of Attracting Business Projects Through International Investment 2.5.1 Prior to Project Formation Phase 2.5.2 Project Formation Phase 2.5.3 Location Selection Phase 2.6 Conclusion References Chapter 3: Designing a Right-Conversion Game for Affordable Housing in Addis Ababa 3.1 Introduction 3.2 Right-Conversion Type Urban Redevelopment 3.2.1 Basis of an Addis Ababa Version of a Right-Conversion Type Urban Redevelopment 3.3 Right-Conversion Game 3.3.1 Outline of Right-Conversion Game 3.3.2 Devices for the Gaming Exercise 3.4 Case Study 3.4.1 Case Study Details 3.4.2 Proposed Plan 3.4.3 Playtest 3.4.4 Right-Conversion Game Evaluation and Findings 3.5 Recommendation 3.6 Conclusion References Chapter 4: Games to Change Perceptions of Social Norms: What Constitutes Serious Games? 4.1 Introduction 4.2 Serious Games Overview 4.2.1 Serious Games Overview 4.2.2 Definition of Serious Games 4.3 Reasons for Adopting Two Definitions 4.3.1 Characteristics of the Two Definitions 4.3.2 Reasons for Adopting the Two Definitions 4.3.3 Discourse Analysis on Serious Games 4.4 Discussion 4.4.1 Issue 1: Relationship Between Game Characteristics and Actual Advantage 4.4.2 Issue 2: Games to Solve Problems in Various Areas of Society 4.4.2.1 Games that Ask Questions about a Social Issue 4.4.2.2 Elements Reflecting Experience and Feelings Gained in the Game in the Real World 4.5 Conclusion References Chapter 5: An Agent-Based Framework for E-Government Service System Design 5.1 Introduction 5.1.1 E-Government Service Evolvement 5.2 Theoretical Aspect 5.2.1 Innovation Adoption 5.2.1.1 Macro-Level Diffusion Model 5.2.1.2 Micro-Level consumer´s Behaviour Model 5.2.2 Governance 5.2.3 Service System Perspective 5.3 Methodological Aspect 5.3.1 Quantitative Studies 5.3.2 Qualitative Studies 5.3.3 Agent-Based Simulation 5.4 Conceptual Framework 5.4.1 Public Services 5.4.2 Citizen-Side Learning and Channel Selection 5.4.3 Government-Side Resource Allocation 5.4.4 A Holistic View 5.4.5 Gaming and Simulation 5.5 Concluding Remarks References Part II: Simulation and Gaming for Sustainability Chapter 6: Towards Explicating Gamification Types for Motivating Sustainability Action 6.1 Introduction 6.2 Play or Playfulness and Sustainability Actions 6.2.1 Stimulating the Imagination and Play Elements 6.2.2 Overview of Investigation 6.3 Literature Database Analysis Related to Gamification and Sustainability 6.3.1 Change Over Time 6.3.2 Analysis of Sustainability Issues Using Abstract Information 6.3.3 Analysis of the Use of Terminology Relating to Action to Stimulate Imagination 6.4 Types of Ways to Discuss Gamification Approach 6.4.1 Analysis of Paper Contents Based on Abstracts 6.4.2 Exploring Types of Ways to Discuss Gamification Approach 6.4.2.1 Types Found from Relationships with Actors 6.4.2.2 Types Found by Comparison and Combination with Other System 6.4.2.3 Types Found from Tools, Devices, and Mechanisms 6.4.2.4 Types Found from Targeted Issues 6.5 Concluding Remarks References Chapter 7: The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues 7.1 Introduction 7.2 Review of Research Methods Using Games 7.2.1 Game Theory 7.2.2 Social Psychology Experiments 7.2.3 Gaming 7.3 Experimental Studies on Energy Transition 7.3.1 Summary of Experiments in the Energy Transition Game 7.3.2 Analytical Results 7.3.3 Discussion 7.4 Conclusions References Chapter 8: Fish and Chips: Simulation of a Simple Problem That Is Not Easy to Solve 8.1 Introduction 8.2 How to Play 8.2.1 Outline 8.2.2 Beginning of the Game 8.2.3 Rounds 8.2.4 Ending 8.2.5 Recording 8.3 Practice 8.3.1 Example 8.3.2 Sustainability of Effective Strategies 8.3.3 Comments from Players 8.4 Background Model 8.4.1 Basic Model 8.4.2 Relation with Classical Theory 8.5 Discussion and Outlook References Chapter 9: Gaming for Arctic Sustainability 9.1 Introduction 9.2 Developing the Board Game 9.2.1 The Game´s Development as a Researcher-led Initiative 9.2.2 Decision to Develop a Role-playing Board Game 9.3 Concept of ``The Arctic´´ Board Game 9.4 Case Study: Playing ``The Arctic´´ to Understand the Impacts of Climate Change on the Arctic´s Indigenous Peoples 9.4.1 Players´ General Lack of Knowledge About the Arctic´s Indigenous Peoples 9.4.2 Indigenous Peoples and Their Role in ``The Arctic´´ Board Game 9.4.3 Workshopping the Board Game with a Focus on Educating Workshop Attendees About Arctic Indigenous Peoples 9.4.3.1 Workshop at Mie University 9.4.3.2 Workshop at Osaka Kyoiku University 9.4.4 Players´ Interest in and Understanding of Indigenous Peoples 9.5 Conclusion References Chapter 10: Serious Board Game Jam as an Exercise for Transdisciplinary Research 10.1 Introduction 10.2 Review of Research Methods 10.2.1 Game Jam Studies 10.2.2 Experimental Studies: Serious Board Game Jam 2018 10.2.2.1 Framework 10.2.2.2 Event Roadmap 10.2.2.3 Result 10.3 The Ten-Step Approach for a Serious Board Game Jam 10.3.1 Overview 10.3.2 Linking Knowledge about Game Development with Social Issues (Steps 1-4) 10.3.3 Identify the Situations and Actors and Represent Them as a Game (Steps 5-9) 10.3.4 Reflecting on the Game Jam Experience (Step 10) 10.4 Conclusions 10.4.1 Overview 10.4.2 Discussion References Part III: Simulation and Gaming for Social Entrepreneurship Chapter 11: Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems 11.1 Introduction 11.2 Difficulty in Defining the Boundaries of a Socio-Technical System 11.3 Constructivist Approach and Agent-Based Simulation 11.4 The Significance of the Constructivist Approach 11.5 Formal Description of the Results of Agent Simulation as Could-be Cases 11.6 The Importance of a Participatory Approach 11.7 Toward the Integration of Constructivist and Participatory Approaches 11.8 Concluding Remarks References Chapter 12: Sharing Tacit Knowledge by Playing Supply Chain Collaboration Games 12.1 Introduction 12.2 BASE Supply Chain Collaboration Games 12.2.1 BASE Business Games 12.2.2 Education Policy 12.2.3 SCC Games 12.2.4 SCC2 Game 12.3 Discussion 12.3.1 Lectures at SIIT 12.3.2 Questionnaire Research 12.4 Conclusions References Chapter 13: Diversity of Views on Food: A Gaming Simulation to Promote Food-Related Communication 13.1 Introduction 13.2 Reexamining Society through Food 13.2.1 The Social Functions of Food 13.2.2 A Food Ethics Based on Liberalism 13.2.3 Ethics of Care 13.2.4 Ethics of Care and Ethics of Justice 13.3 Gaming Design 13.3.1 Gaming Concept 13.3.2 Phase 1: RPG-style Debate about Diverse Food Views 13.3.3 Phase 2: Consensus Building on a Food Ideal 13.4 The Evaluation Framework for This Gaming 13.4.1 A Framework for Evaluating Awareness of the Diversity of Food Views 13.4.2 A Framework for Assessing Consensus Building on Food 13.4.3 The Analysis Model of This Gaming 13.5 Implementing the Gaming 13.5.1 Summary of Implementation 13.5.2 Results 13.6 Conclusion References Chapter 14: Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People 14.1 Introduction 14.1.1 Background 14.1.2 Problem Solving 14.1.3 Learning Objectives 14.2 Learning Model 14.2.1 SECI Model 14.2.2 Collaborative Learning Methods 14.2.3 New Games 14.3 Development of Project PAL 14.3.1 PAL Frame Game 14.3.2 Preparations for the Game 14.3.2.1 Game Materials 14.3.2.2 Game Story 14.3.2.3 Game Tools 14.3.3 PAL Version Games 14.4 Implementation of Project PAL 14.4.1 Project PAL: Hawaii 14.4.1.1 Practice of the Games 14.4.1.2 Debriefing after the Games 14.4.2 Evaluation of PAL: Hawaii 14.4.2.1 Game Learnings 14.4.2.2 Game Activities 14.5 Project PAL for the Future 14.5.1 Dual Function for Indigenous People 14.5.2 Multilogue for Social Designs 14.6 Conclusion References