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دانلود کتاب Simulation and Gaming for Social Impact: 53rd International Simulation and Gaming Association Conference, ISAGA 2022, Boston, MA, USA, July 11–14, ... Papers (Lecture Notes in Computer Science)

دانلود کتاب شبیه سازی و بازی برای تأثیر اجتماعی: 53 کنفرانس بین المللی انجمن شبیه سازی و بازی ، ISAGA 2022 ، بوستون ، MA ، ایالات متحده ، 11 تا 14 ژوئیه ، ... مقالات (یادداشت های سخنرانی در علوم کامپیوتر)

Simulation and Gaming for Social Impact: 53rd International Simulation and Gaming Association Conference, ISAGA 2022, Boston, MA, USA, July 11–14, ... Papers (Lecture Notes in Computer Science)

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Simulation and Gaming for Social Impact: 53rd International Simulation and Gaming Association Conference, ISAGA 2022, Boston, MA, USA, July 11–14, ... Papers (Lecture Notes in Computer Science)

ویرایش:  
نویسندگان: , , , ,   
سری:  
ISBN (شابک) : 3031371704, 9783031371707 
ناشر: Springer 
سال نشر: 2023 
تعداد صفحات: 233 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 24 مگابایت 

قیمت کتاب (تومان) : 59,000



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فهرست مطالب

Preface
Organization
Contents
I Education and Training
Theory-Based Development of an Inventory for the Evaluation of Simulation Game Lectures
	1 Introduction
		1.1 Background
		1.2 Objective
		1.3 Procedure and Research Methodology
	2 Development of the Initial Questionnaire
	3 Development of the Short Questionnaire
		3.1 Exploratory Factor Analysis
		3.2 Simulation Game
		3.3 Facilitator
		3.4 Team
		3.5 Students
		3.6 General Conditions
		3.7 Overall Satisfaction and Learning
		3.8 Final Model
	4 Restrictions and Perspectives
	5 Conclusion
	Appendix
	References
Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment
	1 Introduction
	2 Theory
		2.1 Designing VR Games for Hyperactivity and Inattention in Schools
		2.2 Design Requirements for VR Maths Practice Game
	3 Method
		3.1 Participants
		3.2 Material
		3.3 Procedure
	4 Results
	5 Discussion and Conclusion
	References
Learning Effects and Acceptance in Business Games: A Systematic Literature Review
	1 Business Games in Further Education
	2 Method of the Literature Review
	3 Results
	4 Discussion and a Future Research Agenda
	5 Conclusion
	References
About Dinosaurs in Laboratories - Evaluation of the Serious Game Cards for Biosafety
	1 Introduction
	2 Cards for Biosafety
		2.1 Game Play
		2.2 Developing an Engaging Prototype
		2.3 Learning Objective
	3 Experimental Set up
		3.1 Online Questionnaire
		3.2 Participants
	4 Results
		4.1 Game-Experience Questionnaire
		4.2 Learning Results
		4.3 Applying Bloom’s Revised Taxonomy
		4.4 In-Game Discussions
	5 Discussion and Conclusions
	6 Future Use and Research
	References
Design Consideration of an Educational Video Game Through the Lens of the Metalanguage
	1 Introduction
	2 Metalanguage for Digital Play
	3 The Design and Analysis of Icebreaker
		3.1 Description of the Game Icebreaker
		3.2 Organization in Digital Play
		3.3 Engagement in Digital Play
		3.4 Representation in Digital Play
	4 Discussion
		4.1 Pedagogical Implication
		4.2 Other Design Considerations
	5 Conclusion
	References
Resilience and Sustainability
Quantitative Analysis of Conflict-of-Interest Structures in Consensus-Building Process
	1 Introduction
	2 Approach of This Paper
	3 An Agent-Based Model of Consensus-Building Process
	4 Gaming Simulation of Consensus-Building Process (GS)
	5 Gaming Simulation (GS) Results
		5.1 Cluster Analysis of Behavior Types
		5.2 Relationship Between Conflict-of-Interest Structure and Consensus-Building Process
		5.3 Questionnaire Results
	6 Agent-Based Simulation (ABS) of Consensus-Building Process
		6.1 Agent Behavior Type
		6.2 Agent Behavior Model
		6.3 Validation
		6.4 Experimental Setup in ABS
	7 Agent-Based Simulation (ABS) Results
	8 Summary and Discussion
	References
Feedback on a “Territory-Responsive” Participatory Simulation on Coastal Flooding Risk Applied to Two Case Studies in France
	1 Introduction
	2 Material and Methods
		2.1 LittoSIM-GEN: A “Territory-Responsive” Participatory Simulation
		2.2 Organization and Monitoring of Participatory Simulation Workshops in Normandy and Camargue
	3 Results
		3.1 Adaptation of the Participatory Simulation to Two Case Studies
		3.2 Simulate Coastal Flooding Risk Management: Path Dependency to Hard Defense and Multilayer Approach
		3.3 From Simulation to Reality: Understanding the Local Issues of the Adaptation to Coastal Flooding Risk
	4 Discussion
	5 Conclusion
	Appendix
	References
Simulation Games on Sustainability – A Comparative Study
	1 Introduction
	2 Sustainability and Simulation Games on Sustainability
	3 Method and Design
	4 Results and Findings
		4.1 RQ1: How Well Are Games on Sustainability Accepted by Students at the ZMS?
		4.2 RQ2: What Structural Differences Can Be Seen in Gameplay Process Compared to Business Simulation Games?
	5 Summary and Discussion
	6 Limitations
	References
Stop Work: Serious Games as Intervention Method to Enhance Safety Behavior
	1 Introduction
	2 Safety-Related Concepts
		2.1 Safety Knowledge and Skills
		2.2 Safety Culture
		2.3 Stop Work Policy
	3 Intervention Tools
		3.1 State of the Art
		3.2 Use of Serious Games as Intervention Methods in Safety Domains
	4 Development and Design of an Intervention Method 
		4.1 Target Group and Working Environment
		4.2 Conclusions for Intervention Design Based on Interviews
		4.3 Designing the Intervention Method
	5 Description of Intervention Method
		5.1 Dare to Repair
		5.2 Danger Dialogue
	6 Discussion
	7 Outlook
	References
Gaming Simulation Design to Learn Best Mixes of Power Sources
	1 Introduction
	2 Literature Review
	3 Design of the Power Mix Game
		3.1 Purpose
		3.2 Target
		3.3 Time Scale (Term)
		3.4 Timeline (Phase)
		3.5 Winner
	4 Ideas of the Power Mix Game
		4.1 GDP Level Indicator
		4.2 Resource Market
		4.3 Power Generation Facilities
	5 Processes of Power Mix Game
		5.1 Initial
		5.2 Individual Works
	6 Experiments
		6.1 Trial at Asahikawa Kosen
		6.2 Trial at Tomakomai Kosen
	7 Results
		7.1 Results Obtained at Asahikawa Kosen
		7.2 Results Obtained at Tomakomai KOSEN
	8 Discussion
	References
Health
Reducept VR: The Importance of a Design Rationale for the Immersiveness of a Virtual Reality Game to Support Chronic Pain Treatment Effectively
	1 Introduction
	2 Foundations of Reducept: A Grounded Understanding of Chronic Pain
	3 Reducept Design Process: Figural Transfer at Play
	4 Conclusions
	References
How Playfulness Can Enable Greater Understanding of Game-Based Adult Mental Health Interventions
	1 Introduction
	2 Background
	3 Methods
	4 Two Pathways for How Playfulness Affects Mental Health
		4.1 Pathway One: Playfulness Increases Engagement with an Independently Healthy Activity
		4.2 Pathway Two: Playfulness Increases Engagement with Life in General
	5 Conclusion and Discussion
	References
Measuring the Interaction of Conflict-Minimizing and Goal-Seeking Motor Imperatives in Autism Spectrum Disorder
	1 Introduction
	2 Methods
		2.1 Participants for the Pilot
		2.2 Design and Stimuli
		2.3 Task Design in Unity
		2.4 Data Collection
		2.5 Data Analysis
		2.6 Results
		2.7 Discussion
	References
Resto Quest – A Serious Game on the Restorative Effects of Immersive Virtual Environments
	1 Introduction
	2 Related Work
		2.1 Theories on Attention Restoration
		2.2 Natural Environment Theories
		2.3 Restoration Through Leisure Activities
		2.4 Challenges of Using Virtual Worlds in Game Design
	3 Game Design
		3.1 Game Synopsis
		3.2 Main Game Loop
		3.3 Key Game Mechanics and Minigames
		3.4 Game Style
	4 Evaluation
		4.1 Method
		4.2 Results
		4.3 Discussion
	5 Conclusion
	References
Social Justice
A Moderated Mediation Analysis of Meaningfulness and Positive Intergroup Outcomes Through Prosocial Gameplay
	1 Introduction
		1.1 The Link Between Meaningfulness and Positive Outgroup Attitudes
		1.2 The Mediating Role of Empathy
		1.3 Moderated Mediation and the Role of Outgroup Identification
	2 Methods
		2.1 Participants
		2.2 Procedures
		2.3 Stimulus
		2.4 Measures
	3 Results
	4 Discussion
	References
Author Index




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