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ویرایش: نویسندگان: Marcin Wardaszko (editor), Sebastiaan Meijer (editor), Heide Lukosch (editor), Hidehiko Kanegae (editor), Willy Christian Kriz (editor), Mariola Grzybowska-Brzezińska (editor) سری: ISBN (شابک) : 3030721310, 9783030721312 ناشر: Springer سال نشر: 2021 تعداد صفحات: 469 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 42 مگابایت
در صورت تبدیل فایل کتاب Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August ... Papers (Lecture Notes in Computer Science) 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 بازی در زمان ها و رشته ها: پنجاهمین کنفرانس بین المللی انجمن شبیه سازی و بازی، ISAGA 2019، ورشو، لهستان، آگوست ... مقالات (یادداشت های سخنرانی در علوم کامپیوتر) 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: ISAGA - The First 50 Years of Research and Teaching Excellence Bibliography Organization Contents Simulation Gaming in the Science Space A Journey to the Role of Facilitator: Personal Stories Unfolding Alongside World Trends Abstract 1 Introduction 2 Beginnings – 1969 3 Facilitation Circa 1969 4 Professional Development - 1979 5 Facilitation Circa 1979 6 Academic Contexts – 1989 7 Facilitation Circa 1989 8 Emergent New Roles and Study - 1999 9 Facilitation Circa 1999 10 Seniority as Educators - 2009 11 Facilitation Circa 2009 12 Researching, Writing and Travelling - 2019 13 Facilitation Circa 2019 14 Concluding Comments References Differences Between Facilitator-Guided and Self-guided Debriefing on the Attitudes of University Students Abstract 1 Introduction 2 Method 3 Results 4 Discussion References Evaluation of a Pilot Game to Change Civil Servants’ Willingness Towards Open Data Policy Making Abstract 1 Introduction 2 Background 2.1 Open Government Data 2.2 Game Description 3 Research Approach: Evaluation of the Game 3.1 The Survey 3.2 Sample Description 3.3 Methods for Data Analysis 4 Findings 4.1 Analysis of the Behavioral Intention Change 4.2 Matched Pair Analyses 4.3 Resulting Propositions from Data Analysis 5 Conclusions References Structuring Game Design with Active Learning Benefits: Insights from Logistical Skills Training in Managing an Emergency Department Abstract 1 Introduction 2 Simulation Game Theory 3 Game Design 3.1 What is Being Simulated 3.2 Intended Outcomes 3.3 Debriefing 3.4 Evaluation 4 Results 5 Discussion and Conclusion References Playing (in) a Crisis Simulation Abstract 1 Introduction 2 Theoretical Framework and Bibliographical Review 2.1 Play in Crisis Management Exercises 2.2 A Blind Spot in the Optimal Engagement in the Flow 2.3 Pleasures and Emotions from Play 2.4 Selected Issue: From Fun in Games to Fun in Simulations 3 Mechanism of the Experiment 3.1 Presentation of the Simulations and Simulation Room 3.2 System of Observation 3.3 Methodology of the Analysis 4 Results 4.1 Density of Ludicity 4.2 Towards a Typology of Ludicity 4.3 Sensitivity of Ludicity to the Injection of an Event 4.4 Entropy and the Persistence of Ludicity 5 Conclusions and Discussion Aknowledgements References Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security Abstract 1 Introduction 2 Research Question 2.1 Main Research Question 2.2 Hypotheses 3 Methods 3.1 Database 3.2 Methods 4 Results 4.1 Overview 4.2 Hypotheses 5 Discussion 5.1 Assumptions 5.2 Data Extraction and Methods 6 Conclusions 6.1 Summary and Conclusion 6.2 Future Research Acknowledgements References The Tacit Knowledge in Games: From Validation to Debriefing Abstract 1 Introduction 2 Validation in Games 2.1 From Simulations to Games 2.2 Validity vs. Credibility and Usability 2.3 Overview of Validation 3 1st Round of Interviews: Debriefing Pitfalls 4 2nd Round of Interviews: Factors Influencing Games’ Success 5 3rd Round of Interviews: Defining Successful Debriefing 6 Conclusion References Educational Escape Room – Challenges and Obstacles Abstract 1 Introduction 2 Adult Education and Games 3 Escape Room – The Basics 4 Escape Room in Education 5 Zombie Attack – Challenges 6 Zombie Attack – The Tests 7 Tests Results 8 Conclusions References Simulation Gaming Design and Implementation Simulated Construction of State’s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power? Abstract 1 The Subject Description 2 The Modernized Idea of Social Power 3 Virtual Games and Hyperreal Space 4 Gaming Modality of Social Power 5 The Subject Perspective References A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal Abstract 1 Introduction 2 Previous Literature Reviews 3 Method 3.1 Setting Inclusion and Exclusion Criteria 3.2 Searching for and Identifying Potentially Relevant Studies 3.3 Coding Scheme 4 Results and Discussion 4.1 Game Genres 4.2 Language Skills Focus 4.3 Learners’ Learning Outcomes 4.4 Research Methodology 5 Conclusion References Accuracy in Business Simulations Abstract 1 Introduction 2 Techniques and Measures of Simulation Accuracy 2.1 How to Measure the Accuracy in Simulations 2.2 Measures of Accuracy 2.3 Simulations Evaluation 3 Improving Simulation Accuracy 3.1 Deep Learning Artificial Neural Networks 4 Statistical Learning Networks 5 Applications, Conclusions and Future Research References Group-Based Learning and Group Composition on the Provision of Public Goods: Incorporating Agent-Based Simulation and Gaming Abstract 1 Introduction 1.1 Public Goods Game 2 Agent-Based Modeling 2.1 Agent 3 Simulation 3.1 Parameter Setting 3.2 Learn from Past Experience 3.3 Learn from the Environment 4 Gaming 4.1 Design and Procedures 4.2 Results Analyses 5 Conclusion and Future Works Acknowledgment References Can the Veil of Ignorance Create Consensus? Abstract 1 Introduction 2 The Siting for a Contaminated Waste Landfill Game Incorporating the Veil of Ignorance 2.1 NIMBY Issues and the Possibility of Building Consensus Through the Veil of Ignorance 2.2 A Previous Study Using the Siting for a Contaminated Waste Landfill Game 2.3 The Purpose of This Study 3 Method 3.1 An Overview of the Siting for a Contaminated Waste Landfill Game 3.2 Regional Features and Method of Calculation 3.3 The Flow of the Game 3.4 The Implementation of the Game 3.5 Questionnaire After Each Phase 4 Results 4.1 General Results 4.2 Change in Subjective Perceptions After the Practice and Actual Phases 5 Discussion Acknowledgments References The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia Abstract 1 Introduction 2 Material and Method 3 The Result 4 Discussion 5 Conclusion References The Trust Game: The Influence of Trust on Collaboration in the Light of Technological Innovations Abstract 1 Introduction 2 Trust, Innovation and Complex Systems 2.1 Simulation Games on Trust 3 The Trust Game: A Simulation Gaming Approach 3.1 Design Considerations of the Trust Game 3.2 Set Up of the Game Play Sessions 3.3 Initial Results of the Playtest 4 Conclusion and Future Research Acknowledgement References The Funnel of Game Design - Proposing a New Way to Address a Problem Definition Using the IDEAS Approach Abstract 1 Introduction 2 State of the Art: From the Past to the Present 3 The IDEAS Game Design 4 Case Study T-TRIPP 5 Discussion and Conclusions Acknowledgement References Little Things Mean a Lot in Simulations Abstract 1 Introduction 2 The Survey 3 Methodology 4 Results 5 Discussion 5.1 Sharing Work Evenly 5.2 Selected Our Leader 5.3 Few Team Members Did All the Work 5.4 Most Effort Learned the Most and Becoming a Better Employee 5.5 Team Friendship 5.6 Difficulty Coordinating Efforts 5.7 Prepared at the Start 5.8 Realism 5.9 Duration and Effort 5.10 Simulation Represented the Real World 5.11 Team Spent More Time on the Simulation Than any Other Course 5.12 Gender 5.13 Team Rank at the Completion of the Simulation 5.14 The Differences Between International Students and US Students 6 Conclusions Acknowledgements References Impact of Competition in Energy Market on Promotion of Renewables: An Agent-Based Model Approach Abstract 1 Introduction 2 Methodology 2.1 Concept of Game 2.2 Model of Game 2.3 Strategies of Agents 3 Simulation Results and Discussions 3.1 Outline of Results of Simulation-1 3.2 Dynamics of Simulation-1 3.3 Outline of Results of Simulation-2 4 Conclusion Acknowledgements References The Perception of Business Wargaming Practices Among Strategic and Competitive Intelligence Professionals Abstract 1 Introduction 1.1 Strategic, Market, Competitive Intelligence 1.2 Business Wargaming as an Intelligence Co-creation Method 1.3 The Practice of Business Wargaming 2 Survey Description 3 Survey Results 4 Discussion of Results 5 Limitations and Suggestions References Managing Competing Values in Sustainable Urban Tourism: A Simulation-Gaming Approach Abstract 1 Introduction 1.1 Managing Sustainable Urban Tourism 2 Theory and Concepts 3 Materials and Methods 3.1 The Sustainable Urban Tourism Game 3.2 Game Quality 3.3 Research Question and Approach 4 Findings 4.1 City Strategies 4.2 Comparative Strategies 4.3 Limitations 5 Conclusion Acknowledgements References Simulation Games as a Framework to Conduct Scientific Experiments – The Example of Prospect Theory Research Abstract 1 Introduction 2 Scientific Experiments 2.1 History 2.2 Types of Experiments 3 Prospect Theory 4 Experiment Design 5 Results 6 Discussion 7 Limitations of the Study and Future Research References Study on Occurrence Mechanism of Quality Scandal in Enterprises by “Sontaku”, “Air” and “Water” Theory Using Business Game Abstract 1 Introduction 1.1 Consciousness of Problem-Organizational Culture and Corporate Scandal of Quality First Principle of Japanese Companies 2 Research Background 2.1 Mechanism of Falsification 2.2 Giddens’s Theory of Structuring; the Mechanism of the Development of Organizational Culture by the Recursion of Individuals and Organizations, Society 2.3 The Occurrence of Quality Scandals Due to “Sontaku” and Yamamoto’s “Air” and “Water” Theory 3 Purpose of This Research 3.1 Verification of the Mechanism of Corporate Scandal of the Cheating in Quality Judgment by “Sontaku” “Air” and “Water” Theory Using Business Game 4 Business Game Development 4.1 Business Game Specifications 4.2 Evaluation Method of “Sontaku”, “Air”, “Water” in the Game 5 Experimental Result 6 Discussion 7 Conclusion 8 Future Issues References Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game Abstract 1 Introduction 1.1 Review of Literature 1.2 Objective of This Study 2 Method 2.1 The Instrument and Its Variables 2.2 The Participants 2.3 The Procedure 3 Results 4 Discussion 4.1 Conclusion References Simulation Games for Current Challenges Review of Haptic and Computerized (Simulation) Games on Climate Change Abstract 1 Introduction 2 Definitions and Method 3 Results 3.1 Formal Aspects: Type of Developers and Language 3.2 Content-Related Aspects: Game Types, Scale and Climate Issues 4 Discussion and Conclusion Conflicts of Interest Appendix References Food-Web Modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region Abstract 1 Introduction 2 Integration of Ecopath into the Simulation Platform 2.1 Ecosystem Modelling 2.2 MSP Challenge with Ecopath Link (MEL) 2.3 Adapting the Baltic Sea Model to Use in MSP Challenge 3 Findings 3.1 Calibration 3.2 Baseline Scenarios 3.3 In-Game Scenarios 3.4 Game and Player Experience 4 Conclusion Acknowledgements Annex 1 Human Activities/Pressures Matrix (e.g. Baltic Sea Edition) Annex 2 Functional Groups in the Baltic Proper and Bothnian Sea Food-Web Model References Unpacking and Overconfidence in a Production Management Game Abstract 1 Introduction 1.1 General Review 1.2 Unpacking 1.3 Overconfidence 1.4 Purpose of This Research 2 Method 2.1 An OPT SCHEDULING GAME 2.2 Participants and Procedures 2.3 Questionnaires 2.4 Hypothesis 3 Results 3.1 The Profits of Each Team 3.2 Answers to the Questionnaire Prior to the Game Run 3.3 Answers to the Questionnaire Subsequent to the Game Run 4 Discussion References Authentic Learning in Entrepreneurship Education Abstract 1 Entrepreneurship Education 2 Startups and Startup Ecosystems 3 Entrepreneurship Competencies 4 Authentic Learning 5 The Simulation Game References Learning from a Business Simulation Game: A Factor-Analytic Study Abstract 1 Introduction 1.1 Simulations and Games 1.2 Objective of This Study 2 Method 2.1 The Game Players 2.2 The Business Simulation Game 2.3 The Instrument 3 Results 4 Discussion 4.1 Business Goal Orientation 4.2 Collaborative Action 4.3 Competitiveness 4.4 Business Skills 4.5 Sales Function 4.6 Conclusions, Implications for Further Research, and Recommendations for Action References Gamification and Gaming Cultures Resolving Migrant Issues in Thailand Using the Framework of ‘Simulation Game – Project PAL’ Abstract 1 Introduction 1.1 Co-living Issue in Thailand 1.2 Recent History of Cambodia and Thailand 1.3 Recent History Between Myanmar and Thailand 2 Purpose of Research 2.1 Making a Game to Learn About Migrants’ or Refugees’ Issues 2.2 Learning by Developing and Facilitating Game to Resolve the Issues 3 Research Methodology 3.1 Framework 3.2 Learning Goals 3.3 Game Trial 3.4 Selecting Two Neighboring Countries; Cambodia and Myanmar 3.5 Rules for Game Development 3.6 Contents of P-BMG 3.7 How to Play the P-BMG 4 Results 4.1 Outline of Experiment 4.2 Experiment at Hokkaido University 4.3 Experiment at SIIT 5 Limitations and Further Research 5.1 To Improve the Work 5.2 To Spread the Idea with Others 5.3 To Prove ‘Learning by Developing and Facilitating Game’ 6 Conclusion Acknowledgements References Gamification Design Strategies - Summary of Research Project Abstract 1 Introduction 2 Project Description 3 Methodology 4 Results Acknowledgements References Fostering Adaptive Organizations: Some Practical Lessons from Space Pirates Abstract 1 Introduction 2 Adaptivity 2.1 The Privateers’ Alliance 2.2 The Colonia Challenge—Analysis 3 Resilience 3.1 Destination Lockdown 3.2 Destination Lockdown—Analysis 4 Conclusion References Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology Abstract 1 Simulation and Business Games in Teaching ERP, Decision Making and Business 2 University of Lodz Experience of in Teaching ERP and Decision Making Skills 2.1 Decision Game 2.2 Managing the Company with ERP System 2.3 Simulating Business Processes with ERP 3 Experience of Using Business Games in Kaunas University of Technology 4 Common Use of Business Games in Both Universities 5 Conclusions References Board Perspective on Simulation Gaming Video Game Monetization Mechanisms in Triple A (AAA) Video Games Abstract 1 Business Model Definition 2 Introduction to Video Game Monetization 3 Microtransactions and In-game Currencies 3.1 Unlockables 3.2 Loot boxes 4 Quantitative Research 4.1 Gamer Survey 4.2 Results 4.3 Result Analysis 5 Hypotheses and Analysis 6 Conclusion Appendix References Learning with Location-Based Gaming Abstract 1 Introduction 2 Location-Based Games 3 Mobile Game-Based Learning 4 Location-Based Games in School 5 Discussion and Conclusion Acknowledgements References Methodological Challenges of Creating a Next-Generation Machine Learning-Based Game Engine for Generating Maps and Vehicle Behavior Abstract 1 Introduction 2 Stage of Project Realization 2.1 Issue 1 “Development Of An Optimal Methodology For Engine Prototype Construction” 2.2 Issue 2 “Verification of the Game Engine Prototype Design” 2.3 Issue 3 “Developing a Methodology for Measuring and Collecting Data for the Artificial Intelligence Prediction Model” 3 Summary Acknowledgments References Agent-Based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model Abstract 1 Introduction 2 Brief Review of ABM for Environmental Issues and Behavior 3 Basic Model 3.1 Society, Categories of Agents and Outlines of Settings 3.2 Natural Resource 3.3 Authority for Sustainability 3.4 Harvesting Firm 3.5 Processing Firm 3.6 Store 3.7 Consumer 3.8 End Condition 4 Simulation Results of the Basic Model 4.1 Parameters of the Simulation 4.2 Simulation Results: Two Patterns 4.3 Simulation Results: Comparison of Two Typical Cases 4.4 Simulation Results: Converged Rules of Agents in Both Patterns 5 Discussion 5.1 Possibility of the Two Kinds of the Society 5.2 Validity of the Basic Model 5.3 Implications of the Simulation Results 6 Applications to Scenario Analysis and to Gaming Simulation 6.1 Application to Scenario Analysis 6.2 Application to Gaming Simulation 7 Conclusions Acknowledgements References Wonders of the World Simulation Program by Virtual Reality Abstract 1 Introduction 2 Literature Review 3 Material and Methodology 4 The Results 5 Conclusion References Framework and Application of Live Video Streaming as a Virtual Reality Gaming Technology: A Study of Function and Performance Abstract 1 Introduction 2 Products to Support Live Virtual Reality Deployment 2.1 Comparison Between RTMP and RTSP Live Streaming Servers 2.2 Defining Bitrate, Resolution and Frame Rate 3 Methodology 3.1 Server Development 3.2 Client Development 3.3 Subjective Evaluation 4 Results 5 Discussion and Future Work Acknowledgment References Author Index