Simulation and Gaming in the Network Society

Author:   Toshiyuki Kaneda ,  Hidehiko Kanegae ,  Yusuke Toyoda ,  Paola Rizzi
Publisher:   Springer Verlag, Singapore
Edition:   1st ed. 2016
Volume:   9
ISBN:  

9789811005749


Pages:   474
Publication Date:   03 August 2016
Format:   Hardback
Availability:   Manufactured on demand   Availability explained
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Simulation and Gaming in the Network Society


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Author:   Toshiyuki Kaneda ,  Hidehiko Kanegae ,  Yusuke Toyoda ,  Paola Rizzi
Publisher:   Springer Verlag, Singapore
Imprint:   Springer Verlag, Singapore
Edition:   1st ed. 2016
Volume:   9
Dimensions:   Width: 15.50cm , Height: 2.70cm , Length: 23.50cm
Weight:   8.572kg
ISBN:  

9789811005749


ISBN 10:   9811005745
Pages:   474
Publication Date:   03 August 2016
Audience:   College/higher education ,  Professional and scholarly ,  Postgraduate, Research & Scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Part I: History, Theory and Methodology.- 1. The Origins of Board Games and Ancient Game Boards.- 2. Bending Time – Using Simulation to Warp Perceptions of Time For Learning Purposes.- 3. Eat the Cabbage, Kill the Wolf. When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision Making Processes.- 4. Live-Action Roleplay; or the Performance of Realities.- 5. Participants’ Perceptions of Gaming Simulation.- 6. Ecological Psychology – A Framework for Wargame Design.- Part II: Classroom Fields.- 8. Simulation and Gaming in Virtual Language Learning Literacy.- 9. Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies.- 10. Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-based Learning in Mathematics.- 11. Understanding the History of International Politics- A Retrospective and Repeated Type of Gaming and Simulation in the Classroom.- 12. Gamification in Education: “American Dream” Game.- Part III: Business Fields.- 13.Japanese CreativeServices and Its Competitive , Value Co-operation Process.- 14. Implementaion Model for the Gamification of Business Processes: A Study from the Field of Material Handling.- 15. ColPMan: A Serious Game for Practicing Collaborative Production Management.- 16. Massively Multiplayer Online Games as Information Systems Implications for Organizational Learning.- 17. An Experiment: An International Comparison of the Decision- Making Process Using a Business Game.- 18. Experiential Artefact for Cross- Cultural Learning in Business Games: First Results.- Part IV: Policy and Planning Fields.- 19. Urban Planning Games and Simulations: From Board Games to Artificial Environments.- 20. Between Game and Reality: Using Serious Games to Analyze Complex Interaction Processes in Air Traffic Management.- 21. Gaming Simulation Hybrids in the Railway Domain: How Games Impact the Volatility of Innovation Processes.- 22. A FeasbilityStudy of Land Readjustment Projects in Afganistan by Developing and Applying Gaming Simulation.- 23. Development of SASKE-NABLE: A Simulation Game Utilizing Lessons from the Great East Japan Earthquake.- 24. A Simulation of Economic Loss Impact and Recovery: A Case Study of Shima City Assuming Nankai Trough Earthquake.- Part V: Emerging Research Fields.- 25. Environmental Education by Playing an Industrial Waste Game: A Comparison between Chinese, Korean, and Japanese University Students.- 26. Even Unreliable Information Disclosure Makes People Cooperate in A Social Dilemma: Development of the “Industrial Waste Illegal Dumping game”.- 27. Cormas, an Agent-Basedsimulation Platform for Coupling Human Decisions with Computerized Dynamics.- 28. The Fab Safe Game Preparing Fab Labs and Maker Spaces for Occupational Health and Safety.- 29. Knowledge Brokers in Action: A Game Based Approach for Strengthening Evidence- Based Policies.- 30. Simulation of an Organization as a Complex System: Agent – Based Modeling and a Gaming Experiment for Evolutionary Knowledge Management.

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Author Information

Toshiyuki Kaneda , Professor, Dr., Nagoya Institute of Technology, kaneda@nitech.ac.jp, Gokiso, Showa, Nagoya, 466-8555,  Japan Hidehiko Kanegae, Professor, Dr., Ritsumeikan University, hkanegae@SPS.ritsumei.ac.jp, Kitamachi 58Rits-DMUCH, Komatsubara, Kita-ku,Kyoto.6038341, Japan Yusuke Toyoda, Associate Professor Dr., Ritsumeikan University, toyoday@fc.ritsumei.ac.jp, Ritsumeikan Univ. The Calle of Policy Sciences, 1 Nishinokyo-Suzaku cho, Nakagyo-ward, Kyoto 604-8415, Japan  Paola Rizzi, Professor Dr., University of Sassari, rizzi@uniss.it, University of Sassari, Department of Architecture, Design and Urban Planning, Palazzo del Pou Salit, Piazza Duomo 6, 07041 Alghero (SS), Italia

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