Gaming, Simulation and Innovations: Challenges and Opportunities -

Gaming, Simulation and Innovations: Challenges and Opportunities

52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6–10, 2021, Revised Selected Papers
Buch | Softcover
XI, 297 Seiten
2022 | 1st ed. 2022
Springer International Publishing (Verlag)
978-3-031-09958-8 (ISBN)
85,59 inkl. MwSt

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6-10, 2021.  The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

Game Design and Facilitation.- Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators.- The Effects of Structured Instruction on Team Performance.- Facilitated Tabletop Games in a Mediated Environment.- Facilitating Training Simulations for Health Emergency.- Factors and Attributes of Team Players: A Study of Engineering Students in India.- Intercultural Dialogue through Simulation and Virtual Exchange in Education.- Gaming in Education.- The Co-Design of Educational Video Games.- Reframing the Boundaries of Experiential Education Using Cynefin Domains.- Experimental Research: Simulations and Serious Games for Sustainability.- Frame Game as Teaching Methodology in Higher Education: the case of RElastiCity.- "Risk Management can actually be Fun" - Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions about Biosafety.- Social Economy: A Simulation Game in Model Social Enterprises.

Erscheinungsdatum
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XI, 297 p. 79 illus., 51 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 480 g
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
Mathematik / Informatik Informatik Netzwerke
Schlagworte business process management • Collaborative Learning • computer vision • E-Learning • Empirical Studies • Game Design • Gameplay • Game Theory • Human Computer Interaction • Human-Computer Interaction (HCI) • information systems • interactive computer graphcs • interactive computer graphics • Interactive Learning Environments • learning • model development and analysis • model verification and validation • renewable energy • simulation evaluation and environments • sustainability • Systems Analysis • systems analysis and design • User Interfaces • Virtual Reality
ISBN-10 3-031-09958-3 / 3031099583
ISBN-13 978-3-031-09958-8 / 9783031099588
Zustand Neuware
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