Intersections In Simulation And Gaming
Download Intersections In Simulation And Gaming full books in PDF, epub, and Kindle. Read online free Intersections In Simulation And Gaming ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Anjum Naweed |
Publisher | : Springer |
Total Pages | : 419 |
Release | : 2018-04-05 |
Genre | : Computers |
ISBN | : 3319787950 |
This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.
Author | : Anjum Naweed |
Publisher | : |
Total Pages | : |
Release | : 2019 |
Genre | : Game theory |
ISBN | : 9789813295834 |
This book constitutes the refereed proceedings of the Australasian Simulation Congress, ASC 2019, held in Gold Coast, Australia in September 2019. The 10 papers presented were carefully reviewed and selected from 17 submissions. They provide a forum for sharing progresses in the areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.
Author | : Anjum Naweed |
Publisher | : |
Total Pages | : |
Release | : 2018 |
Genre | : Electronic book |
ISBN | : |
Author | : Richard Perry Pinckney |
Publisher | : |
Total Pages | : 312 |
Release | : 1975 |
Genre | : Traffic engineering |
ISBN | : |
Author | : Anjum Naweed |
Publisher | : Springer |
Total Pages | : 139 |
Release | : 2019-08-06 |
Genre | : Computers |
ISBN | : 9789813295810 |
This book constitutes the refereed proceedings of the Australasian Simulation Congress, ASC 2019, held in Gold Coast, Australia in September 2019. The 10 papers presented were carefully reviewed and selected from 17 submissions. They provide a forum for sharing progresses in the areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.
Author | : Andrews, Sharon |
Publisher | : IGI Global |
Total Pages | : 473 |
Release | : 2021-06-25 |
Genre | : Games & Activities |
ISBN | : 1799873021 |
Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.
Author | : Marcin Wardaszko |
Publisher | : Akademia Leona Kozminskiego |
Total Pages | : 687 |
Release | : 2019-08-30 |
Genre | : Business & Economics |
ISBN | : 8366502015 |
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
Author | : Ryoju Hamada |
Publisher | : Springer Nature |
Total Pages | : 557 |
Release | : 2019-10-08 |
Genre | : Political Science |
ISBN | : 9811380392 |
This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.
Author | : Toshiko Kikkawa |
Publisher | : Springer Nature |
Total Pages | : 199 |
Release | : 2022-04-23 |
Genre | : Mathematics |
ISBN | : 9811903484 |
This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.
Author | : Björn Sjöblom |
Publisher | : Taylor & Francis |
Total Pages | : 233 |
Release | : 2022-12-30 |
Genre | : Games & Activities |
ISBN | : 100082487X |
This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.