The Magic Circle Principles Of Gaming Simulation
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Author | : Jan H.G. Klabbers |
Publisher | : BRILL |
Total Pages | : 398 |
Release | : 2009-01-01 |
Genre | : Education |
ISBN | : 9087903103 |
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.
Author | : Jan H. G. Klabbers |
Publisher | : |
Total Pages | : 332 |
Release | : 2006 |
Genre | : Game theory |
ISBN | : 9789087900915 |
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 | : Willy Christian Kriz |
Publisher | : wbv Media GmbH & Company KG |
Total Pages | : 310 |
Release | : 2014-07-10 |
Genre | : Education |
ISBN | : 3763954260 |
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.
Author | : Casper Harteveld |
Publisher | : Springer Science & Business Media |
Total Pages | : 328 |
Release | : 2011-02-26 |
Genre | : Computers |
ISBN | : 1849961573 |
Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.
Author | : Marcin Wardaszko |
Publisher | : Springer Nature |
Total Pages | : 469 |
Release | : 2021-03-26 |
Genre | : Computers |
ISBN | : 3030721329 |
This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.
Author | : Virginia Dignum |
Publisher | : Springer Science & Business Media |
Total Pages | : 245 |
Release | : 2013-11-11 |
Genre | : Philosophy |
ISBN | : 331901952X |
This volume analyses, from a computational point of view, how culture may arise, develop and evolve through time. The four sections in this book examine and analyse the modelling of culture, group and organisation culture, culture simulation, and culture-sensitive technology design. Different research disciplines have different perspectives on culture, making it difficult to compare and integrate different concepts and models of culture. By taking a computational perspective this book nevertheless enables the integration of concepts that play a role in culture, even though they might originate from different disciplines. Culture is usually regarded as something vague and qualitative and thus difficult to deal with in a computational and formal setting. Taking a computational approach to culture thus encompasses a twofold risk: taking a too simplistic approach to cultural influence on behaviour; or trying to capture too much, hence not leading to useful computational tools. However, the approaches and insights in this collection show how different perspectives by leading researchers described in thirteen chapters still can form a coherent picture. The book thus illustrates the potential of using computing systems to better understand culture. By describing methods, theories and concrete application results about the integration of cultural aspects into computer systems, this book provides inspiration to researchers of all disciplines alike and presents the start of an interdisciplinary dialogue on culture.
Author | : M. Laura Angelini |
Publisher | : Springer Nature |
Total Pages | : 476 |
Release | : 2023-09-30 |
Genre | : Education |
ISBN | : 3031210115 |
This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.
Author | : Victoria Guillén-Nieto |
Publisher | : Peter Lang |
Total Pages | : 406 |
Release | : 2009 |
Genre | : Business & Economics |
ISBN | : 9783039116881 |
This book received the Enrique Alcaraz research award in 2010. This volume derives from the COMINTER-SIMULNEG research project which aims at designing a pragmatic model for the analysis of intercultural communication between Spaniards and Britons, as well as developing a teaching methodology for cultural awareness based on computer simulation of real business settings. Contributions to this volume focus on three main issues: (a) explaining intercultural communication; (b) research on intercultural business communication; (c) the use of simulation and gaming methodology for the acquisition of communicative and cross-cultural competence in business settings. This book adopts an interdisciplinary approach to the study and practice of intercultural business communication, borrowing concepts from social anthropology, social cognition, cognitive linguistics, and intercultural pragmatics.
Author | : Allison Littlejohn |
Publisher | : Routledge |
Total Pages | : 208 |
Release | : 2013-10-30 |
Genre | : Education |
ISBN | : 1135011133 |
Technology-Enhanced Professional Learning addresses the need for continuous workplace learning that derives from the emergence of new, specialized, and constantly changing work practices. While continuous learning is fundamental to enabling individuals to function in and productively shape contemporary workplaces, digital technology is increasingly central to productive workplace practice. By examining the intersection of human learning processes, emergent work practices, and patterns of use of digital technology to support learning and work, this edited collection brings the disparate fields of professional learning and technology-enhanced learning together to advance theory and practice in both realms.