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 / [electronic resource] :
edited by Upinder Dhar, Jigyasu Dubey, Vinod Dumblekar, Sebastiaan Meijer, Heide Lukosch.
- 1st ed. 2022.
- XI, 297 p. 79 illus., 51 illus. in color. online resource.
- Lecture Notes in Computer Science, 13219 1611-3349 ; .
- Lecture Notes in Computer Science, 13219 .
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.
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.
9783031099595
10.1007/978-3-031-09959-5 doi
Computer networks .
Computer engineering.
Computer vision.
Social sciences--Data processing.
Coding theory.
Information theory.
Computer Communication Networks.
Computer Engineering and Networks.
Computer Vision.
Computer Application in Social and Behavioral Sciences.
Coding and Information Theory.
TK5105.5-5105.9
004.6
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.
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.
9783031099595
10.1007/978-3-031-09959-5 doi
Computer networks .
Computer engineering.
Computer vision.
Social sciences--Data processing.
Coding theory.
Information theory.
Computer Communication Networks.
Computer Engineering and Networks.
Computer Vision.
Computer Application in Social and Behavioral Sciences.
Coding and Information Theory.
TK5105.5-5105.9
004.6