Simulation and Gaming for Social Impact 53rd International Simulation and Gaming Association Conference, ISAGA 2022, Boston, MA, USA, July 11-14, 2022, Revised Selected Papers / [electronic resource] :
edited by Casper Harteveld, Steven Sutherland, Giovanni Troiano, Heide Lukosch, Sebastiaan Meijer.
- 1st ed. 2023.
- X, 229 p. 70 illus., 54 illus. in color. online resource.
- Lecture Notes in Computer Science, 13622 1611-3349 ; .
- Lecture Notes in Computer Science, 13622 .
Education and Training -- Theory-based development of an inventory for the evaluation of simulation game lectures -- Exploring the use of immersive virtual reality games in a formal school environment -- Learning effects and acceptance in business games: A systematic literature review -- About dinosaurs in laboratories - Evaluation of the serious game Cards for Biosafety -- Design consideration of an educational video game through the lens of the metalanguage -- Resilience and Sustainability -- Quantitative analysis of conflict-of-interest structures in the consensus building process -- Feedback on a "territory-responsive" participatory simulation on coastal flooding risk applied to two case studies in France -- Simulation games on sustainability - A comparative study -- Stop work: Serious games as intervention method to enhance safety behavior -- Gaming simulation design to learn best mix of power sources -- Health -- Reducept VR: The importance of a design rationale for the immersiveness of a virtual reality game to support chronic pain treatment effectively -- How playfulness can enable greater understanding of game-based adult mental health interventions -- Measuring the interaction of conflict-minimizing and goal-seeking motor imperatives in autism spectrum disorder -- Resto Quest - A serious game on the restorative effects of immersive virtual environments -- Social Justice -- A moderated mediation analysis of meaningfulness and positive intergroup outcomes through game-based interactive storytelling.
This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11-14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.
9783031371714
10.1007/978-3-031-37171-4 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
Education and Training -- Theory-based development of an inventory for the evaluation of simulation game lectures -- Exploring the use of immersive virtual reality games in a formal school environment -- Learning effects and acceptance in business games: A systematic literature review -- About dinosaurs in laboratories - Evaluation of the serious game Cards for Biosafety -- Design consideration of an educational video game through the lens of the metalanguage -- Resilience and Sustainability -- Quantitative analysis of conflict-of-interest structures in the consensus building process -- Feedback on a "territory-responsive" participatory simulation on coastal flooding risk applied to two case studies in France -- Simulation games on sustainability - A comparative study -- Stop work: Serious games as intervention method to enhance safety behavior -- Gaming simulation design to learn best mix of power sources -- Health -- Reducept VR: The importance of a design rationale for the immersiveness of a virtual reality game to support chronic pain treatment effectively -- How playfulness can enable greater understanding of game-based adult mental health interventions -- Measuring the interaction of conflict-minimizing and goal-seeking motor imperatives in autism spectrum disorder -- Resto Quest - A serious game on the restorative effects of immersive virtual environments -- Social Justice -- A moderated mediation analysis of meaningfulness and positive intergroup outcomes through game-based interactive storytelling.
This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11-14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.
9783031371714
10.1007/978-3-031-37171-4 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