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Gaming, Simulation and Innovations: Challenges and Opportunities [electronic resource] : 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6-10, 2021, Revised Selected Papers / edited by Upinder Dhar, Jigyasu Dubey, Vinod Dumblekar, Sebastiaan Meijer, Heide Lukosch.

Contributor(s): Dhar, Upinder [editor.] | Dubey, Jigyasu [editor.] | Dumblekar, Vinod [editor.] | Meijer, Sebastiaan [editor.] | Lukosch, Heide [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Lecture Notes in Computer Science: 13219Publisher: Cham : Springer International Publishing : Imprint: Springer, 2022Edition: 1st ed. 2022.Description: XI, 297 p. 79 illus., 51 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783031099595.Subject(s): 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 TheoryAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 004.6 Online resources: Click here to access online
Contents:
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.
In: Springer Nature eBookSummary: 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.
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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.

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