Kaneda, Toshiyuki
Simulation and Gaming in the Network Society
Part I. History, Theory and Methodology
1. The Origins of Board Games and Ancient Game Boards
Koichi Masukawa
2. Bending Time: Using Simulation to Warp Perceptions of Time for Learning Purposes
Elyssebeth Leigh
3. Eat the Cabbage, Kill the Wolf: When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision-Making Processes
Paola Rizzi
4. Live-Action Role-Play or the Performance of Realities
B. O. Kamm, J. Becker
5. Participants’ Perceptions of Gaming Simulation
Mieko Nakamura
6. Ecological Psychology: A Framework for Wargame Design
Staffan Granberg, Patrik Hulterström
Part II. Classroom Fields
7. Understanding and Changing Systems Through Hybrid Simulation Game Design Methods in Educational Contexts
Willy Christian Kriz, Werner Manahl
8. Simulation and Gaming in Virtual Language Learning Literacy
Amparo García-Carbonell, Penny MacDonald, Carmen Pérez-Sabater, Begoña Montero-Fleta
9. Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies
Alexey Fedoseev
10. Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-Based Learning in Mathematics
Kohei Numazaki, Toshiki Matsuda
11. Understanding the History of International Politics: A Retrospective and Repeated Type of Gaming and Simulation in the Classroom
Masataka Tamai, Atsushi Kondo, Noboru Miyawaki
12. Gamification in Education: “American Dream” Game
Anna Pikos, Tomasz Olejniczak
Part III. Business Fields
13. Japanese Creative Service and Its Competitive Value Co-creation Processes
Yoshinori Hara
14. Implementation Model for the Gamification of Business Processes: A Study from the Field of Material Handling
Markus Klevers, Michael Sailer, Willibald A. Günthner
15. ColPMan: A Serious Game for Practicing Collaborative Production Management
Hajime Mizuyama, Tomomi Nonaka, Yuko Yoshikawa, Kentaro Miki
16. Massively Multiplayer Online Games as Information System: Implications for Organizational Learning
J. Tuomas Harviainen, Mikko Vesa
17. An Experiment: An International Comparison of the Decision-Making Process Using a Business Game
Chiaki Iwai, Mitsuru Morita
18. Experiential Artefact for Cross-Cultural Learning in Business Games: First Results
Luiz Antonio Titton, Jose Dutra Oliveira-Neto
Part IV. Policy and Planning Fields
19. Urban Planning Games and Simulations: From Board Games to Artificial Environments
Ric Stephens
20. Between Game and Reality: Using Serious Games to Analyze Complex Interaction Processes in Air Traffic Management
Maria Freese, Sebastian Drees, Malte Meinecke
21. Gaming Simulation Hybrids in the Railway Domain: How Games Impact the Volatility of Innovation Processes
J. Hoogen, S. Meijer
22. A Feasibility Study of Land Readjustment Projects in Afghanistan by Developing and Applying Gaming Simulation
Ahmad Ramin Sadiq, Toshiyuki Kaneda
23. Development of SASKE-NABLE: A Simulation Game Utilizing Lessons from the Great East Japan Earthquake
Satoshi Otsuki, Kazuhiko Amano, Makoto Harada, Ikumi Kitamura, Jintetsu Re, Yuki Sadaike, Satoru Mimura
24. A Simulation of Economic Loss Impact and Recovery: A Case Study of Shima City Assuming Nankai Trough Earthquake
Mingji Cui, Hitoshi Taniguchi, Yusuke Toyoda, Hidehiko Kanegae
Part V. Emerging Research Fields
25. Environmental Education by Playing an Industrial Waste Game: A Comparison Between Chinese, Korean, and Japanese University Students
Hiroe Maeda, Yukio Hirose, Kyosuke Ohana
26. Even Unreliable Information Disclosure Makes People Cooperate in a Social Dilemma: Development of the “Industrial Waste Illegal Dumping Game”
Yoko Kitakaji, Susumu Ohnuma
27. Cormas: An Agent-Based Simulation Platform for Coupling Human Decisions with Computerized Dynamics
Pierre Bommel, Nicolas Becu, Christophe Le Page, François Bousquet
28. The Fab Safe Game: Preparing Fab Labs and Maker Spaces for Occupational Health and Safety
Pieter Hijden, Lipika Bansal
29. Knowledge Brokers in Action: A Game-Based Approach for Strengthening Evidence-Based Policies
Karol Olejniczak, Tomasz Kupiec, Igor Widawski
30. Simulation of an Organization as a Complex System: Agent-Based Modeling and a Gaming Experiment for Evolutionary Knowledge Management
Jessica Gu, Hao Wang, Fanjiang Xu, Yu Chen
Avainsanat: Economics, Game Theory, Social Policy, Game Theory, Economics, Social and Behav. Sciences
- Toimittaja
- Kaneda, Toshiyuki
- Kanegae, Hidehiko
- Rizzi, Paola
- Toyoda, Yusuke
- Julkaisija
- Springer
- Julkaisuvuosi
- 2016
- Kieli
- en
- Painos
- 1
- Sarja
- Translational Systems Sciences
- Sivumäärä
- 16 sivua
- Kategoria
- Talous
- Tiedostomuoto
- E-kirja
- eISBN (PDF)
- 9789811005756
- Painetun ISBN
- 978-981-10-0574-9