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First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.
Book Synopsis Simulations and Games for Transition and Change by : Danny Saunders
Download or read book Simulations and Games for Transition and Change written by Danny Saunders and published by Psychology Press. This book was released on 2000 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
Book Synopsis Simulation and Games for Strategy and Policy Planning by : Danny Saunders
Download or read book Simulation and Games for Strategy and Policy Planning written by Danny Saunders and published by Psychology Press. This book was released on 1999 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.
Book Synopsis The International Simulation & Gaming Research Yearbook by : Danny Saunders
Download or read book The International Simulation & Gaming Research Yearbook written by Danny Saunders and published by Routledge. This book was released on 2012-10-12 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.
This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr
Book Synopsis Policy Games for Strategic Management by : Richard D. Duke
Download or read book Policy Games for Strategic Management written by Richard D. Duke and published by Rozenberg Publishers. This book was released on 2004 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr
The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
Book Synopsis Gaming, Simulations and Society by : R. Shiratori
Download or read book Gaming, Simulations and Society written by R. Shiratori and published by Springer Science & Business Media. This book was released on 2006-03-20 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.
Book Synopsis Simulation Games and Learning in Production Management by : Jens O. Riis
Download or read book Simulation Games and Learning in Production Management written by Jens O. Riis and published by Springer. This book was released on 2016-01-09 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
Book Synopsis SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES by : Marcin Wardaszko
Download or read book SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES written by Marcin Wardaszko and published by Akademia Leona Kozminskiego. This book was released on 2019-08-30 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
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.
Book Synopsis Simulation Gaming Through Times and Disciplines by : Marcin Wardaszko
Download or read book Simulation Gaming Through Times and Disciplines written by Marcin Wardaszko and published by Springer Nature. This book was released on 2021-03-26 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
DVD contains videos illustrating good practice in introducing and running 30 games.
Book Synopsis The Systems Thinking Playbook by : Linda Booth Sweeney
Download or read book The Systems Thinking Playbook written by Linda Booth Sweeney and published by Chelsea Green Publishing. This book was released on 2010 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: DVD contains videos illustrating good practice in introducing and running 30 games.
This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.
Book Synopsis Geogames and Geoplay by : Ola Ahlqvist
Download or read book Geogames and Geoplay written by Ola Ahlqvist and published by Springer. This book was released on 2017-11-10 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.