Planspiel-Literaturdatenbank des ZMS
2022
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(2022) : Pleasures in Games: Conceptual Analysis of Fun and Its Constructs In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 197-210
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(2022) : Factors and Attributes of Team Players: A Study of Engineering Students in India In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 53-60
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Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.) (2022): Gaming, Simulation and Innovations: Challenges and Opportunities. Cham: Springer International Publishing
DOI: ISAGA2021_Gaming, Simulation and Innovations_Proceedings.pdf Attachment: f8923597-3816-4545-a367-f34941d89a3b.pdf
Beiträge zu diesem Sammelband:- Angelini, Muñíz 2022 – Intercultural Dialogue Through Simulation
- Bekebrede, Champlin 2022 – Frame Game as Teaching Methodology
- Belter, Lukosch 2022 – Virtual Reality Games for Children
- Dhamelia, Dalvi 2022 – Pleasures in Games
- Dhar, Dhar et al. 2022 – Factors and Attributes of Team
- Dumblekar, Dubey et al. 2022 – Development of the Player Satisfaction
- Faraji Abdolmaleki, Vaisakh et al. 2022 – Bring Joy to Gamers
- Faraji Abdolmaleki, Vaisakh et al. 2022 – Bring Joy to Gamers
- Freese, Tiemersma et al. 2022 – Risk Management Can Actually Be
- Hamada, Kaneko et al. 2022 – Designing Business Game by Student-Teacher
- Kleffmann, Mayer et al. 2022 – The Co-design of Educational Video
- Łączyński 2022 – Social Economy
- Leigh, Levesque 2022 – Reframing the Boundaries of Experiential
- Lyndon-James, Leigh 2022 – Ordering the Disorder
- Nakamura 2022 – The Effects of Structured Instruction
- Nguyen, Hallinger 2022 – Experimental Research
- Polman 2022 – The Impact of Changing Moods
- Rot, Kortmann et al. 2022 – Facilitated Tabletop Games
- Roungas, Álvarez et al. 2022 – Participatory Simulation Framework for Agent-Based
- Sato, Mizuyama 2022 – Knowledge Sharing Game for Sales
- Shukla, Sainy 2022 – Effect of Learning Styles
- Sousa 2022 – Gamifying Serious Games
- Szatkowska, Wardaszko 2022 – Between Urban Resilience and Serious
- Utunen, Harviainen et al. 2022 – Facilitating Training Simulations for Health
- Yesodharan, Weiyu et al. 2022 – Natural Security Games
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(2022) : Development of the Player Satisfaction Scale - A Factor Analytic Study In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 147-160
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(2022): Die Simulation der Arbeit von Betriebs- und Personalräten am Beispiel des Planspiels „Miteinander statt gegeneinander“. In: GWP – Gesellschaft. Wirtschaft. Politik 71 (4), S. 485-493
Abstract: Die rechtlich garantierte Einbeziehung der Arbeitnehmer:innen in die Entscheidungen am Arbeitsplatz ist nicht nur ein Stück gelebter Demokratie; sie gilt auch als ein zentraler Baustein der Soziale...
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(2022) : Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 3-14
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(2022) : Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 3-14
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(2022): Funktionsprobleme im Krankenversicherungsmarkt:. Eine empirische Analyse anhand des Krankenversicherungsspiels "The Health Insurance Game“. Masterarbeit. Fachhochschule Kärnten, Kärnten. Gesundheitsmanagement.
Attachment: fb808986-846a-4e6a-967a-ee1e00ef089e.pdf
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(2022) : Unternehmensplanspiele in der betriebswirtschaftlichen Lehre – Review didaktischer Erkenntnisse und praktische Umsetzung an der Berufsakademie Sachsen, Staatliche Studienakademie Riesa. In: Brauer, Kerry-U.; Schlittmaier, Anton; Schröter-Bobsin, Ute (Hg.): Wissen im Markt, S. 9-14
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(2022) : Black screens and real people. Concepts of fidelity in facilitating offline and online simulation games In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 11-28
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(2022) : “Risk Management Can Actually Be Fun” - Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions About Biosafety In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 124-133
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(2022) : Unterschiede zwischen Expert*innen und Noviz*innen beim Planspielen In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 127-136
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(2022): Entwicklungen und prototypische Umsetzung eines Planspiels zum Thema Flutenereignisse in der Aus- und Weiterbildung von Fachkräften. Masterarbeit. Universität Duisburg-Essen, Duisburg-Essen. Fachdidaktik Bautechnik.
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(2022) : The Art of Facilitating the Undesired In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 29-46
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(2022): Politische Planspiele:. Welche Durchführungsform ist die beste? Eine vergleichende Analyse verschiedener Ansätze.. Bachelorarbeit. Hochschule Medien Chemnitz, Chemnitz.
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(2022) : Develop the skills of managers. Über das Konzept des Systemischen Rollenspiels In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele - Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 137-156
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(2022) : Designing Business Game by Student-Teacher Collaboration In: Dhar, Upinder; Dubey, Jigyasu; Dumblekar, Vinod; Meijer, Sebastiaan; Lukosch, Heide (Hg.): Gaming, Simulation and Innovations: Challenges and Opportunities, 13219: Cham: Springer International Publishing, S. 239-253
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(2022): Collaboration and emotions during simulation-based learning in general management courses. In: Studies in Educational Evaluation 73. DOI: 10.1016/j.stueduc.2022.101130
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(2022): Das Partizipationslernen mit Online-Planspielen in der politischen Bildung.. Eine Pilotstudie zu einem digitalisierten kommunalpolitischen Planspiel mit Schüler*innen der Jahrgangsstufe 8. Masterarbeit. Katholische Universität Eichstätt-Ingolstadt, Eichstätt-Ingolstadt. Professur für Politische Bildung / Didaktik der Sozialkunde.
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(2022) : Subtle Manipulation in Games In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 171-183
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Kikkawa, Toshiko (2022): Gaming as a Cultural Commons. Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura. Singapore: Springer (Translational Systems Sciences Ser)
Abstract: Preface- Part 1 Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation – Terminology and Fundamentals -- Chapter 2: Knowledge from the Great Ancestors: The “Cone of Ab-straction” – Revisiting a Key Concept through Interviews with Gaming Simulation Veterans -- Chapter 3 -- Board Game Immersion -- Chapter 4: Women (and a little bit of Culture) in Simulation Gaming -- Chapter 5: The Current Status of Japanese Game Players and its Impact on the Society -- Part 2 Education -- Chapter 6: Case Example: KIKATOPIA Game – A Simulation Game on Diversity and Living together with Children as Co-designers -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- Chapter 8: Code of Conduct for Facilitators and the Ethics of De-briefing -- Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should we Bother? And What Can We Learn? -- Part 3 Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- Chapter 11: Manipulation through Gamification and Gaming. This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.
Beiträge zu diesem Sammelband:- Calleja 2022 – Board Game Immersion
- Kikkawa 2022 – Subtle Manipulation in Games
- Kriz 2022 – Knowledge from the Great Ancestors
- Kriz, Eberle 2022 – Case Example
- Kriz, Kikkawa et al. 2022 – Manipulation Through Gamification and Gaming
- Kriz, Sugiura et al. 2022 – Gaming Simulation
- Lukosch, Schmitz et al. 2022 – Women and a Little Bit
- Matsui, Sugiura et al. 2022 – The Current Status of Japanese
- Nakamura 2022 – Code of Conduct for Facilitators
- Sugiura 2022 – Bringing Gaming into Education
- Wijse-van Heeswijk, Leigh 2022 – Ethics and Simulation Games