Planspiel-Literaturdatenbank des ZMS

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  • 2022

  • Kriz, Willy C.; Eberle, Thomas (2022) : Case Example: KIKATOPIA Game - A Simulation Game on Diversity and Living Together with Children as Co-designers 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. 93-106
  • Matsui, Hiroyuki; Sugiura, Junkichi; Kikkawa, Toshiko (2022) : The Current Status of Japanese Game Players and Its Impact on the Society 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. 73-89
  • Sugiura, Junkichi (2022) : Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN 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. 107-126
  • Wijse-van Heeswijk, Marieke de; Leigh, Elyssebeth (2022) : Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? 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. 149-167
  • 2019

  • Lobastova, Svetlana (2019) : Simulated Construction of State's Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power? In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 42-53
  • Wade, Derek W. (2019) : Space Pirates! Business Lessons from MMO Players In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 497-498
  • 2012

  • Iwai, Chiaki; Horiuchi, Masahiro; Morita, Mitsuru; Oshima, Masatsugu (2012): An Analysis of Business Culture Based on Complex Adaptative Systems. A Comparison of Group Decision Making Systems in Japan, China and Hong Kong. In: Studies in Simulation & Gaming (22), S. 25-38
  • 2009

  • Schulz, Klaus-Peter; Fox, Michael (2009) : Creating Understanding and Meaning across Cultures. Playing a Business Game with Groups from the US, South Africa and Germany In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 257-264
  • 2005

  • Carmichael,, Sumter M. (2005) : The Pain Game. An educational game for patients with chronic pain problems addressing the Mind/Body issues affecting pain In: Teach, Richard; Narasimhan, Sriram (Hg.): Serious Play: Form, Function, and Fun: ISAGA-Conference 2005: Atlanta: ISAGA

    Keywords: Kultur, ISAGA, Culture
  • Rising, Beverly; Garcia-Carbonell, Amparo (2005) : Culture and Communication In: Teach, Richard; Narasimhan, Sriram (Hg.): Serious Play: Form, Function, and Fun: ISAGA-Conference 2005: Atlanta: ISAGA
  • 2004

  • Andreu-Andres, Angeles; Garci­a-Casas, Miguel (2004) : Culture at play In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA, S. 273-277
  • 2003

  • Kawagoe, Nahoko (2003) : Role playing games for understanding cultural differences In: Percival, Fred; Godfrey, Hellen; Laybourn, Phyllis; Murray, Sarah (Hg.): Interactive Learning through Gaming and Simulation: The International Simulation and Gaming Yearbook: ISAGA-Conference 2002: Edinburgh
  • 2001

  • Andreassi, Rossella; Centaro, Sara; Corallo, Maria; Musci, Elena (2001) : A Ludic Approach to Cultural Resources. The "Castel del Monte" Case In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis

    Keywords: Kultur, ISAGA, Culture, Ressource
  • 2000

  • Sabater, Carmen Perez; Sabater, Maria Luisa Perez (2000) : Discovering cultures through E-Mail In: Leigh, Elyssebeth; McLaughlan, Rob (Hg.): Anticipating the Unexpected: Conference proceedings of the 30th Annual Conference of the International Simulations and Gaming Association (ISAGA): Sydney: ISAGA

    Keywords: Email, Kultur, ISAGA, Culture
  • 1997

  • Loveluck, Clive (1997) : Games, Society and Culture In: Bisters, Valdis: Simulation and Gaming for Sustainable Development: Proceedings of the 27th International Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 1996: Riga, Lettland: Environmental Publishers "Vide", S. 199-208
  • 1996

  • Moore, Eric G. (1996) : Use of simulations in cross-culture research In: Garcia-Carbonell, Amparo; Watts, Frances (Hg.): Simulation now!: Learning through experience: The Challenge of Change: ISAGA-Conference 1995: Diputacio de Valencia, S. 433-446
  • Barreteau, O.; Dare, William : Role-playing games in a variety of cultures. Experiences from the ComMod group In: Peters, Vincent; van Westelaken, Marleen de (Hg.): Organizing and Learning through Gaming and Simulation: The 38th Conference: ISAGA-Conference 2007: Nijmegen
  • Rehm, Matthias; Andre, Elisabeth; Bee, Nikolaus; Endrass, Birgit; Wissner, Michael; Nakano, Yukiko; Nishida, Toyoaki; Huang, Hung-Hsuan : Bridging the gap between cultures by situated educational games with embodied conversational agents In: Peters, Vincent; van Westelaken, Marleen de (Hg.): Organizing and Learning through Gaming and Simulation: The 38th Conference: ISAGA-Conference 2007: Nijmegen
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