Planspiel-Literaturdatenbank des ZMS

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  • 2018

  • Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.) (2018): Simulation Gaming. Application for Sustainable Cities and Smart Infrastructures. 48th International Simulation and Gaming Association Conference, ISAGA 2017. Cham, Switzerland: Springer International Publishing AG

    Abstract: Simulation and gaming have proven their value in contributing to the analysis and
    design of so-called complex systems, such as the development of sustainable cities and
    smart infrastructures. Numerous examples of games about urban planning, intelligent
    transport systems, social cohesion, and other related themes have been developed,
    played, and studied in the past years. In the International Simulation and Gaming
    Association (ISAGA) Conference 2017, we aimed at taking the current state of affairs
    one step further and move toward a comprehensive theory of simulation games for
    sustainable cities and smart infrastructures. During the conference, which was held
    jointly by ISAGA and SAGANET (Simulation and Gaming Association The Netherlands),
    hosted by Delft University of Technology, science met practice, and many
    academic as well as practice-based games and concepts were presented and discussed.
    The result of the scientific contributions is presented in this LNCS book.
    The contributions to this book range from design thinking related to simulation
    gaming, the analysis of the consequences of design choices in games, to games for
    decision-making, examples of games for business, climate change, maritime spatial
    planning, sustainable city development, supply chain, and team work factors, up to
    games that facilitate (organizational) learning processes or are used for attitude measurement,
    and the use of VR technologies in games, not to forget the role of de-briefing
    in the game process.
    In the section "Design and Development," the focus is on the design process of
    simulation games. The articles show the importance of design choices and the influences
    of these choices on the game's effectiveness. They also highlight the role of the
    designer as well as the use of accepted design concepts and approaches. In the section
    "Planning and Policy," games are presented that serve as support tool for
    policy-making processes. The articles describe how stakeholders can be engaged in a
    decision-making process, and how games can facilitate the participation of and discourse
    between them. The perception of games as well as their use for (organizational)
    learning processes is discussed in the contributions in the section "Games and Simulations."
    Learner activation and individual value of games in learning processes are
    topics discussed along with concrete examples of games facilitating, e.g., knowledge
    development in the field of supply chain management. In the next section, we give
    room to the relatively new and yet underexplored field of "Games as Research
    Instruments." The contributions show how games can serve as research instruments
    themselves, and how they can be combined with other research measures in order to
    provide both a rich feedback to participants and researchers and a rigid research set-up
    for measurement of, e.g.. participants' attitudes in the transportation domain. Games
    that are used for learning processes are discussed in the last section, "Learning." The
    authors introduce theoretical concepts of games as a learning instrument, from
    assessment to conditions for learning, up to the role of de-briefing.
    Thus, the 20 selected articles discuss game methodologies for the design and
    research of and with games, applications of gaming to tackle the grand challenges of
    our society as well as to support learning processes and policy development, new
    insights in interface and interaction designs for games, and evaluated applications of
    games in real-world settings.
    The present collection of articles represents current advances in the field of simulation
    and gaming, which were presented and discussed at a very constructive and
    energetic conference in Delft, the Netherlands. The editors wish to thank all contributors
    to this book, reviewers of the articles, as well as all participants of the ISAGA
    2017 conference for adding to this important and still-growing field of research that is
    strongly related to its application domains. We also want to thank Maria Freese and
    Shalini Kurapati, who helped us process all contributions to the conference. We look
    forward to future exchanges and further advancements of our exciting field of research
    and design of simulation games!

    Beiträge zu diesem Sammelband:
  • Motzev, Mihail (2018) : A Framework for Developing Multi-Layered Networks of Active Neurons for Simulation Experiments and Model-Based Business Games Using Self-Organizing Data Mining with the Group Method of Data Handling In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 191-199

    Abstract: Artificial Neural Networks make it possible to develop faster modelbased
    business games, but in general, they are neither easy to develop nor easy
    to understand. This paper presents a highly automated framework for developing
    Multi-Layered Networks of Active Neurons for simulation experiments and
    model-based business games using self-organizing data mining with the Group
    Method of Data Handling. It discusses some of the results from international
    research done in Europe, Australia, and most recently at Walla Walla University
    in College Place, Washington, USA.

  • 2001

  • Patasiene, Irena; Tauriainen, Keijo; Tuomi, Ville (2001) : Simulation as a Method to Improve Quality, Especially Customer-Centredness - Some Experiences of the Simulation Processes at the University of Vaasa and at the Kaunas University of Technology In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis, S. 123-127
  • 1992

  • Chen, Minder; Higa, Kunihiko (1992) : Organizational Modeling. Rationales, Issues, and Methods In: Crookall, David; Arai, Kiyoshi (Hg.): Global Interdependence: Simulation and Gaming Perspectives: ISAGA-Conference 1993: Tokyo: Springer-Verlag, S. 327-328

    Keywords: Methode, ISAGA, Method
  • 1988

  • Panjabi, Ranee K. L. (1988) : The Italian Renaissance: A model for the use of simulation and other teaching methods in a Canadian university In: Crookall, David; Klabbers, Jan; Coote, Alan; Saunders, Danny; Cecchini, Arnaldo; Piane, Alberta (Hg.): Simulation-Gaming in Education and Training: Proceedings of the International Simulation and Gaming Association's 18th International Conference: ISAGA-Conference 1987: Oxford: Pergamon Press, S. 80-85
  • 1976

  • Rojas, Ivan (1976) : Metod de estimacion del empleo basico regional In: Bolivar, Simon: TOMO II: Carcas (ISAGA)

    Keywords: Methode, ISAGA, Method
  • Klabbers, Jan : Assessment methodology. The validity of my Ferrari In: Peters, Vincent; van Westelaken, Marleen de (Hg.): Organizing and Learning through Gaming and Simulation: The 38th Conference: ISAGA-Conference 2007: Nijmegen

    Keywords: Methodik, ISAGA, Method
  • Nadolski, Rob; Hummel, Hans; van den Brink, Henk; Hoefakker, Ruud; Slootmaker, Aad; Kurvers, Hub; Storm, Jeroen : EMERGO. Methodology and toolkit for efficient development of serious game in higher education 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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