Simulation And Games For Strategy And Policy Planning

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Simulation And Games For Strategy And Policy Planning
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Author : Danny Saunders
language : en
Publisher: Psychology Press
Release Date : 1999
Simulation And Games For Strategy And Policy Planning written by Danny Saunders and has been published by Psychology Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1999 with Business & Economics categories.
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
Policy Games For Strategic Management
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Author : Richard D. Duke
language : en
Publisher: Rozenberg Publishers
Release Date : 2004
Policy Games For Strategic Management written by Richard D. Duke and has been published by Rozenberg Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Business & Economics categories.
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
Simulations And Games For Transition And Change
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Author : Danny Saunders
language : en
Publisher: Psychology Press
Release Date : 2000
Simulations And Games For Transition And Change written by Danny Saunders and has been published by Psychology Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2000 with Business & Economics categories.
First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.
Gaming Simulations And Society
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Author : R. Shiratori
language : en
Publisher: Springer Science & Business Media
Release Date : 2006-03-20
Gaming Simulations And Society written by R. Shiratori and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-03-20 with Social Science categories.
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.
Simulation And Gaming In The Network Society
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Author : Toshiyuki Kaneda
language : en
Publisher: Springer
Release Date : 2016-08-02
Simulation And Gaming In The Network Society written by Toshiyuki Kaneda and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-02 with Mathematics categories.
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
The International Simulation Gaming Research Yearbook
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Author : Danny Saunders
language : en
Publisher: Routledge
Release Date : 2012-10-12
The International Simulation Gaming Research Yearbook written by Danny Saunders and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-10-12 with Education categories.
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.
Learning And Teaching With Technology
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Author : Som Naidu
language : en
Publisher: Routledge
Release Date : 2003-12-16
Learning And Teaching With Technology written by Som Naidu and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-12-16 with Education categories.
Exploring the creative opportunities opened up by ICT in the modern classroom, this text presents an authoritative survey of ICT's impact upon core teaching functions, and draws from the experiences of leading practitioners in the field.
Transferring Gaming And Simulation Experience To The Real World
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Author : Toshiko Kikkawa
language : en
Publisher: Springer Nature
Release Date : 2025-02-24
Transferring Gaming And Simulation Experience To The Real World written by Toshiko Kikkawa and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-02-24 with Business & Economics categories.
This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.
Ecel 2018 17th European Conference On E Learning
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Author : Klimis Ntalianis
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2018-11-01
Ecel 2018 17th European Conference On E Learning written by Klimis Ntalianis and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-11-01 with Education categories.
The European Conference on e-Learning was established 17 years ago. It has been held in France, Portugal, England, The Netherlands, Greece and Denmark to mention only a few of the countries who have hosted it. ECEL is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of e-Learning. Among other journals, the Electronic Journal of e-Learning publishes a special edition of the best papers presented at this conference.
Legacy And Future Impact Of Gaming Simulation Pioneers
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Author : Willy Christian Kriz
language : en
Publisher: Springer Nature
Release Date : 2025-04-10
Legacy And Future Impact Of Gaming Simulation Pioneers written by Willy Christian Kriz and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-04-10 with Business & Economics categories.
This book is a tribute to two pioneers in the field of gaming simulation: Richard de la Barre Duke and Cathy Stein Greenblat. Duke was a professor of urban planning at the University of Michigan who introduced gaming simulation into urban planning and policy making in the early 1970s. With his 1974 book Gaming: The future’s language, he proposed simulation games as a multilogue language for bringing different disciplines and stakeholders’ perspectives together. He was co-founder of the International Simulation and Gaming Association (ISAGA). Cathy Stein Greenblat was a professor of sociology at Rutgers University, using gaming simulation education and health care beginning in the mid-1970s. She was editor in chief of the international journal Simulation & Gaming for many years. Duke and Greenblat worked together and authored several influential books, and both were honorary members of ISAGA until they passed away in 2022. The present book focuses on the past and actual scientific and practical impact of their work for design and development, facilitation and debriefing, evaluation, and research of simulation games. The book contains discussions and case examples of how their key concepts are still used and can be used in the future to have a social impact through gaming simulation. Furthermore, the book shows how their work and guiding simulation game design principles continue to inspire ongoing and future research in the context of dealing with complexity and to support social and environmental transition through gaming simulation- Included are interviews with the two pioneers and contributions of other outstanding experts about their work.