The Magic Circle Principles Of Gaming Simulation

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The Magic Circle Principles Of Gaming Simulation
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Author : Jan H.G. Klabbers
language : en
Publisher: BRILL
Release Date : 2009-01-01
The Magic Circle Principles Of Gaming Simulation written by Jan H.G. Klabbers and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-01-01 with Education categories.
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
The Magic Circle
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Author : Jan H. G. Klabbers
language : en
Publisher:
Release Date : 2006
The Magic Circle written by Jan H. G. Klabbers and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Game theory categories.
Simulation And Gaming Across Borders
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Author : Heide Lukosch
language : en
Publisher: Springer Nature
Release Date :
Simulation And Gaming Across Borders written by Heide Lukosch and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.
Design User Experience And Usability Design For Contemporary Interactive Environments
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Author : Aaron Marcus
language : en
Publisher: Springer Nature
Release Date : 2020-07-10
Design User Experience And Usability Design For Contemporary Interactive Environments written by Aaron Marcus and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-07-10 with Computers categories.
This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 50 papers included in this volume were organized in topical sections on interactions in intelligent and IoT environments, usability aspects of handheld and mobile devices, designing games and immersive experiences, and UX studies in automotive and transport.
Law Video Games Virtual Realities
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Author : Dale Mitchell
language : en
Publisher: Taylor & Francis
Release Date : 2023-10-20
Law Video Games Virtual Realities written by Dale Mitchell and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-20 with Law categories.
This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.
Strategies For Urban Network Learning
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Author : Leon van den Dool
language : en
Publisher: Springer Nature
Release Date : 2020-05-06
Strategies For Urban Network Learning written by Leon van den Dool and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-05-06 with Political Science categories.
This book presents international experiences in urban network learning. It is vital for cities to learn as it is necessary to constantly adapt and improve public performance and address complex challenges in a constantly changing environment. It is therefore highly relevant to gain more insight into how cities can learn. Cities address problems and challenges in networks of co-operation between existing and new actors, such as state actors, market players and civil society. This book presents various learning environments and methods for urban network learning, and aims to learn from experiences across the globe. How does learning take place in these urban networks? What factors and situations help or hinder these learning practices? Can we move from intuition to a strategy to improve urban network learning?
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.
Events Future Trends Perspectives
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Author : Kim Werner
language : en
Publisher: utb GmbH
Release Date : 2020-05-11
Events Future Trends Perspectives written by Kim Werner and has been published by utb GmbH this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-05-11 with Business & Economics categories.
An international approach! Events – future, trends, perspectives provides insights into many of the recent developments within the diverse event industry. International scholars and experts with backgrounds in multiple related fields have taken up exciting research topics and offer perspectives, thoughts and views on a number of current and future issues and challenges. The topics are as diverse as the industry itself and include discussions on gender and diversity, disruptive technologies, sustainability, psychological effects, the co-creation of experiences, the future of event education and many more. Vivid case studies and best practice examples are used to illustrate current and future developments and to spark discussion and debate amongst scholars, practitioners and students alike. The Corona crisis (Covid-19) is having a massive impact on the events industry. Due to the editorial deadline of this book in February 2020, this topic could not be considered in this edition. We ask for your understanding.
The Nasaga Training Activity Book
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Author : Judith M. Blohm
language : en
Publisher: John Wiley & Sons
Release Date : 2012-10-06
The Nasaga Training Activity Book written by Judith M. Blohm and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-10-06 with Business & Economics categories.
From the acclaimed North American Simulation and Gaming Association, comes the much-anticipated The NASAGA Training Activity Book. This first-of-its-kind book offers a dynamic collection of ready-to-use games, simulations, and activities. With contributions from expert trainers, educators, and simulation and game designers, this highly accessible resource presents a variety of activities that address the most common issues that trainers are asked to tackle including: Communication Conflict management Creativity Customer service/sales/marketing Decision making/problem solving MulticulturAL ISSUES Organization development Self-awareness/personal growth Team building Training of trainers Each activity is presented in detail, giving suggestions on set-up, group size, materials and equipment, process, and debriefing. To address the wide range of training opportunities, the book includes at least two variations for each activity. Contributors demonstrate how to adapt each activity to ensure learning is directly connected to instructional objectives and considerate of cultural issues. In addition, all the activities are cross-referenced to other uses. The NASAGA Training Activity Book is filled with illustrative examples that show how activities can be used for maximum results and includes several debriefing models that contain real answers to help facilitators during debriefing sessions.
Back To The Future Of Gaming
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Author : Willy Christian Kriz
language : en
Publisher: wbv Media GmbH & Company KG
Release Date : 2014-07-10
Back To The Future Of Gaming written by Willy Christian Kriz and has been published by wbv Media GmbH & Company KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-10 with Education categories.
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.