The Magic Circle: Principles of Gaming & Simulation

The Magic Circle: Principles of Gaming & Simulation

Author: Jan H.G. Klabbers

Publisher: BRILL

Published: 2009-01-01

Total Pages: 398

ISBN-13: 9087903103

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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.


Principles and Practices of Gaming-Simulation

Principles and Practices of Gaming-Simulation

Author: Cathy S. Greenblat

Publisher: SAGE Publications, Incorporated

Published: 1981

Total Pages: 294

ISBN-13:

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The authors' 1975 classic Gaming-Simulation has been revised and abridged for this edition. Three new chapters have been written: one on evaluation of games, one on their application in policy making, and the third on microcomputers in game design. It is a comprehensive, up-to-date guide on the multiple uses of gaming and simulation in the social sciences.


The Magic Circle: The gaming landscape: 1. Kaldeidoscopic perspective on game, play and simulation ; 2. The gaming landscape in the 20th century ; 3. Interactive learning through gaming ; Part II: Principles: 4. A theory of gaming ; 5. Gaming methodology: Views on model building ; 6. Gaming: What kind of science is it? ; 7. Evaluation methodology ; Part III: Cases: 8. System dynamics and interactive simulation ; 9. Management of human capital ; 10. Policy options adressing climate change ; 11. general management game: FUNO ; Part IV: Epilogue: 12. Epilogue ; Bibliography ; Subject index

The Magic Circle: The gaming landscape: 1. Kaldeidoscopic perspective on game, play and simulation ; 2. The gaming landscape in the 20th century ; 3. Interactive learning through gaming ; Part II: Principles: 4. A theory of gaming ; 5. Gaming methodology: Views on model building ; 6. Gaming: What kind of science is it? ; 7. Evaluation methodology ; Part III: Cases: 8. System dynamics and interactive simulation ; 9. Management of human capital ; 10. Policy options adressing climate change ; 11. general management game: FUNO ; Part IV: Epilogue: 12. Epilogue ; Bibliography ; Subject index

Author: J. H. G. Klabbers

Publisher:

Published: 2006

Total Pages: 0

ISBN-13: 9789087900069

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Games and Rules

Games and Rules

Author: Beat Suter

Publisher: transcript Verlag

Published: 2019-03-31

Total Pages: 323

ISBN-13: 3839443040

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Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.


Gaming as a Cultural Commons

Gaming as a Cultural Commons

Author: Toshiko Kikkawa

Publisher: Springer Nature

Published: 2022-04-23

Total Pages: 199

ISBN-13: 9811903484

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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.


Back to the future of Gaming

Back to the future of Gaming

Author: Willy Christian Kriz

Publisher: wbv Media GmbH & Company KG

Published: 2014-07-10

Total Pages: 310

ISBN-13: 3763954260

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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.


Triadic Game Design

Triadic Game Design

Author: Casper Harteveld

Publisher: Springer Science & Business Media

Published: 2011-02-26

Total Pages: 328

ISBN-13: 1849961573

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Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.


Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines

Author: Marcin Wardaszko

Publisher: Springer Nature

Published: 2021-03-26

Total Pages: 469

ISBN-13: 3030721329

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This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.


Perspectives on Culture and Agent-based Simulations

Perspectives on Culture and Agent-based Simulations

Author: Virginia Dignum

Publisher: Springer Science & Business Media

Published: 2013-11-11

Total Pages: 245

ISBN-13: 331901952X

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This volume analyses, from a computational point of view, how culture may arise, develop and evolve through time. The four sections in this book examine and analyse the modelling of culture, group and organisation culture, culture simulation, and culture-sensitive technology design. Different research disciplines have different perspectives on culture, making it difficult to compare and integrate different concepts and models of culture. By taking a computational perspective this book nevertheless enables the integration of concepts that play a role in culture, even though they might originate from different disciplines. Culture is usually regarded as something vague and qualitative and thus difficult to deal with in a computational and formal setting. Taking a computational approach to culture thus encompasses a twofold risk: taking a too simplistic approach to cultural influence on behaviour; or trying to capture too much, hence not leading to useful computational tools. However, the approaches and insights in this collection show how different perspectives by leading researchers described in thirteen chapters still can form a coherent picture. The book thus illustrates the potential of using computing systems to better understand culture. By describing methods, theories and concrete application results about the integration of cultural aspects into computer systems, this book provides inspiration to researchers of all disciplines alike and presents the start of an interdisciplinary dialogue on culture.