Simulation-Gaming: On the Improvement of Competence in Dealing with Complexity, Uncertainty and Value Conflicts

Simulation-Gaming: On the Improvement of Competence in Dealing with Complexity, Uncertainty and Value Conflicts

Author: J.H.G. Klabbers

Publisher: Elsevier

Published: 2016-01-26

Total Pages: 383

ISBN-13: 1483298507

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This volume records the Proceedings of the International Simulation and Gaming Association's 19th International Conference which took place at Utrecht University in 1988. Seven sections are contained in the volume. The first section on complexity, uncertainty and conflict deals with theoretical and methodological issues. This is the introduction to the conference theme "On the improvement of competence". The following sections cover broad areas: organizational change, business simulation, policy exercise, methodology, learning environments, and special topics such as environmental planning, health care, diplomatic games and gambling.


Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2010-11-30

Total Pages: 2084

ISBN-13: 1609601963

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.


International Simulation and Gaming Yearbook

International Simulation and Gaming Yearbook

Author: Peter Saunders

Publisher: Routledge

Published: 2014-03-18

Total Pages: 270

ISBN-13: 1135365822

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This text brings together topical contributions from figures in the field of games and simulations, representing the current international thinking and best practice.


Simulations and Gaming Across Disciplines and Cultures

Simulations and Gaming Across Disciplines and Cultures

Author: David Crookall

Publisher: SAGE Publications, Incorporated

Published: 1995-06-19

Total Pages: 330

ISBN-13:

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With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries.


Simulation--gaming in Education and Training

Simulation--gaming in Education and Training

Author: International Simulation and Gaming Association. International Conference

Publisher: Pergamon

Published: 1988

Total Pages: 306

ISBN-13:

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This volume records the proceedings of the International Simulation and Gaming Association's 18th International Conference, held in Venice in September 1987. Four sections are contained in this volume. Each of the first three sections deals with a broad area: cultural and social aspects of simulation-gaming, business and management, and support systems. The fourth section presents an Italian perspective on simulation-gaming. Overall, this volume covers a wide spectrum of topics and issues, and presents interesting accounts and analyses of simulations and games. People involved in education and training, whether or not they already use simulations and games, will find many useful ideas and discussions in this volume.


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1365

ISBN-13: 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.