Simulation-gaming in the Late 1980s
Author: International Simulation and Gaming Association. International Conference
Publisher: Pergamon
Published: 1987
Total Pages: 364
ISBN-13:
DOWNLOAD EBOOKRead and Download eBook Full
Author: International Simulation and Gaming Association. International Conference
Publisher: Pergamon
Published: 1987
Total Pages: 364
ISBN-13:
DOWNLOAD EBOOKAuthor: J.H.G. Klabbers
Publisher: Elsevier
Published: 2016-01-26
Total Pages: 383
ISBN-13: 1483298507
DOWNLOAD EBOOKThis 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.
Author: Management Association, Information Resources
Publisher: IGI Global
Published: 2010-11-30
Total Pages: 2084
ISBN-13: 1609601963
DOWNLOAD EBOOK"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.
Author: Peter Saunders
Publisher: Routledge
Published: 2014-03-18
Total Pages: 270
ISBN-13: 1135365822
DOWNLOAD EBOOKThis text brings together topical contributions from figures in the field of games and simulations, representing the current international thinking and best practice.
Author:
Publisher: Eburon Uitgeverij B.V.
Published: 2007
Total Pages: 432
ISBN-13: 9059722310
DOWNLOAD EBOOK45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.
Author: Danny Saunders
Publisher: Psychology Press
Published: 1996
Total Pages: 306
ISBN-13: 9780749418663
DOWNLOAD EBOOKAuthor: David Crookall
Publisher: SAGE Publications, Incorporated
Published: 1995-06-19
Total Pages: 330
ISBN-13:
DOWNLOAD EBOOKWith 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.
Author: Kaufman, David
Publisher: IGI Global
Published: 2010-01-31
Total Pages: 528
ISBN-13: 1615207325
DOWNLOAD EBOOK"This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.
Author: International Simulation and Gaming Association. International Conference
Publisher: Pergamon
Published: 1988
Total Pages: 306
ISBN-13:
DOWNLOAD EBOOKThis 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.
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Published: 2021-05-24
Total Pages: 1365
ISBN-13: 1440870209
DOWNLOAD EBOOKNow 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.