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Beskrivning
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling;
TOSHIYUKI KANEDA is a Professor at the Graduate School of Engineering, Nagoya Institute of Technology. Holding a Doctor of Engineering from Tokyo Institute of Technology. A fellow and former president of JASAG (Japan Association of Simulation and Gaming), his current research interests include Urban games, Agent-Based Urban Simulation and Urban Analytics.RYOJU HAMADA is a Professor at National Institute of Technology, Asahikawa College, Japan. Holding a Ph.D. (Information Sciences) from Tohoku University. Served as the President, International Simulation and Gaming Association (ISAGA) since 2018 to 2019. Vice president at Japan Association of Simulation and Gaming (JASAG), and Director, Association for Business Simulation and Experiential Learning (ABSEL). His current research interests include Simulation Gaming application into Technology, Business and Society.TERUKAZU KUMAZAWA is an Associate Professor at the Research Institute for Humanity and Nature. Holding a Doctor of Engineering from Tokyo Institute of Technology. His current research interests include knowledge design and regional development for social-ecological sustainability and ontology engineering for knowledge networking.
Innehållsförteckning
Chapter 1. Simulation and Gaming as Instruments for Social Design.- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict.- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa.- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games?.- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues.- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve.- Chapter 9. Gaming for Arctic Sustainability.- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research.- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems.- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games.- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication.- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People.