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The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.




This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.




This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.


Content:
Front Matter....Pages I-XIV
Front Matter....Pages 1-1
Toward a New Science of Simulation and Gaming: ISAGA and the Identity Problem of Simulation and Gaming as an Academic Discipline....Pages 3-8
Front Matter....Pages 9-9
The Game of “Forming a Coalition Government”....Pages 11-20
Environmental Commons Game: Is the Free Rider a “Bad Apple”?....Pages 21-28
Use of Gaming for Training Emergency Headquarters in Responding to Earthquake Damage: VEQRES/SAITAI—Virtual Earthquake RESponses—....Pages 29-38
The Urban Network Game: A Simulation of the Future of Joint City Interests....Pages 39-48
A Report of U-Mart Experiments by Human Agents....Pages 49-57
Price Competition Between Middlemen: An Experimental Study....Pages 59-68
Front Matter....Pages 69-69
Facilitation in Communication: Toward a Study of an Educational Gaming Simulation....Pages 71-80
The Features and Roles of Simulation Software in the Classroom....Pages 81-89
Instructional Activities Game: A Tool for Teacher Training and Research into Teaching....Pages 91-100
Prefrontal Cortex Deactivation During Video Game Play....Pages 101-109
The Quantity and Context of Video Game Violence in Japan: Toward Creating an Ethical Standard....Pages 111-120
Background and Current Status of Learning Games in the Field of Japanese School Education....Pages 121-128
Front Matter....Pages 129-136
Simulations and Social Responsibility: Why Should We Bother?....Pages 137-137
Motivation Styles to Speak Out, Decision Rules, and Group Size as Determinants of Group Decision Making: Simulation of Meetings....Pages 139-148
Openness: A Key to Good Team Performance....Pages 149-158
A Business Game with Social Consequences....Pages 159-168
Front Matter....Pages 169-176
An Evaluation of Role-Playing Gaming on Reformation Toward Sustainable Rural Society: How to Awaken a Regional Context in Citizens....Pages 177-177
Congruent Facilitation of Simulations and Games....Pages 179-188
Front Matter....Pages 189-198
The Loss of Concentration by the Effects of the Timing of Commercial Breaks....Pages 177-177
Utilization of Neural Networks and Genetic Algorithms to Make Game Playing More Exciting....Pages 199-206
Effective Learning Through Gaming Simulation Design....Pages 207-216
For the Knowledge Society: How to Involve Human Resources in Gaming....Pages 217-226
Front Matter....Pages 227-236
Social Contributions and Responsibilities of Simulation and Gaming: Thoughts on the Retirement of Gaming Simulations....Pages 237-237
Enhancing Policy Development Through Actor-Based Simulation....Pages 239-248
Complex Project Management and Gaming Simulation Methodology: Enriching Interfaces Between the Mission and Performance....Pages 249-258
Possibilities and Prospects of On-Line Games in Asia....Pages 259-267
Information Technology Policy and Culture in France....Pages 269-277
Agent-Based Simulation of Alliance of Automobile Enterprises....Pages 279-287
Back Matter....Pages 289-298
....Pages 299-320
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