This book contains lecture notes of current development in multiscale modeling, computations and applications. It covers fundamental mathematical theory, numerical algorithms as well as practical computational advice for analysing single and multiphysics models containing a variety of scales in time
Gaming, Simulation and Innovations: Challenges and Opportunities (Lecture Notes in Computer Science)
â Scribed by Upinder Dhar (editor), Jigyasu Dubey (editor), Vinod Dumblekar (editor), Sebastiaan Meijer (editor), Heide Lukosch (editor)
- Publisher
- Springer
- Year
- 2022
- Tongue
- English
- Leaves
- 305
- Category
- Library
No coin nor oath required. For personal study only.
⊠Synopsis
This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6â10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.
⊠Table of Contents
Preface
Organization
Contents
Game Design and Facilitation
Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators
1 Introduction
2 Indicators and Frameworks
3 Material and Methods
3.1 Introducing a Capable Video Game
3.2 Hypothesizing and Assumptions
3.3 Framework of the Study
3.4 Scenarios for Indicator Selection Within the Game
4 Results and Discussion
5 Conclusion
References
The Effects of Structured Instruction on Team Performance
1 Introduction
1.1 General Review
1.2 Unpacking and Planning Fallacy
1.3 Pressure of Reaching Consensus
1.4 Purpose of the Study
2 Method
2.1 An OPT Scheduling Game
2.2 Participants and Procedures
2.3 Questionnaires
2.4 Hypothesis
3 Results
3.1 Depth of Understanding Prior to the Game Run
3.2 Individual Estimations Prior to the Game Run and Teamsâ Profit
3.3 Answers to the Questionnaire After the Game Run
4 Discussion
References
Facilitated Tabletop Games in a Mediated Environment
1 Introduction
2 Expected Effects of a Mediated Environment
2.1 Game Session Design and Facilitation
2.2 Zoom Fatigue
2.3 Mediated Presence
3 Method
3.1 Design of the Study
3.2 Experimental Setup
3.3 Participants
3.4 Procedure
3.5 Data Collection
3.6 Data Analysis
4 Results
4.1 Quantitative Results
4.2 Qualitative Results
5 Discussion
5.1 Tiredness and Zoom Fatigue
5.2 Differences Between Physical and Mediated Environment
5.3 Limitations
6 Conclusion
6.1 Recommendations for Future Research
References
Facilitating Training Simulations for Health Emergency
1 Introduction
2 Intervention
3 Methods
4 Applications
4.1 Exercise Planning and Integration of the Learning Outcomes
4.2 Knowledge and Skills Transfer Through Role Play
4.3 Competency-Based Assessment (CBA) Framework
4.4 Feedback
5 Results
5.1 Exercise Planning Driven by Learning Objectives
5.2 Making Most Out of the Role Play with Scripting Support
5.3 Competency-Based Assessments (CBA)
5.4 Feedback Mechanisms
6 Discussion
7 Conclusion
References
Factors and Attributes of Team Players: A Study of Engineering Students in India
1 Introduction
1.1 Conceptual Framework
1.2 Rationale
1.3 Objectives
2 Method
2.1 The Study
2.2 The Design
2.3 The Sample
2.4 The Tool for Data Collection
2.5 The Tool for Data Analysis
3 Results and Discussion
4 Conclusion
References
Intercultural Dialogue Through Simulation and Virtual Exchange in Education
1 Introduction
1.1 Intercultural Dialogue Through Simulation
1.2 Virtual Exchange
2 Method
2.1 âThe School of Valtanceâ Version 2
2.2 Participants
2.3 Procedure
3 Results
3.1 Intercultural Dialogue
3.2 Simulation Interaction
4 Discussion
References
Gaming in Education
The Co-design of Educational Video Games
1 Introduction
2 Study Design
2.1 Research Questions
2.2 Data Collection
3 Results
3.1 Contemporary Co-design Practices
3.2 Stakeholder Involvement
3.3 Stakeholder Prioritization
3.4 Stakeholder Influence
4 Discussion
4.1 Co-design
4.2 Stakeholders
4.3 Limitations
5 Conclusion
References
Reframing the Boundaries of Experiential Education Using Cynefin Domains
1 Introduction
2 The Disconnect Dilemma
3 Barriers to Use of Experiential Learning for Simulating Complex/Chaotic Conditions
4 Future Considerations
References
Experimental Research: Simulations and Serious Games for Sustainability
1 Introduction
2 Method
2.1 Identification of Sources
2.2 Data Analysis
3 Results
3.1 Characteristics of Experimental Research Featuring SBL in the Domain of ESD
4 Discussion
4.1 Limitations of Findings
4.2 Interpretations and Suggestions for Future Research
References
Frame Game as Teaching Methodology in Higher Education: The Case of RElastiCity
1 Introduction
2 Frame Games as Conceptual Models
3 Frame Game, RElastiCity
4 Two Applications of RElastiCityin Higher Education
4.1 Integrated Project for Environmental Engineering
4.2 Urban Resilience in a Changing Climate
5 Discussion
6 Conclusion
References
âRisk Management Can Actually Be Funâ - Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions About Biosafety
1 Introduction
2 Cards for Biosafety
2.1 Game Play
2.2 Adjustments Due to Covid-19 Pandemic
3 Experimental Set-Up
4 Results
4.1 Feedback on the Game
4.2 Learning Goal
5 Discussion, Conclusions and Outlook
References
Social Economy: A Simulation Game in Model Social Enterprises
1 Introduction
2 Social Economy â Game Design
2.1 Game Concept
2.2 Development Process
2.3 Game Content and Setup
2.4 Game Process
2.5 Design Challenges
3 Game Reception and Evaluation
4 Discussion
References
Player Experience in Simulations
Development of the Player Satisfaction Scale - A Factor Analytic Study
1 Introduction
1.1 Player Satisfaction is an Experience
1.2 Satisfaction in Online, Video and Other Electronic Games
1.3 The Objectives of the Study
2 Method
2.1 The Instrument
2.2 The Respondents
2.3 The Procedure
3 Results
3.1 Interview Results
4 Discussion
4.1 Factors of Player Satisfaction
5 Effects of Player Gender and Category on Player Satisfaction
5.1 Limitations
5.2 Conclusion
5.3 Implications of the Study
References
Effect of Learning Styles on Learning Experience in Marketing Management Game
1 Introduction
1.1 Kolb's Learning Style
2 Rationale of the Study
3 Objectives
4 Method
5 Discussion
6 Conclusion
References
The Impact of Changing Moods Based on Real-Time Biometric Measurements on Player Experience
1 Introduction
2 Method
2.1 Research Design
2.2 Materials
3 Method
4 Results
5 Discussion
5.1 Limitations
5.2 Future Indications
References
Ordering the Disorder: Preparing Paramedics for Unexpected and Unsafe Mass Casualty Incidents
1 Introduction
2 Mass Casualty Incidents
3 Rationale
4 This MCI Scenario
5 Review of the Literature
5.1 Increasing Number of Mass Casualty Incidents
5.2 Achieving Appropriate Realism
5.3 Contextualising Experience-Based Learning
6 Method
7 Emerging Issues
7.1 Noise is More Than a Distractor
7.2 Emotional Reactions by Simulated Patients as an Added Value
7.3 Communication - AÂ Key Capability
7.4 Safety with Simulated Patients
7.5 Additional Unexpected Outcome â Realising Limitations of Simulated Patients
7.6 Unforeseen Learning Gains
8 Limitations
9 Conclusions
References
Pleasures in Games: Conceptual Analysis of Fun and Its Constructs
1 Introduction
2 Method
3 Linguistic Roots of Fun
4 Distinguishing Fun from Other Pleasures in Games: An Analysis
5 Emergence of Fun in Interactions
5.1 Emergence of Equality and Inequality
5.2 Emergence of Secrets
5.3 Emergence of Meaningful Work
5.4 Summing Up
6 Discussion
6.1 Model Case
6.2 Contrary Case
6.3 Related Cases
7 Critical Attributes
8 Conclusion
References
Virtual Reality Games for Children with ADHD in Formal Education
1 Introduction
2 Challenges Caused by Attention Deficit Hyperactivity Disorder (ADHD) in Formal Education
3 Virtual Reality Games for Learning in Formal Education
4 VR Game Design Requirements for the Learning of Children with ADHD
4.1 Addressing Inattention Challenge
4.2 Dealing with Self-regulation and Arousal Modulation
4.3 Improving Working Memory
4.4 Helping with the Internalization of Speech
4.5 Dealing with a Demanding School Environment
5 First Low-Fidelity Game Prototype
6 Discussion and Conclusion
References
Policy Formulation and Serious Games
Between Urban Resilience and Serious Gaming: Applying Games for Policy Implementation
1 Introduction
1.1 Urban Resilience
1.2 Policy Implementation
2 Serious Games
3 Method
3.1 Exclusion Criteria
3.2 Inclusion Criteria
3.3 Research Process
4 Discussion
4.1 Disaster Resilience
4.2 Community Resilience
4.3 Urban Resilience
4.4 Climate Change Adaptation
4.5 Others
5 Evaluation
6 Conclusion
References
Designing Business Game by Student-Teacher Collaboration
1 Introduction
2 Review of Literature
2.1 Letting Students Participate in the Lecture
2.2 Letting Students Study Together
2.3 Letting Students Teach as Student Teachers
3 BASE Project
3.1 BASE Project in Its Early Days
3.2 The Great Charter: Rule of Student-Teacher Collaborative Projects
4 BASE Human Resource Management Protocol
4.1 Origin: Decision by Student
4.2 Students Learn Games
4.3 Students Teach Games
4.4 Adequate Role Assignment
4.5 Business Game-Centered Atmosphere
4.6 Generational Limitations
5 Studentsâ Rapid Growth
5.1 Are You a Faculty Member?
5.2 Examples of Awakening
5.3 Awakening
5.4 Limitations
6 Reason of Success in the BASE Project
6.1 Characteristics of Simulation/Gaming (S/G)
6.2 Entrepreneurship
6.3 Mindsets of Students for the Awakening
7 Conclusion
References
Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials
1 Introduction
2 Method
3 Results
4 Discussion
5 Gaps and Future Research
References
Knowledge Sharing Game for Sales Recovery and Food Waste Reduction at Restaurants
1 Introduction
2 Review of Literature
3 Overview of the Proposed Game
3.1 Knowledge Sharing Game for Sales Recovery
3.2 Knowledge Sharing Game for Reducing Food Waste
3.3 Fusion of Shared Knowledge for Sales Recovery and Food Waste Reduction
4 Conclusions
References
Natural Security Games in the Regenerative Economy: A Review
1 Introduction
2 Method
3 Development
4 Results
5 Discussion
6 Conclusion
References
Participatory Simulation Framework for Agent-Based Model Validation in Air Traffic Management
1 Introduction
2 Background
2.1 Quantitative Methods
2.2 Participatory Methods
3 ABM Validation Framework
3.1 Behavioural Analysis
3.2 Participatory Simulations
4 Conclusion and Future Work
References
Author Index
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