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Gaming, Simulations, and Society : Research Scope and Perspective
Overview of attention for book
Table of Contents
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Book Overview
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Chapter 1
Toward a New Science of Simulation and Gaming: ISAGA and the Identity Problem of Simulation and Gaming as an Academic Discipline
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Chapter 2
The Game of “Forming a Coalition Government”
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Chapter 3
Environmental Commons Game: Is the Free Rider a “Bad Apple”?
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Chapter 4
Use of Gaming for Training Emergency Headquarters in Responding to Earthquake Damage: VEQRES/SAITAI—Virtual Earthquake RESponses—
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Chapter 5
The Urban Network Game: A Simulation of the Future of Joint City Interests
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Chapter 6
A Report of U-Mart Experiments by Human Agents
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Chapter 7
Price Competition Between Middlemen: An Experimental Study
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Chapter 8
Facilitation in Communication: Toward a Study of an Educational Gaming Simulation
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Chapter 9
The Features and Roles of Simulation Software in the Classroom
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Chapter 10
Instructional Activities Game: A Tool for Teacher Training and Research into Teaching
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Chapter 11
Prefrontal Cortex Deactivation During Video Game Play
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Chapter 12
The Quantity and Context of Video Game Violence in Japan: Toward Creating an Ethical Standard
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Chapter 13
Background and Current Status of Learning Games in the Field of Japanese School Education
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Chapter 14
Yutori Is Considered Harmful: Agent-Based Analysis for Education Policy in Japan
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Chapter 15
Simulations and Social Responsibility: Why Should We Bother?
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Chapter 16
Motivation Styles to Speak Out, Decision Rules, and Group Size as Determinants of Group Decision Making: Simulation of Meetings
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Chapter 17
Openness: A Key to Good Team Performance
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Chapter 18
A Business Game with Social Consequences
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Chapter 19
An Evaluation of Role-Playing Gaming on Reformation Toward Sustainable Rural Society: How to Awaken a Regional Context in Citizens
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Chapter 20
Congruent Facilitation of Simulations and Games
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Chapter 21
The Loss of Concentration by the Effects of the Timing of Commercial Breaks
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Chapter 22
Utilization of Neural Networks and Genetic Algorithms to Make Game Playing More Exciting
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Chapter 23
Effective Learning Through Gaming Simulation Design
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Chapter 24
For the Knowledge Society: How to Involve Human Resources in Gaming
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Chapter 25
Social Contributions and Responsibilities of Simulation and Gaming: Thoughts on the Retirement of Gaming Simulations
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Chapter 26
Enhancing Policy Development Through Actor-Based Simulation
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Chapter 27
Complex Project Management and Gaming Simulation Methodology: Enriching Interfaces Between the Mission and Performance
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Chapter 28
Possibilities and Prospects of On-Line Games in Asia
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Chapter 29
Information Technology Policy and Culture in France
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Chapter 30
Agent-Based Simulation of Alliance of Automobile Enterprises
Overall attention for this book and its chapters
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Mentioned by
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Citations
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Mendeley
Book overview
1. Toward a New Science of Simulation and Gaming: ISAGA and the Identity Problem of Simulation and Gaming as an Academic Discipline
2. The Game of “Forming a Coalition Government”
3. Environmental Commons Game: Is the Free Rider a “Bad Apple”?
4. Use of Gaming for Training Emergency Headquarters in Responding to Earthquake Damage: VEQRES/SAITAI—Virtual Earthquake RESponses—
5. The Urban Network Game: A Simulation of the Future of Joint City Interests
6. A Report of U-Mart Experiments by Human Agents
7. Price Competition Between Middlemen: An Experimental Study
8. Facilitation in Communication: Toward a Study of an Educational Gaming Simulation
9. The Features and Roles of Simulation Software in the Classroom
10. Instructional Activities Game: A Tool for Teacher Training and Research into Teaching
11. Prefrontal Cortex Deactivation During Video Game Play
12. The Quantity and Context of Video Game Violence in Japan: Toward Creating an Ethical Standard
13. Background and Current Status of Learning Games in the Field of Japanese School Education
14. Yutori Is Considered Harmful: Agent-Based Analysis for Education Policy in Japan
15. Simulations and Social Responsibility: Why Should We Bother?
16. Motivation Styles to Speak Out, Decision Rules, and Group Size as Determinants of Group Decision Making: Simulation of Meetings
17. Openness: A Key to Good Team Performance
18. A Business Game with Social Consequences
19. An Evaluation of Role-Playing Gaming on Reformation Toward Sustainable Rural Society: How to Awaken a Regional Context in Citizens
20. Congruent Facilitation of Simulations and Games
21. The Loss of Concentration by the Effects of the Timing of Commercial Breaks
22. Utilization of Neural Networks and Genetic Algorithms to Make Game Playing More Exciting
23. Effective Learning Through Gaming Simulation Design
24. For the Knowledge Society: How to Involve Human Resources in Gaming
25. Social Contributions and Responsibilities of Simulation and Gaming: Thoughts on the Retirement of Gaming Simulations
26. Enhancing Policy Development Through Actor-Based Simulation
27. Complex Project Management and Gaming Simulation Methodology: Enriching Interfaces Between the Mission and Performance
28. Possibilities and Prospects of On-Line Games in Asia
29. Information Technology Policy and Culture in France
30. Agent-Based Simulation of Alliance of Automobile Enterprises
Summary
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This data is correct as of December 2015 - for more up to date information, please visit
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So far, Altmetric has seen this research output assigned in
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