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Frontiers in Gaming Simulation

Overview of attention for book
Cover of 'Frontiers in Gaming Simulation'

Table of Contents

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    Book Overview
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    Chapter 1 Playing Science: Role-Playing Games as a Way to Enter Scientific Activity
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    Chapter 2 Achieving Game Goals at All Costs?
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    Chapter 3 Transcoding Pattern and Simulation Games in Learning Geometry – A Research in Primary School
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    Chapter 4 Serious Games, Remote Laboratories and Augmented Reality to Develop and Assess Programming Skills
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    Chapter 5 EfeU: Decision Making Concerning Company Strategy
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    Chapter 6 Veerkracht 2.0
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    Chapter 7 A Serious Game Design Combining Simulation and Sandbox Approaches
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    Chapter 8 Building a Virtual World for Team Work Improvement
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    Chapter 9 Developing an Ambient Assisted Living Environment Applying the advanced Learning Factory (aLF)
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    Chapter 10 Status and Trends of Serious Game Application in Engineering and Manufacturing Education
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    Chapter 11 The UCS-Model of Corporate Sustainability
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    Chapter 12 Effects of a Game-Facilitated Curriculum on Technical Knowledge and Skill Development
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    Chapter 13 Simulation Game as a Live Case Integrated into Two Modules
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    Chapter 14 A Negotiation Game to Support Inter-organizational Business Case Development
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    Chapter 15 Gaming Simulation Design for Individual and Team Situation Awareness
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    Chapter 16 A Game for Requirements Formulation for a Distributed Gaming and Simulation Environment
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    Chapter 17 Co-creating Networked Educational Innovations via Process Simulations
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    Chapter 18 A Grassroots Gaming Simulation: The Case of “Crossroad”
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    Chapter 19 Games for Searching Technology Landscapes
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    Chapter 20 A Design Science Approach to Youth Care through Online Simulation Gaming
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    Chapter 21 Frontiers in Gaming Simulation
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    Chapter 22 Modeling Network Controller Decisions Based Upon Situation Awareness through Agent-Based Negotiation
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    Chapter 23 Representing Qualitative Aspects of Vehicle Purchase Decision-Making in a Simulation Game on Alternative Fuel and Vehicle Transitions
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    Chapter 24 Using Gamification to Enhance Staff Motivation in Logistics
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    Chapter 25 A Distributed Barge Planning Game
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    Chapter 26 A Prediction Market Game to Route Selection under Uncertainty
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    Chapter 27 Parameterised Business Simulation Game Development for Education in Supply Chain Management and Logistics
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    Chapter 28 A Review of Gaming Simulation in Transportation
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    Chapter 29 Challenges to Designing Game-Based Business
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    Chapter 30 Identifying the Competencies and Capabilities of Simulation Professionals
Attention for Chapter 21: Frontiers in Gaming Simulation
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Chapter title
Frontiers in Gaming Simulation
Chapter number 21
Book title
Frontiers in Gaming Simulation
Published in
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-04954-0_21
Book ISBNs
978-3-31-904953-3, 978-3-31-904954-0
Authors

Sebastiaan A. Meijer, Riitta Smeds, Magnus Johansson, Björn Strååt, Henrik Warpefelt, Harko Verhagen, Johansson, Magnus, Strååt, Björn, Warpefelt, Henrik, Verhagen, Harko

Editors

Meijer, Sebastiaan A., Smeds, Riitta

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 17 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 17 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 4 24%
Student > Bachelor 2 12%
Researcher 2 12%
Student > Postgraduate 2 12%
Professor > Associate Professor 2 12%
Other 1 6%
Unknown 4 24%
Readers by discipline Count As %
Computer Science 8 47%
Psychology 2 12%
Design 2 12%
Engineering 1 6%
Social Sciences 1 6%
Other 0 0%
Unknown 3 18%