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50th ISAGA 2019: Warsaw, Poland
- Marcin Wardaszko, Sebastiaan A. Meijer, Heide K. Lukosch, Hidehiko Kanegae, Willy Christian Kriz, Mariola Grzybowska-Brzezinska:
Simulation Gaming Through Times and Disciplines - 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26-30, 2019, Revised Selected Papers. Lecture Notes in Computer Science 11988, Springer 2021, ISBN 978-3-030-72131-2
Simulation Gaming in the Science Space
- Elyssebeth Leigh, Elizabeth Tipton, Marieke de Wijse-van Heeswijk:
A Journey to the Role of Facilitator: Personal Stories Unfolding Alongside World Trends. 3-13 - Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura:
Differences Between Facilitator-Guided and Self-guided Debriefing on the Attitudes of University Students. 14-22 - Fernando Kleiman, Marijn Janssen, Sebastiaan A. Meijer:
Evaluation of a Pilot Game to Change Civil Servants' Willingness Towards Open Data Policy Making. 23-34 - Cevin Zhang, Karin Pukk Härenstam, Jonas Nordquist, Sebastiaan A. Meijer:
Structuring Game Design with Active Learning Benefits: Insights from Logistical Skills Training in Managing an Emergency Department. 35-49 - David Goutx, Sophie Sauvagnargues, Laurent Mermet:
Playing (in) a Crisis Simulation - What is the Playful Engagement in a Serious Simulation Made of? 50-60 - Klemens Koehler, René Röpke, Martin R. Wolf:
Through a Mirror Darkly - On the Obscurity of Teaching Goals in Game-Based Learning in IT Security. 61-73 - Bill Roungas, Sebastiaan A. Meijer, Alexander Verbraeck:
The Tacit Knowledge in Games: From Validation to Debriefing. 74-83 - Michal Mijal, Martyna Ciesla, Monika Gromadzka:
Educational Escape Room - Challenges and Obstacles. 84-98
Simulation Gaming Design and Implementation
- Svetlana Lobastova:
Simulated Construction of State's Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power? 101-108 - Panicha Nitisakunwut, Songsri Soranastaporn:
A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal. 109-114 - Mihail Motzev, Ophelia Pamukchieva:
Accuracy in Business Simulations. 115-126 - Shuang Chang, Hiroshi Deguchi:
Group-Based Learning and Group Composition on the Provision of Public Goods: Incorporating Agent-Based Simulation and Gaming. 127-138 - Miki Yokoyama, Susumu Ohnuma, Yukio Hirose:
Can the Veil of Ignorance Create Consensus? - A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game. 139-152 - Paiboon Kiattikomol, Ratchadawan Nimnual, Pavarisa Sittisanguansak:
The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia. 153-159 - Anique Kuijpers, Heide K. Lukosch, Alexander Verbraeck:
The Trust Game: The Influence of Trust on Collaboration in the Light of Technological Innovations. 160-169 - Maria Freese, Heide K. Lukosch:
The Funnel of Game Design - Proposing a New Way to Address a Problem Definition Using the IDEAS Approach. 170-180 - Richard Teach, James Szot, Larry Chasteen:
Little Things Mean a Lot in Simulations. 181-193 - Arashi Ogihara, Kengo Suzuki, Keita Nakai:
Impact of Competition in Energy Market on Promotion of Renewables: An Agent-Based Model Approach. 194-209 - Adam Kowalik:
The Perception of Business Wargaming Practices Among Strategic and Competitive Intelligence Professionals. 210-220 - Jessika Weber-Sabil, Lidija Lalicic, Thomas P. Buijtenweg, Kevin Hutchinson, Carlos Pereira Santos, Frans Melissen, Ko Koens, Igor Mayer:
Managing Competing Values in Sustainable Urban Tourism: A Simulation-Gaming Approach. 221-234 - Malgorzata Cwil:
Simulation Games as a Framework to Conduct Scientific Experiments - The Example of Prospect Theory Research. 235-246 - Hiroyasu Seita, Setsuya Kurahashi:
Study on Occurrence Mechanism of Quality Scandal in Enterprises by "Sontaku", "Air" and "Water" Theory Using Business Game. 247-258 - Vinod Dumblekar, Upinder Dhar:
Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game. 259-272
Simulation Games for Current Challenges
- Andreas Gerber, Markus Ulrich, Patrick A. Wäger:
Review of Haptic and Computerized (Simulation) Games on Climate Change. 275-289 - Magali Goncalves, Jeroen Steenbeek, Maciej Tomczak, Giovanni Romagnoni, Rikka Puntilla, Ville Karvinen, Carlos Santos, Xander Keijser, Lodewijk Abspoel, Harald Warmelink, Igor Mayer:
Food-Web Modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region. 290-305 - Mieko Nakamura:
Unpacking and Overconfidence in a Production Management Game. 306-319 - Luiz Antonio Titton, Michal Jakubowski:
Authentic Learning in Entrepreneurship Education. 320-327 - Vinod Dumblekar, Upinder Dhar:
Learning from a Business Simulation Game: A Factor-Analytic Study. 328-340
Gamification and Gaming Cultures
- Ryoju Hamada, Nanako Iwasa, Tomomi Kaneko, Masahiro Hiji:
Resolving Migrant Issues in Thailand Using the Framework of 'Simulation Game - Project PAL'. 343-357 - Michal Jakubowski:
Gamification Design Strategies - Summary of Research Project. 358-362 - Derek W. Wade:
Fostering Adaptive Organizations: Some Practical Lessons from Space Pirates. 363-377 - Anna Pamula, Martynas Patasius, Irena Patasiene:
Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology. 378-386
Board Perspective on Simulation Gaming
- Martin Ivanov, Helmut Wittenzellner, Marcin Wardaszko:
Video Game Monetization Mechanisms in Triple A (AAA) Video Games. 389-404 - Jaakko Vuorio, J. Tuomas Harviainen:
Learning with Location-Based Gaming. 405-416 - Blazej Podgórski, Marcin Wardaszko:
Methodological Challenges of Creating a Next-Generation Machine Learning-Based Game Engine for Generating Maps and Vehicle Behavior. 417-422 - Keiko Zaima:
Agent-Based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model. 423-440 - Naraphol Deechuay, Ratchadawan Nimnual, Panya Makasorn, Supanat Permpoon:
Wonders of the World Simulation Program by Virtual Reality. 441-446 - Zhengyu Wang, Yousuf Al-Shorji, Cevin Zhang:
Framework and Application of Live Video Streaming as a Virtual Reality Gaming Technology: A Study of Function and Performance. 447-457
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