This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17-25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book's chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Toshiyuki Kaneda, Professor, Dr., Nagoya Institute of Technology, kaneda@nitech.ac.jp, Gokiso, Showa, Nagoya, 466-8555, Japan
Hidehiko Kanegae, Professor, Dr., Ritsumeikan University, hkanegae@SPS.ritsumei.ac.jp, Kitamachi 58Rits-DMUCH, Komatsubara, Kita-ku, Kyoto.6038341, Japan
Yusuke Toyoda, Associate Professor Dr., Ritsumeikan University, toyoday@fc.ritsumei.ac.jp, Ritsumeikan Univ. The Calle of Policy Sciences, 1 Nishinokyo-Suzaku cho, Nakagyo-ward, Kyoto 604-8415, Japan
Paola Rizzi, Professor Dr., University of Sassari, rizzi@uniss.it, University of Sassari, Department of Architecture, Design and Urban Planning, Palazzo del Pou Salit, Piazza Duomo 6, 07041 Alghero (SS), Italia
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Buch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17-25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification.Most of the papers on which this book's chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century. 492 pp. Englisch. N° de réf. du vendeur 9789811005749
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Gebunden. Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Readers become familiar with the state of the art of the widely diversified simulation and gaming research field in the network societyPresents the example of simulation and state-of-the-art gaming, widely used in education, social problem s. N° de réf. du vendeur 112426468
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