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Simulation and Gaming in the Network Society

Overview of attention for book
Cover of 'Simulation and Gaming in the Network Society'

Table of Contents

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    Book Overview
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    Chapter 1 The Origins of Board Games and Ancient Game Boards
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    Chapter 2 Bending Time: Using Simulation to Warp Perceptions of Time for Learning Purposes
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    Chapter 3 Eat the Cabbage, Kill the Wolf: When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision-Making Processes
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    Chapter 4 Live-Action Role-Play or the Performance of Realities
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    Chapter 5 Participants’ Perceptions of Gaming Simulation
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    Chapter 6 Ecological Psychology: A Framework for Wargame Design
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    Chapter 7 Understanding and Changing Systems Through Hybrid Simulation Game Design Methods in Educational Contexts
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    Chapter 8 Simulation and Gaming in Virtual Language Learning Literacy
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    Chapter 9 Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies
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    Chapter 10 Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-Based Learning in Mathematics
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    Chapter 11 Understanding the History of International Politics: A Retrospective and Repeated Type of Gaming and Simulation in the Classroom
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    Chapter 12 Gamification in Education: “American Dream” Game
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    Chapter 13 Japanese Creative Service and Its Competitive Value Co-creation Processes
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    Chapter 14 Implementation Model for the Gamification of Business Processes: A Study from the Field of Material Handling
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    Chapter 15 ColPMan: A Serious Game for Practicing Collaborative Production Management
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    Chapter 16 Massively Multiplayer Online Games as Information System: Implications for Organizational Learning
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    Chapter 17 An Experiment: An International Comparison of the Decision-Making Process Using a Business Game
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    Chapter 18 Experiential Artefact for Cross-Cultural Learning in Business Games: First Results
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    Chapter 19 Urban Planning Games and Simulations: From Board Games to Artificial Environments
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    Chapter 20 Between Game and Reality: Using Serious Games to Analyze Complex Interaction Processes in Air Traffic Management
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    Chapter 21 Gaming Simulation Hybrids in the Railway Domain: How Games Impact the Volatility of Innovation Processes
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    Chapter 22 A Feasibility Study of Land Readjustment Projects in Afghanistan by Developing and Applying Gaming Simulation
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    Chapter 23 Development of SASKE-NABLE: A Simulation Game Utilizing Lessons from the Great East Japan Earthquake
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    Chapter 24 A Simulation of Economic Loss Impact and Recovery: A Case Study of Shima City Assuming Nankai Trough Earthquake
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    Chapter 25 Environmental Education by Playing an Industrial Waste Game: A Comparison Between Chinese, Korean, and Japanese University Students
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    Chapter 26 Even Unreliable Information Disclosure Makes People Cooperate in a Social Dilemma: Development of the “Industrial Waste Illegal Dumping Game”
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    Chapter 27 Cormas: An Agent-Based Simulation Platform for Coupling Human Decisions with Computerized Dynamics
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    Chapter 28 The Fab Safe Game: Preparing Fab Labs and Maker Spaces for Occupational Health and Safety
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    Chapter 29 Knowledge Brokers in Action: A Game-Based Approach for Strengthening Evidence-Based Policies
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    Chapter 30 Simulation of an Organization as a Complex System: Agent-Based Modeling and a Gaming Experiment for Evolutionary Knowledge Management
Overall attention for this book and its chapters
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Mentioned by

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4 X users
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2 Wikipedia pages

Citations

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Title
Simulation and Gaming in the Network Society
Published by
Springer Singapore, January 2016
DOI 10.1007/978-981-10-0575-6
ISBNs
978-9-81-100574-9, 978-9-81-100575-6
Editors

Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi

X Demographics

X Demographics

The data shown below were collected from the profiles of 4 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 47 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 47 100%

Demographic breakdown

Readers by professional status Count As %
Researcher 1 2%
Unknown 46 98%
Readers by discipline Count As %
Social Sciences 1 2%
Unknown 46 98%