logo
logo
x
바코드검색
바코드검색

인기 검색어

실시간 검색어

검색가능 서점

도서목록 제공

Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society (Hardcover)

Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi (엮은이)
Springer Verlag
304,930원

일반도서

검색중
서점 할인가 할인률 배송비 혜택/추가 실질최저가 구매하기
250,040원 -18% 0원
12,510원
237,530원 >
yes24 로딩중
교보문고 로딩중
notice_icon 검색 결과 내에 다른 책이 포함되어 있을 수 있습니다.

중고도서

검색중
서점 유형 등록개수 최저가 구매하기
로딩중

eBook

검색중
서점 정가 할인가 마일리지 실질최저가 구매하기
로딩중

책 이미지

Simulation and Gaming in the Network Society
eBook 미리보기

책 정보

· 제목 : Simulation and Gaming in the Network Society (Hardcover) 
· 분류 : 외국도서 > 과학/수학/생태 > 수학 > 게임 이론
· ISBN : 9789811005749
· 쪽수 : 474쪽
· 출판일 : 2016-08-03

목차

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

도서 정보 제공 : Yes24(www.yes24.com), 알라딘(www.aladin.co.kr)

이 포스팅은 쿠팡파트너스 및 제휴마케팅이 포함된 광고로 이에 따른 일정액의 수수료를 제공받습니다.
최근 본 책