Produktbild: Shaping the Future through Simulation and Gaming
Band 16439

Shaping the Future through Simulation and Gaming 56th International Simulation and Gaming Association Conference, ISAGA 2025, Stuttgart, Germany, July 15–18, 2025, Revised Selected Papers

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

02.04.2026

Abbildungen

XI, 380 p. 89 illus., 58 illus. in color.

Herausgeber

Friedrich Trautwein + weitere

Verlag

Springer

Seitenzahl

380

Maße (L/B/H)

23,5/15,5/2,2 cm

Gewicht

593 g

Sprache

Englisch

ISBN

978-3-032-20128-7

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

02.04.2026

Abbildungen

XI, 380 p. 89 illus., 58 illus. in color.

Herausgeber

Verlag

Springer

Seitenzahl

380

Maße (L/B/H)

23,5/15,5/2,2 cm

Gewicht

593 g

Sprache

Englisch

ISBN

978-3-032-20128-7

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: Shaping the Future through Simulation and Gaming

  • .- Designing Futures: Innovation in Game Design and Development.


    .- What Reality Do We Pursue as Designers and Facilitators?.


    .- Development of Gaming Simulation for Policy Discussion on the Community-Based 



    Integrated Care System.


    .- Influence of Game Genre Choice on Computational Thinking Development in School



    Based Video Game Design Activities.


    .- LEGO® SERIOUS PLAY® and Simulation Games: A Meaningful Combination or a 



    Distracting Influence?.


    .- Modelling In-game Events in Game Scenarios: A Comprehensive Framework.


    .- Managing the Creative Storm – Game Brainstorm Sessions Based on the Triadic Game 



    Design Philosophy.


    .- Playing for Urban Security: A Co-design Analog Serious Game Process to Support 



    Collaborative Spatial Planning.


    .- Games for Harm and Remedy: Using Video Games to Promote Sex Worker Rights.


    .- MyCrystalBall – A Versatile Game for Innovation and Foresight.


    .- Learning and Evaluation in Simulation-Based Environments.


    .- The Health Insurance Game – A Simulation Game and a Simulation of a Health 



    Economic Experiment .


    .- Conceptualizing Embodied Debriefing in Simulation and Gaming Studies.


    .- Developing an Evaluation Design for a Simulation-Based Team Training with Global 



    Virtual Teams: A Virtual Action Learning Approach.


    .- Simulation, Education and Ethics – What a Mix!.


    .- Securing Implicit Experiential Knowledge with Applied Games in Industry 4.0.


    .- Sustainability, Climate, and Urban Resilience.


    .- The World Climate Game© – Solving World Problems Through Play.


    .- Defend the Delta: Prototyping and Testing a Tower Defense Game on Salt Intrusion.


    .- A Cooperative Board Game Intervention to Foster High School Students’ Conceptual 



    Understanding of the Greenhouse Effect and Climate Change.


    .- Key Factors for Using Games Such as WhereWeMove in Municipal Flood Risk 



    Communication and Collaboration.


    .- Development of a Disaster Management Headquarters Game.


    .- Children’s Perceptions of Food Through Game-Based Activities: Insights from an 



    Action Research Project on Food Education.


    .- Immersion and Intercultural Perspectives.


    .- From Potential to Practice: Applied Immersive Games in Industry.


    .- ‘Judging a Book by Its Cover’: Simulation, Bias, and Intercultural Learning.


    .- Anywhere Academy – Avatar-Based Collaborative Teaching and Learning in VR.


    .- Business Simulation in the Context of Emerging Technologies – The SPEE Case Study.