International Simulation and Gaming Research Yearbook


Book Description

The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues. The work brings together topical contributions from international figures in the field of games and simulations.




The International Simulation & Gaming Research Yearbook


Book Description

The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.




Simulation and Games for Strategy and Policy Planning


Book Description

First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.




Simulations and Games for Transition and Change


Book Description

First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.




Cyber Security Culture


Book Description

Focusing on countermeasures against orchestrated cyber-attacks, Cyber Security Culture is research-based and reinforced with insights from experts who do not normally release information into the public arena. It will enable managers of organizations across different industrial sectors and government agencies to better understand how organizational learning and training can be utilized to develop a culture that ultimately protects an organization from attacks. Peter Trim and David Upton believe that the speed and complexity of cyber-attacks demand a different approach to security management, including scenario-based planning and training, to supplement security policies and technical protection systems. The authors provide in-depth understanding of how organizational learning can produce cultural change addressing the behaviour of individuals, as well as machines. They provide information to help managers form policy to prevent cyber intrusions, to put robust security systems and procedures in place and to arrange appropriate training interventions such as table top exercises. Guidance embracing current and future threats and addressing issues such as social engineering is included. Although the work is embedded in a theoretical framework, non-technical staff will find the book of practical use because it renders highly technical subjects accessible and links firmly with areas beyond ICT, such as human resource management - in relation to bridging the education/training divide and allowing organizational learning to be embraced. This book will interest Government officials, policy advisors, law enforcement officers and senior managers within companies, as well as academics and students in a range of disciplines including management and computer science.




Simulation and Gaming in the Network Society


Book Description

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.




Simulation and Gaming for Mathematical Education


Book Description

"This book proposes simulation games supported by the most recent discoveries and advances in theories of learning research, and gears operational decisions toward the development of an integrated system for the teaching of mathematics in primary schools"--Provided by publisher.




Intersections in Simulation and Gaming


Book Description

This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.




Gaming, Simulations and Society


Book Description

The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.




Simulation and Game-Based Learning in Emergency and Disaster Management


Book Description

Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.