Detalles MARC
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239309 |
| 003 - IDENTIFICADOR DEL NÚMERO DE CONTROL |
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ES-VaUE |
| 005 - FECHA Y HORA DE LA ÚLTIMA TRANSACCIÓN |
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20240306114316.0 |
| 007 - CAMPO FIJO DE DESCRIPCIÓN FÍSICA--INFORMACIÓN GENERAL |
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| 008 - DATOS DE LONGITUD FIJA--INFORMACIÓN GENERAL |
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220103s2021 si | o |||| 0|eng d |
| 020 ## - NÚMERO INTERNACIONAL ESTÁNDAR DEL LIBRO |
| Número Internacional Estándar del Libro |
9789811620119 |
| 024 7# - IDENTIFICADOR DE OTROS ESTÁNDARES |
| Número estándar o código |
10.1007/978-981-16-2011-9 |
| Fuente del número o código |
doi |
| 040 ## - FUENTE DE LA CATALOGACIÓN |
| Centro catalogador/agencia de origen |
ES-VaU |
| Lengua de catalogación |
spa |
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ES-VaU |
| Centro/agencia modificador |
ES-VaU |
| 050 #4 - SIGNATURA TOPOGRÁFICA DE LA BIBLIOTECA DEL CONGRESO |
| Número de clasificación |
HD62.5 |
| Número de documento/Ítem |
2021 EB |
| 245 00 - MENCIÓN DE TÍTULO |
| Título |
Simulation and Gaming for Social Design |
| Mención de responsabilidad, etc. |
edited by Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa |
| 250 ## - MENCIÓN DE EDICIÓN |
| Mención de edición |
1st ed. 2021. |
| 264 #1 - PRODUCCIÓN, PUBLICACIÓN, DISTRIBUCIÓN, FABRICACIÓN Y COPYRIGHT |
| Producción, publicación, distribución, fabricación y copyright |
Singapore |
| Fecha de producción, publicación, distribución, fabricación o copyright |
2021 |
| Nombre del de productor, editor, distribuidor, fabricante |
Springer International Publishing |
| 300 ## - DESCRIPCIÓN FÍSICA |
| Extensión |
1 recurso en línea |
| 336 ## - TIPO DE CONTENIDO |
| Término de tipo de contenido |
texto |
| Código de tipo de contenido |
txt |
| Fuente |
rdacontent |
| 337 ## - TIPO DE MEDIO |
| Nombre/término del tipo de medio |
electrónico |
| Código del tipo de medio |
c |
| Fuente |
rdamedia |
| 338 ## - TIPO DE SOPORTE |
| Nombre/término del tipo de soporte |
recurso electrónico |
| Código del tipo de soporte |
cr |
| Fuente |
rdacarrier |
| 490 0# - MENCIÓN DE SERIE |
| Mención de serie |
Translational Systems Sciences |
| Número Internacional Normalizado para Publicaciones Seriadas |
2197-8840 |
| Designación de volumen o secuencia |
25 |
| 505 0# - NOTA DE CONTENIDO CON FORMATO |
| Nota de contenido con formato |
Chapter 1. Simulation and Gaming as Instruments for Social Design -- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict -- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa -- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games? -- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action -- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action -- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues -- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve -- Chapter 9. Gaming for Arctic Sustainability -- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research -- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems -- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games -- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication -- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People. |
| 520 ## - SUMARIO, ETC. |
| Sumario, etc. |
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy-food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge. |
| 988 ## - NOTA LOCAL 598 |
| Nota local 598 (boletines) |
Springer_Business_2021 |
| 856 40 - LOCALIZACIÓN Y ACCESO ELECTRÓNICOS |
| Identificador Uniforme del Recurso |
https://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-16-2011-9 |
| Nota pública |
Acceso a este recurso digital (usuarios Universidad Europea de Valencia) |
| 942 ## - ELEMENTOS DE PUNTO DE ACCESO ADICIONAL (KOHA) |
| Fuente del sistema de clasificación o colocación |
Library of Congress Classification |
| Tipo de ítem Koha |
LIBRO-E NO PRÉSTAMO |