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020 _a9789811620119
024 7 _a10.1007/978-981-16-2011-9
_2doi
040 _aES-VaU
_bspa
_cES-VaU
_dES-VaU
050 4 _aHD62.5
_b2021 EB
245 0 0 _aSimulation and Gaming for Social Design
_cedited by Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa
250 _a1st ed. 2021.
264 1 _aSingapore
_c2021
_bSpringer International Publishing
300 _a1 recurso en línea
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
490 0 _aTranslational Systems Sciences
_x2197-8840
_v25
505 0 _aChapter 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 _aThis 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.
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-16-2011-9
_zAcceso a este recurso digital (usuarios Universidad Europea de Valencia)
942 _2lcc
_cLE
988 _aSpringer_Business_2021
999 _c239309
_d239309