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.DE (Lecture Notes in Computer Science)

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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.DE (Lecture Notes in Computer Science)

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Description

This open access book constitutes the revised selected papers of the 56th International Simulation and Gaming Association Conference, ISAGA 2025, held in Stuttgart, Germany, during July 15 18, 2025.

The 23 full papers and 1 short paper presented in this volume were carefully reviewed and selected from 51 submissions. 

They are grouped into the following topics: Designing Futures: Innovation in Game Design and Development; Learning and Evaluation in Simulation-Based Environments; Sustainability, Climate, and Urban Resilience; Immersion and Intercultural Perspectives.

.- 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.


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