吉川肇子・杉浦淳吉ほか(共)編/ゲーミング・シミュレーション体験を現実世界の実装へ<br>Transferring Gaming and Simulation Experience to the Real World (Translational Systems Sciences)

個数:

吉川肇子・杉浦淳吉ほか(共)編/ゲーミング・シミュレーション体験を現実世界の実装へ
Transferring Gaming and Simulation Experience to the Real World (Translational Systems Sciences)

  • 在庫がございません。海外の書籍取次会社を通じて出版社等からお取り寄せいたします。
    通常6~9週間ほどで発送の見込みですが、商品によってはさらに時間がかかることもございます。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合がございます。
    2. 複数冊ご注文の場合は、ご注文数量が揃ってからまとめて発送いたします。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Hardcover:ハードカバー版/ページ数 261 p.
  • 言語 ENG
  • 商品コード 9789819627547

Full Description

This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.

 

Contents

Chapter 1. Transfer of Gaming: Designing Simulation Games as Models of Reality and Gaming Simulation to Design and Model Reality.- Chapter 2. How we can connect game experience to the reality.- Chapter 3. Facilitating Diversity: Enhancing Gaming and Simulation Activities for Varied Participants.- Chapter 4. Debriefing as a leverage point for the transfer of simulation game learning outcomes to reality Building blocks before and during debriefing that enhance learning transfer.- Chapter 5. Transfer of learning in analogue, digital and hybrid game.- Chapter 6. The Relationship between Social Psychological Theory, the Real World, and Gaming experiments.- Chapter 7. Connecting Gaming Experiences and Psychological Experiments Simulated Society and Trust Games.- Chapter 8. Gaming Simulation to Enhance Resilience at the Sharp End of Socio-technical Systems.- Chapter 9. Applying Gaming and Simulation to Community-based Disaster Risk Management.- Chapter 10. Navigating Learning Compass by Playing-Constructing Collective Urban Insight.- Chapter 11. Transfer of Learning into Action: Serious Gaming in the Business Context.- Chapter 12. Development of Serious Games for Apprenticeship A Nationwide Game-Based Program for Vocational Education.- Chapter 13. The use of simulation/games in territories: key factors to favor effects on territorial development.

最近チェックした商品