Gaming, Simulation and Innovations: Challenges and Opportunities 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6–10, 2021, Revised Selected Papers /

Gaming, Simulation and Innovations: Challenges and Opportunities 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6–10, 2021, Revised Selected Papers / [electronic resource] : edited by Upinder Dhar, Jigyasu Dubey, Vinod Dumblekar, Sebastiaan Meijer, Heide Lukosch. - 1st ed. 2022. - XI, 297 p. 79 illus., 51 illus. in color. online resource. - Lecture Notes in Computer Science, 13219 1611-3349 ; . - Lecture Notes in Computer Science, 13219 .

Game Design and Facilitation -- Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators -- The Effects of Structured Instruction on Team Performance -- Facilitated Tabletop Games in a Mediated Environment -- Facilitating Training Simulations for Health Emergency -- Factors and Attributes of Team Players: A Study of Engineering Students in India -- Intercultural Dialogue through Simulation and Virtual Exchange in Education -- Gaming in Education -- The Co-Design of Educational Video Games -- Reframing the Boundaries of Experiential Education Using Cynefin Domains -- Experimental Research: Simulations and Serious Games for Sustainability -- Frame Game as Teaching Methodology in Higher Education: the case of RElastiCity -- “Risk Management can actually be Fun” - Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions about Biosafety -- Social Economy: A Simulation Game in Model Social Enterprises.

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

9783031099595

10.1007/978-3-031-09959-5 doi


Computer networks .
Computer engineering.
Computer vision.
Social sciences--Data processing.
Coding theory.
Information theory.
Computer Communication Networks.
Computer Engineering and Networks.
Computer Vision.
Computer Application in Social and Behavioral Sciences.
Coding and Information Theory.

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