標題: Titlebook: Gaming as a Cultural Commons; Risks, Challenges, a Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugi Book 2022 The Editor(s) (if applicabl [打印本頁] 作者: Objective 時間: 2025-3-21 17:36
書目名稱Gaming as a Cultural Commons影響因子(影響力)
書目名稱Gaming as a Cultural Commons影響因子(影響力)學(xué)科排名
書目名稱Gaming as a Cultural Commons網(wǎng)絡(luò)公開度
書目名稱Gaming as a Cultural Commons網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Gaming as a Cultural Commons被引頻次
書目名稱Gaming as a Cultural Commons被引頻次學(xué)科排名
書目名稱Gaming as a Cultural Commons年度引用
書目名稱Gaming as a Cultural Commons年度引用學(xué)科排名
書目名稱Gaming as a Cultural Commons讀者反饋
書目名稱Gaming as a Cultural Commons讀者反饋學(xué)科排名
作者: Infant 時間: 2025-3-21 21:23
Gaming as a Cultural Commons978-981-19-0348-9Series ISSN 2197-8832 Series E-ISSN 2197-8840 作者: 領(lǐng)巾 時間: 2025-3-22 01:57 作者: 太空 時間: 2025-3-22 05:26 作者: GUMP 時間: 2025-3-22 10:33
https://doi.org/10.1007/978-3-642-90798-2game design methods are related. During the design process, it is important to develop game artefacts with an appropriate level of abstraction, complexity and aggregation. The original concept of Dick Duke is being discussed, and it is shown how it is understood by its main progenitors, among other 作者: ALB 時間: 2025-3-22 16:32 作者: ALB 時間: 2025-3-22 18:29
https://doi.org/10.1057/9780333993828der on game design and development, facilitation, and game preferences. Market research shows that female game developers are still underrepresented in a booming industry. Research into game play and learning by gaming draws conflicting pictures—from competitive male players to female gamers with st作者: 叢林 時間: 2025-3-22 21:43
Jian-gang Shi,Wen Yuan,Jing-chuan Sund games, card games, role-playing games, and wargames. They are also known as nonelectronic games and unplugged games. Although the survey included questions about digital games in Japan so as to compare them to tabletop games, they are not discussed in detail. In recent years, the market for tablet作者: Banquet 時間: 2025-3-23 03:18 作者: 極力證明 時間: 2025-3-23 08:57 作者: stressors 時間: 2025-3-23 13:23
3D Reconstruction and CAD Modelsded with ample opportunities to learn through gaming simulation in safe environments. Focusing on their role, this chapter discusses the following questions: What is facilitation? What should facilitators do or not do? and What should facilitators consider for a fruitful gaming session? Facilitation作者: 領(lǐng)先 時間: 2025-3-23 17:12
S. Ali Mirjalili,Kiarash Taghavihe factors involved and provide suggestions on how to deal with the challenges that arise. Our aim is to create learning opportunities for both participants and facilitators. Ethical challenges in SGs stem from two main sources; the first is the context of the SG and its participants as they start i作者: obeisance 時間: 2025-3-23 18:21
Thomas Robert,Gabriele Cicciò,Sara Bonasiaissues, which, despite the presence of these issues, are common in gaming due to their importance and/or playability. Second, I discuss the relationship between ethics and fidelity and the reasons why we, as game designers, researchers, facilitators, and teachers, i.e., people in the simulation and 作者: RAG 時間: 2025-3-23 22:57
https://doi.org/10.1057/9781137379115nintended” manipulation that even professional facilitators or game designers may practice. First, we examine gamification, followed by gaming and simulation. Although gamification, which is a relatively new field, is associated with issues of manipulation, the gaming and simulation field, which has作者: radiograph 時間: 2025-3-24 04:58
Toshiko Kikkawa,Willy Christian Kriz,Junkichi SugiFocuses on the ethical aspects of games and explores the educational effects of simulation and gaming (S&G).Emphasizes the cultural aspects of S&G and includes archives of pioneers’ work and perspecti作者: 敵意 時間: 2025-3-24 06:47
https://doi.org/10.1007/978-3-642-90798-2key individuals in gaming simulation. Literature is used in which the cone of abstraction is discussed and illustrated through figures. In addition, ten interviews with veterans in the field of gaming simulation were conducted. They give ideas and arguments for enhancement, consolidation, critique, and practical advice.作者: CHAR 時間: 2025-3-24 11:09
,Die Zersetzung des gef?llten Holzes,orld habitation. This chapter ends with a consideration of the key aspects of board game immersion that leads to a proposed definition of the phenomenon that is both clear and specific to the experience in question.作者: CAJ 時間: 2025-3-24 16:46
Knowledge from the Great Ancestors: The “Cone of Abstraction”—Revisiting a Key Concept Through Interkey individuals in gaming simulation. Literature is used in which the cone of abstraction is discussed and illustrated through figures. In addition, ten interviews with veterans in the field of gaming simulation were conducted. They give ideas and arguments for enhancement, consolidation, critique, and practical advice.作者: Mucosa 時間: 2025-3-24 19:00
Board Game Immersionorld habitation. This chapter ends with a consideration of the key aspects of board game immersion that leads to a proposed definition of the phenomenon that is both clear and specific to the experience in question.作者: 漂泊 時間: 2025-3-25 00:12
Gaming Simulation: Terminology and Fundamentals distinct branches of science: the design and analytical sciences. We show the interconnections, differences, and commonalities of gaming and simulation game design with other widely discussed concepts and terms, such as serious games and gamification. Finally, we refer to some historical aspects and cultural issues.作者: 自制 時間: 2025-3-25 03:36
Book 2022rs a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously de作者: 言行自由 時間: 2025-3-25 10:24 作者: Melanoma 時間: 2025-3-25 12:53 作者: Narrative 時間: 2025-3-25 16:55 作者: discord 時間: 2025-3-25 20:26 作者: 他去就結(jié)束 時間: 2025-3-26 03:54
https://doi.org/10.1057/9781137379115 embodied experience. In the chapter’s final section, we provide a list of recommendations aimed at supporting game professionals in minimizing manipulation. These questions may be used as guidelines for future game practices and research, leading to the development of a code of ethics for game studies.作者: FLINT 時間: 2025-3-26 08:18
Women (and a Little Bit of Culture) in Simulation Gamings. However, we aim at initiating a discourse on this topic with our questions rather than providing answers. We hope that readers will develop their own perspective on the relation between gender and simulation gaming and how more diversity would contribute to this field.作者: 易改變 時間: 2025-3-26 09:11 作者: Leaven 時間: 2025-3-26 16:33 作者: 辮子帶來幫助 時間: 2025-3-26 19:44 作者: 撕裂皮肉 時間: 2025-3-26 22:47 作者: Obloquy 時間: 2025-3-27 04:56 作者: 容易生皺紋 時間: 2025-3-27 05:41 作者: 手榴彈 時間: 2025-3-27 10:41 作者: 闡明 時間: 2025-3-27 15:27 作者: hyperuricemia 時間: 2025-3-27 18:22 作者: wangle 時間: 2025-3-28 01:45
Subtle Manipulation in Gamesd: one with ill intent and the other unintentional. Finally, I note changing attitudes on the part of the game industry and an increased awareness of ethical issues in game design and how to solve them.作者: 一條卷發(fā) 時間: 2025-3-28 05:06 作者: intoxicate 時間: 2025-3-28 09:20
Jian-gang Shi,Wen Yuan,Jing-chuan Suner 2019, were conducted with active gamers between the ages of 20 and 69?years. The results revealed that most active gamers are in their twenties and thirties, thus indicating that the relatively younger generation could accelerate this recent trend. Furthermore, men tended to be more active gamers作者: GLIB 時間: 2025-3-28 13:55
Thomas Robert,Gabriele Cicciò,Sara Bonasiad: one with ill intent and the other unintentional. Finally, I note changing attitudes on the part of the game industry and an increased awareness of ethical issues in game design and how to solve them.作者: 單片眼鏡 時間: 2025-3-28 17:25 作者: 噴油井 時間: 2025-3-28 22:40
Gaming Simulation: Terminology and Fundamentalsand the steps in the gaming process. Also, we discuss a concept from Jan Klabbers who pointed out that the actors in a gaming simulation represent two distinct branches of science: the design and analytical sciences. We show the interconnections, differences, and commonalities of gaming and simulati作者: 向外才掩飾 時間: 2025-3-29 02:45 作者: 預(yù)知 時間: 2025-3-29 06:29 作者: glucagon 時間: 2025-3-29 10:30 作者: Pillory 時間: 2025-3-29 12:10
The Current Status of Japanese Game Players and Its Impact on the Societyd games, card games, role-playing games, and wargames. They are also known as nonelectronic games and unplugged games. Although the survey included questions about digital games in Japan so as to compare them to tabletop games, they are not discussed in detail. In recent years, the market for tablet作者: ACRID 時間: 2025-3-29 16:23 作者: Cpap155 時間: 2025-3-29 20:47
Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Gamescourage discussion. The SN game simulates the interaction between persuasive communication and resistance to persuasion, in which players perform the roles of persuader and persuaded and change their thinking and behavior on a given topic. The game simulates the interaction between persuasive commun作者: 過于平凡 時間: 2025-3-30 00:42
Code of Conduct for Facilitators and the Ethics of Debriefingded with ample opportunities to learn through gaming simulation in safe environments. Focusing on their role, this chapter discusses the following questions: What is facilitation? What should facilitators do or not do? and What should facilitators consider for a fruitful gaming session? Facilitation作者: 起草 時間: 2025-3-30 08:04