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Titlebook: Gaming as a Cultural Commons; Risks, Challenges, a Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugi Book 2022 The Editor(s) (if applicabl

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發(fā)表于 2025-3-21 17:36:48 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Gaming as a Cultural Commons
副標(biāo)題Risks, Challenges, a
編輯Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugi
視頻videohttp://file.papertrans.cn/381/380593/380593.mp4
概述Focuses 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
叢書名稱Translational Systems Sciences
圖書封面Titlebook: Gaming as a Cultural Commons; Risks, Challenges, a Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugi Book 2022 The Editor(s) (if applicabl
描述This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers 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 designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future.?.Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Jap
出版日期Book 2022
關(guān)鍵詞Simulation and Gaming; Ethics in Education; Culture; Diversity; Media; Manipulation; Game Theory
版次1
doihttps://doi.org/10.1007/978-981-19-0348-9
isbn_softcover978-981-19-0350-2
isbn_ebook978-981-19-0348-9Series ISSN 2197-8832 Series E-ISSN 2197-8840
issn_series 2197-8832
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer Nature Singapor
The information of publication is updating

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Gaming as a Cultural Commons978-981-19-0348-9Series ISSN 2197-8832 Series E-ISSN 2197-8840
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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
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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
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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
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