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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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樓主: Objective
11#
發(fā)表于 2025-3-23 13:23:45 | 只看該作者
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
12#
發(fā)表于 2025-3-23 17:12:14 | 只看該作者
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
13#
發(fā)表于 2025-3-23 18:21:08 | 只看該作者
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
14#
發(fā)表于 2025-3-23 22:57:18 | 只看該作者
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
15#
發(fā)表于 2025-3-24 04:58:12 | 只看該作者
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
16#
發(fā)表于 2025-3-24 06:47:01 | 只看該作者
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.
17#
發(fā)表于 2025-3-24 11:09:40 | 只看該作者
,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.
18#
發(fā)表于 2025-3-24 16:46:27 | 只看該作者
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.
19#
發(fā)表于 2025-3-24 19:00:37 | 只看該作者
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.
20#
發(fā)表于 2025-3-25 00:12:59 | 只看該作者
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.
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