This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy-food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It…mehr
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy-food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship.
Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated.
Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.
TOSHIYUKI KANEDA is a Professor at the Graduate School of Engineering, Nagoya Institute of Technology. Holding a Doctor of Engineering from Tokyo Institute of Technology. A fellow and former president of JASAG (Japan Association of Simulation and Gaming), his current research interests include Urban games, Agent-Based Urban Simulation and Urban Analytics. RYOJU HAMADA is a Professor at National Institute of Technology, Asahikawa College, Japan. Holding a Ph.D. (Information Sciences) from Tohoku University. Served as the President, International Simulation and Gaming Association (ISAGA) since 2018 to 2019. Vice president at Japan Association of Simulation and Gaming (JASAG), and Director, Association for Business Simulation and Experiential Learning (ABSEL). His current research interests include Simulation Gaming application into Technology, Business and Society. TERUKAZU KUMAZAWA is an Associate Professor at the Research Institute for Humanity and Nature. Holding a Doctor of Engineering from Tokyo Institute of Technology. His current research interests include knowledge design and regional development for social-ecological sustainability and ontology engineering for knowledge networking.
Inhaltsangabe
Chapter 1. Simulation and Gaming as Instruments for Social Design.- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict.- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa.- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games?.- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues.- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve.- Chapter 9. Gaming for Arctic Sustainability.- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research.- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems.- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games.- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication.- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People.
Chapter 1. Simulation and Gaming as Instruments for Social Design.- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict.- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa.- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games?.- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues.- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve.- Chapter 9. Gaming for Arctic Sustainability.- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research.- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems.- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games.- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication.- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People.
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