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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 Japanese
culture. Japan has been attracting attention in the field of board
games as there are many independent game designers and an expanding
market. Although women in S&G have gained some recognition, the
topic has been rather ignored and was first officially discussed in
2019 at the international conference of the International
Simulation and Gaming Association held in Warsaw. In summary, by
focusing on comparatively overlooked or neglected aspects of
S&G, this book expands future opportunities in the field for
researchers and educators, with increased awareness by the general
public.
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 Japanese culture. Japan
has been attracting attention in the field of board games as there
are many independent game designers and an expanding market.
Although women in S&G have gained some recognition, the topic
has been rather ignored and was first officially discussed in 2019
at the international conference of the International Simulation and
Gaming Association held in Warsaw. In summary, by focusing on
comparatively overlooked or neglected aspects of S&G, this book
expands future opportunities in the field for researchers and
educators, with increased awareness by the general public.
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Simulation Gaming Through Times and Disciplines - 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26-30, 2019, Revised Selected Papers (Paperback, 1st ed. 2021)
Marcin Wardaszko, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, …
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R2,802
Discovery Miles 28 020
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Ships in 10 - 15 working days
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This book constitutes revised selected papers from the 50th
International Simulation and Gaming Association Conference, ISAGA
2019, which took place in Warsaw, Poland, during August 26-30,
2019.The 38 papers presented in this volume were carefully reviewed
and selected from 72 submissions. They were organized in topical
sections named: simulation gaming in the science space; simulation
gaming design and implementation; simulation games for current
challenges; simulation games and gamification; and board
perspective on simulation gaming.
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