Kikkawa / Kriz / Sugiura / de Wijse-Van Heeswijk

Transferring Gaming and Simulation Experience to the Real World

Springer

ISBN 9789819627547

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Bibliografische Daten

Fachbuch

Buch. Hardcover

2025

11 s/w-Abbildungen, 39 Farbabbildungen.

In englischer Sprache

Umfang: xvi, 254 S.

Format (B x L): 15,5 x 23,5 cm

Verlag: Springer

ISBN: 9789819627547

Produktbeschreibung

This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.

Autorinnen und Autoren

Kundeninformationen

Focuses on how to connect Simulation and Gaming experience to the real world Not only as a practical guide for gaming, it also takes care of the ethical use of gaming practice Offers examples of games for a transfer of game-based learning and scenario outcomes to solve real world problems

Produktsicherheit

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