Academic literature on the topic 'Simulation and gaming'

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Journal articles on the topic "Simulation and gaming"

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Harviainen, J. Tuomas. "Gaming, Simulation/Gaming, and Simulation & Gaming." Simulation & Gaming 48, no. 6 (November 9, 2017): 719–21. http://dx.doi.org/10.1177/1046878117742201.

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Renaud, Lise, and Harold Stolovitch. "Simulation Gaming." Simulation & Games 19, no. 3 (September 1988): 328–45. http://dx.doi.org/10.1177/0037550088193005.

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van Lankveld, G., E. Sehic, J. C. Lo, and S. A. Meijer. "Assessing Gaming Simulation Validity for Training Traffic Controllers." Simulation & Gaming 48, no. 2 (December 19, 2016): 219–35. http://dx.doi.org/10.1177/1046878116683578.

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Background. The Dutch railway company ProRail is performing large-scale capacity upgrades to their infrastructure network. As part of these upgrades, ProRail uses gaming simulations to help prepare train traffic controllers for new infrastructure situations. Researching the validity of these gaming simulations is essential, since the conclusions drawn from gaming simulation use may result in decisions with large financial and social impact for ProRail and Dutch train passengers. Aim. In this article, we aim to investigate the validity of the gaming simulations for training traffic controllers for new situations in rail infrastructure. We also aim to contribute to the discussion on the minimum level of fidelity required to develop and conduct gaming simulations in a valid way. Method. We investigate the validity by using training sessions in conjunction with questionnaires. We based the approach and questionnaires on the earlier work of Raser. Results. Our results show that the validity of the gaming simulation ranges from medium to good. They also show that while the fidelity of the gaming simulation is not like the real-world operating conditions, this does not reduce validity to low levels. Conclusions. We conclude that the gaming simulation used in this study was of medium to good validity. We also conclude that maximum fidelity is not required in order to run a valid gaming simulation session.
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Harviainen, J. Tuomas. "Increasing Impact of Simulation/Gaming and Simulation & Gaming." Simulation & Gaming 47, no. 6 (November 8, 2016): 707–9. http://dx.doi.org/10.1177/1046878116677642.

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Siemer, Julika, and Marios C. Angelides. "Integrating an Intelligent Tutoring Facility into a Gaming Simulation Environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1177/026839629701200305.

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Gaming simulations and intelligent tutoring systems are both substantive research and development areas within the field of computer-based education and training which have the potential for mutual enhancement. This paper argues that the pedagogical effectiveness of gaming simulations can be increased through the integration of an intelligent tutoring facility and examines possible roles for such support within a gaming simulation environment. It then commences to present INTUITION, the implementation of the Metal Box Business Simulation game, that illustrates how an intelligent tutoring facility may be integrated within a gaming simulation environment in order to increase its educational value.
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Feldt, Allan G. "Experience With Simulation/Gaming." Simulation & Gaming 45, no. 3 (June 2014): 283–305. http://dx.doi.org/10.1177/1046878114543983.

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Moseley, Alex, and Nicola Whitton. "Engagement in Simulation/Gaming." Simulation & Gaming 45, no. 4-5 (August 2014): 428–32. http://dx.doi.org/10.1177/1046878114556438.

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Crookall, David. "Editorial: Internet Simulation/Gaming." Simulation & Gaming 30, no. 1 (March 1999): 5–6. http://dx.doi.org/10.1177/104687819903000101.

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Brougère, Gilles. "Play and Simulation/Gaming." Simulation & Gaming 30, no. 2 (June 1999): 132–33. http://dx.doi.org/10.1177/104687819903000203.

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Verkuyl, Margaret, Lynda Atack, Krista Kamstra-Cooper, and Paula Mastrilli. "Virtual Gaming Simulation: An Interview Study of Nurse Educators." Simulation & Gaming 51, no. 4 (April 3, 2020): 537–49. http://dx.doi.org/10.1177/1046878120904399.

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Background. Two methods that provide high fidelity experiences outside of clinical settings are laboratory simulation and virtual simulation. Virtual gaming simulations are emerging and currently, there are no guidelines regarding the process. Objectives. The purpose of this study was to conduct interviews with nursing educators who use virtual gaming simulation in education to better understand the extent of use, the process, the challenges and benefits they experience, and their recommendations. Design. A qualitative, descriptive study, using purposive maximum variation sampling and interviews was conducted. Setting/Participant. Participants were selected from nursing programs in different Canadian and American educational institutions who had teaching experience using virtual gaming simulations with nursing students in higher education. Methods. In-depth interviews were conducted using a semi-structured interview guide with opened-ended questions. The interviews were recorded and transcribed. Data analysis was completed using a thematic approach. Results. The final sample consisted of 17 participants, 11(65%) were from Canada and the remaining 6(35%) were from the United States. The data yielded three themes: Benefits of gaming for the student; Preparing students and educators for success and, The virtual gaming simulation process. Participants described the challenges of using virtual gaming simulation in education and made recommendations for best practice and future research. Conclusion. The results of this study can be used as guideposts for educators who embark on this new learning experience and researchers who wish to expand the body of knowledge in this emerging field.
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Dissertations / Theses on the topic "Simulation and gaming"

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Grogan, Paul Thomas 1985. "Interoperable simulation gaming for strategic infrastructure systems design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90169.

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Thesis: Ph. D., Massachusetts Institute of Technology, Engineering Systems Division, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references.
Infrastructure systems are large physical networks of interrelated components which produce and distribute resources to meet societal needs. Meeting future sustainability objectives may require more complex systems with stronger integration across sectors and improved collaboration among constituent organizations. This dissertation introduces and demonstrates a method of interoperable simulation gaining to combine elements from concurrent engineering, wargaming, and serious gaming to support strategic design activities. First, a controlled human subjects experiment quantifies the relative impacts of technical and social sources of complexity using a simple surrogate design task, finding collaboration with communication barriers greatly increases the time and cost of design. Next, a modeling framework identifies common graph-theoretic structures and formal behavior definitions believed to be generalizable to all infrastructure systems. An interoperability interface defines interactions between system models to eiable resource exchanges. Next, the High Level Architecture (HLA) standard is applied to the modeling framework to enable distributed, time-synchronized simulation with deceitralized authority over constituent system models. A federation object model and agreement define data structures and processes to participate in a federated simulation execution. A prototype application case implements the modeling framework and simulation architecture using the context of Saudi Arabia. Infrastructure system models are developed for agriculture, water, petroleum, and electricity sectors. A baseline scenario develops system and element instantiations using historical estimates of resource flows and fictional costs. A software implementation provides a graphical user interface to modify design scenarios and visualize outcomes. Finally, a game formulation uses the prototype model as the basis of a simulation game with individual and collective objectives among water, energy, and agriculture ministry roles. Players collaboratively propose new infrastructure projects over a planning horizon to maximize objectives within time and budgetary constraints. A second controlled human subjects experiment studies the effect of three tool variants of outcome design quality, finding the number of data exchanges is positively correlated with outcome quality and am integrated simulation variant using the HLA results in more data exchanges compared to am asynchronous file-based variant.
by Paul Thomas Grogan.
Ph. D.
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Grogan, Andrew S. "A Low Cost, Portable Stewart Platform Study for Flight Simulation and Gaming Simulation." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1606121360298874.

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Meijer, Sebastiaan. "The organisation of transactions : studying supply networks using gaming simulation /." Wageningen, The Netherlands : Wageningen Academic Publishers, 2009. http://www.gbv.de/dms/zbw/594745683.pdf.

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Mann, Eytan (Eytan Michael). "Gaming and the simulation of history constructing perspectives of Machu Picchu." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118519.

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Thesis: S.M. in Architecture Studies, Massachusetts Institute of Technology, Department of Architecture, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 96-99).
In this research I have developed a new method for depicting historical sites using game-design concepts and technologies. I argue that using computer games, design environment researchers can integrate and consolidate historical documents, challenging the dichotomy of space and time as two discrete constructs, producing a dynamic rather than static "frozen" image of place. This method allows for movement from representation to simulation of historical places and events, and facilitates an active participation in the remaking of an historical place. While this method seeks to provide an accurate historical reconstruction, it also allows for the maintenance of a critical distance by exposing the mechanics of historiography. Stitching together various perspectives, I propose the making of a collage simulation of history in a game environment. To test this method, I studied the historical site of Machu Picchu in Peru, and the story of its discovery by explorer Hiram Bingham in 1911. Bingham's expedition remains today the constituting myth of the site, captured in multiple documents, primarily Bingham's travel journal, but also in photography and cartographic drawings, made by Bingham himself during his discovery. In the contest of my work, Bingham's materials were integrated into a 3D game environment. Taking-part in a collaborative project for 3D-scanning of Machu Picchu, on-site work produced accurate models of sections of the site. The 3D models became a basis-layer for my prototype, a hybrid of game and digital archive, producing a movement towards collage simulation of historical sites.
by Eytan Mann.
S.M. in Architecture Studies
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Walonoski, Jason A. "Visual feedback for gaming prevention in intelligent tutoring systems." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-010806-205001/.

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Saunders, Daniel M. "Developing student-centred learning within higher education through simulation gaming and innovation." Thesis, University of South Wales, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.284892.

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Duder, Sydney. "Cards, dice and lifestyles : gaming a guaranteed annual income." Thesis, McGill University, 1987. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=72093.

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A simulation game was designed to examine the impact of a guaranteed annual income (GAI). The sample of 158 player-objects included factory and clerical workers, high school dropouts, single mothers, and CEGEP and university social work students. To establish the validity of the game, the working and spending behaviour of players was compared with results reported for the New Jersey negative income tax experiment, and found to be similar in a number of respects. The game also simulated two features not present in the New Jersey experiment: (a) variable labour-market conditions, and (b) comparison of a partial, time-limited GAI with a permanent, universal plan. For players on a GAI, working hours were significantly lower when fellow-players were not on a GAI than when they were. Results suggest that work effort may be related to comparisions with a reference group on visible consumer goods.
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Hodges, Tracey L. Witte Maria Margarita. "Examination of gaming in nursing education and the effects on learning and retention." Auburn, Ala., 2008. http://hdl.handle.net/10415/1446.

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Brynielsson, Joel. "A gaming perspective on command and control." Doctoral thesis, Stockholm, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4029.

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Walonoski, Jason A. "Visual Feedback for Gaming Prevention in Intelligent Tutoring Systems." Digital WPI, 2006. https://digitalcommons.wpi.edu/etd-theses/23.

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A major issue in Intelligent Tutoring Systems is off-task student behavior, especially performance-based gaming, where students systematically exploit tutor behavior in order to advance through a curriculum quickly and easily, with as little active thought directed at the educational content as possible. The goal of this research was to explore the phenomena of off-task gaming behavior within the Assistments system, as well as to develop a passive visual indicator to deter and prevent off-task gaming behavior without active intervention via graphical feedback to the student and teachers. Traditional active intervention approaches were also constructed for comparison purposes, and machine-learned gaming-detection models were developed as a potential invocation and evaluation mechanism. Passive graphical interventions have been well received by teachers, and results are suggestive that they are effective at reducing off-task gaming behavior.
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Books on the topic "Simulation and gaming"

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Meijer, Sebastiaan A., and Riitta Smeds, eds. Frontiers in Gaming Simulation. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0.

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Midden, Karen Stoelzle. EGS: Environmental gaming/simulation. Carbondale, IL: [Lands View Consulting, 1991.

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Naweed, Anjum, Marcin Wardaszko, Elyssebeth Leigh, and Sebastiaan Meijer, eds. Intersections in Simulation and Gaming. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-78795-4.

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Arai, Kiyoshi, Hiroshi Deguchi, and Hiroyuki Matsui, eds. Agent-Based Modeling Meets Gaming Simulation. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9.

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Wardaszko, Marcin, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, and Mariola Grzybowska-Brzezińska, eds. Simulation Gaming Through Times and Disciplines. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9.

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1950-, Caluwé Léon de, and Stoppelenburg Annemieke 1967-, eds. Changing organisations with gaming/simulations. 's-Gravenhage: Elsevier Bedrijfsinformatie, 2000.

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Kaneda, Toshiyuki, Hidehiko Kanegae, Yusuke Toyoda, and Paola Rizzi, eds. Simulation and Gaming in the Network Society. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6.

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Hamada, Ryoju, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, Paola Rizzi, and Vinod Dumblekar, eds. Neo-Simulation and Gaming Toward Active Learning. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-8039-6.

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David, Crookall, ed. Simulation-gaming in the late 1980s: Proceedings of the International Simulation and Gaming Association's 17th International Conference. Oxford: Pergamon Press, 1987.

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Taylor, John L. Guide on simulation and gaming for environmental education. Paris: Unesco, 1985.

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Book chapters on the topic "Simulation and gaming"

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Utsumi, Takeshi, and Philip S. Gang. "Environmental Gaming Simulation Network." In Informatik für den Umweltschutz, 651–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 1990. http://dx.doi.org/10.1007/978-3-642-76081-5_69.

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Saur, Joseph M. "War-Gaming Simulations." In Modeling and Simulation in the Systems Engineering Life Cycle, 225–40. London: Springer London, 2015. http://dx.doi.org/10.1007/978-1-4471-5634-5_19.

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Fedoseev, Alexey, and Daria Vdovenko. "Playing Science: Role-Playing Games as a Way to Enter Scientific Activity." In Frontiers in Gaming Simulation, 3–12. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_1.

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Pourabdollahian Tehran, Borzoo, Manuel Fradinho Oliveira, Marco Taisch, Jannicke Baalsrud Hauge, and Johann c. k. h. Riedel. "Status and Trends of Serious Game Application in Engineering and Manufacturing Education." In Frontiers in Gaming Simulation, 77–84. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_10.

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Ulrich, Markus. "The UCS-Model of Corporate Sustainability." In Frontiers in Gaming Simulation, 85–92. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_11.

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van Bussel, Roy, Heide Lukosch, and Sebastiaan A. Meijer. "Effects of a Game-Facilitated Curriculum on Technical Knowledge and Skill Development." In Frontiers in Gaming Simulation, 93–101. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_12.

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Mulenga, John, and Marcin Wardaszko. "Simulation Game as a Live Case Integrated into Two Modules." In Frontiers in Gaming Simulation, 102–9. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_13.

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Eckartz, Silja, and Christiaan Katsma. "A Negotiation Game to Support Inter-organizational Business Case Development." In Frontiers in Gaming Simulation, 113–20. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_14.

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Lo, Julia C., and Sebastiaan A. Meijer. "Gaming Simulation Design for Individual and Team Situation Awareness." In Frontiers in Gaming Simulation, 121–28. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_15.

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Sehic, Emdzad, Alexander Verbraeck, and Sebastiaan A. Meijer. "A Game for Requirements Formulation for a Distributed Gaming and Simulation Environment." In Frontiers in Gaming Simulation, 129–39. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_16.

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Conference papers on the topic "Simulation and gaming"

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Alberts, Henry C. "Gaming and simulation." In the 17th conference. New York, New York, USA: ACM Press, 1985. http://dx.doi.org/10.1145/21850.253088.

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HENKE, KENNETH. "A programmable gaming area." In Flight Simulation Technologies Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1987. http://dx.doi.org/10.2514/6.1987-2637.

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Chandra, Nitin, Brianne Herman, Yohan Kim, Alan Lau, Richard Murad, William Pascarella, Kevin Wu, and K. White. "A Financial Services Gaming Simulation." In 2006 IEEE Systems and Information Engineering Design Symposium. IEEE, 2006. http://dx.doi.org/10.1109/sieds.2006.278730.

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Alvarado, Matías, Arturo Yee, and Jesús Fernández. "Simulation of American football gaming." In 2013 International Conference on Sport Science and Computer Science. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/cccs130271.

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Tobail, Ayman, John Crowe, and Amr Arisha. "Learning by gaming: Supply chain application." In 2011 Winter Simulation Conference - (WSC 2011). IEEE, 2011. http://dx.doi.org/10.1109/wsc.2011.6148084.

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Borowik, Bohdan. "Simulation tool for playing gaming machines." In 2011 International Conference on Communications, Computing and Control Applications (CCCA). IEEE, 2011. http://dx.doi.org/10.1109/ccca.2011.6031214.

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Vold, Tone, Hanne Haave, Ole Jorgen S. Ranglund, Geir Ove Venemyr, Bjorn Tallak Bakken, Linda Kionig, and Robin Braun. "Flipped Gaming - testing three simulation games." In 2018 17th International Conference on Information Technology Based Higher Education and Training (ITHET). IEEE, 2018. http://dx.doi.org/10.1109/ithet.2018.8424622.

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Gribanova, Ekaterina. "Gaming Simulation Models of Economic Entities." In IV International research conference "Information technologies in Science, Management, Social sphere and Medicine" (ITSMSSM 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/itsmssm-17.2017.8.

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van der Zee, Durk-Jouke, and Bart Holkenborg. "Conceptual modelling for simulation-based serious gaming." In 2010 Winter Simulation Conference - (WSC 2010). IEEE, 2010. http://dx.doi.org/10.1109/wsc.2010.5679133.

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Wieland, Frederick, George Hunter, and Lance Sherry. "Assessing NextGen's Susceptibility to Gaming Strategies." In AIAA Modeling and Simulation Technologies Conference and Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2008. http://dx.doi.org/10.2514/6.2008-7028.

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Reports on the topic "Simulation and gaming"

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Jain, Sanjay, and Charles R. McLean. An integrated gaming and simulation architecture for incident management training. Gaithersburg, MD: National Institute of Standards and Technology, 2006. http://dx.doi.org/10.6028/nist.ir.7295.

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McLean, Charles R., Sanjay, Jain, Y. Tina Lee, and Frank H. Riddick. A simulation and gaming architecture for manufacturing research, testing and traning. Gaithersburg, MD: National Institute of Standards and Technology, 2005. http://dx.doi.org/10.6028/nist.ir.7256.

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Belanich, James, Laura N. Mullin, and J. D. Dressel. Symposium on PC-Based Simulations and Gaming for Military Training. Fort Belvoir, VA: Defense Technical Information Center, October 2004. http://dx.doi.org/10.21236/ada430826.

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