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Journal articles on the topic 'Simulation game'

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1

Parker, J. R., and Katrin Becker. "The Simulation-Game Controversy." International Journal of Gaming and Computer-Mediated Simulations 5, no. 1 (2013): 1–12. http://dx.doi.org/10.4018/jgcms.2013010101.

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Games use the same base technology and design strategy as do simulations, but add a few items to the mixture. Understanding this gives ‘new’ (read borrowed) tools for game creation and testing. The idea that simulations are implementations of a model, for instance, leads to a focus on the model rather than the code when designing a game. Similarly, the verification/validation pair used in simulations can be extended by adding playtesting for games, thus giving an educational game (for example) viable, demonstrable educational characteristics as well as playable (and thus engaging and motivatin
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Miettinen, Tuomas, Juho Salmi, Kunal Gupta, et al. "Applying Modelica Tools to System Dynamics Based Learning Games: Project Management Game." Modelling and Simulation in Engineering 2016 (2016): 1–13. http://dx.doi.org/10.1155/2016/8324914.

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Learning simulation games are interactive simulations with game characteristics. This paper presents a learning simulation game for EPCM (engineering, procurement, and construction management) project management training. The simulation model utilises system dynamics, which is a methodology for understanding the behaviour of dynamic complex systems of different domains using modelling and simulation. The system dynamics model in turn uses the equation-based Modelica modelling language: a system dynamics model created with the graphical user interface is converted to a pure Modelica model. Two
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Zhang, Shengjie. "The application and algorithm of fabric simulation in game industry." Applied and Computational Engineering 67, no. 1 (2024): 78–88. http://dx.doi.org/10.54254/2755-2721/78/20240638.

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fabric simulation has emerged as a crucial aspect of computer graphics, particularly in applications such as film production, video games, and design. This paper provides a comprehensive review of fabric simulation methodologies, implementation techniques, and its diverse applications within the game industry. The fabric simulation algorithms are broken down into Fabric Modeling, Dynamic Simulation, and Collision Handling. The three common modeling strategies of Elasticity-Based Models, Particle-Based Models, and Mass-Spring Damper Models, are discussed in detail. Additionally, dynamic simulat
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Zhang, Shengjie. "The application and algorithm of fabric simulation in game industry." Applied and Computational Engineering 67, no. 1 (2024): 78–88. http://dx.doi.org/10.54254/2755-2721/67/20240638.

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fabric simulation has emerged as a crucial aspect of computer graphics, particularly in applications such as film production, video games, and design. This paper provides a comprehensive review of fabric simulation methodologies, implementation techniques, and its diverse applications within the game industry. The fabric simulation algorithms are broken down into Fabric Modeling, Dynamic Simulation, and Collision Handling. The three common modeling strategies of Elasticity-Based Models, Particle-Based Models, and Mass-Spring Damper Models, are discussed in detail. Additionally, dynamic simulat
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5

Corbeil, Pierre. "Simulation/Game Review." Simulation & Gaming 31, no. 1 (2000): 130–32. http://dx.doi.org/10.1177/104687810003100114.

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Mowat, Joanne. "Simulation/Game Reviews." Simulation & Gaming 31, no. 2 (2000): 288–89. http://dx.doi.org/10.1177/104687810003100211.

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Darbandi, Kazem. "Simulation/Game Reviews." Simulation & Gaming 31, no. 2 (2000): 290–92. http://dx.doi.org/10.1177/104687810003100212.

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Schafer, John C. "Simulation/Game Reviews." Simulation & Gaming 31, no. 3 (2000): 422–25. http://dx.doi.org/10.1177/104687810003100307.

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Widman, Albert D. "Simulation/Game Reviews." Simulation & Gaming 31, no. 3 (2000): 426–28. http://dx.doi.org/10.1177/104687810003100308.

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Corbeil, Pierre. "Simulation/Game Reviews." Simulation & Gaming 32, no. 1 (2001): 120–24. http://dx.doi.org/10.1177/104687810103200110.

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Fowler, Sandra. "Simulation/Game Review." Simulation & Gaming 32, no. 4 (2001): 555–57. http://dx.doi.org/10.1177/104687810103200411.

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Østergaard, Doris. "Simulation/Game Reviews." Simulation & Gaming 33, no. 1 (2002): 118–20. http://dx.doi.org/10.1177/1046878102033001009.

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Fowler, Sandra. "Simulation/Game Review." Simulation & Gaming 33, no. 4 (2002): 522–25. http://dx.doi.org/10.1177/1046878102238616.

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Erdem, Mehmet, and Andrew Hale Feinstein. "Simulation/Game Review." Simulation & Gaming 33, no. 2 (2002): 256–58. http://dx.doi.org/10.1177/1046878102332014.

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Corbeil, Pierre. "Simulation/Game Reviews." Simulation & Gaming 21, no. 1 (1990): 93–96. http://dx.doi.org/10.1177/1046878190211014.

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Chin, Jeffrey. "Simulation/Game Reviews." Simulation & Gaming 21, no. 1 (1990): 96–98. http://dx.doi.org/10.1177/1046878190211015.

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17

Stoy, Diane B. "Simulation/Game Review." Simulation & Gaming 30, no. 4 (1999): 535–37. http://dx.doi.org/10.1177/104687819903000413.

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18

Stokel-Walker, Chris. "The simulation game." New Scientist 258, no. 3443 (2023): 29. http://dx.doi.org/10.1016/s0262-4079(23)01099-0.

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19

Omar Moeis, Armand, Shara Marcheline, Arry Rahmawan Destyanto, Teuku Yuri Zagloel, and Akhmad Hidayatno. "Indonesian Port Cluster Simulation Game: Understanding Complex System Through Simulation Game." Jurnal Penelitian Transportasi Laut 22, no. 1 (2020): 13–20. http://dx.doi.org/10.25104/transla.v22i1.1548.

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Port Cluster is a collection of interdependent and involved companies in related activities in the same port area. Port clusters can be categorized as infrastructure. One of the characteristics of infrastructure is the number of parties involved in a problem, referred to as a Multi-Actor System. In a multi-actor system, policymaking becomes more complicated because it cannot be based on only one party's interests. Policymaking in this domain requires contemporary approaches where one of them is Simulation Gaming. This paper shows how Simulation Gaming can serve as an approach to comprehend the
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20

Whitfill, Travis, Marc Auerbach, Maria Carmen G. Diaz, et al. "Cost-effectiveness of a video game versus live simulation for disaster training." BMJ Simulation and Technology Enhanced Learning 6, no. 5 (2019): 268–73. http://dx.doi.org/10.1136/bmjstel-2019-000497.

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IntroductionDisaster triage training for emergency medical service (EMS) providers is unstandardised. We hypothesised that disaster triage training with the paediatric disaster triage (PDT) video game ‘60 s to Survival’ would be a cost-effective alternative to live simulation-based PDT training.MethodsWe synthesised data for a cost-effectiveness analysis from two previous studies. The video game data were from the intervention arm of a randomised controlled trial that compared triage accuracy in a live simulation scenario of exposed vs unexposed groups to the video game. The live simulation an
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Hu, Ji Wen, Chao Feng, Yi Liu, and Ri Yi Zhu. "UTSE: A Game Engine-Based Simulation Environemnt for Agent." Applied Mechanics and Materials 496-500 (January 2014): 2142–45. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2142.

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The development of realistic simulation environments is an expensive and time-consuming enterprise. Game Engine is the core component of modern computer games and it provides fundamental functions for games. In this paper, in order to save time and money, game engine is used as platform to develop simulation environment for agents. An Unreal Tournament-Based Simulation Environment (UTSE) for agent simulation is proposed. The reasons for selecting Unreal Engine as the start point of developing our simulation environment are presented. The implementation details of UTSE are also expatiated. And
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Alonso-Sanz, Ramón, and Haozhen Situ. "Quantum Fuzzy Game Simulation." Parallel Processing Letters 29, no. 03 (2019): 1950010. http://dx.doi.org/10.1142/s0129626419500105.

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This article studies quantum games with imprecise payoffs simulated by means of fuzzy numbers. Three two-person game-types are scrutinized via the iterated confronting of a large number of players laying in a two-dimensional lattice. In every iteration, every player interacts with his nearest neighbours and adopts the strategy of his best paid mate. Variable degree of quantum entanglement and of optimism in the fuzzy payoffs are taken into consideration in the study.
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23

Frederick, Heather J., Marcia A. Corvetto, Gene W. Hobbs, and Jeffrey Taekman. "The “Simulation Roulette” Game." Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 6, no. 4 (2011): 244–49. http://dx.doi.org/10.1097/sih.0b013e31820e0094.

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24

Johnson, Allen. "ECOPOLY — A Simulation Game." CAM 5, no. 2 (1993): 3. http://dx.doi.org/10.1177/1525822x9300500202.

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25

Wu, Jianjian, Siqi Chen, and Zili Zhang. "Coalitional Game Simulation Platform." Journal of Physics: Conference Series 1213 (June 2019): 042041. http://dx.doi.org/10.1088/1742-6596/1213/4/042041.

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26

Vovk, Liudmyla, and Dmytro Nedavnii. "Physics in Games. Creation of a Game Engine Based on Physical Processes." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 107–20. http://dx.doi.org/10.31866/2617-796x.6.1.2023.283971.

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The purpose of the research is to analyze existing game engines and study the possibilities of developing and implementing a game engine based on physical processes using a new approach that will expand the capabilities of game environment modelling. The research methods are based on the implementation of general scientific and specific methods, including analysis, synthesis, comparison, analogy and modelling, system-structural analysis, methods of theoretical systematization and generalization of results, and scientific modelling, which allowed for a meaningful analysis of the subject matter.
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27

Katalevsky, Dmitry. "Simulation games in business education: the experience of business simulation "Startup: the Limits to Growth"." Artificial societies 17, no. 3 (2022): 0. http://dx.doi.org/10.18254/s207751800021241-4.

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The article reveals how simulations can be used in the teaching of management disciplines. Despite the high demand from students for interactive teaching methods, simulation games are still of a limited use in business education. This is largely due to the lack of high-quality simulation games, especially considering unique domestic simulations. The article reviews the author’s experience of teaching of “Startup: Limits to Growth” Simulation Game based on the agent approach to modeling in business education. By reviewing the outcomes of many simulation sessions, we analyze the key strategies o
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28

Vovk, Liudmyla, and Dmytro Nedavnii. "Physics in Games. Creation of a Game Engine Based on Physical Processes." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 107–20. https://doi.org/10.31866/2617-796X.6.1.2023.283971.

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The purpose of the research is to analyze existing game engines and study the possibilities of developing and implementing a game engine based on physical processes using a new approach that will expand the capabilities of game environment modelling. The research methods are based on the implementation of general scientific and specific methods, including analysis, synthesis, comparison, analogy and modelling, system-structural analysis, methods of theoretical systematization and generalization of results, and scientific modelling, which allowed for a meaningful analysis of the subje
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29

Derian, James Der. "The Simulation Syndrome: From War Games to Game Wars." Social Text, no. 24 (1990): 187. http://dx.doi.org/10.2307/827835.

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30

Kryukov, M. M., and L. I. Kryukova. "Toward A Simulation Games Classification and Game Dialogue Types." Simulation & Games 17, no. 3 (1986): 393–402. http://dx.doi.org/10.1177/0037550086173008.

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31

Ouriques, Leandro, Farmy Silva, Marcus Parreiras, Marcos Magalhães, and Geraldo Xexéo. "Balancing and Analyzing Player Interaction in the ESG+P Game with Machinations." Journal on Interactive Systems 15, no. 1 (2024): 461–77. http://dx.doi.org/10.5753/jis.2024.4186.

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This work explores the balancing of an educational game to teach sustainable development in organizations by focusing on player interaction and employing strategies. Game success is a challenge that relies on balancing the relationships among its elements. Balancing is a complex process performed over multiple iterations, starting at game conception and continuing throughout development and testing stages. This work extends our previous case study, which did not consider player interaction for the game balancing. We built two models that contains all game mechanics using the Machinations frame
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32

Garcia-Perez, Luis, Juan Grau-Climent, Juan C. Losada, and Ramon Alonso-Sanz. "Simulation of the Stackelberg–Hotelling Game." Games 15, no. 5 (2024): 34. http://dx.doi.org/10.3390/g15050034.

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This work studies the Hotelling game with sequential choice of prices, that is, the Stackelberg–Hotelling (SHOT) game. The game is studied through numerical simulation, which provides the subgame perfect equilibrium solution not only in the unrestricted game but also in the game with reservation cost and with elastic demand. The simulation technique is tested first in the unconstrained game, where the analytical subgame perfect equilibrium solution was already known. Then, the numerical procedure is generalized to cope with the SHOT game with reservation cost and with elastic demand. These enr
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33

Suresh, Jayshree. "Board Room Simulation Game Helps Strategic Management Course." South Asian Journal of Business and Management Cases 8, no. 3 (2019): 232–40. http://dx.doi.org/10.1177/2277977919860274.

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Loyola Institute of Business Administration (LIBA), a premier management teaching institute in South India, wanted to shift the focus from teaching to learning. Learning by performing an activity or by doing work helps in managerial skill development. The objective was to make the participants learn through collaborative and integrated methods for holistic management education. A method that has the components of interpersonal relationship, collaborative and integrated approach, experiential base and business acumen will serve the purpose. Considering this, teaching through cases, projects and
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34

Ovchinnikov, V. M. "Representation of Historical Events and Realities in the Space of Virtualized Global Strategy Game Universes." Concept: philosophy, religion, culture 7, no. 3 (2023): 7–25. http://dx.doi.org/10.24833/2541-8831-2023-3-27-7-25.

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The article explores the possibilities and prospects of using an audio visualized (multimedia) text, which, according to the author, is the phenomenon of a computer game (in particular, the genre of global strategy) to represent the historical process in the form of its simulation. The study aims to identify the possibilities and limitations of demonstrating elements of world-system analysis in the space of the game universe of global historical strategies. The goals are: 1) to analyze key aspects of virtualized game simulation in the form of global strategy; 2) to systematize characteristic f
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Ihnatenko, Suzanna. "SIMULATION AND GAME-BASED APPROACH TO TRAINING FUTURE PHYSICAL EDUCATION TEACHERS FOR PROFESSIONAL ACTIVITY." Modern Tendencies in Pedagogical Education and Science of Ukraine and Israel: the Way to Integration, no. 9 (September 20, 2018): 80–85. http://dx.doi.org/10.24195/2218-8584-2018-9-80-85.

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The article focuses on the process of training future physical education teachers for future activity on the basis of simulation teaching as a training prerequisite. The essence and significance of simulation and game-based learning in the process of future teachers’ professional training are described. The following means of simulation and game-based learning are distinguished: simulation game, business game, role-playing game, problem situations, game training; the feasibility of their usage is argued. Keywords: professional activity, simulation and game-based learning, training of students,
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Lohmann, Robert. "Taking a Glimpse Into the Future by Playing?" Simulation & Gaming 50, no. 3 (2019): 377–92. http://dx.doi.org/10.1177/1046878119848133.

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Background. This article analyses whether an experimental policy-simulation might help political scientists in making predictions about prospective situations. Within the presented simulation-game, two groups of randomly assigned participants discussed the same issues but had different demographic structures. The ways in which their discussions transpired and results of the negotiation might provide a glimpse at how decisions might be made by societies in the future. Purpose. This article presents this special simulation-game. Furthermore, it seeks to discuss whether policy-simulations can be
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Danilovic, Mirceta. "Possibilities and importance of using computer games and simulations in educational process." Zbornik Instituta za pedagoska istrazivanja, no. 35 (2003): 180–92. http://dx.doi.org/10.2298/zipi0335180d.

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The paper discusses if it is possible and appropriate to use simulations (simulation games) and traditional games in the process of education. It is stressed that the terms "game" and "simulation" can and should be taken in a broader sense, although they are chiefly investigated herein as video-computer games and simulations. Any activity combining the properties of game (competition, rules, players) and the properties of simulation (i.e. operational presentation of reality) should be understood as simulation games, where role-play constitutes their essence and basis. In those games the studen
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Curtis, S. L. "A Simulation Game for Students: The Music Therapy Game." Music Therapy Perspectives 5, no. 1 (1988): 111–13. http://dx.doi.org/10.1093/mtp/5.1.111.

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39

Tomai, Emmett, David Salinas, and Rosendo Salazar. "A Rule-Based Framework for Modular Development of In-Game Interactive Dialogue Simulation." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 2 (2011): 69–76. http://dx.doi.org/10.1609/aiide.v7i2.12473.

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In this paper, we discuss approaches to dialogue in interactive video games and interactive narrative research. We propose that situating interactive dialogue in the simplified expectations of video games is a profitable way to investigate computational dialogue simulation. Taking cues from existing physical simulations such as combat, we propose a hypothetical game environment and design goals for an embedded interactive dialogue system. We present a modular framework targeted at that environment, which is designed to enable incremental development and exploration of dialogue concepts. We des
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Vina Sufenti, Tri Yuliati, Tri Handayani, and Ari Sellyana. "IMPLEMENTASI GAME SIMULASI MATEMATIKA PADA KELAS 5 SEKOLAH DASAR." Journal of Informatics and Computing 3, no. 1 (2024): 25–32. https://doi.org/10.31884/random.v3i1.59.

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Adventure game simulations can have several positive impacts on mathematics learning in schools. They can increase student motivation, develop problem-solving skills, provide hands-on learning experiences, encourage collaboration, and offer immediate feedback. By incorporating adventure game simulations into mathematics education lessons, educators can create engaging and effective learning environments that foster deeper understanding and appreciation of mathematics among students. This research designs an animated simulation game for mathematics subjects in the introduction of fractions, spe
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41

Mason, Geraldine. "Medicine Round: A simulation game." Paediatric Nursing 5, no. 3 (1993): 16–19. http://dx.doi.org/10.7748/paed.5.3.16.s17.

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42

Yudaeva, Yu A., V. V. Nevolina, and M. A. Perekhoda. "GAME TECHNOLOGIES IN SIMULATION TRAINING." Современные проблемы науки и образования (Modern Problems of Science and Education), no. 2 2021 (2021): 167. http://dx.doi.org/10.17513/spno.30732.

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43

Giertlová, Zuzana, and Maruchi Yoshida. "Simulation game „PLASTIC WASTE REDUCTION“." Acta Universitatis Mattiae Belii series Environmental Management 19, no. 1 (2017): 56–59. http://dx.doi.org/10.24040/actaem.2017.19.1.56-59.

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44

Rounds, Jerald L., David Hendrick, and Scott Higgins. "Project Management Simulation Training Game." Journal of Management in Engineering 2, no. 4 (1986): 272–79. http://dx.doi.org/10.1061/(asce)9742-597x(1986)2:4(272).

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Dudziak, William, and Chris Hendrickson. "Simulation Game for Contract Negotiations." Journal of Management in Engineering 4, no. 2 (1988): 113–21. http://dx.doi.org/10.1061/(asce)9742-597x(1988)4:2(113).

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46

Kalay, Yehuda E., and Yongwook Jeong. "A Collaborative Design Simulation Game." International Journal of Architectural Computing 1, no. 4 (2003): 423–34. http://dx.doi.org/10.1260/147807703773633446.

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47

Bulychev, P. E. "Game-theoretic simulation checking tool." Programming and Computer Software 37, no. 4 (2011): 200–209. http://dx.doi.org/10.1134/s0361768811040013.

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48

Nhan, Marie, Valérie Bouisson, Valérie Gonin, Christophe Jeunesse, and Sylvie Moncayo. "Simulation, serious game et apprentissage." Soins Cadres 26, no. 103 (2017): S28—S30. http://dx.doi.org/10.1016/j.scad.2017.08.009.

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49

Hastings, Kevin J. "Building a Baseball Simulation Game." CHANCE 12, no. 1 (1999): 32–37. http://dx.doi.org/10.1080/09332480.1999.10542139.

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CLARK, HELEN M. "A HEALTH PLANNING SIMULATION GAME." NURSE EDUCATOR 11, no. 4 (1986): 16–19. http://dx.doi.org/10.1097/00006223-198607000-00011.

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