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Journal articles on the topic 'Simulation games'

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1

Holmberg, Robert, Niklas Karlsson, and Alexander Styhre. "Rethinking Production Games." Concepts and Transformation 3, no. 3 (1998): 271–82. http://dx.doi.org/10.1075/cat.3.3.06hol.

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Within the discourse on contemporary, post-Taylorist working life, production games and simulations are widely accepted as tools to facilitate learning and communication in organizations. We suggest that research programs dealing with production games can be seen as lying between two typical positions. Insiders — any significant group that proposes that simulations are useful — argue that they are fair representations of work practices, and that they hold specific qualities. Outsiders — researchers seeking to understand how simulations work in action — reject these kinds of 3.. priori statemen
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Möring, Sebastian. "The Metaphor-Simulation Paradox in the Study of Computer Games." International Journal of Gaming and Computer-Mediated Simulations 5, no. 4 (2013): 48–74. http://dx.doi.org/10.4018/ijgcms.2013100103.

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This article discusses the metaphor-simulation paradox in the study of computer games. It is derived from three observations. Firstly, often when authors use the concept of metaphor with regard to games they use it in conceptual and textual vicinity to the concept of simulation. Secondly, the concept of metaphor is often applied to signify seemingly abstract games in opposition to mimetic simulations. Both observations can be made within an artgame discourse of the study of computer games as well as within the more general discourse of the study of computer games. Thirdly, however, the definit
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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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Besse, Cheryl, Laura Vogelsang, and Jill Zdunich. "The Simulation Games." Nurse Educator 45, no. 6 (2020): 339–42. http://dx.doi.org/10.1097/nne.0000000000000832.

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5

Beuk, Frederik. "Sales Simulation Games." Journal of Marketing Education 38, no. 3 (2016): 170–82. http://dx.doi.org/10.1177/0273475315604686.

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This study combines the perspective of students ( n = 137) and sales instructors ( n = 248). It compares how well selling and sales management simulation games, case discussions, and traditional lectures are perceived to conform to the seven principles for good practice in undergraduate education. The study further compares each method’s performance on perceived learning outcomes. Differences between instructors who adopted a simulation game and nonadopters are investigated. Finally, we investigate the reasons why some instructors adopt and others choose not to adopt simulation games for their
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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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Ferri, Gabriele. "Rhetorics, Simulations and Games." International Journal of Gaming and Computer-Mediated Simulations 5, no. 1 (2013): 32–49. http://dx.doi.org/10.4018/jgcms.2013010103.

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Oiligarchy (Pedercini (Molleindustria), 2008) and Phone Story (Pedercini (Molleindustria) & Yes Lab, 2011) are two apparently simple games that integrate game-based and simulational components in a wider rhetorical discourse. It is reductive to consider these satires as simple “gamified” pieces: their use of simulations as well as ludic elements is functional to a political rhetoric that cannot be reduced to mindless escapism. Oiligarchy is a piece raising awareness on the dependency of Western societies on oil. It simulates oil-extraction using mathematical models to describe the decline
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Vaz de Carvalho, Carlos, Manuel Pereira Lopes, and António Galrão Ramos. "Lean Games Approaches – Simulation Games and Digital Serious Games." International Journal of Advanced Corporate Learning (iJAC) 7, no. 1 (2014): 11. http://dx.doi.org/10.3991/ijac.v7i1.3433.

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Narayanasamy, Viknashvaran, Kok Wai Wong, Chun Che Fung, and Shri Rai. "Distinguishing games and simulation games from simulators." Computers in Entertainment 4, no. 2 (2006): 9. http://dx.doi.org/10.1145/1129006.1129021.

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Kutergina, Evgeniia. "Computer-Based Simulation Games in Public Administration Education." NISPAcee Journal of Public Administration and Policy 10, no. 2 (2017): 119–33. http://dx.doi.org/10.1515/nispa-2017-0014.

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Abstract Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently in Russia the use of computer-based simulation games in Master of Public Administration (MPA)
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Hutagalung, Milka, Norbert Hundeshagen, Dietrich Kuske, Martin Lange, and Etienne Lozes. "Two-Buffer Simulation Games." Electronic Proceedings in Theoretical Computer Science 220 (July 31, 2016): 27–38. http://dx.doi.org/10.4204/eptcs.220.3.

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Ivutin, A. N., and E. V. Larkin. "Simulation of Concurrent Games." Bulletin of the South Ural State University. Series "Mathematical Modelling, Programming and Computer Software" 8, no. 2 (2015): 43–54. http://dx.doi.org/10.14529/mmp150204.

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Chatterjee, Krishnendu, Thomas A. Henzinger, Jan Otop, and Yaron Velner. "Quantitative fair simulation games." Information and Computation 254 (June 2017): 143–66. http://dx.doi.org/10.1016/j.ic.2016.10.006.

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Korteling, Hans J. E., Anne S. Helsdingen, and Ralf R. Sluimer. "An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation Games." Simulation & Gaming 48, no. 1 (2016): 8–35. http://dx.doi.org/10.1177/1046878116671057.

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Aim. The objective of this study was to collect evidence of transfer-of-training to professional performance provided by two stand-alone PC-based flight games. Background. These realistic games, Falcon 4.0 (F-16 specific) and Microsoft Flight Simulator (civil aircraft), are designed for entertainment purposes, lacking any purposeful or explicit instructional support. Method. This quasi-experimental study used three pre-existing groups of gamers (n = 37; Falcon 4.0 gamers, Microsoft Flight Simulator gamers and control group: gamers without flight game experience) that performed three typical F-
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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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TUZOVSKY, I. D., and N. L. ZYKHOVSKAIA. "A GAME AS A SIMULATION: PHENOMENOLOGY AND CULTURAL POTENTIAL." Sign problematic field in mediaeducation 54, no. 4 (2024): 93–100. https://doi.org/10.47475/2070-0695-2024-54-4-93-100.

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The article is devoted to a theoretical analysis of games as a cultural phenomenon, aiming to develop new theoretical frameworks and a methodological platform for research. The author identifies key problem areas in existing approaches, focusing onJ. Huizinga’s descriptive definitions and L. Wittgenstein’s conceptual pessimism. Games are proposed to be interpreted as a method of cognition and reflection of the world, realized through first-order simulations (reflecting objective reality) and second-order simulations (modeling other simulations). This hypothesis offers a fresh perspective on ke
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Spiteri, Leonard, and Robert Vella. "Simulation Games as an Alternative Formative Assessment Tool for Experiential Learning in VET Marketing Education: A Desk-Research Review." MCAST Journal of Applied Research & Practice 8, no. 1 (2024): 47–69. http://dx.doi.org/10.5604/01.3001.0054.5094.

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Simulation games continue to be widely used in marketing education. Based upon a review of simulation tools from the past decade, this study gathers insights on how simulations can be used as an effective assessment tool to enhance learning in marketing and digital marketing vocational subjects. In particular, this research looks more closely at the opportunities afforded by simulation games for experiential learning in relation to formative assessments as well as the challenges presented by the application and validity of the games. This study made use of the desk-based approach as a line of
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Jimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.

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PurposeThis paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality).Design/methodology/approachInformation was collected from 511 Spanish video game consumers. Structural equation modeling, clustering and multi-group analysis were then conducted to compare results between segments of gamers.FindingsResults show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, the authors identify a typology of gamer that
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Bach, Mirjana Pejić, Tamara Ćurlin, Ana Marija Stjepić, and Maja Meško. "Quo Vadis Business Simulation Games in the 21st Century?" Information 14, no. 3 (2023): 178. http://dx.doi.org/10.3390/info14030178.

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Business simulation games have become popular in higher education and business environments. The paper aims to identify the primary research trends and topics of business simulation games research using a systematic and automated literature review with the motivation of research (learning driven and domain driven). Based on these findings, the future development of business simulation games research projected papers that research business simulation games were extracted from Scopus. Second, the research timeline, main publication venues and citation trends have been analysed. Third, the most f
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Zayceva, Ol'ga, and Pavel Katyshev. "Social Parameters in the Genre of Communicative Simulation." Virtual Communication and Social Networks 2023, no. 4 (2023): 215–21. http://dx.doi.org/10.21603/2782-4799-2023-2-4-215-221.

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Communicative simulation is a virtual practice that reproduces offline forms of social interaction using information and communication technologies. This research parametrized communicative simulation genres and described the interpersonal aspect of virtual interaction in a virtual environment, i.e., bricolage form, intersemiotics, and reduced corporality. Communicative simulations differ from such social practices as offline simulations or role games. The social aspect of communicative simulations includes (1) the media nature of virtual interaction; (2) the hybrid nature of communicative sim
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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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Licata, Betty Jo. "Announcement for Simulation & Games." Simulation & Games 19, no. 2 (1988): 156. http://dx.doi.org/10.1177/104687818801900203.

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23

KUPFERMAN, ORNA, and YOAD LUSTIG. "LATTICED SIMULATION RELATIONS AND GAMES." International Journal of Foundations of Computer Science 21, no. 02 (2010): 167–89. http://dx.doi.org/10.1142/s0129054110007192.

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Multi-valued Kripke structures are Kripke structures in which the atomic propositions and the transitions are not Boolean and can take values from some set. In particular, latticed Kripke structures, in which the elements in the set are partially ordered, are useful in abstraction, query checking, and reasoning about multiple view-points. The challenges that formal methods involve in the Boolean setting are carried over, and in fact increase, in the presence of multi-valued systems and logics. We lift to the latticed setting two basic notions that have been proven useful in the Boolean setting
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Simons, Kenneth L. "New technologies in simulation games." System Dynamics Review 9, no. 2 (1993): 135–52. http://dx.doi.org/10.1002/sdr.4260090204.

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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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Dorji, Tshewang. "The Effect of Games Simulation in Improving Secondary Students' Academic Performance." International Journal of Social Learning (IJSL) 3, no. 1 (2022): 48–64. http://dx.doi.org/10.47134/ijsl.v3i1.147.

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The main purpose of the study was to find out the effect of simulation games as an intervention program in teaching-learning economics to improve students' academic performance. The study adopts a mixed method. 27 (14 girls and 13 boys) grade twelve students in one higher secondary school participated in the study. The students were selected through non-probability convenient sampling techniques. The study revealed that the intervention program: and simulation games make concepts, ideas, and hypotheses easier to understand. The students have a positive opinion of simulation games used in teach
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Pinheiro, Mateus, Windson Viana, and Ticianne de Gois Ribeiro Darin. "Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 165–96. http://dx.doi.org/10.1145/3611026.

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Video games have become an important aspect of modern culture, especially with the widespread use of mobile devices. Thus, it is important that video games are accessible to all people, but colorblind players are still affected by the use of colors in game interfaces. Some challenges of developing chromatically accessible games are the limited availability of colorblind test subjects and the importance of identifying and considering accessibility threats even in the early stages of development. Thus, digital simulations emerge as possible tools to increase accessibility and awareness. In this
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Rusca, M., J. Heun, and K. Schwartz. "Water management simulation games and the construction of knowledge." Hydrology and Earth System Sciences 16, no. 8 (2012): 2749–57. http://dx.doi.org/10.5194/hess-16-2749-2012.

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Abstract. In recent years, simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and
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Rusca, M., J. Heun, and K. Schwartz. "Water management simulation games and the construction of knowledge." Hydrology and Earth System Sciences Discussions 9, no. 3 (2012): 3063–85. http://dx.doi.org/10.5194/hessd-9-3063-2012.

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Abstract. In recent years simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and s
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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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Ertz, Myriam. "Objective: Winning or Learning? A Study of Marketing Simulation Games." International Journal of Marketing Studies 8, no. 2 (2016): 13. http://dx.doi.org/10.5539/ijms.v8n2p13.

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<p>Simulation Games are now broadly used by scores of business schools, especially in marketing. These games favour active, feedback-based learning, normally in groups, and exhibit characteristics of intrinsic motivation channelled into a learning perspective. If Simulation Games clearly spur individuals to “win”, it is more difficult to assess whether they effectively empower them to “learn”. This study is a literature review that examines the limitations of learning effectiveness of Simulation Games. The article then proposes two theses intended to explain the potential causes of Simul
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Dmitrenko, Natalia Ye, Oksana V. Voloshyna, and Olha Yu Pinaieva. "Simulation Game in Quasi-Professional Training of Pre-Service Teachers." Scientific Bulletin of Mukachevo State University. Series «Pedagogy and Psychology» 8, no. 2 (2022): 33–39. http://dx.doi.org/10.52534/msu-pp.8(2).2022.33-39.

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The relevance of the study lies in the need to highlight the problem of using simulation games in the quasi-professional training of pre-service teachers, bringing the educational process closer to the teachers’ real working conditions. The purpose of this paper is to cover the method of using simulation games and its various techniques in the quasi-professional training of pre-service teachers while studying psychological and pedagogical disciplines and to investigate the attitude and level of motivation of pre-service teachers towards the use of simulation games in training for professional
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Wong, Seng Yue, Azham Hussain, and Murtaja Ali Saare. "A SURVEY ANALYSIS: STUDENTS’ PERCEPTIONS OF USING SIMULATION GAME AS LEARNING TOOL." ASEAN Engineering Journal 12, no. 1 (2022): 105–10. http://dx.doi.org/10.11113/aej.v12.17167.

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The potential use and effectiveness of simulation games for learning purposes have heavily drawn on human cognition or information processing theories. Lack of acceptance and study on simulation games as learning tool in higher education offer this opportunity to conduct a survey analysis on students’ perceptions on how to utilize simulation game as learning tool in higher education. This paper discusses the findings of the survey that was carried out with an objective to examine quality of simulation games meant for learning in higher education institutions. Respondents in the survey were stu
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Faizan, Niluefer Deniz, Alexander Löffler, Robert Heininger, Matthias Utesch, and Helmut Krcmar. "Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review." International Journal of Engineering Pedagogy (iJEP) 9, no. 1 (2019): 19. http://dx.doi.org/10.3991/ijep.v9i1.9948.

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As a current trend in teaching, simulation games play an active and important role in the area of technology-based education. Simulation games create an envi-ronment for scholars to solve real-world problems in a risk-free environment. Therefore, they aim to increase the knowledge base as well as learning experienc-es for students. However, assessing the effectiveness of a simulation game is necessary to optimize elements of the game and increase their learning effect. In order to achieve this aim, different evaluation methods exist, which do not always involve all phases when running a simula
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Peterková, Jindra, Zuzana Repaská, and Lenka Prachařová. "Best Practice of Using Digital Business Simulation Games in Business Education." Sustainability 14, no. 15 (2022): 8987. http://dx.doi.org/10.3390/su14158987.

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Information technologies play an important role in designing new ways of teaching, and, at the same time, the globalization of the business world affects the quality of human capital that the corporate sector requires. Apart from theoretical business understanding, multidisciplinary knowledge is also needed. Business simulation games belong among suitable educational tools, which are able to respond to contemporary business requirements and the requirements of students. Business simulation games provide a useful tool for experiential learning by university students studying business programs.
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Zheng, Zhongtian, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, and Kui Wu. "Proxy Asset Generation for Cloth Simulation in Games." ACM Transactions on Graphics 43, no. 4 (2024): 1–12. http://dx.doi.org/10.1145/3658177.

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Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh's dynamics drive the detailed high-resolution geometry, visual mesh , through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-condit
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Gerulaitienė, Eglė. "THE ROLE OF INTERCULTURAL SIMULATION GAMES IN THE STUDY PROCESS: THE IMPACT ON THE DEVELOPMENT OF INTERCULTURAL COMPETENCE." SOCIETY, INTEGRATION, EDUCATION. Proceedings of the International Scientific Conference 1 (May 30, 2015): 222. http://dx.doi.org/10.17770/sie2013vol1.531.

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Intercultural simulation games are defined as instructional activities that engage and challenge participants with certain experiences. The use of intercultural simulation games in the study process while developing intercultural competence becomes very essential part of education. The primary prerequisite for development of intercultural competence is multicultural environment and methods aimed at creation or simulation of real-life activity and situation. This article examines the conceptual bases for intercultural simulation games in the study process and its impact or efficacy on the devel
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Olejniczak, Karolina, and Anna Dębicka. "Supporting Entrepreneurial Attitudes at Technical Universities Through Simulation Games. Evidence from Poland." Horyzonty Polityki 11, no. 37 (2020): 49–63. http://dx.doi.org/10.35765/hp.1976.

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RESEARCH OBJECTIVE: The aim of the paper is to evaluate the experi­ence resulting from the use of simulation games as supporting entrepreneurial attitudes at technical universities.
 THE RESEARCH PROBLEM AND METHODS: The main problem raised in the article concerns the effectiveness of simulation games as a method of sup­porting entrepreneurial attitudes at technical universities. The article provides an overview of selected literature and presents the authors’ experience in using simulation games.
 THE PROCESS OF ARGUMENTATION: The first part presents selected aspects of entrepreneur
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Song, Doo Heon, Kwang Baek Kim, and Jong Hee Lee. "Analysis and evaluation of mobile rhythm games : Game structure and playability." International Journal of Electrical and Computer Engineering (IJECE) 9, no. 6 (2019): 5263. http://dx.doi.org/10.11591/ijece.v9i6.pp5263-5269.

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The rhythm game is an action simulation game adapted to the presented music. While it is expected to have an educational effect as a functional game, the relationship between the operability and rhythm education under the mobile platform is still questionable. In Korea, it seems that mobile rhythm game is a minority maniac genre that are played mostly among teenagers and early twenties. In this paper, we select three mobile rhythm games that are most played by Korean gamers in analysis. First, we analyze the user interface layout, note control, evaluation style and level of difficulty for thre
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Lundblade, Kirk. "How the West (was) won: Unit operations and emergent procedural rhetorics of colonialism in Europa Universalis IV." Journal of Gaming & Virtual Worlds 11, no. 3 (2019): 251–70. http://dx.doi.org/10.1386/jgvw.11.3.251_1.

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Historical simulation games such as the Civilization, Total War and Europa Universalis franchises serve, formally and informally, as powerful methods of learning history. While extant scholarship has focused on the connections to history, pedagogy and procedural rhetoric, little work has been done to examine the subsystems embedded in the interface and algorithmic components of more complex simulations, such as those present in Europa Universalis ‐ an analysis which is necessary to assess the complex enframing and algorithmic argumentation these games present. This article uses procedural rhet
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Sachdeva, Darshan. "Psychology of Computer Use: XI. Students' Attitudes toward Use of Computer-Simulation Games in Teaching Business Finance." Psychological Reports 64, no. 3_suppl (1989): 1195–98. http://dx.doi.org/10.2466/pr0.1989.64.3c.1195.

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105 students' attitudes toward use of computerized simulation games in teaching an introductory course in money, banking, and financial institutions were assessed. Responses indicate that most students favored use of computer-simulation games method of instruction in this course. They also thought that students majoring in finance should take at least one finance course which used computerized simulation games.
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Ao, Xuefeng, Zhongke Wu, and Mingquan Zhou. "Real Time Animation of Trees Based on BBSC in Computer Games." International Journal of Computer Games Technology 2009 (2009): 1–8. http://dx.doi.org/10.1155/2009/970617.

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That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure, and many sophisticated factors need to be considered during the simulation. Though there are some works on simulating 3D tree and its motion, few of them are used in computer games due to the high demand for real-time in computer games. In this paper, an approach of animating trees in computer games based on a novel tree model representation—Ball B-Spline Curves (BBSCs) are proposed. By taking ad
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Lukosch, Heide K., Geertje Bekebrede, Shalini Kurapati, and Stephan G. Lukosch. "A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems." Simulation & Gaming 49, no. 3 (2018): 279–314. http://dx.doi.org/10.1177/1046878118768858.

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Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and app
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Mangal, Disha, Reshu Gupta, Shweta Mangal, and Gopesh Agarwal. "Effects of Different Genres of Electronic Games on Spatial Skills and Intelligence Quotient of Undergraduate Students: A Cross Sectional Study." Medical Journal of Dr. D.Y. Patil Vidyapeeth 18, no. 1 (2025): 58–63. https://doi.org/10.4103/mjdrdypu.mjdrdypu_97_24.

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ABSTRACT Introduction: Spatial quotient and intelligence quotient are attributes of personality and follow the theory of use disuse atrophy. Thus, any attribute can be enhanced by exercising it. In India, there is a dearth of studies exploring the influence of gaming on skills like spatial quotient and intelligence quotient. Aims: The present study implies to find the relationship of different genres of electronic gaming (simulation, action, strategy, role-playing) on spatial abilities and intelligence quotient and determine the correlation between spatial and intelligence quotients. Materials
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Tornqvist, Dominicus. "Exploratory Play in Simulation Sandbox Games." International Journal of Game-Based Learning 4, no. 2 (2014): 78–95. http://dx.doi.org/10.4018/ijgbl.2014040105.

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There is a kind of seemingly nonsensical play behavior found in the simulation sandbox game genre. This behavior is very spontaneous and impulsive and associated with self-initiated learning, and here the author seeks to better understand what it is, and why it seems associated with simulation sandbox games. That is: What purpose does it serve, and what might provoke it? This requires a review of the literature on this play behavior, and that of the simulation sandbox genre, respectively. From this review the author concluded firstly that there is strong support that exploratory play is for di
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Fuloria, Sanjay. "Employee Development Using Business Simulation Games." NHRD Network Journal 15, no. 3 (2022): 353–60. http://dx.doi.org/10.1177/26314541221088044.

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Employee development is not a choice for most organisations. It is something to be done to motivate employees and to keep them engaged. Different training and self-learning methods are used by employers for employee development. This article proposes the use of business simulation games, which offer many learning benefits to participants while keeping them engaged. This article also provides an example of a business simulation game, which illustrates how a multidisciplinary approach can be used for the development of employees.
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Nekrasova, Marina, Aleksandr Sablukov, Alexey Novikov, Svetlana Yushkova, Tatiana Seregina, and Marina Kindzerskaya. "Environmental simulation games for transport workers." Transportation Research Procedia 63 (2022): 2186–93. http://dx.doi.org/10.1016/j.trpro.2022.06.246.

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Hutagalung, Milka, Martin Lange, and Etienne Lozes. "Buffered Simulation Games for Büchi Automata." Electronic Proceedings in Theoretical Computer Science 151 (May 21, 2014): 286–300. http://dx.doi.org/10.4204/eptcs.151.20.

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Szilagyi, Miklos N. "Agent-Based Simulation of Contribution Games." Games Review 1, no. 1 (2015): 11–28. http://dx.doi.org/10.18488/journal.100/2015.1.1/100.1.11.28.

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Vorobeychik, Yevgeniy. "Probabilistic analysis of simulation-based games." ACM Transactions on Modeling and Computer Simulation 20, no. 3 (2010): 1–25. http://dx.doi.org/10.1145/1842713.1842719.

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