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Gustafsson, Christoffer, and Filip Björklund. "Wind Simulation in Networked Games." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420299.

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Wind is a natural phenomenon that interacts with the majority of physical objects to some extent. Yet, in games this is often neglected. This is largely due to the complexity of the physics behind wind, in relation to the impact that it may have on the game experience. Adding to the complexity of wind is the fact that many modern games are networked, meaning multiple players need to share a consistent world view. Wind is inherently chaotic in nature, which is a problem for networked games that heavily favors deterministic behavior. In this thesis we will summarize the current state of the art,
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Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.<br>Committee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Brown, Benjamin J. "A training transfer study of simulation games." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Mar/10Mar%5FBrown.pdf.

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Thesis (M.S. in Modeling Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2010.<br>Thesis Advisor(s): Becker, William ; Darken, Rudolp. "March 2010." Description based on title screen as viewed on April 28, 2010. Author(s) subject terms: Training transfer, virtual battespace 2, serious games. Includes bibliographical references (p. 279-284). Also available in print.
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Wilcox, Andreas. "Simulation av Xbox Live Indie Games gränssnittet." Thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-15978.

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This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product. The finished system had t
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Robles, David. "Simulation-based search and learning in games." Thesis, University of Essex, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.605563.

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The idea of creating agents that automatically learn to play games through experience has been one of the major goals for game researchers. Simulation-based search and reinforcement learning have been two of the most active areas of research tackling this problem. One of the main challenges that links both areas is how to acquire domain knowledge that can. be effectively integrated into simulation-based search algorithms. In this thesis we address this challenge in several ways. First, we use temporal difference learning to find value functions in the form of weighted piece counters and N-tupl
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Lundell, Christian. "Water simulation for cell based sandbox games." Thesis, Linköpings universitet, Institutionen för systemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108828.

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This thesis work presents a new algorithm for simulating fluid based on the Navier-Stokes equations. The algorithm is designed for cell based sandbox games where interactivity and performance are the main priorities. The algorithm enforces mass conservation conservatively instead of enforcing a divergence free velocity field. A global scale pressure model that simulates hydrostatic pressure is used where the pressure propagates between neighboring cells. A prefix sum algorithm is used to only compute work areas that contain fluid.
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METELLO, MARCELO GOMES. "PROCESS-ORIENTED MODELING AND SIMULATION FOR SERIOUS GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28915@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Esta tese é focada em jogos sérios que simulam situações realistas. O objetivo destes jogos vai além do mero entretenimento para outras áreas, tais como treinamento, por exemplo. Como algumas áreas da Ciência da Computação já fornecem métodos e ferramentas para a simulação de situações realistas, é altamente desejável que possamos usá-los neste tipo de jogos sérios. Esta tese introduz um novo framework no qual técnicas de simulação oriundas de diferentes áreas, tais como model
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Han, Jennifer Ching-Wen. "Using system dynamics in business simulation training games." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/42762.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.<br>Includes bibliographical references (leaves 57-58).<br>by Jennifer Ching-Wen Han.<br>M.Eng.
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Lee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.

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Schanda, Florian. "A modular physics methodology for games." Thesis, University of Bath, 2012. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.557817.

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Currently, games with rich environments allowing a wide range of possible interactions and supporting a large number of physical simulations make use of a large number of scripts and bespoke physical simulations, adapted to fit the needs of the game. This thesis proposes a methodology that can be used to tie together various different physical simulations, both off-the-shelf and bespoke, such as rigid body physics, electrical and magnetic simulations to give something greater than the sum of the individual parts. We present a notation for designing the overall physical simulation and a means f
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Bozcan, Selcuk. "A Tool For Network Simulation Of Massively Multiplayer Online Games." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609985/index.pdf.

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Massively multiplayer online games (MMOGs) have become highly popular in the last decade and now attract millions of users from all over the world to play in an evolving virtual world concurrently over the Internet. The high popularity of MMOGs created a rapidly growing market and this highly dynamic market has forced the game developers to step up competitively. However, MMOG development is a challenging and expensive process. In this study, we have developed a network simulation tool which can be used to model and simulate typical MMOGs that have client-server architectures. The main objecti
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Llovera, Gonzalez M. (Margarita). "Use of simulation games to learn negotiations in project business." Master's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504021276.

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Negotiation and negotiation skills have an important role in project business, therefore it’s essential to teach the future project management professionals in order to achieve the skills and be prepared to the actual globalizing world. The purpose of this thesis is to create a simulation game in order to be able to teach these negotiation skills in a classroom environment. The approach of this research is use the literature review about the effectively of using games for teaching and how to design a game with educational purposes in order to create a useful and motivating game. In addition,
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Sotomayor, Teresita. "EVALUATING TACTICAL COMBAT CASUALTY CARE TRAINING TREATMENTS EFFECTS ON COMBAT MEDIC TRAINEES IN LIGHT OF SELECT HUMAN DESCRIPTI." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3017.

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The use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a percentage of all casualties since data was kept since before the Civil War. For that period of time, nearl
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Belik, Ivan. "MODELING THE EFFECTS OF NETWORK GAMES ON SOCIAL REASONING." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/558.

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The analysis of social reasoning is at the core of understanding how to manage social networks. Since interpersonal relations are composed of multiple factors with different nature (i.e., structural and social factors), we explore their influence on the strategizing processes in social networks. The research is based on the consideration of social networks in terms of network games. Therefore, we formalize interpersonal relations using the methods of structural and social analysis combined with game theoretic approach. Specifically, we formalize social power of an agent and use it to quantify
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Eliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.

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Abstract Game contingent claims (GCCs), as introduced by Kifer (2000), are a generalization of American contingent claims where the writer has the opportunity to terminate the contract, and must then pay the intrinsic option value plus a penalty. In complete markets, GCCs are priced using no-arbitrage arguments as the value of a zero-sum stochastic game of the type described in Dynkin (1969). In incomplete markets, the neutral pricing approach of Kallsen and Kühn (2004) can be used. In Part I of this thesis, we introduce GCCs and their pricing, and also cover some basics of mathematical financ
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Erickson, Darald Eugene. "The games teachers play: Students' opinions of educational games in the secondary classroom." CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1650.

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After systematically using educational games in three secondary English classes over a one-year period, this project documents the effectiveness of games by analyzing students' opinions. Surveys were used to determine the perceptions of 150 students about the actual games used in their classes. Some examples of effective games are also given.
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Singh, Ashish C. "Improving the survivability of agents in a first-person shooter urban combat simulation by incorporating military skills." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Fall2007/a_singh_111607.pdf.

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Touzet, Léo. "Jouer à faire des affaires : une sociologie des business games." Thesis, Toulouse 2, 2016. http://www.theses.fr/2016TOU20113.

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La thèse propose une sociologie économique, historique et pragmatique des jeux d’entreprise, i.e. des jeux pédagogiques de simulation de gestion employés pour former les (futurs) managers. À travers une histoire longue des business games à une échelle internationale, la recherche clarifie certaines questions importantes liées à la performativité des sciences économiques et de gestion. Elle suggère combien l’étude des modalités d’acquisition des savoirs – et, parmi elles, le jeu – ainsi que des dispositifs qui les soutiennent est centrale pour saisir le fonctionnement de l’économie de marché. U
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Benson, Karen L. 1958. "Simulation-game enactment for heightened motivation and enhanced retention in the discipline-based classroom." Thesis, The University of Arizona, 1989. http://hdl.handle.net/10150/277232.

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Linking educational theories with an empirical study, using an art related simulation-game, was the intent of this thesis. These educational theories involved retention of content matter, student motivation, simulation-gaming and art education. The importance of the project was directly related to the advantages of simulation-gaming. Research has suggested that students have been more motivated to learn, enjoy learning more and retain more content information as simulation-games have been brought into the classroom. Empirical data was collected as a simulation-game entitled "Investigation Simu
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Leigh, Elyssebeth. "A practitioner researcher perspective on facilitating an open, infinite, chaordic simulation : learning to engage in theory while putting myself into practice /." Electronic version, 2003. http://adt.lib.uts.edu.au/public/adt-NTSM20040831.172032/index.html.

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Richardson, Thomas J. "First responder weapons of mass destrution thrining using massively multiplayer on-line gaming /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FRichardson.pdf.

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Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, June 2004.<br>Thesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
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Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game
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Sen, Mahasweta. "A procedural comparison of combat tactics: a simulation approach." Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/53245.

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Naval operational planning is complex because it is dependent on uncertain future combat conditions. Effective decision making is directly related to the validity of assumptions regarding future combat scenarios and the appropriateness of selected procedures. A two phase procedure for comparing multiple combat tactics is developed in this thesis. In the first phase of the procedure, simulation models are developed to replicate combat under each tactic. The models generate data for performance measures that are relevant for comparing a wide range of tactics. In the second phase of the procedu
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Dondlinger, Mary Jo Warren Scott J. "The global village playground a qualitative case study of designing an ARG as a capstone learning experience /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10995.

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Wood, Kevin R. "Simulation Video Games as Learning Tools: An Examination of Instructor Guided Reflection on Cognitive Outcomes." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/77.

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Simulation video games potentially offer students the opportunity to participate in activities designed to bring about higher order thinking. Gee (2005b, 2007) elucidates that without the guidance of instructors, humans involved in a simulation experience have a high probability of finding creative but spurious patterns and generalizations that send learners down miseducative paths. The focus of this study is an examination of the function of instructor guided reflection and prior participant interest and exposure to video games in promoting affective and cognitive learning during participan
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Tiitto, Markus. "THERAPEUTIC VIDEO GAMES AND THE SIMULATION OF EXECUTIVE FUNCTION DEFICITS IN ADHD." UKnowledge, 2019. https://uknowledge.uky.edu/pharmacy_etds/101.

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Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental disorder characterized by difficulty paying attention, impulsivity, and hyperactivity. Diagnosis of ADHD rose 42% from 2003–2004 to 2011–2012. In 2011, 3.5 million children were treated with drugs. Optimizing therapy can take a year, and may not be completely effective. A clinical trial is currently being conducted of a device/drug combination using the computer game Minecraft, to determine how certain activities affect executive function, working memory, and restraint in patients diagnosed with ADHD. The human subjects’ r
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Bruhn, Cecilia, and Linda Mozgira. "What is the Perception of Computer-Based Business Simulation Games as a Tool for Learning?" Thesis, Jönköping University, JIBS, Business Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-865.

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<p>Computer-based business simulation games are rather commonly used tools for learning in business courses in Sweden. However, not always expectations of teachers are achieved with respect to the simulation game as a learning tool. There are number of aspects that students are not satisfied with when it comes down to the use of simulation game and as a result, a gap between these parties evolves. Thus, we have tried to identify the benefits and drawbacks seen by teachers and students and derived critical success factors for achieving higher learning outcome from the use of simulation games.</
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Harney, James William. "Analyzing anti-terrorist tactical effectiveness of picket boats for force protection of Navy ships using X3D graphics and agent-based simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FHarney.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, March 2003.<br>Thesis advisor(s): Donald P. Brutzman, Curtis L. Blais, Gordon Schacher, John Hiles. Includes bibliographical references (p. 216-224). Also available online.
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Generazio, Hòa. "Consistency of representation for disaggregation from constructive to virtual combat simulations." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/30773.

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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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Craighead, Jeff David. "Improving ad-hoc team performance using video games." [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0003000.

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Hallros, Per, and Niklas Pålsson. "SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447884.

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As a response to finding innovative ways of using games as tools for learning we explore the design process of creating a game system meant to promote self-directed learning. This thesis explores what design pillars a game system needs to follow when making a game that is meant to promote self-directed learning through reflection on cause and effect relations. We use a theoretical framework based on procedural rhetoric and self-directed learning in video games to inform our design process when creating an eco-adapted game system that provides experimentation opportunities. We adapt an ecosyste
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Maroon, Kenneth J. "Genetic algorithms in the Battlespace Terrain Reasoning and Awareness-Battle Command (Btra-Bc) battle engine." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FMaroon.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, September 2009.<br>Thesis Advisor(s): Blais, Curtis ; Appleget, Jeff. "September 2009." Description based on title screen as viewed on 5 November 2009. Author(s) subject terms: Genetic algorithms, military decision making process, mission planning, course of action, wargaming, battle simulation. Includes bibliographical references (p. 97-98). Also available in print.
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Pofahl, Geoffrey Michael. "Essays on horizontal merger simulation: the curse of dimensionality, retail price discrimination, and supply channel stage-games." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4833.

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In the words of Joel I. Klein, former Assistant Attorney General of the United States, “[a]ntitrust enforcement in the merger area has never been as time-consuming, complex, or as central to the functioning of our economy as it is today” (Klein, 1998). As such, the development of transparent, efficient, and accurate merger analysis tools is an endeavor whose value continues to increase in the eyes of regulators and industry participants alike. Arguably, the most visible result of such endeavors is the emergence and advancement of a practice known as merger simulation. The first goal
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Cheung, Siu-Wing. "On the design and integration of education simulation games in engineering business management." Thesis, University of Warwick, 1996. http://wrap.warwick.ac.uk/2545/.

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Manufacturing has evolved from production-oriented to customer-oriented in the last century. The modern management approach is 'total integration' which is the integration of 'functional optimization', 'internal integration' and 'external integration'. Nowadays, Engineering and Business can no longer be viewed as two separate entities. Engineering Business Management (EBM) becomes the norm of modern manufacturing management. In universities, simulation games have been identified as one of the best teaching media in teaching EBM concept. Hundreds of good simulation games are thus required for d
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Grove, Wouter Johannes. "Competencies for successful use of social online simulation games within organisational leadership development." University of the Western Cape, 2014. http://hdl.handle.net/11394/8217.

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Magister Commercii - MCom<br>The humble Pong arcade game at the corner store ignited a fundamental culture shift in the 1970s and it is increasingly gaining momentum. A generation of gamers is already permeating organisations. The socio-cultural phenomenon of digital gaming has become pervasive. The intersection point of the three trends, Ubiquitous Computing, Ubiquitous Gaming and Social Networking, is the focus point of this study. It is at this intersection point that both social online gaming and cutting-edge leadership competencies co-exist and have the potential to flourish when impleme
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Dominguez, Angel E. "The hotel management simulation/game : an evaluation of game mechanics and learning outcomes /." Online version of thesis, 1993. http://hdl.handle.net/1850/11572.

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Juve, Kambra. "The use of massive multiplayer online games to evaluate C4I systems /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FJuve.pdf.

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Neves, Ana Barbara Vieira Sinay. "Effect of Resource Availability on Dyadic Fitness." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30499/.

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College students participating in dyads played a game designed as an analog of early hunters whose survival, as a dyad and ultimately individually, depend on rabbits they hunt. Dyadic fitness was defined as both participants being able to hunt and it was measured by the proportion of trials in a condition that both participants hunted. The effects of scarcity (alternating rich and poor conditions) on dyadic fitness were examined in two experiments. First experiment results did not show a difference in dyadic fitness as a function of the independent variable. The second experiment increased the
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Alrashdan, Khaled Rasheed. "A virtual environment for the modelling, simulation and manufacturing of orthopaedic devices." Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/8840.

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The objective of this work is to investigate whether the game physics based modelling is accurate enough to be used in modelling the motion of the human body, in particular musculoskeletal motion. Hitherto, the implementation of game physics in the medical field focused only on anatomical representation for education and training purposes. Introducing gaming platforms and physics engines into orthopaedics applications will help to overcome several difficulties encountered in the modelling of articular joints. Implementing a physics engine (PhysX), which is mainly designed for video games, hand
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Schumacher, Terry Robert. "Simulation Design, Role Identification and Attitude Change in a High Technology Culture." PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/1223.

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Gaming-simulations (G-S) are those in which participants play roles, make decisions and receive feedback while interacting with a simulation model. This study used attitude change to measure of G-S effectiveness in exploring questions relating simulation design and effectiveness. To define participant attitudes and the content for a simulation, the organizational culture of a software engineering firm was studied using an ethnographic approach. Inconsistencies between the existing culture and expressed ideals were measured using an 40 item attitude questionnaire drawn from statements made duri
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Sunebäck, Isabel. "Adding realism to abstract simulation games : A study about mechanics in a virtual aquarium." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19662.

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Many simulation games feature realistic mechanics that are highly representational (Adams 2014, p. 37) and closely recreate real activities or processes. Simulation games where the player keep artificial pets in their own environment (e.g. virtual aquarium) often feature abstract mechanics (Adams 2014, p. 37). The question was how players would experience an abstract simulation game where players keep artificial pets (fish), with realistic mechanics that are more representational. A simple game prototype was created based on existing games within the abstract life-simulation genre, which respo
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Vu, Tuong Manh. "A software engineering approach for agent-based modelling and simulation of public goods games." Thesis, University of Nottingham, 2017. http://eprints.nottingham.ac.uk/42988/.

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In Agent-based Modelling and Simulation (ABMS), a system is modelled as a collection of agents, which are autonomous decision-making units with diverse characteristics. The interaction of the individual behaviours of the agents results in the global behaviour of the system. Because ABMS offers a methodology to create an artificial society in which actors with their behaviour can be designed and results of their interaction can be observed, it has gained attention in social sciences such as Economics, Ecology, Social Psychology, and Sociology. In Economics, ABMS has been used to model many stra
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Stirrat, Michael. "Sexual selection and trust games." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/1014.

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In economic games the facial attributes of counterparts bias decisions to trust and decisions to enter play. We report research supporting hypotheses that trust and reciprocation decisions in trust games are biased by mechanisms of sexual selection. Hypotheses that trust game behaviour is modulated by inter-sexual competition were supported. 1) Attractive individuals elicit more cooperation. 2) Male participants display trust and reciprocation toward attractive female counterparts in excess of perceived trustworthiness (and this display is modulated by male self-reported physical dominance). 3
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Taskinen, Leo Tapani. "Measuring change management in manufacturing processes : a measurement method for simulation-game-based process development /." Espoo [Finland] : Technical Research Centre of Finland, 2002. http://www.vtt.fi/inf/pdf/publications/2002/P474.pdf.

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Dondlinger, Mary Jo. "The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10995/.

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The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gathe
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Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation
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Prayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.

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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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Sotomayor, Teresita M. "Evaluating tactical combat casualty care training treatments effects on combat medic trainees in light of select human descriptive characteristics." Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002396.

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