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_aSimulation and Gaming for Social Impact _h[electronic resource] : _b53rd International Simulation and Gaming Association Conference, ISAGA 2022, Boston, MA, USA, July 11–14, 2022, Revised Selected Papers / _cedited by Casper Harteveld, Steven Sutherland, Giovanni Troiano, Heide Lukosch, Sebastiaan Meijer. |
250 | _a1st ed. 2023. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2023. |
|
300 |
_aX, 229 p. 70 illus., 54 illus. in color. _bonline resource. |
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490 | 1 |
_aLecture Notes in Computer Science, _x1611-3349 ; _v13622 |
|
505 | 0 | _aEducation and Training -- Theory-based development of an inventory for the evaluation of simulation game lectures -- Exploring the use of immersive virtual reality games in a formal school environment -- Learning effects and acceptance in business games: A systematic literature review -- About dinosaurs in laboratories - Evaluation of the serious game Cards for Biosafety -- Design consideration of an educational video game through the lens of the metalanguage -- Resilience and Sustainability -- Quantitative analysis of conflict-of-interest structures in the consensus building process -- Feedback on a “territory-responsive” participatory simulation on coastal flooding risk applied to two case studies in France -- Simulation games on sustainability – A comparative study -- Stop work: Serious games as intervention method to enhance safety behavior -- Gaming simulation design to learn best mix of power sources -- Health -- Reducept VR: The importance of a design rationale for the immersiveness of a virtual reality game to support chronic pain treatment effectively -- How playfulness can enable greater understanding of game-based adult mental health interventions -- Measuring the interaction of conflict-minimizing and goal-seeking motor imperatives in autism spectrum disorder -- Resto Quest – A serious game on the restorative effects of immersive virtual environments -- Social Justice -- A moderated mediation analysis of meaningfulness and positive intergroup outcomes through game-based interactive storytelling. | |
520 | _aThis book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice. | ||
650 | 0 | _aComputer networks . | |
650 | 0 | _aComputer engineering. | |
650 | 0 | _aComputer vision. | |
650 | 0 |
_aSocial sciences _xData processing. |
|
650 | 0 | _aCoding theory. | |
650 | 0 | _aInformation theory. | |
650 | 1 | 4 | _aComputer Communication Networks. |
650 | 2 | 4 | _aComputer Engineering and Networks. |
650 | 2 | 4 | _aComputer Vision. |
650 | 2 | 4 | _aComputer Application in Social and Behavioral Sciences. |
650 | 2 | 4 | _aCoding and Information Theory. |
700 | 1 |
_aHarteveld, Casper. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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700 | 1 |
_aSutherland, Steven. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
700 | 1 |
_aTroiano, Giovanni. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
700 | 1 |
_aLukosch, Heide. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
700 | 1 |
_aMeijer, Sebastiaan. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783031371707 |
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_iPrinted edition: _z9783031371721 |
830 | 0 |
_aLecture Notes in Computer Science, _x1611-3349 ; _v13622 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-37171-4 |
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