This 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.
Reihe
Auflage
Sprache
Verlagsort
Verlagsgruppe
Springer International Publishing
Illustrationen
16
54 farbige Abbildungen, 16 s/w Abbildungen
X, 229 p. 70 illus., 54 illus. in color.
Dateigröße
ISBN-13
978-3-031-37171-4 (9783031371714)
DOI
10.1007/978-3-031-37171-4
Schweitzer Klassifikation
Education 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.