
Simulation and Gaming across Borders
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This book constitutes the refereed proceedings of the 55th International Simulation and Gaming Association Conference, held in Christchurch, New Zealand, during July 8-12, 2024.
The 20 full papers in this book were carefully reviewed and selected from 25 submissions. This year's theme has been Simulation and Gaming across Borders. The 2024 conference underscored the global and interdisciplinary reach of simulation and gaming as tools for education, research, and social change. The proceedings presented here capture the breadth of this convergence, highlighting innovative applications, emerging ethical considerations, intercultural dynamics, and new frontiers in facilitation techniques.
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Content
.- Crossing Borders by Revisiting Ethical Issues of Simulation and Gaming .
.- Where to begin? Integrating Simulation and Indigenous knowledges to create new approaches. .
.- Understanding Behavioral Differences between Machine Agents and Human Participants Based on How They Play the Energy Transition Game .
.- Accounting for psychological safety in serious game and simulation design.
.- Enhancing Fair Play in Online Gaming: The Development and Implementation of the No More Cheats Anti-Cheat System .
.- Navigating Uncertainty: The Emergence of Effort and Emotion in Tabletop Games.
.- Co-Designing an Applied Game about Volcanic Hazards for a Bi-Cultural Environment: 5 Minute Volcano.
.- Conflicted Courses: A Matrix Game for Course Design .
.- A Framework for Co_Design of Edu Escape-Room Aimed ar Exploring Cultural Idenity.
.- Theory informing practice - theorizing good facilitation practice.
.- The Impact of Participants Motivation and Playfulness for the Facilitation of Simulation Games .
.- Pratiti .becoming aware: Promoting Simulations and Games on a Global Platform .
.- Analyzing relationship to nature within a game frame .
.- Extraordinarily Large-Scale Gaming for the Youth.
.- How does evaluating the effects of a participatory simulation raise questions about the design intentions of participatory processes that may involve simulation/gaming? .
.- Digital Veggie Mart Game for Nutritional Education and Sustainable Food Supply Chain .
.- How Entrepreneurs Learn about Artificial Intelligence by Using an Analogue Card Game .
.- The Impact of Simulation Games on the Success of Simulation Game Course.
.- Feedback and Biofeedback procedure and results, based on the gearshift engine.
.- Simulating Complex Adaptive Software System Technical Debt.
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