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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. |
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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 |
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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. | ||
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_aComputer Vision. _9125353 |
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_aComputer Application in Social and Behavioral Sciences. _931815 |
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_aCoding and Information Theory. _9125354 |
700 | 1 |
_aHarteveld, Casper. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9125355 |
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_aSutherland, Steven. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9125356 |
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_aTroiano, Giovanni. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9125357 |
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700 | 1 |
_aLukosch, Heide. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9125358 |
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700 | 1 |
_aMeijer, Sebastiaan. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9125359 |
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_iPrinted edition: _z9783031371707 |
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