Simulation-gaming in the late 1980s : proceedings of the International Simulation and Gaming Association's 17th International Conference
Author(s)
Bibliographic Information
Simulation-gaming in the late 1980s : proceedings of the International Simulation and Gaming Association's 17th International Conference
Pergamon Press, 1987
1st ed
- est.
Available at 8 libraries
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  Kyoto
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  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
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  Tokushima
  Kagawa
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  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
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Note
"Université de Toulon et du Var, France, 1-4 July 1987."
English and French
Includes bibliographies
Description and Table of Contents
Description
This volume records the proceedings of the 17th International Conference of the International Simulation and Gaming Association. The contributions presented here give a state-of-the-art report on simulation/gaming in the latter part of the 1980s. A diverse set of topics and issues are discussed. The first section contains the keynote presentations which offer a provocative and intriguing set of ideas, and bring a variety of perspectives on a host of questions into contradistinction. This is followed by four sections dealing with language, communication and computers; social issues, game design and research; management and business and finally taxonomies and methodologies.
Table of Contents
(partial) Keynote Papers. Gaming context. Network gaming. Communicating about simulation design. 'Power' and 'realism' in simulation and gaming. Language and Communication. Language, computers and simulation. Advances in the development of hand-held, computerised, game-based training devices. Computer-assisted language acquisition. The educational potential of interactive literature. Simulation/drama in the teaching of Asian History at a Canadian university. Social Issues, Game Design and Research. Training in an ambiguous world. Simulation gaming and training for development work. Computerised simulation of ecological systems. Towards a theoretical framework of media simulation games. Some social-interactional aspects of a business game. The use of simulations for purposes of research. Management and Business. Intercultural simulation. The competent player. Desirable characteristics and attributes of a business simulation. The customer in focus. Communications role playing exercise for executives. Taxonomies and Methodologies. A user oriented taxonomy of games and simulations. Decision at the top. Threat and negotiation in gaming and simulation. An interactive solution to the assignment problem.
by "Nielsen BookData"