001446422 000__ 04953cam\a2200553Ii\4500 001446422 001__ 1446422 001446422 003__ OCoLC 001446422 005__ 20230310003957.0 001446422 006__ m\\\\\o\\d\\\\\\\\ 001446422 007__ cr\cn\nnnunnun 001446422 008__ 220504s2022\\\\si\a\\\\o\\\\\000\0\eng\d 001446422 019__ $$a1312806103$$a1313072889$$a1313889541 001446422 020__ $$a9789811903489$$q(electronic bk.) 001446422 020__ $$a9811903484$$q(electronic bk.) 001446422 020__ $$z9811903476 001446422 020__ $$z9789811903472 001446422 0247_ $$a10.1007/978-981-19-0348-9$$2doi 001446422 035__ $$aSP(OCoLC)1313940799 001446422 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dEBLCP$$dYDX$$dUKAHL$$dN$T$$dOCLCQ 001446422 049__ $$aISEA 001446422 050_4 $$aGV1469.34.S52 001446422 08204 $$a794.8/4$$223/eng/20220504 001446422 24500 $$aGaming as a cultural commons :$$brisks, challenges, and opportunities /$$cToshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura, editors. 001446422 264_1 $$aSingapore :$$bSpringer,$$c2022. 001446422 300__ $$a1 online resource :$$billustrations (black and white, and color). 001446422 336__ $$atext$$btxt$$2rdacontent 001446422 337__ $$acomputer$$bc$$2rdamedia 001446422 338__ $$aonline resource$$bcr$$2rdacarrier 001446422 4901_ $$aTranslational systems sciences ;$$vvolume 28 001446422 5050_ $$aPreface- Part 1 Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation Terminology and Fundamentals -- Chapter 2: Knowledge from the Great Ancestors: The Cone of Ab-straction Revisiting a Key Concept through Interviews with Gaming Simulation Veterans -- Chapter 3 -- Board Game Immersion -- Chapter 4: Women (and a little bit of Culture) in Simulation Gaming -- Chapter 5: The Current Status of Japanese Game Players and its Impact on the Society -- Part 2 Education -- Chapter 6: Case Example: KIKATOPIA Game A Simulation Game on Diversity and Living together with Children as Co-designers -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- Chapter 8: Code of Conduct for Facilitators and the Ethics of De-briefing -- Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should we Bother? And What Can We Learn? -- Part 3 Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- Chapter 11: Manipulation through Gamification and Gaming. 001446422 506__ $$aAccess limited to authorized users. 001446422 520__ $$aThis book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public. 001446422 588__ $$aDescription based on print version record. 001446422 650_0 $$aElectronic games$$xSocial aspects. 001446422 650_0 $$aElectronic games$$xMoral and ethical aspects. 001446422 650_0 $$aComputer simulation$$xSocial aspects. 001446422 650_0 $$aComputer simulation$$xMoral and ethical aspects. 001446422 655_0 $$aElectronic books. 001446422 7001_ $$aKikkawa, Toshiko,$$eeditor. 001446422 7001_ $$aKriz, Willy Christian,$$eeditor. 001446422 7001_ $$aSugiura, Junkichi,$$eeditor. 001446422 77608 $$iPrint version:$$tGAMING AS A CULTURAL COMMONS.$$d[Place of publication not identified] : SPRINGER, 2022$$z9811903476$$w(OCoLC)1293059374 001446422 830_0 $$aTranslational systems sciences ;$$vv. 28. 001446422 852__ $$bebk 001446422 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-981-19-0348-9$$zOnline Access$$91397441.1 001446422 909CO $$ooai:library.usi.edu:1446422$$pGLOBAL_SET 001446422 980__ $$aBIB 001446422 980__ $$aEBOOK 001446422 982__ $$aEbook 001446422 983__ $$aOnline 001446422 994__ $$a92$$bISE