Gaming As a Cultural Commons: Risks, Challenges, and Opportunities
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Singapore
Springer
2022
|
Ausgabe: | 1st ed |
Schriftenreihe: | Translational Systems Sciences Series
v.28 |
Schlagworte: | |
Online-Zugang: | HWR01 |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Beschreibung: | 1 Online-Ressource (199 Seiten) |
ISBN: | 9789811903489 |
Internformat
MARC
LEADER | 00000nmm a2200000zcb4500 | ||
---|---|---|---|
001 | BV049019474 | ||
003 | DE-604 | ||
005 | 00000000000000.0 | ||
007 | cr|uuu---uuuuu | ||
008 | 230626s2022 |||| o||u| ||||||eng d | ||
020 | |a 9789811903489 |9 978-981-1903-48-9 | ||
035 | |a (ZDB-30-PQE)EBC6961663 | ||
035 | |a (ZDB-30-PAD)EBC6961663 | ||
035 | |a (ZDB-89-EBL)EBL6961663 | ||
035 | |a (OCoLC)1313940799 | ||
035 | |a (DE-599)BVBBV049019474 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-2070s | ||
082 | 0 | |a 003.3 | |
100 | 1 | |a Kikkawa, Toshiko |e Verfasser |4 aut | |
245 | 1 | 0 | |a Gaming As a Cultural Commons |b Risks, Challenges, and Opportunities |
250 | |a 1st ed | ||
264 | 1 | |a Singapore |b Springer |c 2022 | |
264 | 4 | |c ©2022 | |
300 | |a 1 Online-Ressource (199 Seiten) | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
490 | 0 | |a Translational Systems Sciences Series |v v.28 | |
500 | |a Description based on publisher supplied metadata and other sources | ||
505 | 8 | |a Intro -- Preface -- Contents -- Contributors -- Part I: Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation: Terminology and Fundamentals -- 1.1 Introduction: Terminology and Methodology of Gaming Simulation -- 1.2 Gaming Simulation as Science of Analysis and Science of Design -- 1.3 Gaming Simulation Applications -- 1.4 ''Serious Play'' and Gaming Simulation: Historical and Cultural Aspects -- 1.5 ''Gamification'' and Gaming Simulation Design -- 1.6 Gaming Simulation and Game-Based Learning -- References -- Chapter 2: Knowledge from the Great Ancestors: The ''Cone of Abstraction''-Revisiting a Key Concept Through Interviews with Ga... -- 2.1 The Concept of Richard Duke -- 2.2 Enhancement, Consolidation, Critique, and Practical Advice -- References -- Chapter 3: Board Game Immersion -- 3.1 Introduction -- 3.2 What Is Immersion? -- 3.3 Defining Board Game Immersion -- 3.4 Conclusion -- References -- Chapter 4: Women (and a Little Bit of Culture) in Simulation Gaming -- 4.1 Introduction -- 4.2 The Player as a Woman -- 4.3 Female Game Characters -- 4.4 The Game Developer as a Woman -- 4.5 The Female Facilitator -- 4.6 Conclusion and Discussion -- References -- Chapter 5: The Current Status of Japanese Game Players and Its Impact on the Society -- 5.1 The Rise in the Japanese Tabletop Game Market -- 5.2 The Survey -- 5.2.1 Method -- 5.2.2 Results -- 5.2.2.1 Characteristics of Japanese Tabletop Game Players -- 5.2.2.2 Attitudes Toward Games -- 5.2.2.3 Relations with Game Experience Questionnaire -- 5.3 Discussion -- References -- Part II: Education -- Chapter 6: Case Example: KIKATOPIA Game-A Simulation Game on Diversity and Living Together with Children as Co-designers -- 6.1 Background of the KIKATOPIA Game -- 6.2 Basic Pedagogical Principles -- 6.3 Opportunities for Experiential Learning and Improving Self-Concept via Simulation Games | |
505 | 8 | |a 6.4 Design Steps and Results of the Project -- 6.5 Main Characteristics and Elements of the KIKATOPIA Game. -- 6.6 Lessons and Ethical Considerations -- References -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- 7.1 Introduction -- 7.2 The SN Game -- 7.3 Reinforcing Environmental Behavior Using Games -- 7.4 Simulation of Economic Disparity: Case Study -- 7.4.1 Purpose -- 7.4.2 Method -- 7.4.3 Results and Discussion -- 7.4.3.1 Persuasion Strategy: Individual Monetary Benefit vs. Environmental Protection -- 7.4.3.2 Success Rates of Persuasion -- 7.4.3.3 Learning Effect of the Game -- 7.5 Other Educational Effects of SN Game Rules -- 7.5.1 Role-Playing in Games and Its Relationship to Reality -- 7.5.2 The Difference Between Persuading and Being Persuaded -- 7.6 Discussion -- 7.6.1 Transferring to Other Issues -- 7.6.2 SN Game for Online -- 7.6.3 Perspective -- Appendix: The Settoku Nattoku (SN) Game -- Number of Players -- Supplies -- Preparation -- Session 1: First Persuasion -- Session 2: Changing the Role -- Debriefing -- References -- Chapter 8: Code of Conduct for Facilitators and the Ethics of Debriefing -- 8.1 Introduction -- 8.2 Facilitation of Gaming Simulation -- 8.3 Preparation -- 8.3.1 Gathering Information and Determining the Purpose of the Session -- 8.3.2 Selecting, Adjusting, or Designing Games -- 8.3.3 Preparing Materials and Preparing Oneself -- 8.4 Briefing -- 8.4.1 Clarifying the Purpose of the Session and Explaining What Is Going to Happen -- 8.4.2 Explaining the Rules, Goals, Procedures, Roles, etc. -- 8.4.3 Organizing Teams and Distributing the Materials -- 8.5 Game Execution -- 8.6 Debriefing -- 8.7 The Ethics of Debriefing -- 8.7.1 Thoughts on the Ethics of Debriefing -- 8.7.2 How Can Facilitators Be Trained? -- 8.7.3 Recommendations for Facilitators -- References | |
505 | 8 | |a Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? -- 9.1 Introduction: Why Should We Bother? -- 9.1.1 Added Value of SGs in Ethical Education -- 9.2 Specific Types of SGs and Their Related Challenges -- 9.3 The Role of (Social) Systems and Organizational Theory in Understanding Learning in SG -- 9.3.1 Distance -- 9.3.2 Scope -- 9.4 The Valley of Despair in Relation to Ethical Challenges -- 9.5 Ethical Challenges from Culture on a Personal, Group, Organization and Country Level -- 9.6 Case Study Examples from Practice -- 9.6.1 Inactive Players Due to Cultural Backgrounds -- 9.6.2 A Company's Culture Impeding the Learning -- 9.6.3 Case Study: A Group of Dutch Mayors -- 9.6.4 Case Study Rules Clash in a German SG -- 9.6.5 Social Workers Claiming to Be 'Not Competitive' -- 9.7 Conclusion and Future Research -- References -- Part III: Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- 10.1 Introduction -- 10.2 Case Studies -- 10.2.1 Blue Eyes-Brown Eyes -- 10.2.2 Werewolf (Mafia) -- 10.2.3 Fall-out Shelter -- 10.3 Fidelity and Ethics -- 10.4 Intentional Manipulation of Games -- 10.5 Subtle Manipulation of Games -- 10.6 Awareness of Ethical Issues Is Increasing in the World of Entertainment Games -- References -- Chapter 11: Manipulation Through Gamification and Gaming -- 11.1 Introduction -- 11.2 Why Is Unintended Manipulation a Serious Issue? -- 11.3 Gamification and Manipulation -- 11.4 Gaming Simulation and Manipulation and the Role of Debriefing -- 11.5 Embodied Experiences in Games -- 11.6 Recommendations for Reflecting on Ethics and Minimizing Manipulation -- 11.6.1 Analytical Science Perspective -- 11.6.2 Design Science Perspective -- 11.7 Ethics and Manipulation as Game Content -- 11.8 Ethics Within the Process of Gaming Simulation -- 11.8.1 Design Process | |
505 | 8 | |a 11.8.2 Facilitation and Gameplay -- 11.8.3 Debriefing/Evaluation -- References | |
650 | 4 | |a Mathematics | |
700 | 1 | |a Kriz, Willy Christian |e Sonstige |4 oth | |
700 | 1 | |a Sugiura, Junkichi |e Sonstige |4 oth | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Kikkawa, Toshiko |t Gaming As a Cultural Commons |d Singapore : Springer,c2022 |z 9789811903472 |
912 | |a ZDB-30-PQE | ||
999 | |a oai:aleph.bib-bvb.de:BVB01-034282381 | ||
966 | e | |u https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=6961663 |l HWR01 |p ZDB-30-PQE |q HWR_PDA_PQE |x Aggregator |3 Volltext |
Datensatz im Suchindex
_version_ | 1804185295554347008 |
---|---|
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author | Kikkawa, Toshiko |
author_facet | Kikkawa, Toshiko |
author_role | aut |
author_sort | Kikkawa, Toshiko |
author_variant | t k tk |
building | Verbundindex |
bvnumber | BV049019474 |
collection | ZDB-30-PQE |
contents | Intro -- Preface -- Contents -- Contributors -- Part I: Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation: Terminology and Fundamentals -- 1.1 Introduction: Terminology and Methodology of Gaming Simulation -- 1.2 Gaming Simulation as Science of Analysis and Science of Design -- 1.3 Gaming Simulation Applications -- 1.4 ''Serious Play'' and Gaming Simulation: Historical and Cultural Aspects -- 1.5 ''Gamification'' and Gaming Simulation Design -- 1.6 Gaming Simulation and Game-Based Learning -- References -- Chapter 2: Knowledge from the Great Ancestors: The ''Cone of Abstraction''-Revisiting a Key Concept Through Interviews with Ga... -- 2.1 The Concept of Richard Duke -- 2.2 Enhancement, Consolidation, Critique, and Practical Advice -- References -- Chapter 3: Board Game Immersion -- 3.1 Introduction -- 3.2 What Is Immersion? -- 3.3 Defining Board Game Immersion -- 3.4 Conclusion -- References -- Chapter 4: Women (and a Little Bit of Culture) in Simulation Gaming -- 4.1 Introduction -- 4.2 The Player as a Woman -- 4.3 Female Game Characters -- 4.4 The Game Developer as a Woman -- 4.5 The Female Facilitator -- 4.6 Conclusion and Discussion -- References -- Chapter 5: The Current Status of Japanese Game Players and Its Impact on the Society -- 5.1 The Rise in the Japanese Tabletop Game Market -- 5.2 The Survey -- 5.2.1 Method -- 5.2.2 Results -- 5.2.2.1 Characteristics of Japanese Tabletop Game Players -- 5.2.2.2 Attitudes Toward Games -- 5.2.2.3 Relations with Game Experience Questionnaire -- 5.3 Discussion -- References -- Part II: Education -- Chapter 6: Case Example: KIKATOPIA Game-A Simulation Game on Diversity and Living Together with Children as Co-designers -- 6.1 Background of the KIKATOPIA Game -- 6.2 Basic Pedagogical Principles -- 6.3 Opportunities for Experiential Learning and Improving Self-Concept via Simulation Games 6.4 Design Steps and Results of the Project -- 6.5 Main Characteristics and Elements of the KIKATOPIA Game. -- 6.6 Lessons and Ethical Considerations -- References -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- 7.1 Introduction -- 7.2 The SN Game -- 7.3 Reinforcing Environmental Behavior Using Games -- 7.4 Simulation of Economic Disparity: Case Study -- 7.4.1 Purpose -- 7.4.2 Method -- 7.4.3 Results and Discussion -- 7.4.3.1 Persuasion Strategy: Individual Monetary Benefit vs. Environmental Protection -- 7.4.3.2 Success Rates of Persuasion -- 7.4.3.3 Learning Effect of the Game -- 7.5 Other Educational Effects of SN Game Rules -- 7.5.1 Role-Playing in Games and Its Relationship to Reality -- 7.5.2 The Difference Between Persuading and Being Persuaded -- 7.6 Discussion -- 7.6.1 Transferring to Other Issues -- 7.6.2 SN Game for Online -- 7.6.3 Perspective -- Appendix: The Settoku Nattoku (SN) Game -- Number of Players -- Supplies -- Preparation -- Session 1: First Persuasion -- Session 2: Changing the Role -- Debriefing -- References -- Chapter 8: Code of Conduct for Facilitators and the Ethics of Debriefing -- 8.1 Introduction -- 8.2 Facilitation of Gaming Simulation -- 8.3 Preparation -- 8.3.1 Gathering Information and Determining the Purpose of the Session -- 8.3.2 Selecting, Adjusting, or Designing Games -- 8.3.3 Preparing Materials and Preparing Oneself -- 8.4 Briefing -- 8.4.1 Clarifying the Purpose of the Session and Explaining What Is Going to Happen -- 8.4.2 Explaining the Rules, Goals, Procedures, Roles, etc. -- 8.4.3 Organizing Teams and Distributing the Materials -- 8.5 Game Execution -- 8.6 Debriefing -- 8.7 The Ethics of Debriefing -- 8.7.1 Thoughts on the Ethics of Debriefing -- 8.7.2 How Can Facilitators Be Trained? -- 8.7.3 Recommendations for Facilitators -- References Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? -- 9.1 Introduction: Why Should We Bother? -- 9.1.1 Added Value of SGs in Ethical Education -- 9.2 Specific Types of SGs and Their Related Challenges -- 9.3 The Role of (Social) Systems and Organizational Theory in Understanding Learning in SG -- 9.3.1 Distance -- 9.3.2 Scope -- 9.4 The Valley of Despair in Relation to Ethical Challenges -- 9.5 Ethical Challenges from Culture on a Personal, Group, Organization and Country Level -- 9.6 Case Study Examples from Practice -- 9.6.1 Inactive Players Due to Cultural Backgrounds -- 9.6.2 A Company's Culture Impeding the Learning -- 9.6.3 Case Study: A Group of Dutch Mayors -- 9.6.4 Case Study Rules Clash in a German SG -- 9.6.5 Social Workers Claiming to Be 'Not Competitive' -- 9.7 Conclusion and Future Research -- References -- Part III: Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- 10.1 Introduction -- 10.2 Case Studies -- 10.2.1 Blue Eyes-Brown Eyes -- 10.2.2 Werewolf (Mafia) -- 10.2.3 Fall-out Shelter -- 10.3 Fidelity and Ethics -- 10.4 Intentional Manipulation of Games -- 10.5 Subtle Manipulation of Games -- 10.6 Awareness of Ethical Issues Is Increasing in the World of Entertainment Games -- References -- Chapter 11: Manipulation Through Gamification and Gaming -- 11.1 Introduction -- 11.2 Why Is Unintended Manipulation a Serious Issue? -- 11.3 Gamification and Manipulation -- 11.4 Gaming Simulation and Manipulation and the Role of Debriefing -- 11.5 Embodied Experiences in Games -- 11.6 Recommendations for Reflecting on Ethics and Minimizing Manipulation -- 11.6.1 Analytical Science Perspective -- 11.6.2 Design Science Perspective -- 11.7 Ethics and Manipulation as Game Content -- 11.8 Ethics Within the Process of Gaming Simulation -- 11.8.1 Design Process 11.8.2 Facilitation and Gameplay -- 11.8.3 Debriefing/Evaluation -- References |
ctrlnum | (ZDB-30-PQE)EBC6961663 (ZDB-30-PAD)EBC6961663 (ZDB-89-EBL)EBL6961663 (OCoLC)1313940799 (DE-599)BVBBV049019474 |
dewey-full | 003.3 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 003 - Systems |
dewey-raw | 003.3 |
dewey-search | 003.3 |
dewey-sort | 13.3 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
edition | 1st ed |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>07274nmm a2200469zcb4500</leader><controlfield tag="001">BV049019474</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">00000000000000.0</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">230626s2022 |||| o||u| ||||||eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9789811903489</subfield><subfield code="9">978-981-1903-48-9</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-30-PQE)EBC6961663</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-30-PAD)EBC6961663</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-89-EBL)EBL6961663</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1313940799</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV049019474</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-2070s</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">003.3</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Kikkawa, Toshiko</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Gaming As a Cultural Commons</subfield><subfield code="b">Risks, Challenges, and Opportunities</subfield></datafield><datafield tag="250" ind1=" " ind2=" "><subfield code="a">1st ed</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Singapore</subfield><subfield code="b">Springer</subfield><subfield code="c">2022</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">©2022</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 Online-Ressource (199 Seiten)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">Translational Systems Sciences Series</subfield><subfield code="v">v.28</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Intro -- Preface -- Contents -- Contributors -- Part I: Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation: Terminology and Fundamentals -- 1.1 Introduction: Terminology and Methodology of Gaming Simulation -- 1.2 Gaming Simulation as Science of Analysis and Science of Design -- 1.3 Gaming Simulation Applications -- 1.4 ''Serious Play'' and Gaming Simulation: Historical and Cultural Aspects -- 1.5 ''Gamification'' and Gaming Simulation Design -- 1.6 Gaming Simulation and Game-Based Learning -- References -- Chapter 2: Knowledge from the Great Ancestors: The ''Cone of Abstraction''-Revisiting a Key Concept Through Interviews with Ga... -- 2.1 The Concept of Richard Duke -- 2.2 Enhancement, Consolidation, Critique, and Practical Advice -- References -- Chapter 3: Board Game Immersion -- 3.1 Introduction -- 3.2 What Is Immersion? -- 3.3 Defining Board Game Immersion -- 3.4 Conclusion -- References -- Chapter 4: Women (and a Little Bit of Culture) in Simulation Gaming -- 4.1 Introduction -- 4.2 The Player as a Woman -- 4.3 Female Game Characters -- 4.4 The Game Developer as a Woman -- 4.5 The Female Facilitator -- 4.6 Conclusion and Discussion -- References -- Chapter 5: The Current Status of Japanese Game Players and Its Impact on the Society -- 5.1 The Rise in the Japanese Tabletop Game Market -- 5.2 The Survey -- 5.2.1 Method -- 5.2.2 Results -- 5.2.2.1 Characteristics of Japanese Tabletop Game Players -- 5.2.2.2 Attitudes Toward Games -- 5.2.2.3 Relations with Game Experience Questionnaire -- 5.3 Discussion -- References -- Part II: Education -- Chapter 6: Case Example: KIKATOPIA Game-A Simulation Game on Diversity and Living Together with Children as Co-designers -- 6.1 Background of the KIKATOPIA Game -- 6.2 Basic Pedagogical Principles -- 6.3 Opportunities for Experiential Learning and Improving Self-Concept via Simulation Games</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">6.4 Design Steps and Results of the Project -- 6.5 Main Characteristics and Elements of the KIKATOPIA Game. -- 6.6 Lessons and Ethical Considerations -- References -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- 7.1 Introduction -- 7.2 The SN Game -- 7.3 Reinforcing Environmental Behavior Using Games -- 7.4 Simulation of Economic Disparity: Case Study -- 7.4.1 Purpose -- 7.4.2 Method -- 7.4.3 Results and Discussion -- 7.4.3.1 Persuasion Strategy: Individual Monetary Benefit vs. Environmental Protection -- 7.4.3.2 Success Rates of Persuasion -- 7.4.3.3 Learning Effect of the Game -- 7.5 Other Educational Effects of SN Game Rules -- 7.5.1 Role-Playing in Games and Its Relationship to Reality -- 7.5.2 The Difference Between Persuading and Being Persuaded -- 7.6 Discussion -- 7.6.1 Transferring to Other Issues -- 7.6.2 SN Game for Online -- 7.6.3 Perspective -- Appendix: The Settoku Nattoku (SN) Game -- Number of Players -- Supplies -- Preparation -- Session 1: First Persuasion -- Session 2: Changing the Role -- Debriefing -- References -- Chapter 8: Code of Conduct for Facilitators and the Ethics of Debriefing -- 8.1 Introduction -- 8.2 Facilitation of Gaming Simulation -- 8.3 Preparation -- 8.3.1 Gathering Information and Determining the Purpose of the Session -- 8.3.2 Selecting, Adjusting, or Designing Games -- 8.3.3 Preparing Materials and Preparing Oneself -- 8.4 Briefing -- 8.4.1 Clarifying the Purpose of the Session and Explaining What Is Going to Happen -- 8.4.2 Explaining the Rules, Goals, Procedures, Roles, etc. -- 8.4.3 Organizing Teams and Distributing the Materials -- 8.5 Game Execution -- 8.6 Debriefing -- 8.7 The Ethics of Debriefing -- 8.7.1 Thoughts on the Ethics of Debriefing -- 8.7.2 How Can Facilitators Be Trained? -- 8.7.3 Recommendations for Facilitators -- References</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? -- 9.1 Introduction: Why Should We Bother? -- 9.1.1 Added Value of SGs in Ethical Education -- 9.2 Specific Types of SGs and Their Related Challenges -- 9.3 The Role of (Social) Systems and Organizational Theory in Understanding Learning in SG -- 9.3.1 Distance -- 9.3.2 Scope -- 9.4 The Valley of Despair in Relation to Ethical Challenges -- 9.5 Ethical Challenges from Culture on a Personal, Group, Organization and Country Level -- 9.6 Case Study Examples from Practice -- 9.6.1 Inactive Players Due to Cultural Backgrounds -- 9.6.2 A Company's Culture Impeding the Learning -- 9.6.3 Case Study: A Group of Dutch Mayors -- 9.6.4 Case Study Rules Clash in a German SG -- 9.6.5 Social Workers Claiming to Be 'Not Competitive' -- 9.7 Conclusion and Future Research -- References -- Part III: Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- 10.1 Introduction -- 10.2 Case Studies -- 10.2.1 Blue Eyes-Brown Eyes -- 10.2.2 Werewolf (Mafia) -- 10.2.3 Fall-out Shelter -- 10.3 Fidelity and Ethics -- 10.4 Intentional Manipulation of Games -- 10.5 Subtle Manipulation of Games -- 10.6 Awareness of Ethical Issues Is Increasing in the World of Entertainment Games -- References -- Chapter 11: Manipulation Through Gamification and Gaming -- 11.1 Introduction -- 11.2 Why Is Unintended Manipulation a Serious Issue? -- 11.3 Gamification and Manipulation -- 11.4 Gaming Simulation and Manipulation and the Role of Debriefing -- 11.5 Embodied Experiences in Games -- 11.6 Recommendations for Reflecting on Ethics and Minimizing Manipulation -- 11.6.1 Analytical Science Perspective -- 11.6.2 Design Science Perspective -- 11.7 Ethics and Manipulation as Game Content -- 11.8 Ethics Within the Process of Gaming Simulation -- 11.8.1 Design Process</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">11.8.2 Facilitation and Gameplay -- 11.8.3 Debriefing/Evaluation -- References</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Mathematics</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Kriz, Willy Christian</subfield><subfield code="e">Sonstige</subfield><subfield code="4">oth</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Sugiura, Junkichi</subfield><subfield code="e">Sonstige</subfield><subfield code="4">oth</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe</subfield><subfield code="a">Kikkawa, Toshiko</subfield><subfield code="t">Gaming As a Cultural Commons</subfield><subfield code="d">Singapore : Springer,c2022</subfield><subfield code="z">9789811903472</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-PQE</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-034282381</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=6961663</subfield><subfield code="l">HWR01</subfield><subfield code="p">ZDB-30-PQE</subfield><subfield code="q">HWR_PDA_PQE</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV049019474 |
illustrated | Not Illustrated |
index_date | 2024-07-03T22:13:39Z |
indexdate | 2024-07-10T09:52:58Z |
institution | BVB |
isbn | 9789811903489 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-034282381 |
oclc_num | 1313940799 |
open_access_boolean | |
owner | DE-2070s |
owner_facet | DE-2070s |
physical | 1 Online-Ressource (199 Seiten) |
psigel | ZDB-30-PQE ZDB-30-PQE HWR_PDA_PQE |
publishDate | 2022 |
publishDateSearch | 2022 |
publishDateSort | 2022 |
publisher | Springer |
record_format | marc |
series2 | Translational Systems Sciences Series |
spelling | Kikkawa, Toshiko Verfasser aut Gaming As a Cultural Commons Risks, Challenges, and Opportunities 1st ed Singapore Springer 2022 ©2022 1 Online-Ressource (199 Seiten) txt rdacontent c rdamedia cr rdacarrier Translational Systems Sciences Series v.28 Description based on publisher supplied metadata and other sources Intro -- Preface -- Contents -- Contributors -- Part I: Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation: Terminology and Fundamentals -- 1.1 Introduction: Terminology and Methodology of Gaming Simulation -- 1.2 Gaming Simulation as Science of Analysis and Science of Design -- 1.3 Gaming Simulation Applications -- 1.4 ''Serious Play'' and Gaming Simulation: Historical and Cultural Aspects -- 1.5 ''Gamification'' and Gaming Simulation Design -- 1.6 Gaming Simulation and Game-Based Learning -- References -- Chapter 2: Knowledge from the Great Ancestors: The ''Cone of Abstraction''-Revisiting a Key Concept Through Interviews with Ga... -- 2.1 The Concept of Richard Duke -- 2.2 Enhancement, Consolidation, Critique, and Practical Advice -- References -- Chapter 3: Board Game Immersion -- 3.1 Introduction -- 3.2 What Is Immersion? -- 3.3 Defining Board Game Immersion -- 3.4 Conclusion -- References -- Chapter 4: Women (and a Little Bit of Culture) in Simulation Gaming -- 4.1 Introduction -- 4.2 The Player as a Woman -- 4.3 Female Game Characters -- 4.4 The Game Developer as a Woman -- 4.5 The Female Facilitator -- 4.6 Conclusion and Discussion -- References -- Chapter 5: The Current Status of Japanese Game Players and Its Impact on the Society -- 5.1 The Rise in the Japanese Tabletop Game Market -- 5.2 The Survey -- 5.2.1 Method -- 5.2.2 Results -- 5.2.2.1 Characteristics of Japanese Tabletop Game Players -- 5.2.2.2 Attitudes Toward Games -- 5.2.2.3 Relations with Game Experience Questionnaire -- 5.3 Discussion -- References -- Part II: Education -- Chapter 6: Case Example: KIKATOPIA Game-A Simulation Game on Diversity and Living Together with Children as Co-designers -- 6.1 Background of the KIKATOPIA Game -- 6.2 Basic Pedagogical Principles -- 6.3 Opportunities for Experiential Learning and Improving Self-Concept via Simulation Games 6.4 Design Steps and Results of the Project -- 6.5 Main Characteristics and Elements of the KIKATOPIA Game. -- 6.6 Lessons and Ethical Considerations -- References -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- 7.1 Introduction -- 7.2 The SN Game -- 7.3 Reinforcing Environmental Behavior Using Games -- 7.4 Simulation of Economic Disparity: Case Study -- 7.4.1 Purpose -- 7.4.2 Method -- 7.4.3 Results and Discussion -- 7.4.3.1 Persuasion Strategy: Individual Monetary Benefit vs. Environmental Protection -- 7.4.3.2 Success Rates of Persuasion -- 7.4.3.3 Learning Effect of the Game -- 7.5 Other Educational Effects of SN Game Rules -- 7.5.1 Role-Playing in Games and Its Relationship to Reality -- 7.5.2 The Difference Between Persuading and Being Persuaded -- 7.6 Discussion -- 7.6.1 Transferring to Other Issues -- 7.6.2 SN Game for Online -- 7.6.3 Perspective -- Appendix: The Settoku Nattoku (SN) Game -- Number of Players -- Supplies -- Preparation -- Session 1: First Persuasion -- Session 2: Changing the Role -- Debriefing -- References -- Chapter 8: Code of Conduct for Facilitators and the Ethics of Debriefing -- 8.1 Introduction -- 8.2 Facilitation of Gaming Simulation -- 8.3 Preparation -- 8.3.1 Gathering Information and Determining the Purpose of the Session -- 8.3.2 Selecting, Adjusting, or Designing Games -- 8.3.3 Preparing Materials and Preparing Oneself -- 8.4 Briefing -- 8.4.1 Clarifying the Purpose of the Session and Explaining What Is Going to Happen -- 8.4.2 Explaining the Rules, Goals, Procedures, Roles, etc. -- 8.4.3 Organizing Teams and Distributing the Materials -- 8.5 Game Execution -- 8.6 Debriefing -- 8.7 The Ethics of Debriefing -- 8.7.1 Thoughts on the Ethics of Debriefing -- 8.7.2 How Can Facilitators Be Trained? -- 8.7.3 Recommendations for Facilitators -- References Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? -- 9.1 Introduction: Why Should We Bother? -- 9.1.1 Added Value of SGs in Ethical Education -- 9.2 Specific Types of SGs and Their Related Challenges -- 9.3 The Role of (Social) Systems and Organizational Theory in Understanding Learning in SG -- 9.3.1 Distance -- 9.3.2 Scope -- 9.4 The Valley of Despair in Relation to Ethical Challenges -- 9.5 Ethical Challenges from Culture on a Personal, Group, Organization and Country Level -- 9.6 Case Study Examples from Practice -- 9.6.1 Inactive Players Due to Cultural Backgrounds -- 9.6.2 A Company's Culture Impeding the Learning -- 9.6.3 Case Study: A Group of Dutch Mayors -- 9.6.4 Case Study Rules Clash in a German SG -- 9.6.5 Social Workers Claiming to Be 'Not Competitive' -- 9.7 Conclusion and Future Research -- References -- Part III: Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- 10.1 Introduction -- 10.2 Case Studies -- 10.2.1 Blue Eyes-Brown Eyes -- 10.2.2 Werewolf (Mafia) -- 10.2.3 Fall-out Shelter -- 10.3 Fidelity and Ethics -- 10.4 Intentional Manipulation of Games -- 10.5 Subtle Manipulation of Games -- 10.6 Awareness of Ethical Issues Is Increasing in the World of Entertainment Games -- References -- Chapter 11: Manipulation Through Gamification and Gaming -- 11.1 Introduction -- 11.2 Why Is Unintended Manipulation a Serious Issue? -- 11.3 Gamification and Manipulation -- 11.4 Gaming Simulation and Manipulation and the Role of Debriefing -- 11.5 Embodied Experiences in Games -- 11.6 Recommendations for Reflecting on Ethics and Minimizing Manipulation -- 11.6.1 Analytical Science Perspective -- 11.6.2 Design Science Perspective -- 11.7 Ethics and Manipulation as Game Content -- 11.8 Ethics Within the Process of Gaming Simulation -- 11.8.1 Design Process 11.8.2 Facilitation and Gameplay -- 11.8.3 Debriefing/Evaluation -- References Mathematics Kriz, Willy Christian Sonstige oth Sugiura, Junkichi Sonstige oth Erscheint auch als Druck-Ausgabe Kikkawa, Toshiko Gaming As a Cultural Commons Singapore : Springer,c2022 9789811903472 |
spellingShingle | Kikkawa, Toshiko Gaming As a Cultural Commons Risks, Challenges, and Opportunities Intro -- Preface -- Contents -- Contributors -- Part I: Culture in Gaming and Simulation -- Chapter 1: Gaming Simulation: Terminology and Fundamentals -- 1.1 Introduction: Terminology and Methodology of Gaming Simulation -- 1.2 Gaming Simulation as Science of Analysis and Science of Design -- 1.3 Gaming Simulation Applications -- 1.4 ''Serious Play'' and Gaming Simulation: Historical and Cultural Aspects -- 1.5 ''Gamification'' and Gaming Simulation Design -- 1.6 Gaming Simulation and Game-Based Learning -- References -- Chapter 2: Knowledge from the Great Ancestors: The ''Cone of Abstraction''-Revisiting a Key Concept Through Interviews with Ga... -- 2.1 The Concept of Richard Duke -- 2.2 Enhancement, Consolidation, Critique, and Practical Advice -- References -- Chapter 3: Board Game Immersion -- 3.1 Introduction -- 3.2 What Is Immersion? -- 3.3 Defining Board Game Immersion -- 3.4 Conclusion -- References -- Chapter 4: Women (and a Little Bit of Culture) in Simulation Gaming -- 4.1 Introduction -- 4.2 The Player as a Woman -- 4.3 Female Game Characters -- 4.4 The Game Developer as a Woman -- 4.5 The Female Facilitator -- 4.6 Conclusion and Discussion -- References -- Chapter 5: The Current Status of Japanese Game Players and Its Impact on the Society -- 5.1 The Rise in the Japanese Tabletop Game Market -- 5.2 The Survey -- 5.2.1 Method -- 5.2.2 Results -- 5.2.2.1 Characteristics of Japanese Tabletop Game Players -- 5.2.2.2 Attitudes Toward Games -- 5.2.2.3 Relations with Game Experience Questionnaire -- 5.3 Discussion -- References -- Part II: Education -- Chapter 6: Case Example: KIKATOPIA Game-A Simulation Game on Diversity and Living Together with Children as Co-designers -- 6.1 Background of the KIKATOPIA Game -- 6.2 Basic Pedagogical Principles -- 6.3 Opportunities for Experiential Learning and Improving Self-Concept via Simulation Games 6.4 Design Steps and Results of the Project -- 6.5 Main Characteristics and Elements of the KIKATOPIA Game. -- 6.6 Lessons and Ethical Considerations -- References -- Chapter 7: Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games -- 7.1 Introduction -- 7.2 The SN Game -- 7.3 Reinforcing Environmental Behavior Using Games -- 7.4 Simulation of Economic Disparity: Case Study -- 7.4.1 Purpose -- 7.4.2 Method -- 7.4.3 Results and Discussion -- 7.4.3.1 Persuasion Strategy: Individual Monetary Benefit vs. Environmental Protection -- 7.4.3.2 Success Rates of Persuasion -- 7.4.3.3 Learning Effect of the Game -- 7.5 Other Educational Effects of SN Game Rules -- 7.5.1 Role-Playing in Games and Its Relationship to Reality -- 7.5.2 The Difference Between Persuading and Being Persuaded -- 7.6 Discussion -- 7.6.1 Transferring to Other Issues -- 7.6.2 SN Game for Online -- 7.6.3 Perspective -- Appendix: The Settoku Nattoku (SN) Game -- Number of Players -- Supplies -- Preparation -- Session 1: First Persuasion -- Session 2: Changing the Role -- Debriefing -- References -- Chapter 8: Code of Conduct for Facilitators and the Ethics of Debriefing -- 8.1 Introduction -- 8.2 Facilitation of Gaming Simulation -- 8.3 Preparation -- 8.3.1 Gathering Information and Determining the Purpose of the Session -- 8.3.2 Selecting, Adjusting, or Designing Games -- 8.3.3 Preparing Materials and Preparing Oneself -- 8.4 Briefing -- 8.4.1 Clarifying the Purpose of the Session and Explaining What Is Going to Happen -- 8.4.2 Explaining the Rules, Goals, Procedures, Roles, etc. -- 8.4.3 Organizing Teams and Distributing the Materials -- 8.5 Game Execution -- 8.6 Debriefing -- 8.7 The Ethics of Debriefing -- 8.7.1 Thoughts on the Ethics of Debriefing -- 8.7.2 How Can Facilitators Be Trained? -- 8.7.3 Recommendations for Facilitators -- References Chapter 9: Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? -- 9.1 Introduction: Why Should We Bother? -- 9.1.1 Added Value of SGs in Ethical Education -- 9.2 Specific Types of SGs and Their Related Challenges -- 9.3 The Role of (Social) Systems and Organizational Theory in Understanding Learning in SG -- 9.3.1 Distance -- 9.3.2 Scope -- 9.4 The Valley of Despair in Relation to Ethical Challenges -- 9.5 Ethical Challenges from Culture on a Personal, Group, Organization and Country Level -- 9.6 Case Study Examples from Practice -- 9.6.1 Inactive Players Due to Cultural Backgrounds -- 9.6.2 A Company's Culture Impeding the Learning -- 9.6.3 Case Study: A Group of Dutch Mayors -- 9.6.4 Case Study Rules Clash in a German SG -- 9.6.5 Social Workers Claiming to Be 'Not Competitive' -- 9.7 Conclusion and Future Research -- References -- Part III: Manipulation in Games -- Chapter 10: Subtle Manipulation in Games -- 10.1 Introduction -- 10.2 Case Studies -- 10.2.1 Blue Eyes-Brown Eyes -- 10.2.2 Werewolf (Mafia) -- 10.2.3 Fall-out Shelter -- 10.3 Fidelity and Ethics -- 10.4 Intentional Manipulation of Games -- 10.5 Subtle Manipulation of Games -- 10.6 Awareness of Ethical Issues Is Increasing in the World of Entertainment Games -- References -- Chapter 11: Manipulation Through Gamification and Gaming -- 11.1 Introduction -- 11.2 Why Is Unintended Manipulation a Serious Issue? -- 11.3 Gamification and Manipulation -- 11.4 Gaming Simulation and Manipulation and the Role of Debriefing -- 11.5 Embodied Experiences in Games -- 11.6 Recommendations for Reflecting on Ethics and Minimizing Manipulation -- 11.6.1 Analytical Science Perspective -- 11.6.2 Design Science Perspective -- 11.7 Ethics and Manipulation as Game Content -- 11.8 Ethics Within the Process of Gaming Simulation -- 11.8.1 Design Process 11.8.2 Facilitation and Gameplay -- 11.8.3 Debriefing/Evaluation -- References Mathematics |
title | Gaming As a Cultural Commons Risks, Challenges, and Opportunities |
title_auth | Gaming As a Cultural Commons Risks, Challenges, and Opportunities |
title_exact_search | Gaming As a Cultural Commons Risks, Challenges, and Opportunities |
title_exact_search_txtP | Gaming As a Cultural Commons Risks, Challenges, and Opportunities |
title_full | Gaming As a Cultural Commons Risks, Challenges, and Opportunities |
title_fullStr | Gaming As a Cultural Commons Risks, Challenges, and Opportunities |
title_full_unstemmed | Gaming As a Cultural Commons Risks, Challenges, and Opportunities |
title_short | Gaming As a Cultural Commons |
title_sort | gaming as a cultural commons risks challenges and opportunities |
title_sub | Risks, Challenges, and Opportunities |
topic | Mathematics |
topic_facet | Mathematics |
work_keys_str_mv | AT kikkawatoshiko gamingasaculturalcommonsriskschallengesandopportunities AT krizwillychristian gamingasaculturalcommonsriskschallengesandopportunities AT sugiurajunkichi gamingasaculturalcommonsriskschallengesandopportunities |