Author: United States. Forest Service
Publisher:
ISBN:
Category : Forests and forestry
Languages : en
Pages : 140
Book Description
Proceedings of a Workshop on Computer and Information Systems in Resources Management Decisions, September 30, 1971
Author: United States. Forest Service
Publisher:
ISBN:
Category : Forests and forestry
Languages : en
Pages : 140
Book Description
Publisher:
ISBN:
Category : Forests and forestry
Languages : en
Pages : 140
Book Description
Simulation and Gaming in Business and Economics in the 1960's
Author:
Publisher:
ISBN:
Category : Digital computer simulation
Languages : en
Pages : 96
Book Description
Publisher:
ISBN:
Category : Digital computer simulation
Languages : en
Pages : 96
Book Description
Handbook of Games and Simulation Exercises
Author: G. I. Gibbs
Publisher: Sage Publications (CA)
ISBN:
Category : Education
Languages : en
Pages : 248
Book Description
Publisher: Sage Publications (CA)
ISBN:
Category : Education
Languages : en
Pages : 248
Book Description
The Magic Circle: Principles of Gaming & Simulation
Author: Jan H.G. Klabbers
Publisher: BRILL
ISBN: 9087903103
Category : Education
Languages : en
Pages : 398
Book Description
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
Publisher: BRILL
ISBN: 9087903103
Category : Education
Languages : en
Pages : 398
Book Description
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.
The World in the Model
Author: Mary S. Morgan
Publisher: Cambridge University Press
ISBN: 1139560417
Category : Business & Economics
Languages : en
Pages :
Book Description
During the last two centuries, the way economic science is done has changed radically: it has become a social science based on mathematical models in place of words. This book describes and analyses that change - both historically and philosophically - using a series of case studies to illuminate the nature and the implications of these changes. It is not a technical book; it is written for the intelligent person who wants to understand how economics works from the inside out. This book will be of interest to economists and science studies scholars (historians, sociologists and philosophers of science). But it also aims at a wider readership in the public intellectual sphere, building on the current interest in all things economic and on the recent failure of the so-called economic model, which has shaped our beliefs and the world we live in.
Publisher: Cambridge University Press
ISBN: 1139560417
Category : Business & Economics
Languages : en
Pages :
Book Description
During the last two centuries, the way economic science is done has changed radically: it has become a social science based on mathematical models in place of words. This book describes and analyses that change - both historically and philosophically - using a series of case studies to illuminate the nature and the implications of these changes. It is not a technical book; it is written for the intelligent person who wants to understand how economics works from the inside out. This book will be of interest to economists and science studies scholars (historians, sociologists and philosophers of science). But it also aims at a wider readership in the public intellectual sphere, building on the current interest in all things economic and on the recent failure of the so-called economic model, which has shaped our beliefs and the world we live in.
Contemporary Games
Author: Jean Belch
Publisher:
ISBN: 9780810309692
Category :
Languages : en
Pages : 420
Book Description
Publisher:
ISBN: 9780810309692
Category :
Languages : en
Pages : 420
Book Description
Business as Usual
Author: Caroline Jack
Publisher: University of Chicago Press
ISBN: 0226835138
Category : History
Languages : en
Pages : 323
Book Description
How corporations used mass media to teach Americans that capitalism was natural and patriotic, exposing the porous line between propaganda and public service. Business as Usual reveals how American capitalism has been promoted in the most ephemeral of materials: public service announcements, pamphlets, educational films, and games—what Caroline Jack calls “sponsored economic education media.” These items, which were funded by corporations and trade groups who aimed to “sell America to Americans,” found their way into communities, classrooms, and workplaces, and onto the airwaves, where they promoted ideals of “free enterprise” under the cloaks of public service and civic education. They offered an idealized vision of US industrial development as a source of patriotic optimism, framed business management imperatives as economic principles, and conflated the privileges granted to corporations by the law with foundational political rights held by individuals. This rhetoric remains dominant—a harbinger of the power of disinformation that so besets us today. Jack reveals the funding, production, and distribution that together entrenched a particular vision of corporate responsibility—and, in the process, shut out other hierarchies of value and common care.
Publisher: University of Chicago Press
ISBN: 0226835138
Category : History
Languages : en
Pages : 323
Book Description
How corporations used mass media to teach Americans that capitalism was natural and patriotic, exposing the porous line between propaganda and public service. Business as Usual reveals how American capitalism has been promoted in the most ephemeral of materials: public service announcements, pamphlets, educational films, and games—what Caroline Jack calls “sponsored economic education media.” These items, which were funded by corporations and trade groups who aimed to “sell America to Americans,” found their way into communities, classrooms, and workplaces, and onto the airwaves, where they promoted ideals of “free enterprise” under the cloaks of public service and civic education. They offered an idealized vision of US industrial development as a source of patriotic optimism, framed business management imperatives as economic principles, and conflated the privileges granted to corporations by the law with foundational political rights held by individuals. This rhetoric remains dominant—a harbinger of the power of disinformation that so besets us today. Jack reveals the funding, production, and distribution that together entrenched a particular vision of corporate responsibility—and, in the process, shut out other hierarchies of value and common care.
A Survey of University Business and Economic Research Reports ...
Author: United States. Small Business Administration
Publisher:
ISBN:
Category :
Languages : en
Pages : 716
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 716
Book Description
Contemporary Games: Bibliography
Author: Jean Belch
Publisher: Gale Cengage
ISBN:
Category : Education
Languages : en
Pages : 424
Book Description
Publisher: Gale Cengage
ISBN:
Category : Education
Languages : en
Pages : 424
Book Description
Simulation and Gaming
Author: American Management Association. General Management Division
Publisher:
ISBN:
Category : Business & Economics
Languages : en
Pages : 144
Book Description
Publisher:
ISBN:
Category : Business & Economics
Languages : en
Pages : 144
Book Description