Gaming, Simulations and Society: Research Scope and Perspective ; [34th Annual Conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan, August 25 - 29, 2003]

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The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
 

Contents

Toward a New Science of Simulation and Gaming ISAGA and the Identity Problem of Simulation and Gaming as an Academic Discipline
3
Social Sciences and Simulation and Gaming
9
The Game of Forming a Coalition Government
11
Environmental Commons Game Is the Free Rider a Bad Apple?
21
Use of Gaming for Training Emergency Headquarters in Responding to Earthquake Damage VEQRESSAITAIVirtual Earthquake RESponses
29
The Urban Network Game A Simulation of the Future of Joint City Interests
39
A Report of UMart Experiments by Human Agents
49
Price Competition Between Middlemen An Experimental Study
59
Openness A Key to Good Team Performance
159
A Business Game with Social Consequences
169
Designs and Tools of Simulation and Gaming
177
An Evaluation of RolePlaying Gaming on Reformation Toward Sustainable Rural Society How to Awaken a Regional Context in Citizens
179
Congruent Facilitation of Simulations and Games
189
The Loss of Concentration by the Effects of the Timing of Commercial Breaks
199
Utilization of Neural Networks and Genetic Algorithms to Make Game Playing More Exciting
207
Effective Learning Through Gaming Simulation Design
217

Social Relevancies in Simulation and Gaming
69
Facilitation in Communication Toward a Study of an Educational Gaming Simulation
71
The Features and Roles of Simulation Software in the Classroom
81
Instructional Activities Game A Tool for Teacher Training and Research into Teaching
91
Prefrontal Cortex Deactivation During Video Game Play
101
The Quantity and Context of Video Game Violence in Japan Toward Creating an Ethical Standard
111
Background and Current Status of Learning Games in the Field of Japanese School Education
121
Yutori Is Considered Harmful AgentBased Analysis for Education Policy in Japan
129
Strategies and Policy Exercise
137
Simulations and Social Responsibility Why Should We Bother?
139
Motivation Styles to Speak Out Decision Rules and Group Size as Determinants of Group Decision Making Simulation of Meetings
149
For the Knowledge Society How to Involve Human Resources in Gaming
227
Paradigms in Simulation and Gaming
237
Social Contributions and Responsibilities of Simulation and Gaming Thoughts on the Retirement of Gaming Simulations
239
Enhancing Policy Development Through ActorBased Simulation
249
Complex Project Management and Gaming Simulation Methodology Enriching Interfaces Between the Mission and Performance
259
Possibilities and Prospects of OnLine Games in Asia
269
Information Technology Policy and Culture in France
279
30 AgentBased Simulation of Alliance of Automobile Enterprises
289
ISAGA 2003 Program
299
Index
315
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