9789811903472 - Gaming as a Cultural Commons: Risks, Challenges, and Opportunities: 28 (translational Systems Sciences, 28) (25 results)

Gaming As a Cultural Commons : Risks, Challenges, and Opportunities
Kikkawa, Toshiko (EDT); Kriz, Willy Christian (EDT); Sugiura, Junkichi (EDT)
- Hardcover
Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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- Hardcover
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- Hardcover
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HRD. Condition: New. New Book. Shipped from UK. Established seller since 2000.

Gaming As a Cultural Commons : Risks, Challenges, and Opportunities
Kikkawa, Toshiko (EDT); Kriz, Willy Christian (EDT); Sugiura, Junkichi (EDT)
- Hardcover
Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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- Hardcover
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- Hardcover
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- Hardcover
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Gaming As a Cultural Commons : Risks, Challenges, and Opportunities
Kikkawa, Toshiko (EDT); Kriz, Willy Christian (EDT); Sugiura, Junkichi (EDT)
- Hardcover
Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK
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£ 98.70
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- Hardcover
Seller: Chiron Media, Wallingford, United KingdomChiron Media
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£ 98.71
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Hardcover. Condition: New.

- Hardcover
Seller: Rarewaves.com USA, London, LONDO, United KingdomRarewaves.com USA
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£ 130.20
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Hardback. Condition: New. 2022 ed. This book focuses on relatively neglected areas of simulation and gaming (SandG), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of SandG. Although the educational effects of SandG, and related methods such as gamification, as well as serious games ha…ve 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 SandG 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 SandG 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 SandG 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 SandG, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.

Gaming As a Cultural Commons : Risks, Challenges, and Opportunities
Kikkawa, Toshiko (EDT); Kriz, Willy Christian (EDT); Sugiura, Junkichi (EDT)
- Hardcover
Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK
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£ 111.77
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Condition: As New. Unread book in perfect condition.

- Hardcover
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Condition: New. 1st ed. 2022 edition NO-PA16APR2015-KAP.

- Hardcover
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Language: English
Published by Springer, Berlin|Springer Nature Singapore|Springer, 2022
- Hardcover
Seller: moluna, Greven, Germanymoluna
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£ 110.35
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Condition: New. This 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 gamificat.

- Hardcover
Seller: Buchpark, Trebbin, GermanyBuchpark
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£ 68.80
£ 89.85 shippingShips from Germany to U.S.A.Quantity: 3 available
Condition: Hervorragend. Zustand: Hervorragend | Sprache: Englisch | Produktart: Bücher | This 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.

- Hardcover
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
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£ 110.39
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Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This 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 gamific…ation, 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.

- Hardcover
Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK
Contact seller5-star sellerCondition: New
£ 123.50
£ 65.00 shippingShips from United Kingdom to U.S.A.Quantity: 1 available
Hardback. Condition: New. 2022 ed. This book focuses on relatively neglected areas of simulation and gaming (SandG), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of SandG. Although the educational effects of SandG, and related methods such as gamification, as well as serious games ha…ve 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 SandG 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 SandG 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 SandG 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 SandG, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.

- Hardcover
Seller: BUCHSERVICE / ANTIQUARIAT Lars Lutzer, Wahlstedt, GermanyBUCHSERVICE / ANTIQUARIAT Lars Lutzer
Contact seller5-star sellerCondition: Used - Very good
£ 176.20
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Hardcover. Condition: gut. 2022. Gaming as a Cultural Commons In deutscher Sprache. pages.

- Hardcover
- Print on Demand
Seller: Brook Bookstore On Demand, Napoli, NA, ItalyBrook Bookstore On Demand
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£ 83.07
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Condition: new. Questo è un articolo print on demand.

- Hardcover
- Print on Demand
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.
Contact seller5-star sellerCondition: New
£ 103.73
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Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This 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. 212 pp. Englisch.

Gaming as a Cultural Commons: Risks, Challenges, and Opportunities
Kikkawa, Toshiko (Edited by)/ Kriz, Willy Christian (Edited by)/ Sugiura, Junkichi (Edited by)
- Hardcover
- Print on Demand
Seller: Revaluation Books, Exeter, United KingdomRevaluation Books
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Hardcover. Condition: Brand New. 208 pages. 9.25x6.10x0.75 inches. In Stock. This item is printed on demand.

- Hardcover
- Print on Demand
Seller: Majestic Books, Hounslow, United KingdomMajestic Books
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£ 138.96
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Condition: New. Print on Demand.

- Hardcover
- Print on Demand
Seller: preigu, Osnabrück, Germanypreigu
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£ 92.37
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Buch. Condition: Neu. Gaming as a Cultural Commons | Risks, Challenges, and Opportunities | Toshiko Kikkawa (u. a.) | Buch | Translational Systems Sciences | ix | Englisch | 2022 | Springer | EAN 9789811903472 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]…springer[dot]com | Anbieter: preigu Print on Demand.

- Hardcover
- Print on Demand
Seller: Biblios, frankfurt am main, HESSE, GermanyBiblios
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£ 146.73
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Condition: New. PRINT ON DEMAND.

- Hardcover
- Print on Demand
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000
Contact seller5-star sellerCondition: New
£ 103.73
£ 51.34 shippingShips from Germany to U.S.A.Quantity: 1 available
Buch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 researche…rs 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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 212 pp. Englisch.