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Distinguishing games and simulation games from simulators
Computers in Entertainment, 2006The advanced computational capabilities in modern personal computers have made it possible for consumers to experience simulations with a high degree of verisimilitude through simulation games (a.k.a. Sims). In recent years, the cross-boundary technology exchange between game and simulation technology, along with other factors, has contributed to the ...
Chun Che Fung, Kok Wai Wong
exaly +3 more sources
Nurse Educator, 2020
Background Although nursing students practice skills in labs as part of the curriculum, many report feeling anxious and unprepared for their first clinical experience. Purpose A capstone lab, integrating gaming with simulation, was implemented to assimilate previous learning and ...
Cheryl, Besse +2 more
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Background Although nursing students practice skills in labs as part of the curriculum, many report feeling anxious and unprepared for their first clinical experience. Purpose A capstone lab, integrating gaming with simulation, was implemented to assimilate previous learning and ...
Cheryl, Besse +2 more
openaire +2 more sources
2010
While a boolean notion of correctness is given by a preorder on systems and properties, a quantitative notion of correctness is defined by a distance function on systems and properties, where the distance between a system and a property provides a measure of "fit" or "desirability." In this article, we explore several ways how the simulation preorder ...
Cerny P. +2 more
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While a boolean notion of correctness is given by a preorder on systems and properties, a quantitative notion of correctness is defined by a distance function on systems and properties, where the distance between a system and a property provides a measure of "fit" or "desirability." In this article, we explore several ways how the simulation preorder ...
Cerny P. +2 more
openaire +2 more sources
Games, Simulations, and Simulation Games for Learning
2010The authors of this chapter carried out a systematic review of the literature from 1998 to 2008 with the goal of developing conceptual definitions of game, simulation, and simulation game based on their essential attributes. This chapter first describes the motivation for this project and its methodological approach.
Louise Sauvé +2 more
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Parallel Processing Letters, 2019
This article studies quantum games with imprecise payoffs simulated by means of fuzzy numbers. Three two-person game-types are scrutinized via the iterated confronting of a large number of players laying in a two-dimensional lattice. In every iteration, every player interacts with his nearest neighbours and adopts the strategy of his best paid mate ...
Ramón Alonso-Sanz, Haozhen Situ
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This article studies quantum games with imprecise payoffs simulated by means of fuzzy numbers. Three two-person game-types are scrutinized via the iterated confronting of a large number of players laying in a two-dimensional lattice. In every iteration, every player interacts with his nearest neighbours and adopts the strategy of his best paid mate ...
Ramón Alonso-Sanz, Haozhen Situ
openaire +3 more sources
The role of semantics in games and simulations
Computers in Entertainment, 2008Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity of virtual worlds for games and simulations. However, current practices in the design and development of virtual worlds mostly resemble high-tech variants of traditional handcrafts, resulting in increasingly unbearable design costs.
Tim Tutenel +3 more
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The Simulation-Game Controversy
International Journal of Gaming and Computer-Mediated Simulations, 2013Games use the same base technology and design strategy as do simulations, but add a few items to the mixture. Understanding this gives ‘new’ (read borrowed) tools for game creation and testing. The idea that simulations are implementations of a model, for instance, leads to a focus on the model rather than the code when designing a game. Similarly, the
J. R. Parker 0001, Katrin Becker
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Simulation, Gaming, and the Simulative
Simulation & Gaming, 1999This article examines the dominance of media-effects studies in communications scholarship and compares the study of communications with the study of simulations and games. The author draws parallels between the two fields of study and discusses the future research agenda for the study of simulations and games.
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Active Learning in Higher Education, 2009
Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment.
Jonathan Moizer +3 more
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Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment.
Jonathan Moizer +3 more
openaire +1 more source

