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This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr
This volume records the proceedings of the 22nd Annual International Con ference of the International Simulation and Gaming Association (ISAGA), 15-19 July, 1991, Kyoto, Japan, sponsored by the Science Council of Japan and the Japanese Association of Simulation and Gaming (JASAG). The con ference theme was Global Modeling for Solving Global Problems. The first 2 days of the conference were held in the magnificent Kyoto International Conference Hall; the 3rd day was spent admiring the floats of the famous Gion Festival in the exquisite city of Kyoto and the Daibutsu (or Great Buddha) of the Todaiji Temple in Nara and visiting one of the Sharp factories. During the last 2 days of the conference we were made most welcome in the Faculty of International Relations of Ritsumeikan University. The day after the conference, a number of delegates went to Hiroshima (the Peace Memorial Hall, Museum and Park) and also to one of Japan's "Scenic Trio," the island of Miyajima with its breathtaking views and the Itsukushima Shrine. The conference was attended by some 400 delegates from over 30 different countries. Over 100 sessions, both theoretical and practical, were given: keynote speeches, round-table discussions, workshops, papers. This volume reflects most of those sessions, in the form of either a full paper or a short abstract.
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.
In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.
A new paradigm for balancing flexibility and commitment in management strategy through the amalgamation of real options and game theory. Corporate managers who face both strategic uncertainty and market uncertainty confront a classic trade-off between commitment and flexibility. They can stake a claim by making a large capital investment today, influencing their rivals' behavior, or they can take a “wait and see” approach to avoid adverse market consequences tomorrow. In Competitive Strategy, Benoît Chevalier-Roignant and Lenos Trigeorgis describe an emerging paradigm that can quantify and balance commitment and flexibility, “option games,” by which the decision-making approaches of real options and game theory can be combined. The authors first discuss prerequisite concepts and tools from basic game theory, industrial organization, and real options analysis, and then present the new approach in discrete time and later in continuous time. Their presentation of continuous-time option games is the first systematic coverage of the topic and fills a significant gap in the existing literature. Competitive Strategy provides a rigorous yet pragmatic and intuitive approach to strategy formulation. It synthesizes research in the areas of strategy, economics, and finance in a way that is accessible to readers not necessarily expert in the various fields involved.
Organizations of all types are consistently working on new initiatives, product lines, or implementation of new workflows as a way to remain competitive in the modern business environment. No matter the type of project at hand, employing the best methods for effective execution and timely completion of the task at hand is essential to project success. Project Management: Concepts, Methodologies, Tools, and Applications presents the latest research and practical solutions for managing every stage of the project lifecycle. Emphasizing emerging concepts, real-world examples, and authoritative research on managing project workflows and measuring project success in both private and public sectors, this multi-volume reference work is a critical addition to academic, government, and corporate libraries. It is designed for use by project coordinators and managers, business executives, researchers, and graduate-level students interested in putting research-based solutions into practice for effective project management.
Includes publications previously listed in the supplements to the Index of selected publications of the Rand Corporation (Oct. 1962-Feb. 1963)