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  • Language: English

    Published by Springer, 2026

    9819627575 / 9789819627578

    • Softcover

    Seller: preigu, Osnabrück, Germanypreigu

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    Taschenbuch. Condition: Neu. Transferring Gaming and Simulation Experience to the Real World | Toshiko Kikkawa (u. a.) | Taschenbuch | Translational Systems Sciences | xvi | Englisch | 2026 | Springer | EAN 9789819627578 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Language: English

    Published by Springer, 2026

    9819627575 / 9789819627578

    • Softcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book. …

  • Language: English

    Published by Springer Nature Singapore, 2025

    9819627540 / 9789819627547

    • Hardcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.…

  • Language: English

    Published by Springer, 2025

    9819627540 / 9789819627547

    • Hardcover

    Seller: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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  • Language: English

    Published by Springer, 2026

    9819627575 / 9789819627578

    • Softcover

    Seller: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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  • Language: English

    Published by Springer, 2025

    9819627540 / 9789819627547

    • Hardcover
    • Print on Demand

    Seller: Brook Bookstore On Demand, Napoli, NA, ItalyBrook Bookstore On Demand

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  • Language: English

    Published by Springer Verlag GmbH, 2026

    9819627575 / 9789819627578

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    Seller: moluna, Greven, Germanymoluna

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    Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Language: English

    Published by Springer Verlag GmbH, 2025

    9819627540 / 9789819627547

    • Hardcover
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    Seller: moluna, Greven, Germanymoluna

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    Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Language: English

    Published by Springer, Springer Feb 2026, 2026

    9819627575 / 9789819627578

    • Softcover
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    Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.

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    Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book. 272 pp. Englisch.…

  • Language: English

    Published by Springer, Springer Feb 2025, 2025

    9819627540 / 9789819627547

    • Hardcover
    • Print on Demand

    Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.

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    Condition: New

    US$ 198.11

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    Quantity: 2 available

    Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book. 272 pp. Englisch.…

  • Language: English

    Published by Springer, Springer Feb 2025, 2025

    9819627540 / 9789819627547

    • Hardcover
    • Print on Demand

    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000

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    Condition: New

    US$ 198.11

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    Quantity: 1 available

    Buch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 272 pp. Englisch. …

  • Language: English

    Published by Springer, Springer Nature Singapore Feb 2026, 2026

    9819627575 / 9789819627578

    • Softcover
    • Print on Demand

    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000

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    Condition: New

    US$ 198.11

    US$ 67.41 shipping 
    Ships from Germany to U.S.A.

    Quantity: 1 available

    Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 272 pp. Englisch.…

  • Language: English

    Published by Springer, 2025

    9819627540 / 9789819627547

    • Hardcover
    • Print on Demand

    Seller: Majestic Books, Hounslow, United KingdomMajestic Books

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    US$ 282.09

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    Condition: New. Print on Demand.

  • Language: English

    Published by Springer, 2025

    9819627540 / 9789819627547

    • Hardcover
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    Seller: Biblios, frankfurt am main, HESSE, GermanyBiblios

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  • Language: English

    Published by Springer, 2026

    9819627575 / 9789819627578

    • Softcover
    • Print on Demand

    Seller: Majestic Books, Hounslow, United KingdomMajestic Books

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  • Language: English

    Published by Springer, 2026

    9819627575 / 9789819627578

    • Softcover
    • Print on Demand

    Seller: Biblios, frankfurt am main, HESSE, GermanyBiblios

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