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<title>Simulation &amp; Gaming current issue</title>
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<prism:coverDisplayDate>December 2009</prism:coverDisplayDate>
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<title>Simulation &amp; Gaming</title>
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<title><![CDATA[Large Emergency-Response Exercises: Qualitative Characteristics - A Survey]]></title>
<link>http://sag.sagepub.com/cgi/content/abstract/40/6/726?rss=1</link>
<description><![CDATA[<p>Exercises, drills, or simulations are widely used, by governments, agencies and commercial organizations, to simulate serious incidents and train staff how to respond to them. International cooperation has led to increasingly large-scale exercises, often involving hundreds or even thousands of participants in many locations. The difference between &lsquo;large&rsquo; and &lsquo;small&rsquo; exercises is more than one of size: (a) Large exercises are more &lsquo;experiential&rsquo; and more likely to undermine any model of reality that single organizations may create; (b) they create a &lsquo;play space&rsquo; in which organizations and individuals act out their own needs and identifications, and a ritual with strong social implications; (c) group-analytic psychotherapy suggests that the emotions aroused in a large group may be stronger and more difficult to control. Feelings are an unacknowledged major factor in the success or failure of exercises; (d) successful large exercises help improve the nature of trust between individuals and the organizations they represent, changing it from a situational trust to a personal trust; (e) it is more difficult to learn from large exercises or to apply the lessons identified; (f) however, large exercises can help develop organizations and individuals. Exercises (and simulation in general) need to be approached from a broader multidisciplinary direction if their full potential is to be realized.</p>]]></description>
<dc:creator><![CDATA[Lee, Y.-I., Trim, P., Upton, J., Upton, D.]]></dc:creator>
<dc:date>Sun, 15 Nov 2009 21:02:06 PST</dc:date>
<dc:identifier>info:doi/10.1177/1046878109334006</dc:identifier>
<dc:title><![CDATA[Large Emergency-Response Exercises: Qualitative Characteristics - A Survey]]></dc:title>
<dc:publisher>Association for Business Simulation &amp; Experiential Learning</dc:publisher>
<prism:number>6</prism:number>
<prism:volume>40</prism:volume>
<prism:endingPage>751</prism:endingPage>
<prism:publicationDate>2009-12-01</prism:publicationDate>
<prism:startingPage>726</prism:startingPage>
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<title><![CDATA[Advances in Games Technology: Software, Models, and Intelligence]]></title>
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<description><![CDATA[<p>Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and buildings. This article presents the continuous level of detail terrain modeling techniques that can help generate and render realistic terrain in real time. Deployment of characters in the environment is increasingly common. This requires strategies to map scalable behavior characteristics for characters as well. The authors present two important aspects of crowd simulation: the realism of the crowd behavior and the computational overhead involved. A good simulation of crowd behavior requires delicate balance between these aspects. The focus in this article is on human behavior representation for crowd simulation. To enhance the player experience, the authors present the concept of player adaptive entertainment computing, which provides a personalized experience for each individual when interacting with the game. The current state of game development involves using very small percentage (typically 4% to 12%) of CPU time for game artificial intelligence (AI). Future game AI requires developing computational strategies that have little involvement of CPU for online play, while using CPU&rsquo;s idle capacity when the game is not being played, thereby emphasizing the construction of complex game AI models offline. A framework of such nonconventional game AI models is introduced.</p>]]></description>
<dc:creator><![CDATA[Prakash, E., Brindle, G., Jones, K., Zhou, S., Chaudhari, N. S., Wong, K.-W.]]></dc:creator>
<dc:date>Sun, 15 Nov 2009 21:02:06 PST</dc:date>
<dc:identifier>info:doi/10.1177/1046878109335120</dc:identifier>
<dc:title><![CDATA[Advances in Games Technology: Software, Models, and Intelligence]]></dc:title>
<dc:publisher>Association for Business Simulation &amp; Experiential Learning</dc:publisher>
<prism:number>6</prism:number>
<prism:volume>40</prism:volume>
<prism:endingPage>801</prism:endingPage>
<prism:publicationDate>2009-12-01</prism:publicationDate>
<prism:startingPage>752</prism:startingPage>
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<title><![CDATA[A Review of Humor for Computer Games: Play, Laugh and More]]></title>
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<description><![CDATA[<p>Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their interrelationships do well in helping us understand the humor process, but they have been developed in the context of traditional human activity. To explore how they relate to computer games, we present the findings of a qualitative study of player experience of humor and show how it relates to the theoretical perspectives. We then review the main functions of humor, especially its effects on social, emotional, and cognitive behavior. We show how each of these functions can be used in game design to support the specific experiences and outcomes of game-play. Finally, we address the issue of serious games and make suggestions on how humor can inform and support the design of those games. We suggest that humor can support design by smoothing and sustaining the game mechanics. Moreover, games can draw on the functions of humor in the real world for enhancing communication, learning, and social presence. Using humor makes games richer and more powerful, as well as fun.</p>]]></description>
<dc:creator><![CDATA[Dormann, C., Biddle, R.]]></dc:creator>
<dc:date>Sun, 15 Nov 2009 21:02:06 PST</dc:date>
<dc:identifier>info:doi/10.1177/1046878109341390</dc:identifier>
<dc:title><![CDATA[A Review of Humor for Computer Games: Play, Laugh and More]]></dc:title>
<dc:publisher>Association for Business Simulation &amp; Experiential Learning</dc:publisher>
<prism:number>6</prism:number>
<prism:volume>40</prism:volume>
<prism:endingPage>824</prism:endingPage>
<prism:publicationDate>2009-12-01</prism:publicationDate>
<prism:startingPage>802</prism:startingPage>
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<title><![CDATA[The Gaming of Policy and the Politics of Gaming: A Review]]></title>
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<description><![CDATA[<p>This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in <I>Simulation &amp; Gaming</I> since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and reviews the underlying theories and empirical evidence. The author highlights the recognition that the success of gaming for policy making derives largely from the unique power of that gaming to capture and integrate both the technical-physical and the social-political complexities of policy problems.</p>]]></description>
<dc:creator><![CDATA[Mayer, I. S.]]></dc:creator>
<dc:date>Sun, 15 Nov 2009 21:02:06 PST</dc:date>
<dc:identifier>info:doi/10.1177/1046878109346456</dc:identifier>
<dc:title><![CDATA[The Gaming of Policy and the Politics of Gaming: A Review]]></dc:title>
<dc:publisher>Association for Business Simulation &amp; Experiential Learning</dc:publisher>
<prism:number>6</prism:number>
<prism:volume>40</prism:volume>
<prism:endingPage>862</prism:endingPage>
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