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E-raamat: Simulation and Gaming across Borders: 55th International Simulation and Gaming Association Conference, ISAGA 2024, Christchurch, New Zealand, July 8-12, 2024, Revised Selected Papers

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This book constitutes the refereed proceedings of the 55th International Simulation and Gaming Association Conference, held in Christchurch, New Zealand, during July 8–12, 2024.

The 20 full papers in this book were carefully reviewed and selected from 25 submissions. This year’s theme has been Simulation and Gaming across Borders. The 2024 conference underscored the global and interdisciplinary reach of simulation and gaming as tools for education, research, and social change. The proceedings presented here capture the breadth of this convergence, highlighting innovative applications, emerging ethical considerations, intercultural dynamics, and new frontiers in facilitation techniques.

.-  Crossing Borders by Revisiting Ethical Issues of Simulation and
Gaming .


.- Where to begin? Integrating Simulation and Indigenous knowledges to create
new approaches. .


.- Understanding Behavioral Differences between Machine Agents and Human
Participants Based on How They Play the Energy Transition Game .


.- Accounting for psychological safety in serious game and simulation
design.


.- Enhancing Fair Play in Online Gaming: The Development and Implementation
of the No More Cheats Anti-Cheat System .


.- Navigating Uncertainty: The Emergence of Effort and Emotion in Tabletop
Games.


.- Co-Designing an Applied Game about Volcanic Hazards for a Bi-Cultural
Environment: 5 Minute Volcano.


.- Conflicted Courses: A Matrix Game for Course Design .


.- A Framework for Co_Design of Edu Escape-Room Aimed ar Exploring Cultural
Idenity.


.- Theory informing practice - theorizing good facilitation practice.


.- The Impact of Participants Motivation and Playfulness for the Facilitation
of Simulation Games .


.- Pratiti becoming aware: Promoting Simulations and Games on a Global
Platform .


.- Analyzing relationship to nature within a game frame .


.- Extraordinarily Large-Scale Gaming for the Youth.


.- How does evaluating the effects of a participatory simulation raise
questions about the design intentions of participatory processes that may
involve simulation/gaming? .


.- Digital Veggie Mart Game for Nutritional Education and Sustainable Food
Supply Chain .


.- How Entrepreneurs Learn about Artificial Intelligence by Using an Analogue
Card Game .


.- The Impact of Simulation Games  on the Success of Simulation Game Course.


.- Feedback and Biofeedback procedure and results, based on the gearshift
engine.


.- Simulating Complex Adaptive Software System Technical Debt.