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  • © 2019

Neo-Simulation and Gaming Toward Active Learning

  • Provides an understanding of the state-of-the-art of the simulation and gaming research field already widely diffused and diversified in our networked society
  • Familiarizes readers with examples of simulation and state-of-the-art gaming, which have widespread applications in education, social problem solving, and experimental research
  • Furnishes insight into handling simulation and gaming from clinical theory to problems faced by an individual

Part of the book series: Translational Systems Sciences (TSS, volume 18)

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Table of contents (51 chapters)

  1. Front Matter

    Pages i-xx
  2. Various Applications of S&G

    1. Front Matter

      Pages 1-1
    2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction

      • Johmphot Tantawichien, Hajime Mizuyama, Tomomi Nonaka
      Pages 13-22
    3. HalluciFear: Educational Game About Drug Addiction

      • Peeraya Sripian, Ratchadawan Nimnual, Thammarat Hemathugsin, Kanokporn Fongranon
      Pages 23-33
    4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care

      • Pattanasak Mongkolwat, Mores Prachyabrued, Thanongchai Siriapisith, Chih-Lin Hu, Timothy K. Shih
      Pages 35-52
    5. A Simulation Game of Patient Transportation

      • Chen Zhang, Sebastiaan Meijer
      Pages 53-66
    6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport

      • Arturo E. Pérez Rivera, Martijn R. K. Mes, Jos van Hillegersberg
      Pages 67-75
    7. 3D Periodic-Sugoroku Game for Active Learning of the Periodic Table

      • Takeshi Shibata, Masami Ido, Shinichi Ito, Kazuhiko Sato
      Pages 89-98
  3. S&G to Learn Business

    1. Front Matter

      Pages 99-99
    2. Co-creating Prototype Improvement Using Participatory Design on the Development of a Serious Game in Financial Literacy Skills

      • Arry Rahmawan Destyanto, Akhmad Hidayatno, Armand Omar Moeis, Mohammad Rizky Nur Iman
      Pages 111-122
    3. Augmented Reality in Finance Learning Games

      • Blazej Podgorski
      Pages 123-128
    4. Learning Efficacy Among Executives and Students of an Organizational Growth Game

      • Jessika Weber-Sabil, Harald Warmelink, Alessandro Martinisi, Thomas Buijtenweg, Kevin Hutchinson, Igor Stefan Mayer
      Pages 129-136
    5. Business Game Promoting Supply Chain Collaboration Education at Universities

      • Tomomi Kaneko, Ryoju Hamada, Masahiro Hiji
      Pages 137-146
    6. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector

      • Anastasia Roukouni, Heide Lukosch, Alexander Verbraeck
      Pages 157-165
  4. S&G to Learn Environmental Issues

    1. Front Matter

      Pages 177-177

About this book

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, whichhave still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Editors and Affiliations

  • Japan National Institute of Technology Asahikawa College, Hokkaido, Japan

    Ryoju Hamada

  • Faculty of Liberal Arts, Mahidol University, Phutthamonthon, Thailand

    Songsri Soranastaporn

  • College of Policy Science, Ritsumeikan University, Osaka, Japan

    Hidehiko Kanegae

  • Faculty of Science, Chulalongkong University, Bangkok, Thailand

    Pongchai Dumrongrojwatthana

  • School of Information Technology, SPUC, Bangkok, Thailand

    Settachai Chaisanit

  • Architecture, Design & Urban Planning, University of Sassari, DADU, Alghero, Italy

    Paola Rizzi

  • MANTIS, New Delhi, India

    Vinod Dumblekar

About the editors

Ryoju Hamada, Thammasat University, Sirindhorn International Institute of Technology.

Songsri Soranastaporn, Mahidol University, Faculty of Liberal Arts.


Hidehiko Kanegae, Ristumeikan University, Graduate School of Policy Science.


Pongchai Dumrongrojwatthana, Chulalongkong University, Faculty of Science.

Settachai Chaisanit, SPUC, School of Information Technology.


Paola Rizzi, University of L’Aquila.

Bibliographic Information

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 139.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access