The magic circle : principles of gaming & simulation

The magic circle : principles of gaming & simulation
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魔法阵:游戏原理

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发表时间:
2006
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影响因子:
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通讯作者:
J. Klabbers
J. Klabbers
中科院分区:
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文献类型:
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作者:
J. Klabbers

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这本独特的书的目的是通过提出游戏和模拟的设计和使用的基本原则来概述游戏科学的核心。博弈科学涵盖了三个层面的话语:科学哲学层面、科学层面和应用或实践层面。所提出的框架将有助于把握知识形式和知识内容之间的相互作用,这种相互作用是通过参与者的行动而演变的。自20世纪50年代以来,很少有科学家像那些从事游戏和游戏的科学家那样目睹了他们研究和实践领域的根本变化。从那时起,来自各个学科的游戏科学家开始在他们的研究中采用游戏和模拟方法。信息技术和计算机科学的快速发展正在为游戏的设计和使用以及作为数字艺术和交互式叙事的游戏的人文研究创造一个工具丰富的环境。游戏科学在数字游戏产业的推动下,通过计算机和信息科学的发展,以及在教育、公共和商业管理、政策制定、医疗保健、生态系统管理等专业游戏领域的进步,在这些变革浪潮中不断前进。当向游戏科学家询问他们的科学核心时,人们应该期待听到不同的答案。关于游戏和玩耍的核心的常见问题并不新鲜。他们指的是:游戏和玩耍的意义是什么?什么是真实的,什么是虚拟现实?我们如何从复杂的社会系统中构建简单而有效的游戏?我们能提出一个一般的博弈论吗?我们是否能够帮助玩家(社会行为者)找到解决复杂问题的明智解决方案和方法?游戏如何促进学习,如何提高我们的思维能力和行动能力?目前对这些问题的答案是分散和不充分的。这本书提供了一个参考框架,将从一个共同的角度启发特定游戏和模拟的特点。作者对工具推理的关注较少,而对理论和方法论问题的关注较多。答案将提供一个合适的背景下,解决设计科学和分析科学的方法,工件的设计和评估,理论的发展和测试。
The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing.