Open access peer-reviewed Edited Volume

Simulation and Gaming

Edited by Dragan Cvetković

Singidunum University

The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game characteristics, story, mechanics, and methodology; development of integrated games tasked with helping students in interpreting, translating, and manipulating the field of kinematics through formal presentations; possibility of research integration through real and practical examples and games as well, in the field of physics; analysis of game engines from various aspects such as modularity, performance, and usability; virtual reality (VR) and interaction mechanisms used for three-dimensional (3D) game development; analysis, development, design, implementation, and evaluation of the simulation model in the field of engineering and metallurgy, according to ADDIE model; concept of computational thinking, with an accent on its inclusion in compulsory education; overview of the current prominence of AI simulation based in the gaming leisure industry, mainly for research purposes in the context of gambling and forecasting of online casino patron's churn behavior; innovative modeling and simulation approach using newly proposed advanced game-based mathematical framework, unified game-based acquisition framework, and a set of war-gaming engines to address the challenges for acquisition of future space systems; modification of simulation of a complex system and a physics model through programming, achieved with a block-based programming language.

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Simulation and GamingEdited by Dragan Cvetković

Published: February 14th 2018

DOI: 10.5772/intechopen.69391

ISBN: 978-953-51-3800-6

Print ISBN: 978-953-51-3803-7

eBook (PDF) ISBN: 978-953-51-4083-2

Copyright year: 2018

Books open for chapter submissions

11748 Total Chapter Downloads

21 Crossref Citations

6 Web of Science Citations

25 Dimensions Citations


Open access peer-reviewed

1. Gamesourcing: Perspectives and Implementations

By Ivan Zelinka, Martin Němec and Roman Šenkeřík


Open access peer-reviewed

2. Educational Games in Higher Education

By Ebru Yilmaz İnce


Open access peer-reviewed

3. Digital Games in the Science Classroom: Leveraging Internal and External Scaffolds during Game Play

By Kara Krinks, Heather Johnson and Douglas B. Clark


Open access peer-reviewed

4. Worked Examples in Physics Games: Challenges in Integrating Proven Cognitive Scaffolds into Game Mechanics

By Deanne Adams, Douglas B. Clark and Satyugjit Virk


Open access peer-reviewed

5. Game Engine Solutions

By Anis Zarrad


Open access peer-reviewed

6. Multiplayer Disciplinarily-Integrated Agent-Based Games: SURGE Gameblox

By Douglas B. Clark, Paul Medlock-Walton, Raúl Boquín and Eric Klopfer


Open access peer-reviewed

7. Interaction Design in Virtual Reality Game Using Arduino Sensors

By Juin-Ling Tseng and Chia-Wei Chu


Open access peer-reviewed

8. Developing Educational Simulation for Rockwell Hardness Test Machine

By Ahmed Hadi Shubber, Amirmudin Bin Udin and Asnul Bin Minghat


Open access peer-reviewed

9. An Evaluation of Open Digital Gaming Platforms for Developing Computational Thinking Skills

By Andoni Eguíluz, Pablo Garaizar and Mariluz Guenaga


Open access peer-reviewed

10. Artificial Intelligence: Are You Sure? Beware of What You Wish!

By Hugo Miguel da Luz dos Santos


Open access peer-reviewed

11. War-Gaming Applications for Achieving Optimum Acquisition of Future Space Systems

By Tien M. Nguyen, Andy T. Guillen, Sumner S. Matsunaga, Hien T. Tran and Tung X. Bui


Edited Volume and chapters are indexed in

  • Worldcat
  • OpenAIRE
  • Google Scholar
  • AZ ebsco
  • Base
  • CNKI

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