scholarly journals Virtual Gaming Simulation: Evaluating Players’ Experiences

2022 ◽  
Vol 63 ◽  
pp. 16-22
Author(s):  
Margaret Verkuyl ◽  
Naza Djafarova ◽  
Paula Mastrilli ◽  
Lynda Atack
Keyword(s):  
2002 ◽  
Vol 33 (1) ◽  
pp. 67-88 ◽  
Author(s):  
Maria Johansson ◽  
Rikard Küller

1977 ◽  
Vol 5 (1_suppl) ◽  
pp. 5-10 ◽  
Author(s):  
Cathy Stein Greenblat

Simulation entails abstraction and representation from a larger system in terms of process as well as structure. Central features are identified and simplified, less important elements are omitted from the model. In medical and health education, simulation enables learners to practice in an environment where mistakes are not costly, such as with simulated patients. Gaming-simulation incorporates role-playing into a defined system of interaction simulating a real world system and is characterized by the degree of structure of the roles and the focus on role interactions. Employment of gaming-simulation is embryonic in health education. Examples included in this Monograph concern problems of aging, hemophiliacs, and the dying; teaching interpersonal skills in psychiatric nursing; interactions of health care systems with their communities; and several other topics. Evaluation is discussed in a separate paper. A variety of health care gaming resources are described.


2007 ◽  
Vol 7 (2) ◽  
pp. 143-160 ◽  
Author(s):  
Guillermo Zúñiga-Arias ◽  
Sebastiaan Meijer ◽  
Ruerd Ruben ◽  
Gert Jan Hofstede

By the time a European consumer eats a Costa Rican mango, the product has been traded in several transactions between producers, traders, retailers and consumers. This paper investigates the position of Costa Rican smallholders in the mango supply chain in terms of bargaining power and revenue distribution. It examines data derived using a specially developed research tool: the Mango Chain Game (MCG), a gaming simulation that mimics the negotiation conditions in the Costa Rican mango supply chain. The MCG defines roles for all agents in the chain and records transaction attributes. Five sessions with the MCG were played with different groups of mango producers, resulting in a data set of 82 transactions and 43 bargaining power positions. Bargaining power was assessed at a 10-point Likert scale. Revenue distribution was measured in terms of value added. The results show that self-perceived bargaining power was dependent on negotiation skills, wealth and good partnership of the negotiators, but independent of market imperfections. Revenue distribution was related to the bargaining power of the trading partner, risk perception and the duration of the contract. Conclusions include that using a gaming simulation as data source can help identify less tangible issues in supply chain research, which is a new field of application for gaming simulations. Agency cooperation, skills and being able to bear risks play a role for improving the efficiency of the mango supply chain in Costa Rica as seen from a producers' perspective. The gaming results indicate that initiatives for improving the bargaining power of producers are more promising if they focus on improving skills and relations in trade rather than on solving market imperfections.


2017 ◽  
Vol 13 (5) ◽  
pp. 238-244 ◽  
Author(s):  
Margaret Verkuyl ◽  
Daria Romaniuk ◽  
Lynda Atack ◽  
Paula Mastrilli

2009 ◽  
pp. 99-118
Author(s):  
Giovanna Leone ◽  
Francesca D'Errico

- The article presents an empirical research aimed to explore if employed (vs. not employed) mothers of chronically ill children (vs. healthy ones) overhelp more their ill children and express more negative emotions (shame, anxiety or sadness) when helping them. Twenty mother-child dyads, balanced for the child gender, were videotaped during a 10 min. gaming simulation, evoking the child's need of being helped in relation to a simple problemsolving (puzzle). Results show that unemployed mothers tend to overhelp more their children when they are healthy (vs. chronically ill), while employed mothers tend to overhelp more their children when they are chronically ill (vs. healthy). During the helping game, unemployed mothers show significantly higher NVC's signals of anxiety, sadness and shame, and mothers of chronically ill children show higher NVC's signals of sadness and shame. Nevertheless, anxiety seem to be influenced by an interaction effect of mother's employment and health status of child, similar to the one shown by overhelp behaviour. Moreover, checking for the three observed negative emotions, a significant correlation was found only between overhelping behaviour and anxiety. The role of mother's employment as a risk or as a protection referring to the overhelping behaviour is discussed.Key words: overhelp, mother-child dyad, mothers' employment, negative emotions, anxiety, simulation gameParole chiave: sovraiuto, diade madre-bambino, occupazione materna, emozioni negative, ansia, gioco di simulazione


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