TY - BOOK AU - Dhar,Upinder AU - Dubey,Jigyasu AU - Dumblekar,Vinod AU - Meijer,Sebastiaan AU - Lukosch,Heide TI - Gaming, Simulation and Innovations: Challenges and Opportunities: 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6-10, 2021, Revised Selected Papers T2 - Lecture Notes in Computer Science, SN - 9783031099595 U1 - 004.6 23 PY - 2022/// CY - Cham PB - Springer International Publishing, Imprint: Springer KW - Computer networks  KW - Computer engineering KW - Computer vision KW - Social sciences-Data processing KW - Coding theory KW - Information theory KW - Computer Communication Networks KW - Computer Engineering and Networks KW - Computer Vision KW - Computer Application in Social and Behavioral Sciences KW - Coding and Information Theory N1 - Game Design and Facilitation -- Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators -- The Effects of Structured Instruction on Team Performance -- Facilitated Tabletop Games in a Mediated Environment -- Facilitating Training Simulations for Health Emergency -- Factors and Attributes of Team Players: A Study of Engineering Students in India -- Intercultural Dialogue through Simulation and Virtual Exchange in Education -- Gaming in Education -- The Co-Design of Educational Video Games -- Reframing the Boundaries of Experiential Education Using Cynefin Domains -- Experimental Research: Simulations and Serious Games for Sustainability -- Frame Game as Teaching Methodology in Higher Education: the case of RElastiCity -- "Risk Management can actually be Fun" - Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions about Biosafety -- Social Economy: A Simulation Game in Model Social Enterprises N2 - This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6-10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games UR - https://doi.org/10.1007/978-3-031-09959-5 ER -