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Gaming as a Cultural Commons

Risks, Challenges, and Opportunities

  • Book
  • © 2022

Overview

  • Focuses on the ethical aspects of games and explores the educational effects of simulation and gaming (S&G)
  • Emphasizes the cultural aspects of S&G and includes archives of pioneers’ work and perspectives on Asia and gender
  • Makes readers aware of the opportunities of S&G for research and education, with consideration of ethics and diversity

Part of the book series: Translational Systems Sciences (TSS, volume 28)

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Table of contents (11 chapters)

  1. Culture in Gaming and Simulation

  2. Manipulation in Games

Keywords

About this book

This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. 
Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.

Editors and Affiliations

  • Keio University, Tokyo, Japan

    Toshiko Kikkawa, Junkichi Sugiura

  • Department of Management and Business Administration, FHV University of Vorarlberg, Dornbirn, Austria

    Willy Christian Kriz

About the editors

Toshiko Kikkawa, Keio University

Willy Kriz, University of Applied Sciences, Vorarlberg (FHV)


Junkichi Sugiura, Keio University

Bibliographic Information

  • Book Title: Gaming as a Cultural Commons

  • Book Subtitle: Risks, Challenges, and Opportunities

  • Editors: Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura

  • Series Title: Translational Systems Sciences

  • DOI: https://doi.org/10.1007/978-981-19-0348-9

  • Publisher: Springer Singapore

  • eBook Packages: Economics and Finance, Economics and Finance (R0)

  • Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer Nature Singapore Pte Ltd. 2022

  • Hardcover ISBN: 978-981-19-0347-2Published: 24 April 2022

  • Softcover ISBN: 978-981-19-0350-2Published: 25 April 2023

  • eBook ISBN: 978-981-19-0348-9Published: 23 April 2022

  • Series ISSN: 2197-8832

  • Series E-ISSN: 2197-8840

  • Edition Number: 1

  • Number of Pages: IX, 199

  • Number of Illustrations: 1 b/w illustrations

  • Topics: Game Theory, Management, Human Rights, Political Science

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