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SDM method for players' domain knowledge acquisition in business simulation game

机译:业务仿真游戏中玩家域名知识获取的SDM方法

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Knowledge acquisition is an important aspect in simulation game. Players can acquire domain knowledge such as marketing, accounting, logistics and production from both game play and especially debriefing. How to make debriefing more effective and efficient is a problem. Since recently most simulation games have computerized and widely utilized online, ICT supported method can be applied for comprehensive debriefing. In previous research, we proposed surrogate decision maker (SDM) method, which is a computer based numerical simulation with intelligent agent and human generated gaming data. In this paper, we focus on players' domain knowledge acquisition in computer supported simulation game with SDM method. First, we briefly introduce the SDM method for domain knowledge acquisition in business game. Next, we illustrate how this method can be used in business games with the Bakery Game, which is a typical business game in Yokohama Business Game platform. After discussion of the effectiveness of the SDM method, we present an experiment design for the quantitative and qualitative evaluation of the method in domain knowledge acquisition.
机译:知识获取是模拟游戏中的一个重要方面。玩家可以从游戏中获得营销,会计,物流和生产等领域知识,特别是汇报。如何使汇报更有效和高效是一个问题。自最近大多数仿真游戏已经计算机化并广泛利用,ICT支持的方法可以应用综合汇报。在以前的研究中,我们提出了代理决策者(SDM)方法,它是一种基于计算机的数值模拟,具有智能代理和人类生成的游戏数据。在本文中,我们专注于使用SDM方法的计算机支持的仿真游戏中的参与者域知识获取。首先,我们简要介绍了商业游戏中的域知识获取的SDM方法。接下来,我们说明了如何在与面包店游戏中使用的商业游戏中使用的方法,这是横滨商业游戏平台的典型商业游戏。在讨论SDM方法的有效性之后,我们提出了对域知识获取方法的定量和定性评估的实验设计。

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