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| Game Theory | 3 |
| Group Behavior | 3 |
| Models | 3 |
| Simulation | 3 |
| Adoption (Ideas) | 1 |
| Attitude Change | 1 |
| College Faculty | 1 |
| Communication (Thought… | 1 |
| Computer Programs | 1 |
| Concept Formation | 1 |
| Decision Making | 1 |
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| Simulation and Games | 3 |
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Peer reviewedGamson, William A.; Stambaugh, Russell J. – Simulation and Games, 1978
The heretofore implicit model underlying SIMSOC is made explicit through a comparison of the 1978 and 1972 versions of the simulation game. The more sophisticated 1978 game edition contains improvements over the earlier edition in the options for personal goals. (CMV)
Descriptors: Game Theory, Group Behavior, Models, Role Playing
Peer reviewedBrewer, Garry D. – Simulation and Games, 1978
Discusses basic weaknesses and limitations of models, simulations, gaming, and other analytical and behavioral approaches to simplifying reality for understanding. The development and use of scenarios and the model builder's basic conceptions of the aspects of reality being analyzed are described for a one-person, computer-interactive, quasi-rigid…
Descriptors: Concept Formation, Game Theory, Group Behavior, Models
Peer reviewedRubin, Herbert J. – Simulation and Games, 1978
PARADIGM is a large-scale stochastic computer simulation of the flow of competing ideas through evolving groups. It is used to examine how different message characteristics influence the speed with which one idea overtakes another in popularity. PARADIGM is discussed in the context of changing ideas in an academic department. (CMV)
Descriptors: Adoption (Ideas), Attitude Change, College Faculty, Communication (Thought Transfer)


