Trends and applications of serious gaming and social media:
Gespeichert in:
Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Singapore [u.a.]
Springer
2014
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Schriftenreihe: | Gaming media and social effects
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Schlagworte: | |
Online-Zugang: | BTU01 FHA01 FHI01 FHN01 FHR01 FKE01 FRO01 FWS01 FWS02 UBY01 Volltext Inhaltsverzeichnis Abstract |
Beschreibung: | 1 Online-Ressource |
ISBN: | 9789814560269 |
DOI: | 10.1007/978-981-4560-26-9 |
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adam_text | TRENDS AND APPLICATIONS OF SERIOUS GAMING AND SOCIAL MEDIA
/
: 2014
TABLE OF CONTENTS / INHALTSVERZEICHNIS
THE FUTURE OF SERIOUS GAMES AND IMMERSIVE TECHNOLOGIES AND THEIR IMPACT
ON SOCIETY
THE ROAD TO E-SERVICES: ONLINE AND MOBILE GAMES AS ENABLERS
ACHIEVEMENT SYSTEMS EXPLAINED IDENTIFYING TRIGGERS WITHIN PERSUASIVE
TECHNOLOGY AND GAMES FOR SAVING AND MONEY MANAGEMENT
MALWARE ANALYTICS FOR SOCIAL NETWORKING
SERIOUS GAMES AND THE GAMIFICATION OF MENTAL HEALTH INTERVENTIONS
EDUCATIONAL IMPLICATIONS OF SOCIAL NETWORK GAMES
AN ANALYSIS OF A SOCIAL NETWORK GAME IN VIEW OF CONSUMPTION EDUCATION
CLASS
LEARNING SUBJECT KNOWLEDGE AND ACQUIRING 21ST CENTURY SKILLS THROUGH
GAME DEVELOPMENT IN THE CLASSROOM
LEARNING WITH WORLD OF WARCRAFT: A STUDY WITH MMORPG BRAZILIAN PLAYERS
LEARNING THROUGH PLAYING IN HONG KONG CLASSROOMS
DIESES SCHRIFTSTUECK WURDE MASCHINELL ERZEUGT.
TRENDS AND APPLICATIONS OF SERIOUS GAMING AND SOCIAL MEDIA
/
: 2014
ABSTRACT / INHALTSTEXT
THIS BOOK HIGHLIGHTS THE CHALLENGES AND POTENTIAL OF EDUCATIONAL
LEARNING OR INDUSTRY-BASED TRAINING USING SERIOUS GAMES AND SOCIAL MEDIA
PLATFORMS. IN PARTICULAR, THE BOOK ADDRESSES APPLICATIONS USED IN
BUSINESSES AND EDUCATION-RELATED ORGANIZATIONS IN ASIA, WHERE THE
FRAMEWORK AND EXPERIENCE OF SERIOUS GAMES HAVE BEEN USED TO ADDRESS
SPECIFIC PROBLEMS IN THE REAL WORLD. THE TOPICS THAT WILL BE PRESENT
IN THIS BOOK INCLUDES FUTURE OF SERIOUS GAMES AND IMMERSIVE TECHNOLOGIES
AND THEIR IMPACT ON SOCIETY; ONLINE AND MOBILE GAMES; ACHIEVEMENT
SYSTEMS IN SERIOUS GAMES; PERSUASIVE TECHNOLOGY AND GAMES FOR SAVING AND
MONEY MANAGEMENT; MALWARE ANALYTICS FOR SOCIAL NETWORKING; SERIOUS GAMES
FOR MENTAL HEALTH INTERVENTIONS; EDUCATIONAL IMPLICATIONS OF SOCIAL
NETWORK GAMES; LEARNING AND ACQUIRING SUBJECT KNOWLEDGE USING SERIOUS
GAMES IN CLASSROOMS. THE TARGET AUDIENCE FOR THIS BOOK INCLUDES
SCIENTISTS, ENGINEERS AND PRACTITIONERS INVOLVED IN THE FIELD OF SERIOUS
GAMES. THE MAJOR PART OF THIS BOOK COMPRISES OF PAPERS THAT HAVE BEEN
PRESENTED AT THE SERIOUS GAMES AND SOCIAL CONNECT 2012 CONFERENCE HELD
IN SINGAPORE (OCTOBER 4, 2012). ALL THE CONTRIBUTIONS HAVE BEEN PEER
REVIEWED AND BY SCIENTIFIC COMMITTEE MEMBERS WITH REPORT ABOUT QUALITY,
CONTENT AND ORIGINALITY
DIESES SCHRIFTSTUECK WURDE MASCHINELL ERZEUGT.
|
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spellingShingle | Trends and applications of serious gaming and social media Erziehung Informatik Ingenieurwissenschaften Computer science Education Engineering Soziale Software (DE-588)7550143-0 gnd Lernspiel (DE-588)4074167-9 gnd Computerspiel (DE-588)4010457-6 gnd |
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title | Trends and applications of serious gaming and social media |
title_auth | Trends and applications of serious gaming and social media |
title_exact_search | Trends and applications of serious gaming and social media |
title_full | Trends and applications of serious gaming and social media Youngkyun Baek ..., eds. |
title_fullStr | Trends and applications of serious gaming and social media Youngkyun Baek ..., eds. |
title_full_unstemmed | Trends and applications of serious gaming and social media Youngkyun Baek ..., eds. |
title_short | Trends and applications of serious gaming and social media |
title_sort | trends and applications of serious gaming and social media |
topic | Erziehung Informatik Ingenieurwissenschaften Computer science Education Engineering Soziale Software (DE-588)7550143-0 gnd Lernspiel (DE-588)4074167-9 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Erziehung Informatik Ingenieurwissenschaften Computer science Education Engineering Soziale Software Lernspiel Computerspiel Aufsatzsammlung |
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