Trends and applications of serious gaming and social media:

Serious games are games that have been designed with a primary purpose other than just entertainment.These games have demonstrated their effectiveness in providing meaningful and engaging learning solutions, not just for kids, but also for adults, and even the elderly. This book highlights the chall...

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Bibliographische Detailangaben
1. Verfasser: Baek, Youngkyun (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: Singapore ; New York Springer 2014
Schriftenreihe:Gaming media and social effects
Schlagworte:
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Zusammenfassung:Serious games are games that have been designed with a primary purpose other than just entertainment.These games have demonstrated their effectiveness in providing meaningful and engaging learning solutions, not just for kids, but also for adults, and even the elderly. This book highlights the challenges and potential of education 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 target audience for this book includes scientists, engineeers, and practitioners involved in the field of Serious Games. The major part of this book is comprised 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 by scientific committee members with reports about quality, content, and originality. -- From back cover
Beschreibung:Includes bibliographical references and index
Beschreibung:VIII, 186 S. Ill., graph. Darst. 23 cm

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Fernleihe Bestellen Achtung: Nicht im THWS-Bestand! Inhaltsverzeichnis