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...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Singapore ; New York
Springer
2014
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Schriftenreihe: | Gaming media and social effects
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
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 |
Internformat
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Datensatz im Suchindex
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adam_text | Contents
The Future of Serious Games and Immersive Technologies
and Their Impact on Society........................................ 1
David Wortley
The Road to E-Services: Online and Mobile Games as Enablers........ 15
Giuditta De Prato, Claudio Feijoo and Jean Paul Simon
Achievement Systems Explained...................................... 25
Luca Galli and Piero Fratemali
Identifying Triggers Within Persuasive Technology and Games
for Saving and Money Management..................................... 51
Audrey Tan Yan Xi and Tim Marsh
Malware Analytics for Social Networking............................. 71
Deepak Subramanian and Peter Kok Keong Loh
Serious Games and the Gamiiication of Mental
Health Interventions................................................ 89
Jillian Sok Teng Boon and Daniel Shuen Sheng Fung
Educational Implications of Social Network Games................... Ill
Youngkyun Baek and Beomkyu Choi
An Analysis of a Social Network Game in View of Consumption
Education Class.................................................... 129
Soojeong Lee
Learning Subject Knowledge and Acquiring Twenty-First Century
Skills Through Game Development in the Classroom................... 143
Clara Hui and Frankie Tam
Contents
Learning with World of Warcraft: A Study with MMORPG
Brazilian Players.................................................. 157
Sylker Teles da Silva
Learning Through Playing in Hong Kong Classrooms................... 171
Clara Hui and Frankie Tam
Index
185
|
any_adam_object | 1 |
author | Baek, Youngkyun |
author_facet | Baek, Youngkyun |
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building | Verbundindex |
bvnumber | BV041842010 |
classification_rvk | ST 205 ST 324 |
ctrlnum | (OCoLC)881682752 (DE-599)BVBBV041842010 |
discipline | Informatik |
format | Book |
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spelling | Baek, Youngkyun Verfasser aut Trends and applications of serious gaming and social media Youngkyun Baek, Ryan Ko, Tim Marsh, eds. Singapore ; New York Springer 2014 VIII, 186 S. Ill., graph. Darst. 23 cm txt rdacontent n rdamedia nc rdacarrier Gaming media and social effects Includes bibliographical references and index 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 Games / Social aspects Social media Internet games Electronic games Computer games Games and technology Gesellschaft Lernspiel (DE-588)4074167-9 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Soziale Software (DE-588)7550143-0 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Soziale Software (DE-588)7550143-0 s Computerspiel (DE-588)4010457-6 s Lernspiel (DE-588)4074167-9 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027286660&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Baek, Youngkyun Trends and applications of serious gaming and social media Games / Social aspects Social media Internet games Electronic games Computer games Games and technology Gesellschaft Lernspiel (DE-588)4074167-9 gnd Computerspiel (DE-588)4010457-6 gnd Soziale Software (DE-588)7550143-0 gnd |
subject_GND | (DE-588)4074167-9 (DE-588)4010457-6 (DE-588)7550143-0 (DE-588)4143413-4 |
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, Ryan Ko, Tim Marsh, eds. |
title_fullStr | Trends and applications of serious gaming and social media Youngkyun Baek, Ryan Ko, Tim Marsh, eds. |
title_full_unstemmed | Trends and applications of serious gaming and social media Youngkyun Baek, Ryan Ko, Tim Marsh, eds. |
title_short | Trends and applications of serious gaming and social media |
title_sort | trends and applications of serious gaming and social media |
topic | Games / Social aspects Social media Internet games Electronic games Computer games Games and technology Gesellschaft Lernspiel (DE-588)4074167-9 gnd Computerspiel (DE-588)4010457-6 gnd Soziale Software (DE-588)7550143-0 gnd |
topic_facet | Games / Social aspects Social media Internet games Electronic games Computer games Games and technology Gesellschaft Lernspiel Computerspiel Soziale Software Aufsatzsammlung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027286660&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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