Cases on the societal effects of persuasive games:
"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"..
Gespeichert in:
Weitere Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey PA
Information Science Reference, an imprint of IGI Global
[2014]
|
Schriftenreihe: | Advances in multimedia and interactive technology (AMIT) book series
Premier reference source |
Schlagworte: | |
Online-Zugang: | DE-12 DE-706 DE-1049 DE-898 DE-1050 DE-83 Volltext |
Zusammenfassung: | "This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more".. |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | 1 Online-Ressource (xxvii, 359 Seiten) Illustrationen |
ISBN: | 9781466662070 9781466662094 |
DOI: | 10.4018/978-1-4666-6206-3 |
Internformat
MARC
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245 | 1 | 0 | |a Cases on the societal effects of persuasive games |c Dana Ruggiero (Bath Spa University, UK) |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author2 | Ruggiero, Dana |
author2_role | edt |
author2_variant | d r dr |
author_GND | (DE-588)1068366249 |
author_facet | Ruggiero, Dana |
building | Verbundindex |
bvnumber | BV043851544 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.17.S63 |
callnumber-search | GV1469.17.S63 |
callnumber-sort | GV 41469.17 S63 |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-98-IGB ZDB-1-IGE |
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dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
doi_str_mv | 10.4018/978-1-4666-6206-3 |
format | Electronic eBook |
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genre_facet | Aufsatzsammlung Fallstudiensammlung |
id | DE-604.BV043851544 |
illustrated | Not Illustrated |
indexdate | 2024-08-23T01:06:29Z |
institution | BVB |
isbn | 9781466662070 9781466662094 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029261845 |
oclc_num | 965348127 |
open_access_boolean | |
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owner_facet | DE-12 DE-706 DE-1049 DE-898 DE-BY-UBR DE-1050 DE-83 |
physical | 1 Online-Ressource (xxvii, 359 Seiten) Illustrationen |
psigel | ZDB-98-IGB ZDB-1-IGE ZDB-98-IGB TUB_EBS_IGB |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Information Science Reference, an imprint of IGI Global |
record_format | marc |
series2 | Advances in multimedia and interactive technology (AMIT) book series Premier reference source |
spelling | Cases on the societal effects of persuasive games Dana Ruggiero (Bath Spa University, UK) Hershey PA Information Science Reference, an imprint of IGI Global [2014] © 2014 1 Online-Ressource (xxvii, 359 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Advances in multimedia and interactive technology (AMIT) book series Premier reference source Includes bibliographical references and index "This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more".. Gesellschaft Psychologie Electronic games Social aspects Case studies Electronic games Psychological aspects Case studies Persuasion (Psychology) Computer games Case studies Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerunterstütztes Lernen (DE-588)4225938-1 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content (DE-588)4522595-3 Fallstudiensammlung gnd-content Computerspiel (DE-588)4010457-6 s Computerunterstütztes Lernen (DE-588)4225938-1 s DE-604 Ruggiero, Dana (DE-588)1068366249 edt Erscheint auch als Druck-Ausgabe 978-1-4666-6206-3 Erscheint auch als Druck-Ausgabe 1-4666-6206-9 https://doi.org/10.4018/978-1-4666-6206-3 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Cases on the societal effects of persuasive games Gesellschaft Psychologie Electronic games Social aspects Case studies Electronic games Psychological aspects Case studies Persuasion (Psychology) Computer games Case studies Computerspiel (DE-588)4010457-6 gnd Computerunterstütztes Lernen (DE-588)4225938-1 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4225938-1 (DE-588)4143413-4 (DE-588)4522595-3 |
title | Cases on the societal effects of persuasive games |
title_auth | Cases on the societal effects of persuasive games |
title_exact_search | Cases on the societal effects of persuasive games |
title_full | Cases on the societal effects of persuasive games Dana Ruggiero (Bath Spa University, UK) |
title_fullStr | Cases on the societal effects of persuasive games Dana Ruggiero (Bath Spa University, UK) |
title_full_unstemmed | Cases on the societal effects of persuasive games Dana Ruggiero (Bath Spa University, UK) |
title_short | Cases on the societal effects of persuasive games |
title_sort | cases on the societal effects of persuasive games |
topic | Gesellschaft Psychologie Electronic games Social aspects Case studies Electronic games Psychological aspects Case studies Persuasion (Psychology) Computer games Case studies Computerspiel (DE-588)4010457-6 gnd Computerunterstütztes Lernen (DE-588)4225938-1 gnd |
topic_facet | Gesellschaft Psychologie Electronic games Social aspects Case studies Electronic games Psychological aspects Case studies Persuasion (Psychology) Computer games Case studies Computerspiel Computerunterstütztes Lernen Aufsatzsammlung Fallstudiensammlung |
url | https://doi.org/10.4018/978-1-4666-6206-3 |
work_keys_str_mv | AT ruggierodana casesonthesocietaleffectsofpersuasivegames |