Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations:
"This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"--
Gespeichert in:
Weitere Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, PA
IGI Global
[2019]
|
Schlagworte: | |
Online-Zugang: | DE-1050 DE-706 DE-83 DE-898 URL des Erstveröffentlichers |
Zusammenfassung: | "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"-- |
Beschreibung: | 1 Online-Ressource |
ISBN: | 9781522574620 |
DOI: | 10.4018/978-1-5225-7461-3 |
Internformat
MARC
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505 | 8 | |a Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports | |
520 | |a "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"-- | ||
650 | 4 | |a Video games / Psychological aspects | |
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650 | 4 | |a Simulation games / Psychological aspects | |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author2 | Dubbels, Brock Randall |
author2_role | edt |
author2_variant | b r d br brd |
author_GND | (DE-588)1129483223 |
author_facet | Dubbels, Brock Randall |
building | Verbundindex |
bvnumber | BV045335396 |
classification_rvk | DW 4400 |
collection | ZDB-98-IGB |
contents | Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports |
ctrlnum | (OCoLC)1078655279 (DE-599)BVBBV045335396 |
discipline | Pädagogik |
doi_str_mv | 10.4018/978-1-5225-7461-3 |
format | Electronic eBook |
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genre_facet | Aufsatzsammlung |
id | DE-604.BV045335396 |
illustrated | Not Illustrated |
indexdate | 2024-07-20T06:01:26Z |
institution | BVB |
isbn | 9781522574620 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-030722178 |
oclc_num | 1078655279 |
open_access_boolean | |
owner | DE-1050 DE-706 DE-83 DE-898 DE-BY-UBR |
owner_facet | DE-1050 DE-706 DE-83 DE-898 DE-BY-UBR |
physical | 1 Online-Ressource |
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publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | IGI Global |
record_format | marc |
spelling | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations Brock R. Dubbels Hershey, PA IGI Global [2019] 1 Online-Ressource txt rdacontent c rdamedia cr rdacarrier Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports "This book explores the theoretical and empirical understanding of electronic games and computer-mediated simulations. It also promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines"-- Video games / Psychological aspects Computer games / Psychological aspects Simulation games / Psychological aspects Psychologie (DE-588)4047704-6 gnd rswk-swf Lernen (DE-588)4035408-8 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf 1\p (DE-588)4143413-4 Aufsatzsammlung gnd-content Computerspiel (DE-588)4010457-6 s Lernen (DE-588)4035408-8 s Psychologie (DE-588)4047704-6 s 2\p DE-604 Dubbels, Brock Randall (DE-588)1129483223 edt Erscheint auch als Druck-Ausgabe, h/c 978-1-5225-7461-3 https://doi.org/10.4018/978-1-5225-7461-3 Verlag URL des Erstveröffentlichers Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations Chapter 1. Requirements-based design of serious games and learning software: an introduction to the vegas effect -- Chapter 2. Design principles for online role play simulations to address groupthink tendency in professional training: an exploration -- Chapter 3. Virtual standardized patients for interactive conversational training: a grand experiment and new approach -- Chapter 4. Investigating epistemic stances in game play through learning analytics -- Chapter 5. If the gear fits, spin it again!: embodied education, design components, and in-play assessments -- Chapter 6. Monster mischief: a game-based assessment of selective sustained attention in young children -- Chapter 7. A digital game for undergraduate calculus: immersion, calculation, and conceptual understanding -- Chapter 8. "Nervousness and maybe even some regret": videogames and the cognitive-affective model of historical empathy -- Chapter 9. Using notions of "play" over the life course to inform game design for older populations -- Chapter 10. An extended study on training and physical exercise in esports Video games / Psychological aspects Computer games / Psychological aspects Simulation games / Psychological aspects Psychologie (DE-588)4047704-6 gnd Lernen (DE-588)4035408-8 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4047704-6 (DE-588)4035408-8 (DE-588)4010457-6 (DE-588)4143413-4 |
title | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations |
title_auth | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations |
title_exact_search | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations |
title_full | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations Brock R. Dubbels |
title_fullStr | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations Brock R. Dubbels |
title_full_unstemmed | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations Brock R. Dubbels |
title_short | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations |
title_sort | exploring the cognitive social cultural and psychological aspects of gaming and simulations |
topic | Video games / Psychological aspects Computer games / Psychological aspects Simulation games / Psychological aspects Psychologie (DE-588)4047704-6 gnd Lernen (DE-588)4035408-8 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Video games / Psychological aspects Computer games / Psychological aspects Simulation games / Psychological aspects Psychologie Lernen Computerspiel Aufsatzsammlung |
url | https://doi.org/10.4018/978-1-5225-7461-3 |
work_keys_str_mv | AT dubbelsbrockrandall exploringthecognitivesocialculturalandpsychologicalaspectsofgamingandsimulations |