Computer games :: learning objectives, cognitive performance and effects on development /
Gespeichert in:
Weitere Verfasser: | , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York :
Nova Science Publisher's,
©2010.
|
Schriftenreihe: | Computer science, technology and applications.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Beschreibung: | 1 online resource (xv, 201 pages) : illustrations (some color) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 1617611786 9781617611780 |
Internformat
MARC
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245 | 0 | 0 | |a Computer games : |b learning objectives, cognitive performance and effects on development / |c Agustin Soria and Julián Maldonado, editors. |
260 | |a New York : |b Nova Science Publisher's, |c ©2010. | ||
300 | |a 1 online resource (xv, 201 pages) : |b illustrations (some color) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 1 | |a Computer Science, Technology and Applications | |
504 | |a Includes bibliographical references and index. | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- CONTENTS -- PREFACE -- EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES -- Abstract -- 1. Introduction -- 2. Model -- 2.1. Game Application Model -- 2.2. Game Load Complexity Model -- 2.3. Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. Monitoring -- 4.1. Real-Time Metrics -- 4.2. Monitored Entities | |
505 | 8 | |a 4.2.1. Host Entity4.2.2. Game Process Entity -- 4.2.3. Game Local Session Entity -- 4.3. Monitoring Method -- 5. Load Prediction -- 5.1. Predictor Families -- 5.2. Prediction Method -- 5.3. Neural Network-Based Prediction -- 5.3.1. Preprocessor -- 5.3.2. Signal Expander -- 5.3.3. Neural Network -- 5.3.4. Postprocessor -- 5.3.5. Utilisation -- 5.3.6. Complexity Analysis -- 5.4. Implementation -- 5.5. Distributed FPS Game Simulator -- 5.6. Neural Network Tuning -- 5.6.1. Network Type -- 5.6.2. Network Structure -- 5.6.3. Transfer Function | |
505 | 8 | |a 5.6.4. Signal Expanding5.7. Prediction Results -- 6. Capacity Management -- 6.1. Processor Load Model -- 6.2. Memory Load Model -- 6.3. Network Load Model -- 6.4. General Load Model -- 7. Resource Allocation -- 8. Conclusions -- References -- A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES -- Abstract -- Introduction -- Game Categorization -- Epistemic Patterns -- Pattern List -- Arranging -- Assigning -- Collecting -- Comparing -- Composing -- Filtering -- Linking -- Probing -- Searching -- Selecting | |
505 | 8 | |a Analysis of Games Using These PatternsAdventures of Lolo -- Bejeweled -- Blocksum -- Bookworm -- Civilization IV -- The Incredible Machine -- Legend of Zelda: Ocarina of Time -- Myst -- Pacman -- Step-By-Step -- Tetris -- Conclusion -- References -- PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD -- Abstract -- Introduction -- Digital Game Playing and Emotion Regulation -- Patterns of Playing Digital Games and Depressed Mood -- The Current Study -- Methods -- Participants -- Study Procedure -- Measures | |
505 | 8 | |a ResultsDescriptive Results -- Digital Game Playing Patterns -- Digital Game Playing Patterns and Depressed Mood -- Conclusion -- Acknowledgements -- References -- VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING -- Abstract -- Introduction -- Scope of this Chapter -- Video Games for Learning -- Video Games for Health -- Concrete Versus Conceptual Games -- Learning Theory and Health Game Design -- The Example of Re-Mission -- Symbolic Self Modeling in Re-Mission -- Other Learning Principles in Re-Mission -- Conclusion -- References | |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Video games |x Design. | |
650 | 0 | |a Video games |x Research. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a Jeux vidéo |x Conception. | |
650 | 7 | |a GAMES |x Video & Electronic. |2 bisacsh | |
650 | 7 | |a Computer games |x Design |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a Video games |x Design |2 fast | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn832314046 |
---|---|
_version_ | 1816882226419204096 |
adam_text | |
any_adam_object | |
author2 | Soria, Agustin, 1954- Maldonado, Julián |
author2_role | |
author2_variant | a s as j m jm |
author_GND | http://id.loc.gov/authorities/names/n2009065701 |
author_facet | Soria, Agustin, 1954- Maldonado, Julián |
author_sort | Soria, Agustin, 1954- |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 C676 2010 |
callnumber-search | QA76.76.C672 C676 2010 |
callnumber-sort | QA 276.76 C672 C676 42010 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- CONTENTS -- PREFACE -- EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES -- Abstract -- 1. Introduction -- 2. Model -- 2.1. Game Application Model -- 2.2. Game Load Complexity Model -- 2.3. Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. Monitoring -- 4.1. Real-Time Metrics -- 4.2. Monitored Entities 4.2.1. Host Entity4.2.2. Game Process Entity -- 4.2.3. Game Local Session Entity -- 4.3. Monitoring Method -- 5. Load Prediction -- 5.1. Predictor Families -- 5.2. Prediction Method -- 5.3. Neural Network-Based Prediction -- 5.3.1. Preprocessor -- 5.3.2. Signal Expander -- 5.3.3. Neural Network -- 5.3.4. Postprocessor -- 5.3.5. Utilisation -- 5.3.6. Complexity Analysis -- 5.4. Implementation -- 5.5. Distributed FPS Game Simulator -- 5.6. Neural Network Tuning -- 5.6.1. Network Type -- 5.6.2. Network Structure -- 5.6.3. Transfer Function 5.6.4. Signal Expanding5.7. Prediction Results -- 6. Capacity Management -- 6.1. Processor Load Model -- 6.2. Memory Load Model -- 6.3. Network Load Model -- 6.4. General Load Model -- 7. Resource Allocation -- 8. Conclusions -- References -- A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES -- Abstract -- Introduction -- Game Categorization -- Epistemic Patterns -- Pattern List -- Arranging -- Assigning -- Collecting -- Comparing -- Composing -- Filtering -- Linking -- Probing -- Searching -- Selecting Analysis of Games Using These PatternsAdventures of Lolo -- Bejeweled -- Blocksum -- Bookworm -- Civilization IV -- The Incredible Machine -- Legend of Zelda: Ocarina of Time -- Myst -- Pacman -- Step-By-Step -- Tetris -- Conclusion -- References -- PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD -- Abstract -- Introduction -- Digital Game Playing and Emotion Regulation -- Patterns of Playing Digital Games and Depressed Mood -- The Current Study -- Methods -- Participants -- Study Procedure -- Measures ResultsDescriptive Results -- Digital Game Playing Patterns -- Digital Game Playing Patterns and Depressed Mood -- Conclusion -- Acknowledgements -- References -- VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING -- Abstract -- Introduction -- Scope of this Chapter -- Video Games for Learning -- Video Games for Health -- Concrete Versus Conceptual Games -- Learning Theory and Health Game Design -- The Example of Re-Mission -- Symbolic Self Modeling in Re-Mission -- Other Learning Principles in Re-Mission -- Conclusion -- References |
ctrlnum | (OCoLC)832314046 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- CONTENTS -- PREFACE -- EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES -- Abstract -- 1. Introduction -- 2. Model -- 2.1. Game Application Model -- 2.2. Game Load Complexity Model -- 2.3. Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. Monitoring -- 4.1. Real-Time Metrics -- 4.2. Monitored Entities</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">4.2.1. Host Entity4.2.2. Game Process Entity -- 4.2.3. Game Local Session Entity -- 4.3. Monitoring Method -- 5. Load Prediction -- 5.1. Predictor Families -- 5.2. Prediction Method -- 5.3. Neural Network-Based Prediction -- 5.3.1. Preprocessor -- 5.3.2. Signal Expander -- 5.3.3. Neural Network -- 5.3.4. Postprocessor -- 5.3.5. Utilisation -- 5.3.6. Complexity Analysis -- 5.4. Implementation -- 5.5. Distributed FPS Game Simulator -- 5.6. Neural Network Tuning -- 5.6.1. Network Type -- 5.6.2. Network Structure -- 5.6.3. Transfer Function</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">5.6.4. Signal Expanding5.7. Prediction Results -- 6. Capacity Management -- 6.1. Processor Load Model -- 6.2. Memory Load Model -- 6.3. Network Load Model -- 6.4. General Load Model -- 7. Resource Allocation -- 8. Conclusions -- References -- A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES -- Abstract -- Introduction -- Game Categorization -- Epistemic Patterns -- Pattern List -- Arranging -- Assigning -- Collecting -- Comparing -- Composing -- Filtering -- Linking -- Probing -- Searching -- Selecting</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Analysis of Games Using These PatternsAdventures of Lolo -- Bejeweled -- Blocksum -- Bookworm -- Civilization IV -- The Incredible Machine -- Legend of Zelda: Ocarina of Time -- Myst -- Pacman -- Step-By-Step -- Tetris -- Conclusion -- References -- PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD -- Abstract -- Introduction -- Digital Game Playing and Emotion Regulation -- Patterns of Playing Digital Games and Depressed Mood -- The Current Study -- Methods -- Participants -- Study Procedure -- Measures</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">ResultsDescriptive Results -- Digital Game Playing Patterns -- Digital Game Playing Patterns and Depressed Mood -- Conclusion -- Acknowledgements -- References -- VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING -- Abstract -- Introduction -- Scope of this Chapter -- Video Games for Learning -- Video Games for Health -- Concrete Versus Conceptual Games -- Learning Theory and Health Game Design -- The Example of Re-Mission -- Symbolic Self Modeling in Re-Mission -- Other Learning Principles in Re-Mission -- Conclusion -- References</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Programming.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh95003476</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Design.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Research.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Jeux vidéo</subfield><subfield code="x">Programmation.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Jeux vidéo</subfield><subfield code="x">Conception.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">GAMES</subfield><subfield code="x">Video & Electronic.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Computer games</subfield><subfield code="x">Design</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Video games</subfield><subfield code="x">Programming</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Video games</subfield><subfield code="x">Design</subfield><subfield code="2">fast</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Soria, Agustin,</subfield><subfield code="d">1954-</subfield><subfield code="1">https://id.oclc.org/worldcat/entity/E39PCjDMRqpwg4FpvPBFP6tbtX</subfield><subfield code="0">http://id.loc.gov/authorities/names/n2009065701</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Maldonado, Julián.</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="z">9781608766581</subfield><subfield code="z">1608766586</subfield><subfield code="w">(DLC) 2009040474</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Computer science, technology and applications.</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="l">FWS01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=333744</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="936" ind1=" " ind2=" "><subfield code="a">BATCHLOAD</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBL - 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id | ZDB-4-EBA-ocn832314046 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:15Z |
institution | BVB |
isbn | 1617611786 9781617611780 |
language | English |
lccn | 2009040474 |
oclc_num | 832314046 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (xv, 201 pages) : illustrations (some color) |
psigel | ZDB-4-EBA |
publishDate | 2010 |
publishDateSearch | 2010 |
publishDateSort | 2010 |
publisher | Nova Science Publisher's, |
record_format | marc |
series | Computer science, technology and applications. |
series2 | Computer Science, Technology and Applications |
spelling | Computer games : learning objectives, cognitive performance and effects on development / Agustin Soria and Julián Maldonado, editors. New York : Nova Science Publisher's, ©2010. 1 online resource (xv, 201 pages) : illustrations (some color) text txt rdacontent computer c rdamedia online resource cr rdacarrier Computer Science, Technology and Applications Includes bibliographical references and index. Print version record. COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- CONTENTS -- PREFACE -- EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES -- Abstract -- 1. Introduction -- 2. Model -- 2.1. Game Application Model -- 2.2. Game Load Complexity Model -- 2.3. Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. Monitoring -- 4.1. Real-Time Metrics -- 4.2. Monitored Entities 4.2.1. Host Entity4.2.2. Game Process Entity -- 4.2.3. Game Local Session Entity -- 4.3. Monitoring Method -- 5. Load Prediction -- 5.1. Predictor Families -- 5.2. Prediction Method -- 5.3. Neural Network-Based Prediction -- 5.3.1. Preprocessor -- 5.3.2. Signal Expander -- 5.3.3. Neural Network -- 5.3.4. Postprocessor -- 5.3.5. Utilisation -- 5.3.6. Complexity Analysis -- 5.4. Implementation -- 5.5. Distributed FPS Game Simulator -- 5.6. Neural Network Tuning -- 5.6.1. Network Type -- 5.6.2. Network Structure -- 5.6.3. Transfer Function 5.6.4. Signal Expanding5.7. Prediction Results -- 6. Capacity Management -- 6.1. Processor Load Model -- 6.2. Memory Load Model -- 6.3. Network Load Model -- 6.4. General Load Model -- 7. Resource Allocation -- 8. Conclusions -- References -- A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES -- Abstract -- Introduction -- Game Categorization -- Epistemic Patterns -- Pattern List -- Arranging -- Assigning -- Collecting -- Comparing -- Composing -- Filtering -- Linking -- Probing -- Searching -- Selecting Analysis of Games Using These PatternsAdventures of Lolo -- Bejeweled -- Blocksum -- Bookworm -- Civilization IV -- The Incredible Machine -- Legend of Zelda: Ocarina of Time -- Myst -- Pacman -- Step-By-Step -- Tetris -- Conclusion -- References -- PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD -- Abstract -- Introduction -- Digital Game Playing and Emotion Regulation -- Patterns of Playing Digital Games and Depressed Mood -- The Current Study -- Methods -- Participants -- Study Procedure -- Measures ResultsDescriptive Results -- Digital Game Playing Patterns -- Digital Game Playing Patterns and Depressed Mood -- Conclusion -- Acknowledgements -- References -- VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING -- Abstract -- Introduction -- Scope of this Chapter -- Video Games for Learning -- Video Games for Health -- Concrete Versus Conceptual Games -- Learning Theory and Health Game Design -- The Example of Re-Mission -- Symbolic Self Modeling in Re-Mission -- Other Learning Principles in Re-Mission -- Conclusion -- References Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. Video games Research. Jeux vidéo Programmation. Jeux vidéo Conception. GAMES Video & Electronic. bisacsh Computer games Design fast Video games Programming fast Video games Design fast Soria, Agustin, 1954- https://id.oclc.org/worldcat/entity/E39PCjDMRqpwg4FpvPBFP6tbtX http://id.loc.gov/authorities/names/n2009065701 Maldonado, Julián. Print version: 9781608766581 1608766586 (DLC) 2009040474 Computer science, technology and applications. FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=333744 Volltext |
spellingShingle | Computer games : learning objectives, cognitive performance and effects on development / Computer science, technology and applications. COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- CONTENTS -- PREFACE -- EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES -- Abstract -- 1. Introduction -- 2. Model -- 2.1. Game Application Model -- 2.2. Game Load Complexity Model -- 2.3. Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. Monitoring -- 4.1. Real-Time Metrics -- 4.2. Monitored Entities 4.2.1. Host Entity4.2.2. Game Process Entity -- 4.2.3. Game Local Session Entity -- 4.3. Monitoring Method -- 5. Load Prediction -- 5.1. Predictor Families -- 5.2. Prediction Method -- 5.3. Neural Network-Based Prediction -- 5.3.1. Preprocessor -- 5.3.2. Signal Expander -- 5.3.3. Neural Network -- 5.3.4. Postprocessor -- 5.3.5. Utilisation -- 5.3.6. Complexity Analysis -- 5.4. Implementation -- 5.5. Distributed FPS Game Simulator -- 5.6. Neural Network Tuning -- 5.6.1. Network Type -- 5.6.2. Network Structure -- 5.6.3. Transfer Function 5.6.4. Signal Expanding5.7. Prediction Results -- 6. Capacity Management -- 6.1. Processor Load Model -- 6.2. Memory Load Model -- 6.3. Network Load Model -- 6.4. General Load Model -- 7. Resource Allocation -- 8. Conclusions -- References -- A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES -- Abstract -- Introduction -- Game Categorization -- Epistemic Patterns -- Pattern List -- Arranging -- Assigning -- Collecting -- Comparing -- Composing -- Filtering -- Linking -- Probing -- Searching -- Selecting Analysis of Games Using These PatternsAdventures of Lolo -- Bejeweled -- Blocksum -- Bookworm -- Civilization IV -- The Incredible Machine -- Legend of Zelda: Ocarina of Time -- Myst -- Pacman -- Step-By-Step -- Tetris -- Conclusion -- References -- PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD -- Abstract -- Introduction -- Digital Game Playing and Emotion Regulation -- Patterns of Playing Digital Games and Depressed Mood -- The Current Study -- Methods -- Participants -- Study Procedure -- Measures ResultsDescriptive Results -- Digital Game Playing Patterns -- Digital Game Playing Patterns and Depressed Mood -- Conclusion -- Acknowledgements -- References -- VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING -- Abstract -- Introduction -- Scope of this Chapter -- Video Games for Learning -- Video Games for Health -- Concrete Versus Conceptual Games -- Learning Theory and Health Game Design -- The Example of Re-Mission -- Symbolic Self Modeling in Re-Mission -- Other Learning Principles in Re-Mission -- Conclusion -- References Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. Video games Research. Jeux vidéo Programmation. Jeux vidéo Conception. GAMES Video & Electronic. bisacsh Computer games Design fast Video games Programming fast Video games Design fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | Computer games : learning objectives, cognitive performance and effects on development / |
title_auth | Computer games : learning objectives, cognitive performance and effects on development / |
title_exact_search | Computer games : learning objectives, cognitive performance and effects on development / |
title_full | Computer games : learning objectives, cognitive performance and effects on development / Agustin Soria and Julián Maldonado, editors. |
title_fullStr | Computer games : learning objectives, cognitive performance and effects on development / Agustin Soria and Julián Maldonado, editors. |
title_full_unstemmed | Computer games : learning objectives, cognitive performance and effects on development / Agustin Soria and Julián Maldonado, editors. |
title_short | Computer games : |
title_sort | computer games learning objectives cognitive performance and effects on development |
title_sub | learning objectives, cognitive performance and effects on development / |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. Video games Research. Jeux vidéo Programmation. Jeux vidéo Conception. GAMES Video & Electronic. bisacsh Computer games Design fast Video games Programming fast Video games Design fast |
topic_facet | Video games Programming. Video games Design. Video games Research. Jeux vidéo Programmation. Jeux vidéo Conception. GAMES Video & Electronic. Computer games Design Video games Programming Video games Design |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=333744 |
work_keys_str_mv | AT soriaagustin computergameslearningobjectivescognitiveperformanceandeffectsondevelopment AT maldonadojulian computergameslearningobjectivescognitiveperformanceandeffectsondevelopment |