Transforming gaming and computer simulation technologies across industries:
"[This book] is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identifica...
Gespeichert in:
Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA)
IGI Global
[c2017]
|
Schlagworte: | |
Online-Zugang: | DE-862 DE-863 |
Zusammenfassung: | "[This book] is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries"--Provided by publisher. |
Beschreibung: | PDFs (296 Seiten) : illustrations. Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781522518181 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
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020 | |a 9781522518181 |q electronic | ||
020 | |z 9781522518174 |q print | ||
024 | 7 | |a 10.4018/978-1-5225-1817-4 |2 doi | |
035 | |a (CaBNVSL)gtp00566627 | ||
035 | |a (OCoLC)966368143 | ||
040 | |a CaBNVSL |b eng |e rda |c CaBNVSL |d CaBNVSL | ||
050 | 4 | |a HD30.26 |b .T73 2017e | |
082 | 7 | |a 658.40353 |2 23 | |
245 | 0 | 0 | |a Transforming gaming and computer simulation technologies across industries |c Brock Dubbels [editor]. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) |b IGI Global |c [c2017] | |
300 | |a PDFs (296 Seiten) : |b illustrations. | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Quantifying "magic": creating good player experiences on Xbox Kinect / Kristie J. Fisher, Timothy Nichols, Katherine Isbister, Tom Fuller -- Gamification transformed: gamification should deliver the best parts of game experiences, not just experiences of game parts / Brock Randall Dubbels -- The relationship between avatar-based customization, player identification, and motivation / Selen Turkay, Charles K. Kinzer -- An experiment on anonymity and multi-user virtual environments: manipulating identity to increase learning / Richard N. Landers, Rachel C. Callan -- Digital divide: comparing the impact of digital and non-digital platforms on player behaviors and game impact / Geoff Kaufman, Mary Flanagan -- Making lifelike medical games in the age of virtual reality: an update on "Playing games with biology" from 2013 / Thomas B. Talbot -- Using serious gaming to improve the safety of central venous catheter placement: a post-mortem analysis / Daniel Katz, Andrew Goldberg, Prabal Khanal, Kanav Kahol, Samuel DeMaria -- Making learning fun: an investigation of using a ludic simulation for middle school space science / Min Liu, Lucas Horton, Jina Kang, Royce M. Kimmons, Jaejin Lee -- Teaching childbirth support techniques using the prepared partner and digital birth: the design and development of games for dads-to-be / Alexandra Holloway -- Beyond gaming: the utility of video games for sports performance / Roma P. Patel, Jerry Lin, S. Khizer R. Khaderi -- | |
505 | 8 | |a Games and other training interventions to improve cognition in healthy older adults / Elizabeth M. Zelinski -- Computer-presented and physical brain-training exercises for school children: improving executive functions and learning / Bruce E. Wexler -- Promoting physical activity and fitness with exergames: updated systematic review of systematic reviews / Tuomas Kari -- Is artificial intelligence (AI) friend or foe to patients in healthcare?: on virtues of dynamic consent - how to build a business case for digital health applications / Veronika Litinski. | |
506 | 1 | |a Restricted to subscribers or individual electronic text purchasers. | |
520 | 3 | |a "[This book] is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries"--Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | 0 | |a Description based on title screen (IGI Global, viewed 12/05/2016). | |
650 | 0 | |a Educational games. | |
650 | 0 | |a Management games. | |
650 | 0 | |a Simulation methods. | |
653 | |a Digital vs. non-digital platforms | ||
653 | |a Ludic simulations | ||
653 | |a Mathematical simulations | ||
653 | |a Medical gaming | ||
653 | |a Multi-user virtual environments | ||
653 | |a Player experiences | ||
653 | |a Player identification | ||
653 | |a User research | ||
700 | 1 | |a Dubbels, Brock Randall |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | 8 | |i Print version: |z 1522518177 |z 9781522518174 |
966 | 4 | 0 | |l DE-862 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4 |3 Volltext |
966 | 4 | 0 | |l DE-863 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-862 | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00165978 |
---|---|
_version_ | 1826942592506396672 |
adam_text | |
any_adam_object | |
author2 | Dubbels, Brock Randall |
author2_role | edt |
author2_variant | b r d br brd |
author_facet | Dubbels, Brock Randall |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | H - Social Science |
callnumber-label | HD30 |
callnumber-raw | HD30.26 .T73 2017e |
callnumber-search | HD30.26 .T73 2017e |
callnumber-sort | HD 230.26 T73 42017E |
callnumber-subject | HD - Industries, Land Use, Labor |
collection | ZDB-98-IGB |
contents | Quantifying "magic": creating good player experiences on Xbox Kinect / Kristie J. Fisher, Timothy Nichols, Katherine Isbister, Tom Fuller -- Gamification transformed: gamification should deliver the best parts of game experiences, not just experiences of game parts / Brock Randall Dubbels -- The relationship between avatar-based customization, player identification, and motivation / Selen Turkay, Charles K. Kinzer -- An experiment on anonymity and multi-user virtual environments: manipulating identity to increase learning / Richard N. Landers, Rachel C. Callan -- Digital divide: comparing the impact of digital and non-digital platforms on player behaviors and game impact / Geoff Kaufman, Mary Flanagan -- Making lifelike medical games in the age of virtual reality: an update on "Playing games with biology" from 2013 / Thomas B. Talbot -- Using serious gaming to improve the safety of central venous catheter placement: a post-mortem analysis / Daniel Katz, Andrew Goldberg, Prabal Khanal, Kanav Kahol, Samuel DeMaria -- Making learning fun: an investigation of using a ludic simulation for middle school space science / Min Liu, Lucas Horton, Jina Kang, Royce M. Kimmons, Jaejin Lee -- Teaching childbirth support techniques using the prepared partner and digital birth: the design and development of games for dads-to-be / Alexandra Holloway -- Beyond gaming: the utility of video games for sports performance / Roma P. Patel, Jerry Lin, S. Khizer R. Khaderi -- Games and other training interventions to improve cognition in healthy older adults / Elizabeth M. Zelinski -- Computer-presented and physical brain-training exercises for school children: improving executive functions and learning / Bruce E. Wexler -- Promoting physical activity and fitness with exergames: updated systematic review of systematic reviews / Tuomas Kari -- Is artificial intelligence (AI) friend or foe to patients in healthcare?: on virtues of dynamic consent - how to build a business case for digital health applications / Veronika Litinski. |
ctrlnum | (CaBNVSL)gtp00566627 (OCoLC)966368143 |
dewey-full | 658.40353 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 658 - General management |
dewey-raw | 658.40353 |
dewey-search | 658.40353 |
dewey-sort | 3658.40353 |
dewey-tens | 650 - Management and auxiliary services |
discipline | Wirtschaftswissenschaften |
format | Electronic eBook |
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id | ZDB-98-IGB-00165978 |
illustrated | Illustrated |
indexdate | 2025-03-18T14:30:27Z |
institution | BVB |
isbn | 9781522518181 |
language | English |
oclc_num | 966368143 |
open_access_boolean | |
owner | DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
owner_facet | DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
physical | PDFs (296 Seiten) : illustrations. Also available in print. |
psigel | ZDB-98-IGB FWS_PDA_IGB ZDB-98-IGB |
publishDate | 2017 |
publishDateSearch | 2017 |
publishDateSort | 2017 |
publisher | IGI Global |
record_format | marc |
spelling | Transforming gaming and computer simulation technologies across industries Brock Dubbels [editor]. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) IGI Global [c2017] PDFs (296 Seiten) : illustrations. text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Quantifying "magic": creating good player experiences on Xbox Kinect / Kristie J. Fisher, Timothy Nichols, Katherine Isbister, Tom Fuller -- Gamification transformed: gamification should deliver the best parts of game experiences, not just experiences of game parts / Brock Randall Dubbels -- The relationship between avatar-based customization, player identification, and motivation / Selen Turkay, Charles K. Kinzer -- An experiment on anonymity and multi-user virtual environments: manipulating identity to increase learning / Richard N. Landers, Rachel C. Callan -- Digital divide: comparing the impact of digital and non-digital platforms on player behaviors and game impact / Geoff Kaufman, Mary Flanagan -- Making lifelike medical games in the age of virtual reality: an update on "Playing games with biology" from 2013 / Thomas B. Talbot -- Using serious gaming to improve the safety of central venous catheter placement: a post-mortem analysis / Daniel Katz, Andrew Goldberg, Prabal Khanal, Kanav Kahol, Samuel DeMaria -- Making learning fun: an investigation of using a ludic simulation for middle school space science / Min Liu, Lucas Horton, Jina Kang, Royce M. Kimmons, Jaejin Lee -- Teaching childbirth support techniques using the prepared partner and digital birth: the design and development of games for dads-to-be / Alexandra Holloway -- Beyond gaming: the utility of video games for sports performance / Roma P. Patel, Jerry Lin, S. Khizer R. Khaderi -- Games and other training interventions to improve cognition in healthy older adults / Elizabeth M. Zelinski -- Computer-presented and physical brain-training exercises for school children: improving executive functions and learning / Bruce E. Wexler -- Promoting physical activity and fitness with exergames: updated systematic review of systematic reviews / Tuomas Kari -- Is artificial intelligence (AI) friend or foe to patients in healthcare?: on virtues of dynamic consent - how to build a business case for digital health applications / Veronika Litinski. Restricted to subscribers or individual electronic text purchasers. "[This book] is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries"--Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 12/05/2016). Educational games. Management games. Simulation methods. Digital vs. non-digital platforms Ludic simulations Mathematical simulations Medical gaming Multi-user virtual environments Player experiences Player identification User research Dubbels, Brock Randall editor. IGI Global, publisher. Print version: 1522518177 9781522518174 |
spellingShingle | Transforming gaming and computer simulation technologies across industries Quantifying "magic": creating good player experiences on Xbox Kinect / Kristie J. Fisher, Timothy Nichols, Katherine Isbister, Tom Fuller -- Gamification transformed: gamification should deliver the best parts of game experiences, not just experiences of game parts / Brock Randall Dubbels -- The relationship between avatar-based customization, player identification, and motivation / Selen Turkay, Charles K. Kinzer -- An experiment on anonymity and multi-user virtual environments: manipulating identity to increase learning / Richard N. Landers, Rachel C. Callan -- Digital divide: comparing the impact of digital and non-digital platforms on player behaviors and game impact / Geoff Kaufman, Mary Flanagan -- Making lifelike medical games in the age of virtual reality: an update on "Playing games with biology" from 2013 / Thomas B. Talbot -- Using serious gaming to improve the safety of central venous catheter placement: a post-mortem analysis / Daniel Katz, Andrew Goldberg, Prabal Khanal, Kanav Kahol, Samuel DeMaria -- Making learning fun: an investigation of using a ludic simulation for middle school space science / Min Liu, Lucas Horton, Jina Kang, Royce M. Kimmons, Jaejin Lee -- Teaching childbirth support techniques using the prepared partner and digital birth: the design and development of games for dads-to-be / Alexandra Holloway -- Beyond gaming: the utility of video games for sports performance / Roma P. Patel, Jerry Lin, S. Khizer R. Khaderi -- Games and other training interventions to improve cognition in healthy older adults / Elizabeth M. Zelinski -- Computer-presented and physical brain-training exercises for school children: improving executive functions and learning / Bruce E. Wexler -- Promoting physical activity and fitness with exergames: updated systematic review of systematic reviews / Tuomas Kari -- Is artificial intelligence (AI) friend or foe to patients in healthcare?: on virtues of dynamic consent - how to build a business case for digital health applications / Veronika Litinski. Educational games. Management games. Simulation methods. |
title | Transforming gaming and computer simulation technologies across industries |
title_auth | Transforming gaming and computer simulation technologies across industries |
title_exact_search | Transforming gaming and computer simulation technologies across industries |
title_full | Transforming gaming and computer simulation technologies across industries Brock Dubbels [editor]. |
title_fullStr | Transforming gaming and computer simulation technologies across industries Brock Dubbels [editor]. |
title_full_unstemmed | Transforming gaming and computer simulation technologies across industries Brock Dubbels [editor]. |
title_short | Transforming gaming and computer simulation technologies across industries |
title_sort | transforming gaming and computer simulation technologies across industries |
topic | Educational games. Management games. Simulation methods. |
topic_facet | Educational games. Management games. Simulation methods. |
work_keys_str_mv | AT dubbelsbrockrandall transforminggamingandcomputersimulationtechnologiesacrossindustries AT igiglobal transforminggamingandcomputersimulationtechnologiesacrossindustries |