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, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :
IGI Global,
[2019]
|
Schlagworte: | |
Online-Zugang: | Volltext |
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: | 18 PDFs (xxiv, 333 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781522574620 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
---|---|---|---|
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003 | IGIG | ||
005 | 20181127104434.0 | ||
006 | m eo d | ||
007 | cr bn |||m|||a | ||
008 | 181128s2019 pau fob 001 0 eng d | ||
010 | |z 2018028318 | ||
020 | |a 9781522574620 |q eISBN | ||
020 | |z 9781522574613 |q h/c | ||
024 | 7 | |a 10.4018/978-1-5225-7461-3 |2 doi | |
035 | |a (CaBNVSL)slc20576312 | ||
035 | |a (OCoLC)1076708791 | ||
040 | |a CaBNVSL |b eng |e rda |c CaBNVSL |d CaBNVSL | ||
050 | 4 | |a GV1469.34.P79 |b E97 2019e | |
082 | 7 | |a 306.4/87 |2 23 | |
245 | 0 | 0 | |a Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations |c Brock R. Dubbels, editor. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c [2019] | |
300 | |a 18 PDFs (xxiv, 333 pages) | ||
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 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. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |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"-- |c Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 11/28/2018). | ||
650 | 0 | |a Computer games |x Psychological aspects. | |
650 | 0 | |a Simulation games |x Psychological aspects. | |
650 | 0 | |a Video games |x Psychological aspects. | |
700 | 1 | |a Dubbels, Brock Randall, |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2018028318 | |
776 | 0 | 8 | |i Print version: |z 1522574611 |z 9781522574613 |w (DLC) 2018028318 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7461-3 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00207259 |
---|---|
_version_ | 1816797080914493440 |
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 | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.P79 E97 2019e |
callnumber-search | GV1469.34.P79 E97 2019e |
callnumber-sort | GV 41469.34 P79 E97 42019E |
callnumber-subject | GV - Leisure and Recreation |
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 | (CaBNVSL)slc20576312 (OCoLC)1076708791 |
dewey-full | 306.4/87 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 306 - Culture and institutions |
dewey-raw | 306.4/87 |
dewey-search | 306.4/87 |
dewey-sort | 3306.4 287 |
dewey-tens | 300 - Social sciences |
discipline | Soziologie |
format | Electronic eBook |
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id | ZDB-98-IGB-00207259 |
illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:54Z |
institution | BVB |
isbn | 9781522574620 |
language | English |
oclc_num | 1076708791 |
open_access_boolean | |
owner | DE-863 DE-BY-FWS |
owner_facet | DE-863 DE-BY-FWS |
physical | 18 PDFs (xxiv, 333 pages) Also available in print. |
psigel | ZDB-98-IGB |
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, editor. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, [2019] 18 PDFs (xxiv, 333 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. 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. Restricted to subscribers or individual electronic text purchasers. "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"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 11/28/2018). Computer games Psychological aspects. Simulation games Psychological aspects. Video games Psychological aspects. Dubbels, Brock Randall, editor. IGI Global, publisher. (Original) (DLC)2018028318 Print version: 1522574611 9781522574613 (DLC) 2018028318 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7461-3 Volltext |
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. Computer games Psychological aspects. Simulation games Psychological aspects. Video games Psychological aspects. |
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, editor. |
title_fullStr | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations Brock R. Dubbels, editor. |
title_full_unstemmed | Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations Brock R. Dubbels, editor. |
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 | Computer games Psychological aspects. Simulation games Psychological aspects. Video games Psychological aspects. |
topic_facet | Computer games Psychological aspects. Simulation games Psychological aspects. Video games Psychological aspects. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7461-3 |
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