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
[c2019]
|
Schlagworte: | |
Online-Zugang: | DE-862 DE-863 |
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 Seiten) 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 | ||
---|---|---|---|
001 | ZDB-98-IGB-00207259 | ||
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 [c2019] | |
300 | |a 18 PDFs (xxiv, 333 Seiten) | ||
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 | 0 | |a Description based on title screen (IGI Global, viewed 11/28/2018). | |
650 | 0 | |a Simulation games |x Psychological aspects. | |
650 | 0 | |a Video games |x Psychological aspects. | |
650 | 0 | |a Video games |x Psychological aspects. | |
653 | |a Computer games -- Psychological aspects. | ||
653 | |a Digital vs. Non-Digital Platforms. | ||
653 | |a E-Sports. | ||
653 | |a Game Play. | ||
653 | |a Game Therapy. | ||
653 | |a Game-Based Assessment. | ||
653 | |a Gaming. | ||
653 | |a In-Play Assessments. | ||
653 | |a Ludic Simulations. | ||
653 | |a Player Experiences. | ||
653 | |a Player Identification. | ||
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 |
966 | 4 | 0 | |l DE-862 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7461-3 |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=10.4018/978-1-5225-7461-3 |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-00207259 |
---|---|
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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 | 2025-03-18T14:30:30Z |
institution | BVB |
isbn | 9781522574620 |
language | English |
oclc_num | 1076708791 |
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 | 18 PDFs (xxiv, 333 Seiten) Also available in print. |
psigel | ZDB-98-IGB FWS_PDA_IGB 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 [c2019] 18 PDFs (xxiv, 333 Seiten) 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). Simulation games Psychological aspects. Video games Psychological aspects. Computer games -- Psychological aspects. Digital vs. Non-Digital Platforms. E-Sports. Game Play. Game Therapy. Game-Based Assessment. Gaming. In-Play Assessments. Ludic Simulations. Player Experiences. Player Identification. Dubbels, Brock Randall editor. IGI Global, publisher. (Original) (DLC)2018028318 Print version: 1522574611 9781522574613 (DLC) 2018028318 |
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. 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 | Simulation games Psychological aspects. Video games Psychological aspects. |
topic_facet | Simulation games Psychological aspects. Video games Psychological aspects. |
work_keys_str_mv | AT dubbelsbrockrandall exploringthecognitivesocialculturalandpsychologicalaspectsofgamingandsimulations AT igiglobal exploringthecognitivesocialculturalandpsychologicalaspectsofgamingandsimulations |