Author | : Pieter Wouters |
Publisher | : Springer |
Total Pages | : 218 |
Release | : 2016-10-31 |
ISBN 10 | : 9783319392981 |
ISBN 13 | : 3319392980 |
Language | : EN, FR, DE, ES & NL |
More Books:
Language: en
Pages: 218
Pages: 218
The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve m
Language: en
Pages: 291
Pages: 291
This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17
Language: en
Pages: 259
Pages: 259
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (ma
Language: en
Pages: 552
Pages: 552
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "
Language: en
Pages: 454
Pages: 454
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December
Language: en
Pages: 128
Pages: 128
This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium
Language: en
Pages: 1630
Pages: 1630
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including pl
Language: en
Pages: 665
Pages: 665
While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of seri
Language: en
Pages: 296
Pages: 296
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full
Language: en
Pages: 496
Pages: 496
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explor