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Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: New.
Seller: Books Puddle, New York, NY, U.S.A.
Condition: New. pp. viii + 186.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Language: English
Published by Springer-Verlag New York Inc, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
Seller: Revaluation Books, Exeter, United Kingdom
Hardcover. Condition: Brand New. 2014 edition. 180 pages. 9.75x6.50x0.75 inches. In Stock.
Seller: preigu, Osnabrück, Germany
Taschenbuch. Condition: Neu. Trends and Applications of Serious Gaming and Social Media | Youngkyun Baek (u. a.) | Taschenbuch | Gaming Media and Social Effects | viii | Englisch | 2016 | Springer | EAN 9789811011948 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
Language: English
Published by Springer Nature Singapore, Springer Nature Singapore Sep 2016, 2016
ISBN 10: 981101194X ISBN 13: 9789811011948
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
Taschenbuch. Condition: Neu. Neuware -This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 196 pp. Englisch.
Language: English
Published by Springer Nature Singapore, Springer Nature Singapore Mär 2014, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
Buch. Condition: Neu. Neuware -This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 196 pp. Englisch.
Condition: New. pp. 194.
Language: English
Published by Springer-Verlag New York Inc, 2016
ISBN 10: 981101194X ISBN 13: 9789811011948
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. reprint edition. 196 pages. 9.25x6.10x0.47 inches. In Stock.
Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Language: English
Published by Springer Nature Singapore, Springer, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
Seller: AHA-BUCH GmbH, Einbeck, Germany
Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Language: English
Published by Information Science Reference, 2013
ISBN 10: 1466628480 ISBN 13: 9781466628489
Seller: Ria Christie Collections, Uxbridge, United Kingdom
£ 146.96
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Language: English
Published by Springer Nature Singapore, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
Seller: Buchpark, Trebbin, Germany
Condition: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Seller: Mispah books, Redhill, SURRE, United Kingdom
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Language: English
Published by Nova Science Pub Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
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Language: English
Published by Nova Science Publishers Inc, US, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
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Language: English
Published by Nova Science Publishers Inc, New York, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condition: new. Hardcover. The idea that such pervasive and ever-growing immersion in digital gaming affects gamers' real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming" header. The eight chapters in this edited book do not represent all the topics in the psychology of gaming, however, this book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with on-line games. This book discusses the psychological impact of games shaping gamer's self-perception and self-concept, socio-psychological implications of gaming, design criteria in games, educational uses, the role of fantasy in game play, psychological treatment of gambling-related behaviours, psychological factors of collaborative learning, and gaming as a means of gaining empathy and understanding for another culture. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Language: English
Published by Nova Science Publishers Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
HRD. Condition: New. New Book. Shipped from UK. Established seller since 2000.
Language: English
Published by Nova Science Publishers Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Ireland
Condition: New. 2013. Hardcover. Editor(s): Baek, Youngkyun. Num Pages: 184 pages, Illustrations. BIC Classification: JMR; UDX. Category: (P) Professional & Vocational. Dimension: 263 x 182 x 16. Weight in Grams: 538. . . . . .
Language: English
Published by Information Science Reference, 2009
ISBN 10: 1605663220 ISBN 13: 9781605663227
Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Language: English
Published by Nova Science Pub Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: New.
Language: English
Published by Nova Science Publishers Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: moluna, Greven, Germany
Gebunden. Condition: New. KlappentextrnrnThe idea that such pervasive and ever-growing immersion in digital gaming affects gamers&apos real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming".
Language: English
Published by Nova Science Publishers Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: Kennys Bookstore, Olney, MD, U.S.A.
Condition: New. 2013. Hardcover. Editor(s): Baek, Youngkyun. Num Pages: 184 pages, Illustrations. BIC Classification: JMR; UDX. Category: (P) Professional & Vocational. Dimension: 263 x 182 x 16. Weight in Grams: 538. . . . . . Books ship from the US and Ireland.
Language: English
Published by Information Science Reference, 2012
ISBN 10: 1466628480 ISBN 13: 9781466628489
Seller: Buchpark, Trebbin, Germany
Condition: Sehr gut. Zustand: Sehr gut | Seiten: 628 | Sprache: Englisch | Produktart: Bücher | In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
Language: English
Published by Nova Science Publishers, Inc (US), 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: Gazelle Books, Lancaster, LANCA, United Kingdom
Hardback. Condition: New. New Book, Direct from Publisher.
Language: English
Published by Nova Science Publishers Inc, US, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Seller: Rarewaves.com UK, London, United Kingdom
Hardback. Condition: New.