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Trends And Applications Of Serious Gaming And Social Media

Author: Youngkyun Baek
Publisher: Springer
ISBN: 981456026X
Size: 32.56 MB
Format: PDF, ePub, Mobi
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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.

Handbook Of Research On Serious Games For Educational Applications

Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1522505148
Size: 51.13 MB
Format: PDF, ePub
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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Entertainment Computing And Serious Games

Author: Ralf Dörner
Publisher: Springer
ISBN: 3319461524
Size: 10.55 MB
Format: PDF, Docs
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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Fusion Of Smart Multimedia And Computer Gaming Technologies

Author: Dharmendra Sharma
Publisher: Springer
ISBN: 3319146459
Size: 37.52 MB
Format: PDF, ePub, Docs
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This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include: ·Smart Gamification and Smart Serious Games. ·Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. ·Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. ·Evaluation of Student Knowledge using an e-Learning Framework. ·The iTEC Eduteka. ·3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. ·Fusion of multimedia and mobile technology in audio guides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies.

Digital Arts And Entertainment Concepts Methodologies Tools And Applications

Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466661151
Size: 64.16 MB
Format: PDF
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In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.

Interdisciplinary Advancements In Gaming Simulations And Virtual Environments Emerging Trends

Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1466600306
Size: 29.24 MB
Format: PDF, Kindle
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Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.

Public Communication Campaigns

Author: Ronald E. Rice
Publisher: SAGE Publications
ISBN: 1452289786
Size: 28.59 MB
Format: PDF, ePub, Mobi
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In this new, fully revised and expanded fourth edition of Public Communication Campaigns, Rice and Atkin provide readers with a comprehensive, up-to-date look into the field of public communication campaigns. The subject of campaigns has become increasingly high profile in the academic world in the decade since the last edition, and hundreds of new studies on campaign theory and practice have been published since 2001. Largely rewritten to reflect the latest theories and research, this text continues in the tradition of ongoing improvement and expansion into new areas.

Agents For Games And Simulations

Author: Frank Dignum
Publisher: Springer Science & Business Media
ISBN: 3642111971
Size: 21.58 MB
Format: PDF, ePub
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Research on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation. This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field.

Gamification

Author: Stefan Stieglitz
Publisher: Springer
ISBN: 3319455575
Size: 71.46 MB
Format: PDF
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This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.