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Serious games and edutainment applic...
~
Ma, Minhua.
Serious games and edutainment applications.Volume II
Record Type:
Electronic resources : Monograph/item
Title/Author:
Serious games and edutainment applications.edited by Minhua Ma, Andreas Oikonomou.
other author:
Ma, Minhua.
Published:
Cham :Springer International Publishing :2017.
Description:
xx, 702 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Computer games.
Online resource:
http://dx.doi.org/10.1007/978-3-319-51645-5
ISBN:
9783319516455$q(electronic bk.)
Serious games and edutainment applications.Volume II
Serious games and edutainment applications.
Volume II[electronic resource] /edited by Minhua Ma, Andreas Oikonomou. - Cham :Springer International Publishing :2017. - xx, 702 p. :ill., digital ;24 cm.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
ISBN: 9783319516455$q(electronic bk.)
Standard No.: 10.1007/978-3-319-51645-5doiSubjects--Topical Terms:
235432
Computer games.
LC Class. No.: GV1469.15
Dewey Class. No.: 794.8
Serious games and edutainment applications.Volume II
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edited by Minhua Ma, Andreas Oikonomou.
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
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Oikonomou, Andreas.
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Computer Science (Springer-11645)
based on 0 review(s)
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電子館藏
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1 records • Pages 1 •
1
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000000138810
電子館藏
1圖書
電子書
EB GV1469.15 S485 2017
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0
1 records • Pages 1 •
1
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http://dx.doi.org/10.1007/978-3-319-51645-5
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