
ISBN: 9048181410
[EAN: 9789048181414], New book, [SC: 30.26], [PU: Springer Netherlands], HOLM; CALCULUS; COMPLEXITY; DEVELOPMENT; GAME TECHNOLOGY; GAME-BASED LEARNING; INTERFACE; LANGUAGE; SIMULATION; STRUCTURED ANALYSIS; USER-DRIVEN DESIGN, Druck auf Anfrage Neuware - During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. 216 pp. Englisch, Books
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ISBN: 9789048181414
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. Marja Helena Kankaanranta, Books, Science and Nature, Design and Use of Serious Games Books>Science and Nature, Springer-Verlag/Sci-Tech/Trade
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ISBN: 9789048181414
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. Books > Engineering Soft cover, Springer Shop
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ISBN: 9789048181414
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. Bücher / Naturwissenschaften, Medizin, Informatik & Technik / Technik / Maschinenbau
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ISBN: 9789048181414
Serious games offer an engaging, self-reinforcing context in which to motivate and educate the players.This book provides a multidisciplinary perspective on different aspects of the serious game field.; Hardback \ Asit K. Pattnaik; Education > Society & social sciences > Higher & further education, tertiary education > Teacher tra, World Scientific Publishing Co Pte Ltd
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ISBN: 9048181410
[EAN: 9789048181414], New book, [SC: 30.26], [PU: Springer Netherlands], HOLM; CALCULUS; COMPLEXITY; DEVELOPMENT; GAME TECHNOLOGY; GAME-BASED LEARNING; INTERFACE; LANGUAGE; SIMULATION; ST… Meer...
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ISBN: 9789048181414
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example … Meer...
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ISBN: 9789048181414
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example … Meer...
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ISBN: 9789048181414
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example … Meer...
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ISBN: 9789048181414
Serious games offer an engaging, self-reinforcing context in which to motivate and educate the players.This book provides a multidisciplinary perspective on different aspects of the serio… Meer...
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Gedetalleerde informatie over het boek. - Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering)
EAN (ISBN-13): 9789048181414
ISBN (ISBN-10): 9048181410
Gebonden uitgave
pocket book
Verschijningsjaar: 2010
Uitgever: Springer-Verlag GmbH
216 Bladzijden
Gewicht: 0,334 kg
Taal: eng/Englisch
Boek bevindt zich in het datenbestand sinds 2011-03-28T23:29:31+02:00 (Amsterdam)
Detailpagina laatst gewijzigd op 2021-02-09T09:21:48+01:00 (Amsterdam)
ISBN/EAN: 9789048181414
ISBN - alternatieve schrijfwijzen:
90-481-8141-0, 978-90-481-8141-4
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