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Design and Use of Serious Games: 37 (Intelligent Systems, Control and Automation: Science and Engineering, 37) - pocketboek

2010, ISBN: 9789048181414

Editor: Kankaanranta, Marja Helena, Editor: Neittaanmäki, Pekka, Springer, Paperback, Auflage: Softcover reprint of hardcover 1st ed. 2009, 214 Seiten, Publiziert: 2010-10-28T00:00:01Z, P… Meer...

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Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering, Band 37) - pocketboek

2010, ISBN: 9789048181414

Springer, Taschenbuch, Auflage: Softcover reprint of hardcover 1st ed. 2009, 216 Seiten, Publiziert: 2010-10-28T00:00:01Z, Produktgruppe: Buch, 0.69 kg, Business & Karriere, Kategorien, B… Meer...

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Design and Use of Serious Games: 37 - pocketboek

2010

ISBN: 9789048181414

redacteur: Kankaanranta, Marja Helena, redacteur: Neittaanmäki, Pekka, Springer, Paperback, Auflage: Softcover reprint of hardcover 1st ed. 2009, 214 Seiten, Publiziert: 2010-10-28T00:00:… Meer...

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Design and Use of Serious Games - pocketboek

2009, ISBN: 9789048181414

*Design and Use of Serious Games* - Softcover reprint of hardcover 1st ed. 2009 / Taschenbuch für 106.99 € / Aus dem Bereich: Bücher, Wissenschaft, Technik Medien > Bücher nein Buch (kart… Meer...

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Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering, 37) - pocketboek

2010, ISBN: 9048181410

[EAN: 9789048181414], Tweedehands, als nieuw, [SC: 35.13], [PU: Springer], Like New, Books

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Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering, Band 37)

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.

Gedetalleerde informatie over het boek. - Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering, Band 37)


EAN (ISBN-13): 9789048181414
ISBN (ISBN-10): 9048181410
Gebonden uitgave
pocket book
Verschijningsjaar: 2010
Uitgever: Kankaanranta, Marja Helena, Neittaanmäki, Pekka, Springer
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 2023-08-07T08:38:22+02:00 (Amsterdam)
ISBN/EAN: 9789048181414

ISBN - alternatieve schrijfwijzen:
90-481-8141-0, 978-90-481-8141-4
alternatieve schrijfwijzen en verwante zoekwoorden:
Titel van het boek: serious games, game design, automation


Gegevens van de uitgever

Auteur: Marja Helena Kankaanranta
Titel: Intelligent Systems, Control and Automation: Science and Engineering; Design and Use of Serious Games
Uitgeverij: Springer; Springer Netherland
206 Bladzijden
Verschijningsjaar: 2010-10-28
Dordrecht; NL
Gedrukt / Gemaakt in
Taal: Engels
109,99 € (DE)

BC; Hardcover, Softcover / Technik/Maschinenbau, Fertigungstechnik; Konstruktion, Entwurf; Verstehen; Holm; Serious Games; calculus; complexity; design; development; game development; game technology; game-based learning; interface; language; simulation; structured analysis; technology; user-driven design; Engineering Design; Software Engineering; Computer Modelling; Digital Education and Educational Technology; Teaching and Teacher Education; Software Engineering; Computermodellierung und -simulation; Lehrmittel, Lerntechnologien, E-Learning; Lehrerausbildung; BB; EA

Game Production.- Three Approaches Towards Teaching Game Production.- Design and Architecture of Sidh – a Cave Based Firefighter Training Game.- Human-Centred Design and Exercise Games.- Children's Involvement in the Design of Game-Based Learning Environments.- Learning.- Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis.- Competence Complexity and Obvious Learning.- The Attitudes of Finnish School Teachers Towards Commercial Educational Games.- Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games.- Social Perspective.- Let's Play Together with the Camera of Your Mobile Device.- AnimalClass: Social Networks in Gaming.- Multiplayer Interface for a Computer-Augmented Learning Game.- Technical Applications.- RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue.- VIPROSA – Game-like Tool for Visual Process Simulation and Analysis.

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