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Handbook Of Research On Serious Games As Educational Business And Research Tools

Handbook Of Research On Serious Games As Educational Business And Research Tools

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Author by : Cruz-Cunha, Maria Manuela
Languange Used : en
Release Date : 2012-02-29
Publisher by : IGI Global

ISBN : 9781466601505

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher....



Handbook Of Research On Serious Games For Educational Applications

Handbook Of Research On Serious Games For Educational Applications

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Author by : Zheng, Robert
Languange Used : en
Release Date : 2016-08-01
Publisher by : IGI Global

ISBN : 9781522505143

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....



Handbook Of Research On Serious Games As Educational Business And Research Tools Volume 2

Handbook Of Research On Serious Games As Educational Business And Research Tools Volume 2

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Author by : MARIA MANUELA CRUZ-CUNHA.
Languange Used : en
Release Date : 2012-02-29
Publisher by : Information Science Reference

ISBN : 1668425467

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher...



Serious Games

Serious Games

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Author by : Ralf Dörner
Languange Used : en
Release Date : 2016-08-25
Publisher by : Springer

ISBN : 9783319406121

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”....



Handbook Of Research On Effective Electronic Gaming In Education

Handbook Of Research On Effective Electronic Gaming In Education

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Author by : Ferdig, Richard E.
Languange Used : en
Release Date : 2008-07-31
Publisher by : IGI Global

ISBN : 9781599048116

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher....



Serious Educational Games

Serious Educational Games

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Author by :
Languange Used : en
Release Date : 2008-01-01
Publisher by : BRILL

ISBN : 9789087903817

Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes....



Serious Games

Serious Games

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Author by : Clark C. Abt
Languange Used : en
Release Date : 1987
Publisher by : University Press of America

ISBN : 0819161489

The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques....



Serious Games And Edutainment Applications

Serious Games And Edutainment Applications

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Author by : Minhua Ma
Languange Used : en
Release Date : 2017-03-03
Publisher by : Springer

ISBN : 9783319516455

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....



Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches

Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches

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Author by : Felicia, Patrick
Languange Used : en
Release Date : 2011-04-30
Publisher by : IGI Global

ISBN : 9781609604967

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher....



Handbook Of Research On Decision Making Capabilities Improvement With Serious Games

Handbook Of Research On Decision Making Capabilities Improvement With Serious Games

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Author by : Correia, Anacleto
Languange Used : en
Release Date : 2023-07-10
Publisher by : IGI Global

ISBN : 9781668491676

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students....