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03929nam a22005535i 4500 |
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978-981-4560-26-9 |
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DE-He213 |
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20151030191217.0 |
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140301s2014 si | s |||| 0|eng d |
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|a 9789814560269
|9 978-981-4560-26-9
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|a 10.1007/978-981-4560-26-9
|2 doi
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|d GrThAP
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|a Q342
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|a UYQ
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|a COM004000
|2 bisacsh
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|a 006.3
|2 23
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|a Trends and Applications of Serious Gaming and Social Media
|h [electronic resource] /
|c edited by Youngkyun Baek, Ryan Ko, Tim Marsh.
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264 |
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|a Singapore :
|b Springer Singapore :
|b Imprint: Springer,
|c 2014.
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300 |
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|a VIII, 186 p. 87 illus., 83 illus. in color.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|a Gaming Media and Social Effects,
|x 2197-9685
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505 |
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|a The Future of Serious Games and Immersive Technologies and their Impact on Society -- The road to e-services: online and mobile games as enablers -- Achievement Systems Explained Identifying Triggers within Persuasive Technology and Games For Saving and Money Management -- Malware Analytics for Social Networking -- Serious Games and the Gamification of Mental Health Interventions -- Educational Implications Of Social Network Games -- An Analysis Of A Social Network Game In View Of Consumption Education Class -- Learning subject knowledge and acquiring 21st century skills through game development in the classroom -- Learning with World of Warcraft: A Study with MMORPG Brazilian Players -- Learning through playing in Hong Kong classrooms.
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|a 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.
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650 |
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|a Engineering.
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650 |
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|a User interfaces (Computer systems).
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650 |
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|a Educational technology.
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650 |
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|a Computational intelligence.
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650 |
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|a Mass media.
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650 |
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|a Communication.
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650 |
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|a Social sciences in mass media.
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650 |
1 |
4 |
|a Engineering.
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650 |
2 |
4 |
|a Computational Intelligence.
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650 |
2 |
4 |
|a User Interfaces and Human Computer Interaction.
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650 |
2 |
4 |
|a Educational Technology.
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650 |
2 |
4 |
|a Media Sociology.
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700 |
1 |
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|a Baek, Youngkyun.
|e editor.
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700 |
1 |
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|a Ko, Ryan.
|e editor.
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700 |
1 |
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|a Marsh, Tim.
|e editor.
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710 |
2 |
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|a SpringerLink (Online service)
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773 |
0 |
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|t Springer eBooks
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776 |
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8 |
|i Printed edition:
|z 9789814560252
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830 |
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|a Gaming Media and Social Effects,
|x 2197-9685
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856 |
4 |
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|u http://dx.doi.org/10.1007/978-981-4560-26-9
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-ENG
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950 |
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|a Engineering (Springer-11647)
|