rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Trends and Applications of Serious Gaming and Social Media
  name:
    name part: Baek, Youngkyun.
    role:
      role term: editor.
  name:
    name part: Ko, Ryan.
    role:
      role term: editor.
  name:
    name part: Marsh, Tim.
    role:
      role term: editor.
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: si
    date issued: 2014
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: VIII, 186 p. 87 illus., 83 illus. in color. online resource.
  abstract: 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.
  table of contents: 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.
  note: edited by Youngkyun Baek, Ryan Ko, Tim Marsh.
  subject:
    topic: Engineering
  subject:
    topic: User interfaces (Computer systems)
  subject:
    topic: Educational technology
  subject:
    topic: Computational intelligence
  subject:
    topic: Mass media
  subject:
    topic: Communication
  subject:
    topic: Social sciences in mass media
  subject:
    topic: Engineering
  subject:
    topic: Computational Intelligence
  subject:
    topic: User Interfaces and Human Computer Interaction
  subject:
    topic: Educational Technology
  subject:
    topic: Media Sociology
  classification: Q342
  classification: 006.3
  related item:
    title info:
      title: Springer eBooks
  related item:
    title info:
      title: Gaming Media and Social Effects
  identifier: 9789814560269
  identifier: http://dx.doi.org/10.1007/978-981-4560-26-9
  record info:
    record creation date: 140301
    record change date: 20151030191217.0
    record identifier: 978-981-4560-26-9