Sprache: Englisch
Verlag: Information Science Reference, 2009
ISBN 10: 1605663220 ISBN 13: 9781605663227
Anbieter: ALLBOOKS1, Direk, SA, Australien
Brand new book. Fast ship. Please provide full street address as we are not able to ship to P O box address.
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In den WarenkorbZustand: As New. Unread book in perfect condition.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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In den WarenkorbZustand: New. In English.
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In den WarenkorbZustand: New.
Anbieter: Books Puddle, New York, NY, USA
Zustand: New. pp. viii + 186.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 126,94
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In den WarenkorbZustand: As New. Unread book in perfect condition.
Sprache: Englisch
Verlag: Springer-Verlag New York Inc, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
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In den WarenkorbHardcover. Zustand: Brand New. 2014 edition. 180 pages. 9.75x6.50x0.75 inches. In Stock.
Sprache: Englisch
Verlag: Springer Nature Singapore, Springer Nature Singapore Sep 2016, 2016
ISBN 10: 981101194X ISBN 13: 9789811011948
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschland
Taschenbuch. Zustand: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 196 pp. Englisch.
Sprache: Englisch
Verlag: Springer Nature Singapore, Springer Nature Singapore Mär 2014, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschland
Buch. Zustand: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 196 pp. Englisch.
Sprache: Englisch
Verlag: Springer Nature Singapore, Springer Nature Singapore, 2016
ISBN 10: 981101194X ISBN 13: 9789811011948
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.
Zustand: New. pp. 194.
Sprache: Englisch
Verlag: Springer Nature Singapore, Springer, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.
Sprache: Englisch
Verlag: Springer-Verlag New York Inc, 2016
ISBN 10: 981101194X ISBN 13: 9789811011948
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
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In den WarenkorbPaperback. Zustand: Brand New. reprint edition. 196 pages. 9.25x6.10x0.47 inches. In Stock.
Sprache: Englisch
Verlag: Information Science Reference, 2013
ISBN 10: 1466628480 ISBN 13: 9781466628489
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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Sprache: Englisch
Verlag: Springer Nature Singapore, 2014
ISBN 10: 9814560251 ISBN 13: 9789814560252
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Zustand: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | Keine Beschreibung verfügbar.
Sprache: Englisch
Verlag: Information Science Reference, 2013
ISBN 10: 1466628480 ISBN 13: 9781466628489
Anbieter: Lucky's Textbooks, Dallas, TX, USA
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In den WarenkorbHardcover. Zustand: Like New. Like New. book.
Sprache: Englisch
Verlag: Information Science Reference, 2009
ISBN 10: 1605663220 ISBN 13: 9781605663227
Anbieter: Lucky's Textbooks, Dallas, TX, USA
EUR 191,08
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In den WarenkorbZustand: New.
Zustand: New.
Sprache: Englisch
Verlag: Nova Science Publishers Inc, New York, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Anbieter: Grand Eagle Retail, Bensenville, IL, USA
Hardcover. Zustand: new. Hardcover. The idea that such pervasive and ever-growing immersion in digital gaming affects gamers' real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming" header. The eight chapters in this edited book do not represent all the topics in the psychology of gaming, however, this book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with on-line games. This book discusses the psychological impact of games shaping gamer's self-perception and self-concept, socio-psychological implications of gaming, design criteria in games, educational uses, the role of fantasy in game play, psychological treatment of gambling-related behaviours, psychological factors of collaborative learning, and gaming as a means of gaining empathy and understanding for another culture. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Sprache: Englisch
Verlag: Nova Science Publishers Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes Königreich
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In den WarenkorbHRD. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
Sprache: Englisch
Verlag: Nova Science Publishers Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Anbieter: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irland
Zustand: New. 2013. Hardcover. Editor(s): Baek, Youngkyun. Num Pages: 184 pages, Illustrations. BIC Classification: JMR; UDX. Category: (P) Professional & Vocational. Dimension: 263 x 182 x 16. Weight in Grams: 538. . . . . .
Sprache: Englisch
Verlag: Information Science Reference, 2009
ISBN 10: 1605663220 ISBN 13: 9781605663227
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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In den WarenkorbZustand: New. In.
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In den WarenkorbZustand: New.
Sprache: Englisch
Verlag: Nova Science Publishers Inc, US, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Anbieter: Rarewaves.com USA, London, LONDO, Vereinigtes Königreich
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In den WarenkorbHardback. Zustand: New.
Sprache: Englisch
Verlag: Nova Science Publishers Inc, 2013
ISBN 10: 1624175775 ISBN 13: 9781624175770
Anbieter: moluna, Greven, Deutschland
Gebunden. Zustand: New. KlappentextrnrnThe idea that such pervasive and ever-growing immersion in digital gaming affects gamers&apos real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming".