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Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf D?rner,Stefan G?bel,Katharina Zweig Textbook 2016 Springer Internation

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書(shū)目名稱Entertainment Computing and Serious Games
副標(biāo)題International GI-Dag
編輯Ralf D?rner,Stefan G?bel,Katharina Zweig
視頻videohttp://file.papertrans.cn/312/311607/311607.mp4
概述Made for students, researchers and people interested in the topic.Provides an introduction as well as a state-of-the-art analysis of entertainment computing and serious games.Serves as a basis for peo
叢書(shū)名稱Lecture Notes in Computer Science
圖書(shū)封面Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf D?rner,Stefan G?bel,Katharina Zweig Textbook 2016 Springer Internation
描述.The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field..The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schlo? Dagstuhl in July 2015.?.
出版日期Textbook 2016
關(guān)鍵詞educational games; game-based learning; intelligent tutoring systems; serious game design; social networ
版次1
doihttps://doi.org/10.1007/978-3-319-46152-6
isbn_softcover978-3-319-46151-9
isbn_ebook978-3-319-46152-6Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer International Publishing AG 2016
The information of publication is updating

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https://doi.org/10.1007/978-1-4471-5598-0ous games and presents the core challenges around designing and implementing such systems. Examples of how adaptability and adaptivity may be put into practice in specific application scenarios, such as motion-based games for health, or personalized learning games, are presented to illustrate approa
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Games for Health,proving all areas of individual and public health. Recent research and early commercial releases deliver convincing evidence that playful applications and games for health in particular offer approaches that can help overcome the motivational barriers which often restrain successful health treatment
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Serious Games Evaluation: Processes, Models, and Concepts,lenges which might occur in this context. In order to enable the reader to face these challenges, we present a framework of evaluation-driven design which offers guidance in the evaluation process. Other models which address different challenges are described before three examples of commendably eva
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Social Network Games,c use is illustrated by connecting theories from both worlds and naming best practice examples. Furthermore, specific aspects in the design and development of SNGs are discussed. Examples are establishment of deep learning and critical issues as monetarization strategies of developers or toxic behav
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Pervasive Games, to application and how that relates to budget and marketing efforts. Finally, it provides recommendations for further reading and some research questions towards using pervasive games in mobile educational research.
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