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Changing organisations with gaming / simulations

Changing organisations with gaming / simulations;

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International Simulation and Gaming Research Yearbook: Simulations and Games for Emergency and Crisis Management

The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues;

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Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations

Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;

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Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations

Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;

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The International Simulation & Gaming Research Yearbook

The eighth volume in the Simulation and Gaming Research Yearbook series brings together topical and authoritative contributions from;

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Gaming in the New Market Environment

scale. This book explores the changing landscape of the gaming market and is a crucial companion for all looking for informed discussion on the;

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Digital Games And Learning

application in a wide range of disciplines. The popularity of entertainment gaming over the last decades has more recently led to the use of games for;

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Using Games and Simulations for Teaching and Assessment

, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the;

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Using Games and Simulations for Teaching and Assessment

, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the;

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Games: Purpose and Potential in Education

interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming;

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Games: Purpose and Potential in Education

interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming;

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Neo Simulation and Gaming Toward Active Learning

change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have;

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Learning Science Through Computer Games and Simulations

reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about;

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Indian Gaming

help ensure that tribal-state compacts comply with IGRA; how states and selected tribes regulate Indian gaming; the Commission's authority to;

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Business Simulations, Games, and Experiential Learning in International Business Education

with new behaviors and receive immediate, constructive feedback and then take what they have learned beyond the classroom.Business Simulations;

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Business Simulations, Games, and Experiential Learning in International Business Education

with new behaviors and receive immediate, constructive feedback and then take what they have learned beyond the classroom.Business Simulations;

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Videogames

of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on;

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Videogames

of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on;

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Instructional Planning Systems

This book is concerned with the educational aspects of gaming simulation procedures and their application to urban studies and to the;

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Internet Gaming Disorder

of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment;

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3D Scientific Visualization with Blender

This is the first book written on using Blender (an open-source visualization suite widely used in the entertainment and gaming industries;

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Contemporary Issues in Work and Organisations

In a complex and interconnected world, work and organisations are rapidly changing. This book addresses key emerging issues by adopting an;

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Contemporary Issues in Work and Organisations

In a complex and interconnected world, work and organisations are rapidly changing. This book addresses key emerging issues by adopting an;

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Starflight

, couldn't? In Starflight: How the PC and DOS Exploded Computer Gaming 1987-1994, author Jamie Lendino tells the full story, starting with the;

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Casino and Gaming Resort Investigations

scam the next. This book provides the reader with the fundamental knowledge needed to understand how each gaming and non-gaming department;

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Casino and Gaming Resort Investigations

scam the next. This book provides the reader with the fundamental knowledge needed to understand how each gaming and non-gaming department;

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Games Without Frontiers

markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling;

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