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Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and;
Vergelijkbare producten zoals Entertainment Computing and Serious Games
is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for;
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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;
Vergelijkbare producten zoals Entertainment Computing and Serious Games
types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power;
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on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile;
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: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.;
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for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target;
Vergelijkbare producten zoals Serious Games: Foundations, Concepts and Practice
for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target;
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including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences;
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thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game;
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serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single;
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of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and;
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Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable;
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thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.;
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non-entertainment purposes, such as training and business support. The emergence of the serious games movement has capitalized on this;
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Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment;
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daily life and industrial manufacturing, such as games, education, entertainment, stocks and bonds, financial transactions, architectural design;
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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media;
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games and professionals in entertainment games share practical guidelines and lessons learned from their own experiences researching and;
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This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on;
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, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the;
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This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014;
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, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017;
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and serious games. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history;
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