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Serious Games Development and Applications

This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012;

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Serious Games Development and Applications

This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014;

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Serious Games and Edutainment Applications

transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development;

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Serious Games Development and Applications

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013;

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Serious Games

, 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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Serious Games Development and Applications

This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA;

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Serious Games

, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications;

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Serious Games

, 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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Games and Learning Alliance

; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.;

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Serious Games for Enhancing Law Enforcement Agencies

This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer;

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Simulation and Serious Games for Education

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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Trends And Applications Of Serious Gaming And Social Media

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media;

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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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Serious Games

for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target;

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Serious Games and Edutainment Applications

range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification;

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Entertainment Computing and Serious Games

Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and;

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When VR Serious Games Meet Special Needs Education

This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with;

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Serious Games

-- learning, development, and change -- covering a broad range of serious games' potential impact. Contributions from internationally recognized;

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Design and Use of Serious Games

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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Node.js in Action

create serious web applications using Node |s HTTP API and introduces community frameworks that make web development easier and faster.;

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Digital Games And Learning

non-entertainment purposes, such as training and business support. The emergence of the serious games movement has capitalized on this;

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Design and Development of Training Games

"""The multidisciplinary nature of learning-games development is key to successful projects. In this book, leaders in the field of serious;

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Video Games for Health

Substantial resources are being committed to the development of so-called 'serious' video games as interventions for health issues. Health;

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E-Learning and Games

This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held;

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Games for Training, Education, Health and Sports

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and;

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Serious Games

in government and industry; and the future of serious games. This book was originally published in 1970 by Viking Press.;

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Software Engineering Perspectives in Computer Game Development

development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational;

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