Serious Games and Edutainment Applications

Volume II

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, General Computing
Cover of the book Serious Games and Edutainment Applications by , Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9783319516455
Publisher: Springer International Publishing Publication: March 3, 2017
Imprint: Springer Language: English
Author:
ISBN: 9783319516455
Publisher: Springer International Publishing
Publication: March 3, 2017
Imprint: Springer
Language: English

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.

Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as  serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing  developers and designers  regarding games for training and education.

This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.

Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as  serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing  developers and designers  regarding games for training and education.

This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

More books from Springer International Publishing

Cover of the book Multifunctional Land-Use Systems for Managing the Nexus of Environmental Resources by
Cover of the book Trends in Applied Knowledge-Based Systems and Data Science by
Cover of the book Nonlocal Diffusion and Applications by
Cover of the book The Earth's Lower Mantle by
Cover of the book Islam and Muslims in the West by
Cover of the book Work, Wealth, and Postmodernism by
Cover of the book Machine Learning, Optimization, and Data Science by
Cover of the book Innovations in the Treatment of Substance Addiction by
Cover of the book Wireless and Satellite Systems by
Cover of the book Educating Science Teachers for Sustainability by
Cover of the book Financial Environment and Business Development by
Cover of the book Regional Energy Demand and Energy Efficiency in Japan by
Cover of the book Human-Computer Interaction. Design Practice in Contemporary Societies by
Cover of the book Verified Software: Theories, Tools and Experiments by
Cover of the book The Challenges of the Digital Transformation in Education by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy