Transforming Gaming and Computer Simulation Technologies across Industries

Nonfiction, Computers, Entertainment & Games, Game Programming - Graphics, General Computing
Cover of the book Transforming Gaming and Computer Simulation Technologies across Industries by , IGI Global
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Author: ISBN: 9781522518198
Publisher: IGI Global Publication: November 23, 2016
Imprint: Information Science Reference Language: English
Author:
ISBN: 9781522518198
Publisher: IGI Global
Publication: November 23, 2016
Imprint: Information Science Reference
Language: English
In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.

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