書名Transforming gaming and computer simulation technologies across industries [electronic resource] / Brock Dubbels [editor]
出版項Hershey, Pennsylvania : IGI Global, [2017]
其他作者Dubbels, Brock Randall,
說明1 online resource (296 p.) : ill
附註Includes bibliographical references and index
Quantifying "magic": creating good player experiences on Xbox Kinect / Kristie J. Fisher, Timothy Nichols, Katherine Isbister, Tom Fuller -- Gamification transformed: gamification should deliver the best parts of game experiences, not just experiences of game parts / Brock Randall Dubbels -- The relationship between avatar-based customization, player identification, and motivation / Selen Turkay, Charles K. Kinzer -- An experiment on anonymity and multi-user virtual environments: manipulating identity to increase learning / Richard N. Landers, Rachel C. Callan -- Digital divide: comparing the impact of digital and non-digital platforms on player behaviors and game impact / Geoff Kaufman, Mary Flanagan -- Making lifelike medical games in the age of virtual reality: an update on "Playing games with biology" from 2013 / Thomas B. Talbot -- Using serious gaming to improve the safety of central venous catheter placement: a post-mortem analysis / Daniel Katz, Andrew Goldberg, Prabal Khanal, Kanav Kahol, Samuel DeMaria -- Making learning fun: an investigation of using a ludic simulation for middle school space science / Min Liu, Lucas Horton, Jina Kang, Royce M. Kimmons, Jaejin Lee -- Teaching childbirth support techniques using the prepared partner and digital birth: the design and development of games for dads-to-be / Alexandra Holloway -- Beyond gaming: the utility of video games for sports performance / Roma P. Patel, Jerry Lin, S. Khizer R. Khaderi --
Games and other training interventions to improve cognition in healthy older adults / Elizabeth M. Zelinski -- Computer-presented and physical brain-training exercises for school children: improving executive functions and learning / Bruce E. Wexler -- Promoting physical activity and fitness with exergames: updated systematic review of systematic reviews / Tuomas Kari -- Is artificial intelligence (AI) friend or foe to patients in healthcare?: on virtues of dynamic consent - how to build a business case for digital health applications / Veronika Litinski
Restricted to subscribers or individual electronic text purchasers
"[This book] 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"--Provided by publisher
Also available in print
Mode of access: World Wide Web
Description based on title screen (IGI Global, viewed 12/05/2016)
主題Educational games
Management games
Simulation methods
Digital vs. non-digital platforms
Ludic simulations
Mathematical simulations
Medical gaming
Multi-user virtual environments
Player experiences
Player identification
User research
ISBN/ISSN9781522518181 (ebk.)
9781522518174 (hbk.)
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