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Transforming gaming and computer sim...
~
Dubbels, Brock Randall,
Transforming gaming and computer simulation technologies across industries
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Transforming gaming and computer simulation technologies across industries/ Brock Dubbels [editor].
其他作者:
Dubbels, Brock Randall,
出版者:
Hershey, Pennsylvania :IGI Global, : [2017],
面頁冊數:
1 online resource (296 p.) :ill. :
標題:
Educational games. -
電子資源:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4
ISBN:
9781522518181 (ebk.)
Transforming gaming and computer simulation technologies across industries
Transforming gaming and computer simulation technologies across industries
[electronic resource] /Brock Dubbels [editor]. - Hershey, Pennsylvania :IGI Global,[2017] - 1 online resource (296 p.) :ill.
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 --
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.
Mode of access: World Wide Web.
ISBN: 9781522518181 (ebk.)Subjects--Topical Terms:
561215
Educational games.
Subjects--Index Terms:
Digital vs. non-digital platforms
LC Class. No.: HD30.26 / .T73 2017e
Dewey Class. No.: 658.40353
Transforming gaming and computer simulation technologies across industries
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Includes bibliographical references and index.
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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 --
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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.
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"[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.
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Simulation methods.
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Digital vs. non-digital platforms
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Medical gaming
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4
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