The Resource Trends and Applications of Serious Gaming and Social Media, edited by Youngkyun Baek, Ryan Ko, Tim Marsh, (electronic resource)

Trends and Applications of Serious Gaming and Social Media, edited by Youngkyun Baek, Ryan Ko, Tim Marsh, (electronic resource)

Label
Trends and Applications of Serious Gaming and Social Media
Title
Trends and Applications of Serious Gaming and Social Media
Statement of responsibility
edited by Youngkyun Baek, Ryan Ko, Tim Marsh
Creator
Contributor
Editor
Provider
Subject
Language
eng
Summary
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality
Member of
http://library.link/vocab/creatorName
Baek, Youngkyun
Image bit depth
0
LC call number
Q342
Literary form
non fiction
http://library.link/vocab/relatedWorkOrContributorName
  • Ko, Ryan.
  • Marsh, Tim.
  • SpringerLink
Series statement
Gaming Media and Social Effects,
http://library.link/vocab/subjectName
  • Engineering
  • Computer science
  • Education
  • Engineering
  • Computational Intelligence
  • User Interfaces and Human Computer Interaction
  • Educational Technology
  • Media Sociology
Label
Trends and Applications of Serious Gaming and Social Media, edited by Youngkyun Baek, Ryan Ko, Tim Marsh, (electronic resource)
Instantiates
Publication
Antecedent source
mixed
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
not applicable
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
The Future of Serious Games and Immersive Technologies and their Impact on Society -- The road to e-services: online and mobile games as enablers -- Achievement Systems Explained Identifying Triggers within Persuasive Technology and Games For Saving and Money Management -- Malware Analytics for Social Networking -- Serious Games and the Gamification of Mental Health Interventions -- Educational Implications Of Social Network Games -- An Analysis Of A Social Network Game In View Of Consumption Education Class -- Learning subject knowledge and acquiring 21st century skills through game development in the classroom -- Learning with World of Warcraft: A Study with MMORPG Brazilian Players -- Learning through playing in Hong Kong classrooms
Dimensions
unknown
Extent
VIII, 186 p. 87 illus., 83 illus. in color.
File format
multiple file formats
Form of item
electronic
Isbn
9789814560269
Level of compression
uncompressed
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other control number
10.1007/978-981-4560-26-9
Other physical details
online resource.
Quality assurance targets
absent
Reformatting quality
access
Specific material designation
remote
System control number
(DE-He213)978-981-4560-26-9
Label
Trends and Applications of Serious Gaming and Social Media, edited by Youngkyun Baek, Ryan Ko, Tim Marsh, (electronic resource)
Publication
Antecedent source
mixed
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
not applicable
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
The Future of Serious Games and Immersive Technologies and their Impact on Society -- The road to e-services: online and mobile games as enablers -- Achievement Systems Explained Identifying Triggers within Persuasive Technology and Games For Saving and Money Management -- Malware Analytics for Social Networking -- Serious Games and the Gamification of Mental Health Interventions -- Educational Implications Of Social Network Games -- An Analysis Of A Social Network Game In View Of Consumption Education Class -- Learning subject knowledge and acquiring 21st century skills through game development in the classroom -- Learning with World of Warcraft: A Study with MMORPG Brazilian Players -- Learning through playing in Hong Kong classrooms
Dimensions
unknown
Extent
VIII, 186 p. 87 illus., 83 illus. in color.
File format
multiple file formats
Form of item
electronic
Isbn
9789814560269
Level of compression
uncompressed
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other control number
10.1007/978-981-4560-26-9
Other physical details
online resource.
Quality assurance targets
absent
Reformatting quality
access
Specific material designation
remote
System control number
(DE-He213)978-981-4560-26-9

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