Serious Games and Edutainment Applications

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246,09 

Volume II

ISBN: 3319516434
ISBN 13: 9783319516431
Herausgeber: Minhua Ma/Andreas Oikonomou
Verlag: Springer Verlag GmbH
Umfang: xx, 702 S., 59 s/w Illustr., 122 farbige Illustr., 702 p. 181 illus., 122 illus. in color.
Erscheinungsdatum: 13.03.2017
Auflage: 1/2018
Produktform: Gebunden/Hardback
Einband: Gebunden

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.

Artikelnummer: 543254 Kategorie:

Beschreibung

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.

Autorenporträt

Minhua Ma is a Professor of Digital Media & Games in the School of Art, Design and Architecture at the University of Huddersfield and currently serves as the Head of Department of Art & Communication too. As a world-leading academic, involved with the emergence of serious games as a field of academic study, she has widely researched and published on topics such as serious games for education, medicine and healthcare, Virtual and Augmented Reality and Natural Language Processing. Andreas Oikonomou is a Senior Lecturer at Nottingham Trent University where he teaches computer science, human-computer interaction (HCI) design and project management. His current research interests include applied research projects in serious games, interactive technologies, biomedical computing and artificial intelligence.

Herstellerkennzeichnung:


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E-Mail: juergen.hartmann@springer.com

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