001467665 000__ 06118cam\\2200721\a\4500 001467665 001__ 1467665 001467665 003__ OCoLC 001467665 005__ 20230707003333.0 001467665 006__ m\\\\\o\\d\\\\\\\\ 001467665 007__ cr\cn\nnnunnun 001467665 008__ 111229s2011\\\\enka\\\\ob\\\\001\0\eng\d 001467665 019__ $$a857251619$$a985054205$$a988766781$$a990465829$$a1005788832$$a1087328813$$a1105708585$$a1110907274$$a1112547570$$a1126416247$$a1162794429$$a1204003027$$a1256505910$$a1259157359 001467665 020__ $$a9781447121619$$q(electronic bk.) 001467665 020__ $$a1447121619$$q(electronic bk.) 001467665 020__ $$a3319516450 001467665 020__ $$a9783319516455 001467665 020__ $$a1447121600 001467665 020__ $$a9781447121602 001467665 020__ $$a9783319516431 001467665 020__ $$a3319516434 001467665 020__ $$z9781447121602 001467665 020__ $$z1447121627 001467665 020__ $$z1447158113 001467665 0247_ $$a10.1007/978-1-4471-2161-9$$2doi 001467665 035__ $$aSP(OCoLC)769756135 001467665 040__ $$aGW5XE$$beng$$epn$$cGW5XE$$dCOO$$dOHI$$dUKMGB$$dMEAUC$$dOCLCO$$dOCLCF$$dBEDGE$$dA7U$$dYDXCP$$dOCLCQ$$dIDEBK$$dVT2$$dZ5A$$dLIP$$dVGM$$dOCLCQ$$dESU$$dOCLCQ$$dIOG$$dBUF$$dOCLCQ$$dCEF$$dU3W$$dAU@$$dWYU$$dEBLCP$$dYOU$$dCNTRU$$dOL$$$dOCLCQ$$dU@J$$dDCT$$dOCLCQ$$dERF$$dOCLCQ$$dWURST$$dW2U$$dUKAHL$$dOCLCQ$$dINARC$$dOCLCQ$$dQGK$$dOCLCQ$$dMNU 001467665 049__ $$aISEA 001467665 050_4 $$aGV1469.15$$b.S47 2011 001467665 08204 $$a794.8$$223 001467665 24500 $$aSerious games and edutainment applications /$$cMinhua Ma, Andreas Oikonomou, Lakhmi C. Jain, editors. 001467665 260__ $$aLondon ;$$aNew York :$$bSpringer-Verlag London Ltd.,$$c©2011. 001467665 300__ $$a1 online resource (xvi, 504 pages) :$$billustrations (some color) 001467665 336__ $$atext$$btxt$$2rdacontent 001467665 337__ $$acomputer$$bc$$2rdamedia 001467665 338__ $$aonline resource$$bcr$$2rdacarrier 001467665 347__ $$atext file 001467665 347__ $$bPDF 001467665 504__ $$aIncludes bibliographical references and index. 001467665 5050_ $$aPart I -- Introduction -- Innovations in Serious Games for Future Learning -- Serious Games: A New Paradigm for Education? -- Origins of Serious Games -- Serious Learning in Serious Games -- Part II -- Theories and Reviews -- Social Flow and Learning in Digital Games: A Conceptual Model and Research Agenda -- A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games -- Serious Games for Health and Safety Training -- Augmenting Initiative Game Worlds with Mobile Digital Devices -- Part III -- Custom-Made Games and Case Studies -- Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction -- Operation ARIES!: A Serious Game for Teaching Scientific Inquiry -- From Global Games to Re-contextualized Games: The Design Process of TekMyst -- Using Serious Games for Assessment -- Designing and Evaluating Emotional Student Models for Game-Based Learning -- Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters -- Part IV -- Use of Commercial-Off-the-Shelf (COTS) Games in Education -- Choosing a Serious Game for the Classroom: An Adoption Model for Educators -- Learning Narratives with Harry Potter. "Manuel de Fallas's The Prophet Newspaper" -- Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom -- Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights -- Expanding a VLE-Based Integration Framework Supporting Education in Second Life -- Part V -- Social Aspects and Gamification -- Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training -- Experiences of Promoting Student Engagement Through Game-Enhanced Learning -- What Computing Students Can Learn by Developing Their Own Serious Games -- Social Interactive Learning in Multiplayer Games -- Index. 001467665 506__ $$aAccess limited to authorized users. 001467665 520__ $$aThe recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes. 001467665 546__ $$aEnglish. 001467665 650_0 $$aVideo games. 001467665 650_0 $$aEducational games. 001467665 655_0 $$aElectronic books. 001467665 7001_ $$aMa, Minhua. 001467665 7001_ $$aOikonomou, Andreas V. 001467665 7001_ $$aJain, L. C. 001467665 77608 $$iPrint version: $$z9781447121602 001467665 852__ $$bebk 001467665 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-319-51645-5$$zOnline Access$$91397441.1 001467665 909CO $$ooai:library.usi.edu:1467665$$pGLOBAL_SET 001467665 980__ $$aBIB 001467665 980__ $$aEBOOK 001467665 982__ $$aEbook 001467665 983__ $$aOnline 001467665 994__ $$a92$$bISE