Handbook of Research on Serious Games as Educational Business and Research Tools

This book PDF is perfect for those who love Education genre, written by Cruz-Cunha, Maria Manuela and published by IGI Global which was released on 29 February 2012 with total hardcover pages 1434. You could read this book directly on your devices with pdf, epub and kindle format, check detail and related Handbook of Research on Serious Games as Educational Business and Research Tools books below.

Handbook of Research on Serious Games as Educational  Business and Research Tools
Author : Cruz-Cunha, Maria Manuela
File Size : 52,9 Mb
Publisher : IGI Global
Language : English
Release Date : 29 February 2012
ISBN : 9781466601505
Pages : 1434 pages
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Handbook of Research on Serious Games as Educational Business and Research Tools by Cruz-Cunha, Maria Manuela Book PDF Summary

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Handbook of Research on Serious Games as Educational  Business and Research Tools

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Get Book
Handbook of Research on Serious Games for Educational Applications

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation

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Handbook of Research on Serious Games as Educational  Business and Research Tools  Volume 2

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher

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Handbook of Research on Decision Making Capabilities Improvement With Serious Games

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such

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Handbook of Research on Effective Electronic Gaming in Education

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

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Handbook of Research on Promoting Economic and Social Development Through Serious Games

While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such

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Serious Games and Edutainment Applications

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

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Handbook of Research on Decision Making Capabilities Improvement With Serious Games

How can a group be empowered to improve their ability to make decisions while also reinforcing the group's intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior,

Get Book