trends and applications of serious gaming and social media gaming media and social effects

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Trends And Applications Of Serious Gaming And Social Media

Author : Youngkyun Baek
ISBN : 9789814560269
Genre : Computers
File Size : 82. 10 MB
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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.

Handbook Of Research On Serious Games For Educational Applications

Author : Zheng, Robert
ISBN : 9781522505143
Genre : Education
File Size : 52. 40 MB
Format : PDF, Kindle
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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 of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Entertainment Computing And Serious Games

Author : Ralf Dörner
ISBN : 9783319461526
Genre : Computers
File Size : 86. 47 MB
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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Fusion Of Smart Multimedia And Computer Gaming Technologies

Author : Dharmendra Sharma
ISBN : 9783319146454
Genre : Computers
File Size : 66. 22 MB
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This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include: ·Smart Gamification and Smart Serious Games. ·Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. ·Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. ·Evaluation of Student Knowledge using an e-Learning Framework. ·The iTEC Eduteka. ·3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. ·Fusion of multimedia and mobile technology in audio guides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies.

Serious Games And Edutainment Applications

Author : Minhua Ma
ISBN : 9781447121619
Genre : Computers
File Size : 42. 52 MB
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The 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.

Digital Arts And Entertainment Concepts Methodologies Tools And Applications

Author : Management Association, Information Resources
ISBN : 9781466661158
Genre : Art
File Size : 41. 56 MB
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In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.

Interdisciplinary Advancements In Gaming Simulations And Virtual Environments Emerging Trends

Author : Ferdig, Richard E.
ISBN : 9781466600300
Genre : Computers
File Size : 42. 1 MB
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Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.

Public Communication Campaigns

Author : Ronald E. Rice
ISBN : 9781452289786
Genre : Language Arts & Disciplines
File Size : 77. 89 MB
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In this new, fully revised and expanded fourth edition of Public Communication Campaigns, Rice and Atkin provide readers with a comprehensive, up-to-date look into the field of public communication campaigns. The subject of campaigns has become increasingly high profile in the academic world in the decade since the last edition, and hundreds of new studies on campaign theory and practice have been published since 2001. Largely rewritten to reflect the latest theories and research, this text continues in the tradition of ongoing improvement and expansion into new areas.

Agents For Games And Simulations

Author : Frank Dignum
ISBN : 9783642111976
Genre : Computers
File Size : 45. 40 MB
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Research on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation. This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field.

The Sage Handbook Of Media Processes And Effects

Author : Robin L. Nabi
ISBN : 9781412959964
Genre : Language Arts & Disciplines
File Size : 78. 36 MB
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The study of media effects is one of the most central to the discipline of communication and encompasses a vast array of theoretical perspectives, methodological tools, and application to important social contexts. In light of this importance - as well as the rapid changes in the media environment that have occurred during the past 20 years - this Handbook of media effects theorizing and research explores where media effects research has been over the past several decades, and, equally important, where it would be most fruitful to go in the years ahead. In addition to providing a comprehensive framework for those interested in media effects, the Handbook also emphasizes the changing nature of the media landscape. Thus, new technologies not only provide new venues for research, but they also represent challenges to many existing media effects theories (that were formulated prior to the widespread adoption of the Internet). The contemporary diversity of the field and its research is seen in chapters addressing sociological, cultural, and organizational approaches and in chapters on specific approaches, domains, and context-related effects. Throughout the Handbook and within each chapter, authors address the following issues: (1) historical context on theory development/area of study; (2) theory explication and theoretical developments through to the present; (3) typical method of study/research approach/moderators; (4) conceptualization of the audience; (5) the impact of new media environments; (6) criticismsntroversies; and (7) directions for future research. Section I: Begins with an overview of the field, conceptualization of media effects, and the editors'' goals for the volume and then focuses on the range of methodologies (both quantitative and qualitative methods) used in the study of media effects. Section II: Focuses on dominant theoretical approaches in the media effects area from a more societal perspective. Included here are some of the most dominant theoretical perspectives in the media effects realm (i.e., cultivation, agenda setting, framing) that relate to broad-reaching effects of both entertainment and news programming. The section then focuses on related theories that, though less developed, have received significant attention in the literature. To expand the horizon of this Handbook, a chapter on Cultural Studies in included to engage more qualitative views of media''s societal effects. Section III: Focuses on issues of message selection and processing that are central to the mass media literature. These chapters cut across application contexts. For examples, the emotion chapter touches on entertainment, persuasion, and children''s media; the Social Influence/Environmental Aspects chapter includes issues of co-viewing in families, among peers, etc. Section IV: Refelcts a dominant trend in media effects literature - that related to persuasion and learning - and traces its theoretical perspectives (including major theories of persuasion and especially social cognitive theory) through the various contexts in which media have such effects, such as health, advertising, media literacy, and the like. Section V: Explores the contexts and audiences that have been traditional foci of media effects research - violence, children, body image, video games, sports, etc. In each chapter authors address the theories most applicable to those contexts, further expaning the theoretical offerings of this Handbook. The focus on how this sort of research is typically conducted methodologically and how it will need to change in light of new technologies and media advances make these chapters unique. Section VI: Expands on existing work by focusing on a concern central and unique to the communication discipline - message medium - and how it influences effects ranging from what messages are attended to (e.g., formal features), how we spend our time (e.g., displacement effects), and even how we think (e.g., medium theory).

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