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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.
Thissecond 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.
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.
Thissecond 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.
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.
Explores cutting edge research in serious games and edutainment
Presents multidisciplinary research and practices from computer science engineering, art and design, education and social and behavioral sciences
Offers many case studies and detailed examples for bespoke serious games and adapting commercial off-the shelf games for education and training purposes
Help's readers to understand gamification and how to make it successful within education
Erscheinungsjahr: | 2017 |
---|---|
Fachbereich: | Betriebssysteme & Benutzeroberflächen |
Genre: | Informatik, Mathematik, Medizin, Naturwissenschaften, Technik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Buch |
Inhalt: |
xx
702 S. 59 s/w Illustr. 122 farbige Illustr. 702 p. 181 illus. 122 illus. in color. |
ISBN-13: | 9783319516431 |
ISBN-10: | 3319516434 |
Sprache: | Englisch |
Ausstattung / Beilage: | HC runder Rücken kaschiert |
Einband: | Gebunden |
Redaktion: |
Oikonomou, Andreas
Ma, Minhua |
Herausgeber: | Minhua Ma/Andreas Oikonomou |
Auflage: | 1st ed. 2017 |
Hersteller: |
Springer Nature Switzerland
Springer International Publishing Springer International Publishing AG |
Verantwortliche Person für die EU: | Springer Verlag GmbH, Tiergartenstr. 17, D-69121 Heidelberg, juergen.hartmann@springer.com |
Maße: | 241 x 160 x 42 mm |
Von/Mit: | Andreas Oikonomou (u. a.) |
Erscheinungsdatum: | 13.03.2017 |
Gewicht: | 1,37 kg |
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.
Explores cutting edge research in serious games and edutainment
Presents multidisciplinary research and practices from computer science engineering, art and design, education and social and behavioral sciences
Offers many case studies and detailed examples for bespoke serious games and adapting commercial off-the shelf games for education and training purposes
Help's readers to understand gamification and how to make it successful within education
Erscheinungsjahr: | 2017 |
---|---|
Fachbereich: | Betriebssysteme & Benutzeroberflächen |
Genre: | Informatik, Mathematik, Medizin, Naturwissenschaften, Technik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Buch |
Inhalt: |
xx
702 S. 59 s/w Illustr. 122 farbige Illustr. 702 p. 181 illus. 122 illus. in color. |
ISBN-13: | 9783319516431 |
ISBN-10: | 3319516434 |
Sprache: | Englisch |
Ausstattung / Beilage: | HC runder Rücken kaschiert |
Einband: | Gebunden |
Redaktion: |
Oikonomou, Andreas
Ma, Minhua |
Herausgeber: | Minhua Ma/Andreas Oikonomou |
Auflage: | 1st ed. 2017 |
Hersteller: |
Springer Nature Switzerland
Springer International Publishing Springer International Publishing AG |
Verantwortliche Person für die EU: | Springer Verlag GmbH, Tiergartenstr. 17, D-69121 Heidelberg, juergen.hartmann@springer.com |
Maße: | 241 x 160 x 42 mm |
Von/Mit: | Andreas Oikonomou (u. a.) |
Erscheinungsdatum: | 13.03.2017 |
Gewicht: | 1,37 kg |