Transforming Gaming and Computer Simulation Technologies Across Industries by Brock Dubbels (2016, Hardcover)

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About this product

Product Identifiers

PublisherIGI Global
ISBN-101522518177
ISBN-139781522518174
eBay Product ID (ePID)234538348

Product Key Features

Number of Pages297 Pages
Publication NameTransforming Gaming and Computer Simulation Technologies Across Industries
LanguageEnglish
Publication Year2016
SubjectProgramming / Games, Computer Simulation, Operations Research, General
TypeTextbook
Subject AreaComputers, Technology & Engineering
AuthorBrock Dubbels
FormatHardcover

Dimensions

Item Length11 in
Item Width8.5 in

Additional Product Features

Intended AudienceCollege Audience
LCCN2016-045760
Dewey Decimal658.001/51932
Table Of ContentPreface Section 1 User Research Chapter 1 Quantifying "Magic": Creating Good Player Experiences on Xbox Kinect Chapter 2 Gamification Transformed: Gamification Should Deliver the Best Parts of Game Experiences, NotJust Experiences of Game Parts Chapter 3 The Relationship between Avatar-Based Customization, Player Identification, and Motivation Chapter 4 An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity toIncrease Learning Chapter 5 Digital Divide: Comparing the Impact of Digital and Non-Digital Platforms on Player Behaviors and Game Impact Section 2 Learning Applications Chapter 6 Making Lifelike Medical Games in the Age of Virtual Reality: An Update on "Playing Games with Biology" from 2013 Chapter 7 Using Serious Gaming to Improve the Safety of Central Venous Catheter Placement: A PostMortem Analysis Chapter 8 Making Learning Fun: An Investigation of Using a Ludic Simulation for Middle School Space Science Section 3 Health Enhancement and Clinical Intervention Chapter 9 Teaching Childbirth Support Techniques Using the Prepared Partner and Digital Birth: The Design and Development of Games for Dads-To-Be Chapter 10 Beyond Gaming: The Utility of Video Games for Sports Performance Chapter 11 Games and Other Training Interventions to Improve Cognition in Healthy Older Adults Chapter 12 Computer-Presented and Physical Brain-Training Exercises for School Children: Improving Executive Functions and Learning Chapter 13 Promoting Physical Activity and Fitness with Exergames: Updated Systematic Review of Systematic Reviews Chapter 14 Is Artificial Intelligence (AI) Friend or Foe to Patients in Healthcare? On Virtues of Dynamic Consent - How to Build a Business Case for Digital Health Applications Compilation of References About the Contributors Index
SynopsisIn recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries., In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries. Topics Covered: Digital vs. Non-Digital Platforms Ludic Simulations Mathematical Simulations Medical Gaming Multi-User Virtual Environments Player Experiences Player Identification User Research
LC Classification NumberHD30.26 .T73
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