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Transforming gaming and computer simulation technologies across industries / Brock Dubbels [editor].
- Format:
- Book
- Author/Creator:
- Dubbels, Brock, author.
- Series:
- Advances in multimedia and interactive technologies (AMIT) book series.
- Advances in multimedia and interactive technologies (AMIT) book series
- Language:
- English
- Subjects (All):
- Educational games.
- Management games.
- Simulation methods.
- Physical Description:
- PDFs (296 pages) : illustrations.
- Place of Publication:
- Hershey, PA : IGI Global, [2017]
- System Details:
- Mode of access: World Wide Web.
- Summary:
- "[This book] 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"--Provided by publisher.
- Contents:
- Quantifying "magic": creating good player experiences on Xbox Kinect / Kristie J. Fisher, Timothy Nichols, Katherine Isbister, Tom Fuller
- Gamification transformed: gamification should deliver the best parts of game experiences, not just experiences of game parts / Brock Randall Dubbels
- The relationship between avatar-based customization, player identification, and motivation / Selen Turkay, Charles K. Kinzer
- An experiment on anonymity and multi-user virtual environments: manipulating identity to increase learning / Richard N. Landers, Rachel C. Callan
- Digital divide: comparing the impact of digital and non-digital platforms on player behaviors and game impact / Geoff Kaufman, Mary Flanagan
- Making lifelike medical games in the age of virtual reality: an update on "Playing games with biology" from 2013 / Thomas B. Talbot
- Using serious gaming to improve the safety of central venous catheter placement: a post-mortem analysis / Daniel Katz, Andrew Goldberg, Prabal Khanal, Kanav Kahol, Samuel DeMaria
- Making learning fun: an investigation of using a ludic simulation for middle school space science / Min Liu, Lucas Horton, Jina Kang, Royce M. Kimmons, Jaejin Lee
- Teaching childbirth support techniques using the prepared partner and digital birth: the design and development of games for dads-to-be / Alexandra Holloway
- Beyond gaming: the utility of video games for sports performance / Roma P. Patel, Jerry Lin, S. Khizer R. Khaderi
- Games and other training interventions to improve cognition in healthy older adults / Elizabeth M. Zelinski
- Computer-presented and physical brain-training exercises for school children: improving executive functions and learning / Bruce E. Wexler
- Promoting physical activity and fitness with exergames: updated systematic review of systematic reviews / Tuomas Kari
- 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 / Veronika Litinski.
- Notes:
- Description based on online resource; title from PDF title page (ebrary, viewed December 15, 2016).
- Includes bibliographical references and index.
- ISBN:
- 9781522518181
- OCLC:
- 966368143
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