Download or read book International Journal of Gaming and Computer Mediated Simulations IJGCMS Volume 9 written by Brock Dubbels and published by . This book was released on 2017 with total page 125 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book International Journal of Gaming and Computer mediated Simulations IJGCMS written by Brock Randall Dubbels and published by . This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book International Journal of Gaming and Computer Mediated Simulations IJGCMS Volume 9 to 10 Pages 11 to 20 Pages 21 to 30 Pages 31 to 40 Pages 41 to 50 Pages 51 to 60 Pages 61 to 70 Pages 71 to 80 Pages 81 to 89 written by Brock Randall Dubbels and published by . This book was released on 2017 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book International Journal of Gaming and Computer Mediated Simulations IJGCMS Volume 9 to 10 Pages 11 to 20 Pages 21 to 30 Pages 31 to 40 Pages 41 to 50 Pages 51 to 60 Pages 61 to 70 Pages 71 to 77 written by Brock Randall Dubbels and published by . This book was released on 2017 with total page 77 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Transgenerational Technology and Interactions for the 21st Century written by Hannah R. Marston and published by Emerald Group Publishing. This book was released on 2022-10-25 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is rooted in co-design and co-production, taking an interdisciplinary lens and expertise from academia, industry, and stakeholder organisations to examine contemporary issues and to deliver a manifesto for technology innovation, application, and transgenerational living experiences for the 21st century.
Download or read book eSports Yearbook 2021 23 written by Julia Hiltscher and published by BoD – Books on Demand. This book was released on 2024-08-15 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: In our latest yearbook, we explore the strategic dynamics and global impact of eSports, highlighting the revolution of intelligent agents, the fusion of traditional sports, and insights into legal and economic challenges. Personal stories showcase the potential for career development within the vibrant gaming community. This edition celebrates the resilience and spirit of eSports, emphasizing its promising future in competitive gaming. Join us in examining the innovations, cultural shifts, and the passionate community driving the industry forward.
Download or read book Games for Health 2014 written by Ben Schouten and published by Springer. This book was released on 2014-10-28 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
Download or read book Ergonomics in Design written by Francisco Rebelo and published by AHFE International. This book was released on 2022-07-24 with total page 773 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ergonomics in Design Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA
Download or read book Design User Experience and Usability Design for Contemporary Technological Environments written by Marcelo M. Soares and published by Springer Nature. This book was released on 2021-07-03 with total page 588 pages. Available in PDF, EPUB and Kindle. Book excerpt: This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part III are organized in topical sections named: Mobile UX Research and Design; DUXU for Extended Reality; DUXU for the Creative Industries; Usability and UX Studies.
Download or read book 10th European Conference on Games Based Learning written by and published by Academic Conferences and publishing limited. This book was released on with total page 1041 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Sports Technology and Engineering written by Qi Luo and published by CRC Press. This book was released on 2015-05-06 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2014 Asia-Pacific Congress on Sports Technology and Engineering (STE 2014) was held in Singapore, December 8-9, 2014. STE2014 was a comprehensive conference focused on various aspects of advances in Sports Technology and Engineering. Topics covered by the contributions to this proceedings volume include but are not limited to Sports Science, Co
Download or read book Digital Culture Society DCS written by Pablo Abend and published by transcript Verlag. This book was released on 2020-09-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.
Download or read book Exploring the Cognitive Social Cultural and Psychological Aspects of Gaming and Simulations written by Dubbels, Brock R. and published by IGI Global. This book was released on 2018-10-19 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual’s life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.
Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Download or read book Mobile Learning and STEM written by Helen Crompton and published by Routledge. This book was released on 2015-12-07 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been a renewed focus on STEM education in the United States, fueled by evidence that young learners’ competencies in science, technology, engineering, and mathematics are falling behind those of their global peers. Scholars and practitioners are beginning to utilize the new pedagogical opportunities offered by mobile learning to improve the successes of teachers and K-12 students across STEM subjects. Mobile Learning and STEM: Case Studies in Practice is a comprehensive collection of case studies that explore mobile learning’s support of STEM subjects and that utilize mobile technology to facilitate unique and effective K-12 teaching and learning experiences. In addition to its focus on STEM achievement for researchers, this volume is a resource for teachers working to implement mobile learning initiatives into their classrooms. Mobile Learning and STEM also includes research that is applicable to classrooms in nations around the world, where few students from underrepresented racial and socioeconomic backgrounds are entering into STEM jobs. Concluding with a summary of its research and its implications to future scholarship and practice, this book is a springboard for practitioners, specialists, higher education instructors, and researchers who want to establish better practices in schools and raise student achievement in STEM subjects.
Download or read book Multifaceted Approach to Digital Addiction and Its Treatment written by Bozoglan, Bahadir and published by IGI Global. This book was released on 2019-06-14 with total page 419 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the internet, smartphones, and video games easily available to increasing portions of society, researchers are becoming concerned with the potential side effects and consequences of their prevalence in peoples daily lives. Many individuals are losing control of their internet use, using it and other devices excessively to the point that they negatively affect their wellbeing as these individuals withdraw from social life and use their devices to escape from the pressure of the real world. As such, it is imperative to seek new methods and strategies for identifying and treating individuals with digital addictions. Multifaceted Approach to Digital Addiction and Its Treatment is an essential research publication that explores the definition and different types of digital addiction, including internet addiction, smartphone addiction, and online gaming addition, and examines overall treatment approaches while covering sample cases by practitioners working with digital addiction. This book highlights topics such as neuroscience, pharmacology, and psychodynamics. It is ideal for psychologists, therapists, psychiatrists, counselors, health professionals, students, educators, researchers, and practitioners.
Download or read book International Journal of Gaming and Computer Mediated Simulations IJGCMS written by Brock Dubbels and published by . This book was released on 2014 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt: