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EBookClubs

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Book Inclusive Games

Download or read book Inclusive Games written by Susan L. Kasser and published by Human Kinetics Publishers. This book was released on 1995 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a number of games for physical development which wheelchair-bound children and walking children of varying coordination levels can play together; arranged by skill level.

Book Gender Inclusive Game Design

Download or read book Gender Inclusive Game Design written by Sheri Graner Ray and published by Cengage Learning. This book was released on 2004 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the relationship between women and computer games, both the women in the gaming industry and the women who serve as a market for computer games.

Book Games

    Book Details:
  • Author : Sandra Danilovic
  • Publisher : Emerald Group Publishing
  • Release : 2024-08-20
  • ISBN : 1800435967
  • Pages : 129 pages

Download or read book Games written by Sandra Danilovic and published by Emerald Group Publishing. This book was released on 2024-08-20 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Book Entertainment Computing and Serious Games

Download or read book Entertainment Computing and Serious Games written by Erik van der Spek and published by Springer Nature. This book was released on 2019-11-07 with total page 491 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.

Book Game Usability

    Book Details:
  • Author : Katherine Isbister
  • Publisher : CRC Press
  • Release : 2022-03-13
  • ISBN : 1000523489
  • Pages : 453 pages

Download or read book Game Usability written by Katherine Isbister and published by CRC Press. This book was released on 2022-03-13 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

Book What Is a Game

Download or read book What Is a Game written by Gaines S. Hubbell and published by McFarland. This book was released on 2020-02-14 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Book UXD and UCD Approaches for Accessible Education

Download or read book UXD and UCD Approaches for Accessible Education written by Mendoza-González, Ricardo and published by IGI Global. This book was released on 2020-01-03 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: It is widely agreed throughout the world that education and access to education are human rights. In order to accommodate the educational needs of people globally, technology will be required that supports inclusion and promotes equity for both learning processes and governance in educational institutions. In order to achieve this, technological resources must be designed to be accessible and usable for all individuals by implementing user-centered design (UCD) and user experience design (UXD) processes. UXD and UCD Approaches for Accessible Education is an academic research publication that explores thoughts and experiences on accessible and equitable education from perspectives on human-computer interaction, user research, and design thinking. It seeks to improve the understanding on how technology should be designed to truly contribute to and support accessibility and equity in education. Featuring a wide range of topics such as online courses, inclusive education, and virtual reality, this publication is essential for academicians, curriculum designers, researchers, instructional designers, educational software developers, IT consultants, policymakers, administrators, and students.

Book Gaming Disability

Download or read book Gaming Disability written by Katie Ellis and published by Taylor & Francis. This book was released on 2022-12-30 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

Book Universal Design in Video Games

Download or read book Universal Design in Video Games written by Adam Palmquist and published by Springer Nature. This book was released on with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Teaching Games for Understanding

Download or read book Teaching Games for Understanding written by Linda L. Griffin and published by Human Kinetics. This book was released on 2005 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a comprehensive guide for teachers and coaches that details the history, theory, research, and practice of the Teaching Games for Understanding model, and how to incorporate it in both elementary and secondary curriculum.

Book Serious Games

    Book Details:
  • Author : Tim Marsh
  • Publisher : Springer
  • Release : 2016-09-02
  • ISBN : 3319458418
  • Pages : 324 pages

Download or read book Serious Games written by Tim Marsh and published by Springer. This book was released on 2016-09-02 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Book Fundamentals of Game Design

Download or read book Fundamentals of Game Design written by Ernest Adams and published by Pearson Education. This book was released on 2014 with total page 577 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Book A Playful Path

    Book Details:
  • Author : Bernard De Koven
  • Publisher : Lulu.com
  • Release : 2013-12-18
  • ISBN : 1304351823
  • Pages : 305 pages

Download or read book A Playful Path written by Bernard De Koven and published by Lulu.com. This book was released on 2013-12-18 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.

Book Design for Inclusion

Download or read book Design for Inclusion written by Giuseppe Di Bucchianico and published by AHFE Conference. This book was released on 2024-07-24 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: Proceedings of the 15th International Conference on Applied Human Factors and Ergonomics and the Affiliated Conferences, Nice, France, 24-27 July 2024.

Book Proceedings of the 17th European Conference on Game Based Learning

Download or read book Proceedings of the 17th European Conference on Game Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Book Online Gaming in India

Download or read book Online Gaming in India written by Lovely Dasgupta and published by CRC Press. This book was released on 2024-11-06 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach. It starts with the technological viewpoint on the governance and regulation of online gaming and includes the Indian experiment in governing and regulating it. The book brings a nuanced approach related to the perspectives of various stakeholders, the players, the developers, the gamers, the regulators, the law enforcement agencies, the industry and most importantly, the consumers, who are also the intended audience of the work. Present a holistic view of the online gaming industry from technical, legal and policymaking perspectives Offers critical technical highlights include Online transactions, online games ecosystem, online games varied platforms, web3, metaverse, AI and Fantasy Games Includes a comparative analysis to evaluate better the laws, rules, and regulations and the governance of online gaming in India Encapsulates the Indian experience in intervening and streamlining the online gaming industry The book is for Professionals and scholars in the fields of Online Gaming in computer science, Law, and other related discipline. It also serves as a textbook for students for Online Gaming courses.