Interdisciplinary advancements in gaming, simulations and virtual environments emerging trends /
"This book investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business, exploring psychological, social, and cultural implications of games and simulations"--Provided by publisher.
Corporate Author: | |
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Other Authors: | , |
Format: | Electronic |
Language: | English |
Published: |
Hershey, Pa. :
IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),
c2012.
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Subjects: | |
Online Access: | Chapter PDFs via platform: |
Table of Contents:
- 1. Toward a theory of game-media literacy: playing and building as reading and writing / Idit Harel Caperton
- 2. Narratizing disciplines and disciplinizing narratives: games as 21st century curriculum / Sasha A. Barab, Tyler Dodge and Adam Ingram-Goble
- 3. Exploring cognitive load in immersive educational games: the SAVE Science Project / Brian C. Nelson, Diane Jass Ketelhut and Catherine Schifter
- 4. Multi-modal investigations of relationship play in virtual worlds / Yasmin B. Kafai, Deborah Fields and Kristin A. Searle
- 5. A next gen interface for embodied learning: SMALLab and the Geological Layer Cake / David Birchfield and Mina Johnson-Glenberg
- 6. Wee Wii: preschoolers and motion-based game play / J. Alison Bryant, Anna Akerman and Jordana Drell
- 7. Decoupling aspects in board game modeling / Fulvio Frapolli ... [et al.]
- 8. Effects of playing a history-simulation game: Romance of Three Kingdoms / Shiang-Kwei Wang
- 10. Effects of built-in audio versus unrelated background music on performance in an adventure role-playing game / Siu-Lan Tan, John Baxa and Matthew P. Spackman
- 11. Measuring student perceptions: designing an evidenced centered activity model for a serious educational game development software / Leonard A. Annetta, Shawn Holmes and Meng-Tzu Cheng
- 12. Computer-generated three-dimensional training environments: the simulation, user, and problem-based learning (SUPL) approach / Michael Garrett and Mark McMahon
- 13. Friendship, closeness and disclosure in Second Life / Don Heider and Adrienne L. Massanari
- 14. Computer gaming scenarios for product development teams / Andrew J. Wodehouse and William J. Ion
- 15. Adaptive interactive narrative model to teach ethics / Rania Hodhod, Daniel Kudenko and Paul Cairns
- 16. Bio-affective computer interface for game interaction / Jorge Arroyo-Palacios and Daniela M. Romano
- 17. Evaluating user experience of actual and imagined movement in BCI gaming / Bram van de Laar ... [et al.]
- 18. Towards games for knowledge acquisition and modeling / Stijn Hoppenbrouwers, Bart Schotten and Peter Lucas
- 19. Automated event recognition for football commentary generation / Maliang Zheng and Daniel Kudenko.