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.

Bibliographic Details
Corporate Author: IGI Global.
Other Authors: Ferdig, Richard E., Freitas, Sara de.
Format: Electronic
Language:English
Published: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2012.
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.