Includes bibliographical references and index Serious games are games that have been designed with a primary purpose other than just entertainment.These games have demonstrated their effectiveness in providing meaningful and engaging learning...
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Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
Signatur:
T 14 B 7983
Fernleihe:
keine Ausleihe von Bänden, nur Papierkopien werden versandt
Includes bibliographical references and index Serious games are games that have been designed with a primary purpose other than just entertainment.These games have demonstrated their effectiveness in providing meaningful and engaging learning solutions, not just for kids, but also for adults, and even the elderly. This book highlights the challenges and potential of education learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The target audience for this book includes scientists, engineeers, and practitioners involved in the field of Serious Games. The major part of this book is comprised of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed by scientific committee members with reports about quality, content, and originality. -- From back cover
viii, 186 Seiten,
Illustrationen, Diagramme,
24,2 cm
Bemerkung(en):
"The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed ..." - Rückumschlag
"The Serious Games Association's (Singapore) inaugural conference: Serious Gaming and Social Connect - Games for Good (SGSC 2012)" - Seite V