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Displaying results 1 to 14 of 14.

  1. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Published: c 2011
    Publisher:  Information Science Reference, Hershey, PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 B 143841
    Unlimited inter-library loan, copies and loan

     

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1609605659; 1609605667; 9781609605650; 9781609605667
    Series: Premier reference source
    Subjects: Computer games; Electronic games
    Scope: xxvii, 408 p, ill., graph. Darst, 29 cm
    Notes:

    Includes bibliographical references and index

  2. The golden age of video games
    the birth of a multi-billion dollar industry
    Published: 2011
    Publisher:  CRC Press, Boca Raton; Fla. [u.a.]

    "This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers... more

    Staats- und Universitätsbibliothek Bremen
    02.m.1172
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Ilmenau
    INF SU 500 D579
    Unlimited inter-library loan, copies and loan

     

    "This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--Provided by publisher

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781439873236
    RVK Categories: SU 500
    Series: An A K Peters book
    Subjects: Video games; Electronic games; Computer games; Video games industry
    Scope: XXVI, 183 S., [4] Bl., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. 171 - 172

    Machine generated contents note: Part I -- The Beginning -- The Firs: Commercial Game and the First Home Console -- Atari, Pong, and the Jackals -- Pong Goes Home -- Home Consoles -- Meanwhile, in Japan... -- Computers Go Home Too! -- Games That Pushed Boundaries I -- Part II -- 1983: The Crash -- Computers, Computers, Computers -- Atari and Commodore: from Here, Where? -- Nintendo Gives Consoles an Extra Life: the NES, ROB, and Super Mario -- New Competition: the Sega Master System -- Games That Pushed Boundaries II -- Part III -- The Beginning of a New Era -- New Generations with Some of the Same Old Problems -- 1991: Sony and Nintendo? -- The PC Becomes Gaming Mature -- Games That Pushed Boundaries III -- Epilogue -- Game Over -- Press Start to Continue.

  3. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Published: c 2011
    Publisher:  Information Science Reference, Hershey, PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1609605659; 1609605667; 9781609605650; 9781609605667
    Parent title:
    Series: Premier reference source
    Subjects: Computer games; Electronic games
    Scope: xxvii, 408 p, ill., graph. Darst, 29 cm
    Notes:

    Includes bibliographical references and index

  4. CryENGINE 3 cookbook
    over 90 recipes written by Crytek developers for creating third-generation real-time games
    Author: Tracy, Dan
    Published: 2011
    Publisher:  Packt Pub., Birmingham, U.K.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849691079; 184969107X; 1283349671; 9781283349673; 1849691061; 9781849691062
    Subjects: BUSINESS & ECONOMICS / Industries / Park & Recreation Management; Electronic games; Softwareentwicklung; Computerspiel
    Scope: 1 online resource (iv, 311 pages), illustrations (some color)
    Notes:

    Print version record

    Written in a cookbook style, this book offers solutions using a recipe based approach. Each recipe contains step-by-step instructions followed by an analysis of what was done in each task and other useful information. The cookbook approach means you can dive into whatever recipes you want in no particular order. The CryENGINE3 Cookbook is written to be accessible to all developers currently using the CryENGINE3. It also explores the depth and power of the CryENGINE3 and is a useful guide to follow when becoming familiar with this award winning middle-ware game engine. This book is written with the casual and professional developer in mind. Fundamental knowledge of some Digital Content Creation Tools, like Photoshop and 3d Studio Max is required. The Software Development Kit version of the CryENGINE is used for all examples, so the reader should have a version of the development kit to follow the recipes contained in this book

  5. CryENGINE 3 cookbook
    over 90 recipes written by Crytek developers for creating third-generation real-time games
    Author: Tracy, Dan
    Published: 2011
    Publisher:  Packt Pub., Birmingham, U.K.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849691062; 9781849691079
    Subjects: Electronic games; Softwareentwicklung; Computerspiel
    Scope: iv, 311 p.
    Notes:

    Includes index

  6. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Contributor: Ferdig, Richard E. (Publisher)
    Published: [2011]; © 2011
    Publisher:  Information Science Reference, Hershey PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    Hochschulbibliothek Ansbach
    Unlimited inter-library loan, copies and loan
    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek Ingolstadt
    Unlimited inter-library loan, copies and loan
    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Universität der Bundeswehr München, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan

     

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations" - Provided by publisher

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Ferdig, Richard E. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781609605667
    Other identifier:
    Series: Premier reference source
    Subjects: Computer games; Electronic games; Simulation; Computerspiel
    Scope: 1 Online-Ressource (xxvii, 408 Seiten)
    Notes:

    Includes bibliographical references

    1. Lessons learned about designing augmented realities / Patrick O'Shea, Rebecca Mitchell, Catherine Johnston and Chris Dede -- 2. Design factors for effective science simulations: representation of information / Jan L. Plass ... [et al.] -- 3. Beyond choices: a typology of ethical computer game designs -- 4. Game design and the challenge-avoiding, self-validator player type / Carrie Heeter, Brian Magerko, Ben Medler and Joe Fitzgerald -- 5. Using recommendation systems to adapt gameplay / Ben Medler -- 6. Leveraging open source technology in 3D game engine development / Tim Stowell ... [et al.] -- 7. Promoting civic thinking through epistemic game play / Elizabeth A. S. Bagley and David Williamson Shaffer -- 8. Learning as becoming: values, identity, and performance in the enaction of citizenship education through game play / Yam San Chee, Swee Kin Loke and Ek Ming Tan -- 9. Rule of engagement: the presence of a co-player does not hinder gamers' focus / B. J. Gajadhar, Y.A.W. deKort and W.A. IJsselsteijn -- 10. Game- based representations as cues for collaboration and learning / Matthew J. Sharritt and Daniel D. Suthers -- 11. Designing learning activities for sustained engagement: four social learning theories coded and folded into principals for instructional design through phenomenological interview and discourse analysis / Brock Dubbels -- 12. Computational literacy in online games: the social life of mods / Constance Steinkuehler and Barbara Z. Johnson --

    13. What players like about video games: prediction of video game playing through quality perceptions and player types / Ren e Weber and Patrick Shaw -- 14. The play of persuasion why "serious" isn't the opposite of fun by Nicholas Fortugno, keynote speech delivered at Meaningful Play, East Lansing, October 2008 / Nicholas Fortugno -- 15. Researching and developing serious games as interactive learning instructions / Christian Sebastian Loh -- 16. Visual analyses of the creation of avatars / Erik W. Black ... [et al.] -- 17. A test of the law of demand in a virtual world: exploring the petri dish approach to social science / Edward Castronova ... [et al.] -- 18. Virtual worlds for teaching: a comparison of traditional methods and virtual worlds for science instruction / Catherine Norton-Barker, Margaret Corbit and Richard Bernstein -- 19. Playing myself or playing to win?: Gamers' strategies of avatar creation in terms of gender and sex / Sabine Trepte, Leonard Reinecke and Katharina-Maria Behr -- 20. Investigating perceptions of avatar creation for use in educational MUVEs / Joseph C. DiPietro

  7. CryENGINE 3 cookbook
    over 90 recipes written by Crytek developers for creating third-generation real-time games
    Author: Tracy, Dan
    Published: 2011
    Publisher:  Packt Pub., Birmingham, U.K.

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849691062; 9781849691079
    Subjects: Electronic games; Computerspiel; Softwareentwicklung
    Scope: iv, 311 p.
    Notes:

    Includes index

  8. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Contributor: Ferdig, Richard E. (Hrsg.)
    Published: c2011
    Publisher:  Information Science Reference, Hershey, PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 B 143841
    Unlimited inter-library loan, copies and loan
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    1422/481
    Unlimited inter-library loan, copies and loan

     

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher

     

    Export to reference management software   RIS file
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    Source: Staatsbibliothek zu Berlin
    Contributor: Ferdig, Richard E. (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781609605650; 1609605659; 9781609605667; 1609605667
    Series: Premier reference source
    Subjects: Computer games; Electronic games; Computer games; Electronic games
    Scope: XXVII, 408 S., graph. Darst., 29 cm
    Notes:

    Includes bibliographical references and index

  9. The golden age of video games
    the birth of a multi-billion dollar industry
    Published: 2011
    Publisher:  CRC Press, Boca Raton, Fla. [u.a.]

    "This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers... more

    Staats- und Universitätsbibliothek Bremen
    02.m.1172
    Unlimited inter-library loan, copies and loan
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Ilmenau
    INF SU 500 D579
    Unlimited inter-library loan, copies and loan

     

    "This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--Provided by publisher

     

    Export to reference management software   RIS file
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1439873232; 9781439873236
    RVK Categories: SU 500
    Series: An A K Peters book
    Subjects: Video games; Electronic games; Computer games; Video games industry
    Other subjects: Array; Array; Array; Video games industry
    Scope: XXVI, 183 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references and index

    Machine generated contents note: Part I -- The Beginning -- The Firs: Commercial Game and the First Home Console -- Atari, Pong, and the Jackals -- Pong Goes Home -- Home Consoles -- Meanwhile, in Japan... -- Computers Go Home Too! -- Games That Pushed Boundaries I -- Part II -- 1983: The Crash -- Computers, Computers, Computers -- Atari and Commodore: from Here, Where? -- Nintendo Gives Consoles an Extra Life: the NES, ROB, and Super Mario -- New Competition: the Sega Master System -- Games That Pushed Boundaries II -- Part III -- The Beginning of a New Era -- New Generations with Some of the Same Old Problems -- 1991: Sony and Nintendo? -- The PC Becomes Gaming Mature -- Games That Pushed Boundaries III -- Epilogue -- Game Over -- Press Start to Continue.

  10. CryENGINE 3 cookbook
    over 90 recipes written by Crytek developers for creating third-generation real-time games
    Author: Tracy, Dan
    Published: 2011
    Publisher:  Packt Pub., Birmingham, U.K.

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849691079; 184969107X; 9781849691062
    Subjects: BUSINESS & ECONOMICS / Industries / Park & Recreation Management; Industrie; Wirtschaft; Electronic games; Softwareentwicklung; Computerspiel
    Scope: 1 Online-Ressource (iv, 311 p.)
    Notes:

    Includes index

  11. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Contributor: Ferdig, Richard E. (Publisher)
    Published: [2011]; © 2011
    Publisher:  Information Science Reference, Hershey PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations" - Provided by publisher

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Ferdig, Richard E. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781609605667
    Other identifier:
    Series: Premier reference source
    Subjects: Computer games; Electronic games; Simulation; Computerspiel
    Scope: 1 Online-Ressource (xxvii, 408 Seiten)
    Notes:

    Includes bibliographical references

    1. Lessons learned about designing augmented realities / Patrick O'Shea, Rebecca Mitchell, Catherine Johnston and Chris Dede -- 2. Design factors for effective science simulations: representation of information / Jan L. Plass ... [et al.] -- 3. Beyond choices: a typology of ethical computer game designs -- 4. Game design and the challenge-avoiding, self-validator player type / Carrie Heeter, Brian Magerko, Ben Medler and Joe Fitzgerald -- 5. Using recommendation systems to adapt gameplay / Ben Medler -- 6. Leveraging open source technology in 3D game engine development / Tim Stowell ... [et al.] -- 7. Promoting civic thinking through epistemic game play / Elizabeth A. S. Bagley and David Williamson Shaffer -- 8. Learning as becoming: values, identity, and performance in the enaction of citizenship education through game play / Yam San Chee, Swee Kin Loke and Ek Ming Tan -- 9. Rule of engagement: the presence of a co-player does not hinder gamers' focus / B. J. Gajadhar, Y.A.W. deKort and W.A. IJsselsteijn -- 10. Game- based representations as cues for collaboration and learning / Matthew J. Sharritt and Daniel D. Suthers -- 11. Designing learning activities for sustained engagement: four social learning theories coded and folded into principals for instructional design through phenomenological interview and discourse analysis / Brock Dubbels -- 12. Computational literacy in online games: the social life of mods / Constance Steinkuehler and Barbara Z. Johnson --

    13. What players like about video games: prediction of video game playing through quality perceptions and player types / Ren e Weber and Patrick Shaw -- 14. The play of persuasion why "serious" isn't the opposite of fun by Nicholas Fortugno, keynote speech delivered at Meaningful Play, East Lansing, October 2008 / Nicholas Fortugno -- 15. Researching and developing serious games as interactive learning instructions / Christian Sebastian Loh -- 16. Visual analyses of the creation of avatars / Erik W. Black ... [et al.] -- 17. A test of the law of demand in a virtual world: exploring the petri dish approach to social science / Edward Castronova ... [et al.] -- 18. Virtual worlds for teaching: a comparison of traditional methods and virtual worlds for science instruction / Catherine Norton-Barker, Margaret Corbit and Richard Bernstein -- 19. Playing myself or playing to win?: Gamers' strategies of avatar creation in terms of gender and sex / Sabine Trepte, Leonard Reinecke and Katharina-Maria Behr -- 20. Investigating perceptions of avatar creation for use in educational MUVEs / Joseph C. DiPietro

  12. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Contributor: Ferdig, Richard E. (Hrsg.)
    Published: c2011
    Publisher:  Information Science Reference, Hershey, PA

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher

     

    Export to reference management software   RIS file
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    Source: Staatsbibliothek zu Berlin
    Contributor: Ferdig, Richard E. (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781609605650; 1609605659; 9781609605667; 1609605667
    Parent title:
    Series: Premier reference source
    Subjects: Computer games; Electronic games; Computer games; Electronic games
    Scope: XXVII, 408 S., graph. Darst., 29 cm
    Notes:

    Includes bibliographical references and index

  13. Panda3D 1.7 game developer's cookbook
    over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine
    Published: 2011
    Publisher:  Packt Publ., Birmingham [u.a.]

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 12 B 4737
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781849512923
    Series: Quick answers to common problems
    Packt open source
    Subjects: Three-dimensional display systems; Electronic games; Electronic games
    Scope: IV, 322 S., Ill
    Notes:

    Includes index

  14. Discoveries in gaming and computer-mediated simulations
    new interdisciplinary applications
    Published: 2011
    Publisher:  IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), Hershey, Pa

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic... more

    Staats- und Universitätsbibliothek Bremen
    No inter-library loan
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook IGI Global Paket 2000-2018
    No inter-library loan
    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book IGI
    No loan of volumes, only paper copies will be sent

     

    "This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher. 1. Lessons learned about designing augmented realities / Patrick O'Shea, Rebecca Mitchell, Catherine Johnston and Chris Dede -- 2. Design factors for effective science simulations: representation of information / Jan L. Plass ... [et al.] -- 3. Beyond choices: a typology of ethical computer game designs -- 4. Game design and the challenge-avoiding, self-validator player type / Carrie Heeter, Brian Magerko, Ben Medler and Joe Fitzgerald -- 5. Using recommendation systems to adapt gameplay / Ben Medler -- 6. Leveraging open source technology in 3D game engine development / Tim Stowell ... [et al.] -- 7. Promoting civic thinking through epistemic game play / Elizabeth A. S. Bagley and David Williamson Shaffer -- 8. Learning as becoming: values, identity, and performance in the enaction of citizenship education through game play / Yam San Chee, Swee Kin Loke and Ek Ming Tan -- 9. Rule of engagement: the presence of a co-player does not hinder gamers' focus / B. J. Gajadhar, Y.A.W. deKort and W.A. IJsselsteijn -- 10. Game- based representations as cues for collaboration and learning / Matthew J. Sharritt and Daniel D. Suthers -- 11. Designing learning activities for sustained engagement: four social learning theories coded and folded into principals for instructional design through phenomenological interview and discourse analysis / Brock Dubbels -- 12. Computational literacy in online games: the social life of mods / Constance Steinkuehler and Barbara Z. Johnson -- 13. What players like about video games: prediction of video game playing through quality perceptions and player types / René Weber and Patrick Shaw -- 14. The play of persuasion why "serious" isn't the opposite of fun by Nicholas Fortugno, keynote speech delivered at Meaningful Play, East Lansing, October 2008 / Nicholas Fortugno -- 15. Researching and developing serious games as interactive learning instructions / Christian Sebastian Loh -- 16. Visual analyses of the creation of avatars / Erik W. Black ... [et al.] -- 17. A test of the law of demand in a virtual world: exploring the petri dish approach to social science / Edward Castronova ... [et al.] -- 18. Virtual worlds for teaching: a comparison of traditional methods and virtual worlds for science instruction / Catherine Norton-Barker, Margaret Corbit and Richard Bernstein -- 19. Playing myself or playing to win?: Gamers' strategies of avatar creation in terms of gender and sex / Sabine Trepte, Leonard Reinecke and Katharina-Maria Behr -- 20. Investigating perceptions of avatar creation for use in educational MUVEs / Joseph C. DiPietro

     

    Export to reference management software   RIS file
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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781609605667
    Other identifier:
    Subjects: Computer games; Electronic games; Computer games; Electronic games; Cognitive impact; Social impact; Emotional impact; Trends; Technologies; Simulation development; Games and simulations in government; Games and simulations in business; Teaching and learning; Race and gender game and simulation design; Research methods; Psychological aspects; Teaching of games and simulations
    Scope: Online-Ressource(electronic texts (365 p.))
    Notes:

    Includes bibliographical references

    Restricted to subscribers or individual electronic text purchasers

    Also available in print.