Buch, Englisch, 186 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 3051 g
Buch, Englisch, 186 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 3051 g
Reihe: Gaming Media and Social Effects
ISBN: 978-981-10-1194-8
Verlag: Springer Nature Singapore
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Interaktionsdesign für Computerspiele
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
- Mathematik | Informatik EDV | Informatik Computerkommunikation & -vernetzung Social Media, Semantic Web, Web 2.0
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein E-Learning
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
Weitere Infos & Material
The Future of Serious Games and Immersive Technologies and their Impact on Society.- The road to e-services: online and mobile games as enablers.- Achievement Systems Explained Identifying Triggers within Persuasive Technology and Games For Saving and Money Management.- Malware Analytics for Social Networking.- Serious Games and the Gamification of Mental Health Interventions.- Educational Implications Of Social Network Games.- An Analysis Of A Social Network Game In View Of Consumption Education Class.- Learning subject knowledge and acquiring 21st century skills through game development in the classroom.- Learning with World of Warcraft: A Study with MMORPG Brazilian Players.- Learning through playing in Hong Kong classrooms