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Making Sense of Virtual Risks
  • Language: en
  • Pages: 424

Making Sense of Virtual Risks

  • Type: Book
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  • Published: 2012
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  • Publisher: IOS Press

Along with the rise of digital games over the past decades came an increased interest for using games for other purposes than entertainment. Although a few successes are known, much research seems to suggest little evidence for games' advantages. Existing literature claims that more studies are needed that investigate the effective design and use of games and especially studies that are comprehensive, rigorous, and innovative. To contribute to this emerging field, the author investigated the case of Levee Patroller. The target audience of the game, levee patrollers, are considered the "eyes and ears" of the Dutch water authorities. They inspect levees and report any risks they encounter. Similarly, in the game players have to find all virtual failures in a region and report these. If they do not find the failures in time or report them incorrectly, it could result in a levee breach that floods the whole virtual region.

Building Blocks for Game Design and Learning
  • Language: en
  • Pages: 256

Building Blocks for Game Design and Learning

As scholars increasingly recognize the utility of digital games as tools for learning, there is a growing need for knowledge in two related areas: first, how do players learn from games and second, what specific design techniques ensure meaningful learning outcomes for the player? In Building Blocks for Game Design and Learning, Casper Harteveld relates existing learning theories to best practices in game design, exploring how each of the three views of knowing—behaviorist, cognitivist, and situative—illuminate the process of learning through gaming. To these established theories he adds a fourth, design-based perspective that builds upon Christopher Alexander's theory of pattern languages, wherein learning takes place through specific game mechanisms or “gamelets.“ By describing these building blocks that facilitate learning, Harteveld identifies a number of practical techniques for game designers but also elucidates implications for curriculum development more generally, making this book relevant for game designers, educators, and scholars alike.

Triadic Game Design
  • Language: en
  • Pages: 328

Triadic Game Design

Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.

Simulation and Gaming for Social Impact
  • Language: en
  • Pages: 233

Simulation and Gaming for Social Impact

This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.

Handbook of Research methods and Applications in Environmental Studies
  • Language: en
  • Pages: 544

Handbook of Research methods and Applications in Environmental Studies

This Handbook presents methods to advance the understanding of interdependencies between the well-being of human societies and the performance of their biophysical environment. It showcases applications to material and energy use; urbanization and tech

Designing Games for Ethics: Models, Techniques and Frameworks
  • Language: en
  • Pages: 406

Designing Games for Ethics: Models, Techniques and Frameworks

  • Type: Book
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  • Published: 2010-12-31
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  • Publisher: IGI Global

"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

Student Usability in Educational Software and Games: Improving Experiences
  • Language: en
  • Pages: 440

Student Usability in Educational Software and Games: Improving Experiences

  • Type: Book
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  • Published: 2012-08-31
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  • Publisher: IGI Global

"This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.

Games and Learning Alliance
  • Language: en
  • Pages: 416

Games and Learning Alliance

  • Type: Book
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  • Published: 2014-10-25
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.

Game Data Science
  • Language: en
  • Pages: 414

Game Data Science

Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games.

Technologies for E-Learning and Digital Entertainment
  • Language: en
  • Pages: 991

Technologies for E-Learning and Digital Entertainment

  • Type: Book
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  • Published: 2007-07-17
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.