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Games for Health 2014
  • Language: en
  • Pages: 161

Games for Health 2014

  • Type: Book
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  • Published: 2014-10-28
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  • Publisher: Springer

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Interactive Storytelling
  • Language: en
  • Pages: 545

Interactive Storytelling

This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021. The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.

Interactive Storytelling
  • Language: en
  • Pages: 714

Interactive Storytelling

This book constitutes the refereed proceedings of the 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, held in Santa Cruz, CA, USA, in December 2022. The 30 full papers and 10 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 79 submissions.

Serious Games
  • Language: en
  • Pages: 643

Serious Games

  • Type: Book
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  • Published: 2009-09-10
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  • Publisher: Routledge

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. Th...

Beyond Boundaries
  • Language: en
  • Pages: 199

Beyond Boundaries

  • Type: Book
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  • Published: 2016-08-29
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  • Publisher: BRILL

Despite the recent growth in university courses on European Studies and Cultural Studies, and notwithstanding increasing public concern about questions of national identity within Europe, there is currently little material available which explores the diversity of European identities specifically within the context of European literary and filmic culture. In tackling ten novels, six plays, four films, three short stories, three books of travel writing and one diary, covering fifteen nationalities in all, the authors of this volume are seeking to fill this gap. The twelve essays contain detailed textual analysis embedded within a framework of cultural theory whose most celebrated reference points include Freud, Edward Said, Benedict Anderson and Homi Bhabha. This volume is aimed not only at specialists in identity studies and those concerned with the artistic landscape of a wider Europe - including Russia, the Balkans, Finland and Turkey. It will also interest those preoccupied with building an imaginative and imagined identity for Europe, an identity which might help to sustain it as a political entity and lend it greater popular legitimacy than it enjoys at present.

Temporalities in/of Crises in Anglophone Literatures
  • Language: en
  • Pages: 234

Temporalities in/of Crises in Anglophone Literatures

Literary works play a crucial role in modelling and conceptualising temporalities. This becomes particularly apparent in times of crises, which put conventionalised temporal patterns and routines under pressure. During crises, past, present, and future appear to collapse into each other and give way to temporal disjunction and rupture. Offering pluralised and context-sensitive approaches to temporalities in and of crises, this volume explores how literature’s engagement with crises suggests both the need for and possibility of rethinking ‘time’. The volume is committed to examining the affordances of specific genres and their potential in pointing beyond temporalities of crises to facilitate a sense of futurity. Individual essays are grounded in recent theories of temporality and literary form, which are related to novel advancements in ecocriticism, queer studies, affect theory, and postcolonial studies. The chapters cover a broad range of examples from different literary genres to reveal the knowledge of literature about temporalities in and of crises.

Entertainment Computing – ICEC 2018
  • Language: en
  • Pages: 417

Entertainment Computing – ICEC 2018

  • Type: Book
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  • Published: 2018-09-05
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.

G.A.M.E. Games Autonomy Motivation & Education
  • Language: en
  • Pages: 268

G.A.M.E. Games Autonomy Motivation & Education

  • Type: Book
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  • Published: 2015-05-21
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  • Publisher: Lulu.com

This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. Its main contribution is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity-centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students.

Ambient Intelligence
  • Language: en
  • Pages: 359

Ambient Intelligence

  • Type: Book
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  • Published: 2015-02-16
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 5th International Joint Conference of Ambient Intelligence, AmI 2014, held in Eindhoven, The Netherlands, in November 2014. The 21 revised full papers presented together with 5 short papers and 4 workshop papers were carefully reviewed and selected from 59 submissions. The papers are organized along a set of thematic tracks: ambient assisted living; internet of things; ambient play and learning; smart buildings and cities; intelligent driving; data science; smart healthcare and healing environments; ambient persuasion; and new and emerging themes.

Interactive Storytelling
  • Language: en
  • Pages: 331

Interactive Storytelling

This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.