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Persuasive Technology
  • Language: en
  • Pages: 229

Persuasive Technology

  • Type: Book
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  • Published: 2006-05-05
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  • Publisher: Springer

This book constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006. The 31 revised full papers presented together with 1 introductory paper are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design, applications and evaluations, ethics of persuasive technology persuasive gerontechnology, and ambient intelligence and persuasive technology.

Conflict and Multimodal Communication
  • Language: en
  • Pages: 485

Conflict and Multimodal Communication

  • Type: Book
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  • Published: 2015-03-17
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  • Publisher: Springer

This book explores the use of technology to detect, predict and understand social cues, in order to analyze and prevent conflict. Traditional human sciences approaches are enriched with the latest developments in Social Signal Processing aimed at an automatic understanding of conflict and negotiation. Communication—both verbal and non-verbal, within the context of a conflict—is studied with the aim of promoting the use of intelligent machines that automatically measure and understand the escalation of conflict, and are able to manage it, in order to support the negotiation process. Particular attention is paid to the integration of human sciences findings with computational approaches, f...

Playful Disruption of Digital Media
  • Language: en
  • Pages: 318

Playful Disruption of Digital Media

  • Type: Book
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  • Published: 2018-04-07
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  • Publisher: Springer

This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endea...

Cases on the Societal Effects of Persuasive Games
  • Language: en
  • Pages: 387

Cases on the Societal Effects of Persuasive Games

  • Type: Book
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  • Published: 2014-06-30
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  • Publisher: IGI Global

"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.

The Business of Gamification
  • Language: en
  • Pages: 252

The Business of Gamification

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamific...

The Gameful World
  • Language: en
  • Pages: 687

The Gameful World

  • Type: Book
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  • Published: 2015-01-16
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  • Publisher: MIT Press

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society an...

The Race Card
  • Language: en
  • Pages: 266

The Race Card

  • Type: Book
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  • Published: 2019-11-19
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  • Publisher: NYU Press

Winner, 2020 American Book Award, given by the Before Columbus Foundation How games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act and Japanese American internment to the model minority myth and the globalization of Asian labor, Tara Fickle shows how games and game theory shaped fictions of race upon which the nation relies. Drawing from a wide range of literary and critical te...

Values at Play in Digital Games
  • Language: en
  • Pages: 222

Values at Play in Digital Games

  • Type: Book
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  • Published: 2016-09-02
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  • Publisher: MIT Press

A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at...

Eastern European Mathematics Education in the Decades of Change
  • Language: en
  • Pages: 317

Eastern European Mathematics Education in the Decades of Change

This contributed volume is devoted to the recent history and evolution of mathematics education in Eastern Europe, exploring how it was influenced by social and political changes in this part of the world. Despite the broad recognition of the importance of these changes, little scholarship exists that examines the ways in which they were followed by changes in the teaching of mathematics in the post-socialist countries. Indeed, the analyzed processes are complex and vary across the states. Accordingly, this book touches on many factors--including differences in cultures and traditions – that find expression in the teaching of mathematics. Specifically, this volume seeks to explore what cha...

The Stuff Games Are Made Of
  • Language: en
  • Pages: 181

The Stuff Games Are Made Of

  • Type: Book
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  • Published: 2023-08-01
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  • Publisher: MIT Press

A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.