Cases on the Societal Effects of Persuasive Games
Seiten
2014
Idea Group,U.S. (Verlag)
978-1-4666-6206-3 (ISBN)
Idea Group,U.S. (Verlag)
978-1-4666-6206-3 (ISBN)
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. The book provides examples from a range of fields, including education, business, healthcare.
Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions. Cases on the Societal Effects of Persuasive Games 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. With examples from the fields of education, business, healthcare, and more, this book serves as a crucial reference source for researchers, educators, developers, and students in higher and continuing education.
Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions. Cases on the Societal Effects of Persuasive Games 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. With examples from the fields of education, business, healthcare, and more, this book serves as a crucial reference source for researchers, educators, developers, and students in higher and continuing education.
Dana Ruggiero is a senior lecturer in Learning Technology and award leader for the MA in Learning Technology at Bath Spa University, UK. She received her PhD in Learning Design and Technology at Purdue University and her MA in Education at Augsburg College. Her research focuses on persuasive game design, social action games, and learning design. She is currently developing two games using Bayesian models and open data from UNESCO, WHO, and UNICEF. Dr. Ruggiero is currently collaborating on several EU projects involving the creation of games based learning in higher education.
Verlagsort | Harrisburg, PA |
---|---|
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Informatik ► Software Entwicklung ► User Interfaces (HCI) |
Informatik ► Weitere Themen ► Computerspiele | |
Naturwissenschaften | |
Sozialwissenschaften ► Soziologie | |
ISBN-10 | 1-4666-6206-9 / 1466662069 |
ISBN-13 | 978-1-4666-6206-3 / 9781466662063 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
Mehr entdecken
aus dem Bereich
aus dem Bereich
Aus- und Weiterbildung nach iSAQB-Standard zum Certified Professional …
Buch | Hardcover (2023)
dpunkt Verlag
34,90 €
Lean UX und Design Thinking: Teambasierte Entwicklung …
Buch | Hardcover (2022)
dpunkt (Verlag)
34,90 €
Wissensverarbeitung - Neuronale Netze
Buch | Hardcover (2023)
Carl Hanser (Verlag)
34,99 €