Trends and Applications of Serious Gaming and Social Media
Book Details
Format
Hardback or Cased Book
Book Series
Gaming Media and Social Effects
ISBN-10
9814560251
ISBN-13
9789814560252
Publisher
Springer Verlag, Singapore
Imprint
Springer Verlag, Singapore
Country of Manufacture
SG
Country of Publication
GB
Publication Date
Mar 12th, 2014
Print length
186 Pages
Weight
436 grams
Dimensions
24.30 x 15.90 x 1.60 cms
Ksh 16,200.00
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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012).
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
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