Skip to main content

Sale until 1 Feb: Up to 30% off selected books.

Springer

Trends and Applications of Serious Gaming and Social Media

No reviews yet
Product Code: 9789811011948
ISBN13: 9789811011948
Condition: New
$117.02
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.


Author: Youngkyun Baek, Ryan Ko, Tim Marsh
Publisher: Springer
Publication Date: Sep 03, 2016
Number of Pages: NA pages
Language: English
Binding: Paperback
ISBN-10: 981101194X
ISBN-13: 9789811011948

Trends and Applications of Serious Gaming and Social Media

$117.02
 
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.


Author: Youngkyun Baek, Ryan Ko, Tim Marsh
Publisher: Springer
Publication Date: Sep 03, 2016
Number of Pages: NA pages
Language: English
Binding: Paperback
ISBN-10: 981101194X
ISBN-13: 9789811011948
 

Customer Reviews

This product hasn't received any reviews yet. Be the first to review this product!

Faster Shipping

Delivery in 3-8 days

Easy Returns

14 days returns

Discount upto 30%

Monthly discount on books

Outstanding Customer Service

Support 24 hours a day