Handbook of Research on Serious Games as Educational, Business and Research Tools

Nonfiction, Computers, Advanced Computing, Virtual Reality, Reference & Language, Education & Teaching, Teaching, Computers & Technology
Cover of the book Handbook of Research on Serious Games as Educational, Business and Research Tools by , IGI Global
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781466604155
Publisher: IGI Global Publication: February 29, 2012
Imprint: Information Science Reference Language: English
Author:
ISBN: 9781466604155
Publisher: IGI Global
Publication: February 29, 2012
Imprint: Information Science Reference
Language: English

Serious games are being developed at an exponential rate and have applications in management, education, defense, scientific research, health care, and emergency planning. In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of application. Handbook of Research on Serious Games as Educational, Business and Research Tools : Development and Design collects research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior. Including research on the technological aspects of serious games, user experience and serious games, serious games for social change, and business opportunities for serious games, this two-volume reference offers key perspectives on all aspects of social game design, development and implementation for researchers, managers, and computer game developers.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Serious games are being developed at an exponential rate and have applications in management, education, defense, scientific research, health care, and emergency planning. In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of application. Handbook of Research on Serious Games as Educational, Business and Research Tools : Development and Design collects research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior. Including research on the technological aspects of serious games, user experience and serious games, serious games for social change, and business opportunities for serious games, this two-volume reference offers key perspectives on all aspects of social game design, development and implementation for researchers, managers, and computer game developers.

More books from IGI Global

Cover of the book IT Policy and Ethics by
Cover of the book Multi-Core Computer Vision and Image Processing for Intelligent Applications by
Cover of the book Workforce Education at Oil and Gas Companies in the Permian Basin by
Cover of the book Multifaceted Approach to Digital Addiction and Its Treatment by
Cover of the book Handbook of Research on Entrepreneurship in the Contemporary Knowledge-Based Global Economy by
Cover of the book Child Development and the Use of Technology by
Cover of the book Engaging Consumers through Branded Entertainment and Convergent Media by
Cover of the book Global Challenges in Public Finance and International Relations by
Cover of the book Identification, Evaluation, and Perceptions of Distance Education Experts by
Cover of the book Innovative Research in Thermal Imaging for Biology and Medicine by
Cover of the book Emerging Technologies and Work-Integrated Learning Experiences in Allied Health Education by
Cover of the book Handbook of Research on Disaster Management and Contingency Planning in Modern Libraries by
Cover of the book Assistive Technologies for Physical and Cognitive Disabilities by
Cover of the book Principles and Applications of Business Intelligence Research by
Cover of the book Handbook of Research on Social Marketing and Its Influence on Animal Origin Food Product Consumption by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy