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Transforming Gaming and Computer Simulation Technologies across Industries - Brock Dubbels

Transforming Gaming and Computer Simulation Technologies across Industries

(Autor)

Buch | Hardcover
297 Seiten
2016
IGI Global (Verlag)
978-1-5225-1817-4 (ISBN)
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Presents the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. This publication features extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments.
In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields.

Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.

Topics Covered:

Digital vs. Non-Digital Platforms
Ludic Simulations
Mathematical Simulations
Medical Gaming
Multi-User Virtual Environments
Player Experiences
Player Identification
User Research

Brock Dubbels specializes in user experience, user research, and assessment. He helped create the GScale Game Development and Testing Laboratory at McMaster University, and is currently in the Department of Psychology Neuroscience & Behaviour. He has worked as a Fulbright Scholar at the Norwegian Institute of Science and Technology; at Xerox PARC and Oracle, and as a research associate at the Center for Cognitive Science at the University of Minnesota. His specialties include user research, user experience, and software project management. He teaches course work on user experience research. games and cognition, and how learning research can improve game design for return on investment (ROI). He is the founder and principal learning architect at www.vgalt.com for design, production, usability assessment and evaluation of learning systems and games.He is also the founder of the HammerTownCoderDojo.org, an organization providing free programming instruction to children, and is the Editor in Chief of the International Journal of Games and Computer Mediated Simulations. He currently on the UXPA-MN board and facilitates the UXPA Mentorship program.

Preface
Section 1
User Research
Chapter 1
Quantifying “Magic”: Creating Good Player Experiences on Xbox Kinect
Chapter 2
Gamification Transformed: Gamification Should Deliver the Best Parts of Game Experiences, NotJust Experiences of Game Parts
Chapter 3
The Relationship between Avatar-Based Customization, Player Identification, and Motivation
Chapter 4
An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity toIncrease Learning
Chapter 5
Digital Divide: Comparing the Impact of Digital and Non-Digital Platforms on Player Behaviors and Game Impact
Section 2
Learning Applications
Chapter 6
Making Lifelike Medical Games in the Age of Virtual Reality: An Update on “Playing Games with Biology” from 2013
Chapter 7
Using Serious Gaming to Improve the Safety of Central Venous Catheter Placement: A PostMortem Analysis
Chapter 8
Making Learning Fun: An Investigation of Using a Ludic Simulation for Middle School Space Science
Section 3
Health Enhancement and Clinical Intervention
Chapter 9
Teaching Childbirth Support Techniques Using the Prepared Partner and Digital Birth: The Design and Development of Games for Dads-To-Be
Chapter 10
Beyond Gaming: The Utility of Video Games for Sports Performance
Chapter 11
Games and Other Training Interventions to Improve Cognition in Healthy Older Adults
Chapter 12
Computer-Presented and Physical Brain-Training Exercises for School Children: Improving Executive Functions and Learning
Chapter 13
Promoting Physical Activity and Fitness with Exergames: Updated Systematic Review of Systematic Reviews
Chapter 14
Is Artificial Intelligence (AI) Friend or Foe to Patients in Healthcare? On Virtues of Dynamic Consent – How to Build a Business Case for Digital Health Applications
Compilation of References
About the Contributors
Index

Erscheinungsdatum
Verlagsort Hershey
Sprache englisch
Maße 152 x 229 mm
Gewicht 1080 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Theorie / Studium
ISBN-10 1-5225-1817-7 / 1522518177
ISBN-13 978-1-5225-1817-4 / 9781522518174
Zustand Neuware
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