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Beskrivning
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).
The Future of Serious Games and Immersive Technologies and their Impact on Society.- The road to e-services: online and mobile games as enablers.- Achievement Systems Explained Identifying Triggers within Persuasive Technology and Games For Saving and Money Management.- Malware Analytics for Social Networking.- Serious Games and the Gamification of Mental Health Interventions.- Educational Implications Of Social Network Games.- An Analysis Of A Social Network Game In View Of Consumption Education Class.- Learning subject knowledge and acquiring 21st century skills through game development in the classroom.- Learning with World of Warcraft: A Study with MMORPG Brazilian Players.- Learning through playing in Hong Kong classrooms