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3 produkter
3 produkter
564 kr
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A Social History of Psychology documents the rise of psychology in the 20th century and its growing influence on Western society. The book focuses on practical, or 'applied', psychology and examines the causes and social consequences of psychology’s omnipresence in our society. Documents the rise of psychology in the 20th century and its growing influence on Western societyContains contributions that focus on psychology as a social enterprise, written by researchers with extensive experience teaching the history of psychologyFocuses on practical psychology rather than academic theory and provides a detailed account of the development of various branches of professional psychologyProvides a clear and insightful historical background for understanding contemporary developments within applied psychology
633 kr
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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
1 761 kr
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In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.