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Internet and Technology Addiction: Breakthroughs in Research and Practice

Internet and Technology Addiction: Breakthroughs in Research and Practice

Autor: Management Association, Information Resources

Número de Páginas: 801

Addiction is a powerful and destructive condition impacting large portions of the population around the world, and because of ubiquitous technology, social networking and internet addiction have become a concern in recent years. With all ages affected by the “fear of missing out,” which forces them to stay continually connected in order to stay up-to-date on what others are doing, new research is needed to prevent and treat anxieties caused by internet use. Internet and Technology Addiction: Breakthroughs in Research and Practice is an authoritative resource for the latest research on the social and psychological implications of internet and social networking addiction, in addition to ways to manage and treat this unique form of addiction. Highlighting a range of pertinent topics such as digital addiction, social isolation, and technology servitude, this publication is an ideal reference source for psychologists, cyberpsychologists, cybersociologists, counselors, therapists, public administrators, academicians, and researchers interested in psychology and technology use.

Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives

Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives

Autor: Mark J. Campbell , David Putrino , Cornelia Frank , Adam Joseph Toth

Número de Páginas: 117
The Dopamine Brain

The Dopamine Brain

Autor: Anastasia Hronis

Número de Páginas: 126

Do you want to live a life driven by intention, not impulse? Are you curious about the neuroscience behind addictive behaviours? Social media, eating and gambling are just some of the things that can trigger a release of dopamine, a neurotransmitter in our brain’s reward system that has a huge influence on our behaviours and habits. In The Dopamine Brain, addiction expert and clinical psychologist Dr Anastasia Hronis lifts the lid on dopamine – what it is, how it works inside our brain and how it drives our daily choices – so we can take back control. Packed with the latest research in neuroscience and psychology, fascinating case studies and actionable advice, you’ll find out: • The ways dopamine is influencing your life • Which psychological tools to use to break bad habits • How to feel confident in balancing pleasure with purpose. We all have the power to transform our life – this book will show you how.

Serious Games

Serious Games

Autor: Heinrich Söbke , Pia Spangenberger , Philipp Müller , Stefan Göbel

Número de Páginas: 269

This book constitutes the refereed proceedings of the 8th Joint International Conference on Serious Games, JCSG 2022, held in Weimar, Germany, in September 2022. The 14 full papers presented together with 5 short papers were carefully reviewed and selected from 31 submissions. JSCG 2022 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. This year’s proceedings are categorized into the following topical sub-headings: Learning Psychology, Design Aspects, Game Design, Health Games, Games Application, and Mixed Reality.

Well Played 2.0

Well Played 2.0

Autor: Et Al

Número de Páginas: 336

Following on Well Played 1.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium. Contributors are again looking at video games in order to provide a variety of perspectives on the value of games.

IJERPH

IJERPH

Autor: Paul B. Tchounwou

Número de Páginas: 706

Next year (2018), we will be celebrating the 15th anniversary of the International Journal of Environmental Research and Public Health—IJERPH (ISSN 1660-4601). Hence, we are currently organizing a Special Issue to commemorate this important milestone. Founded in 2004, IJERPH has experienced a tremendous growth in terms of the number and quality of scientific publications. With a 2016 impact factor of 2.101, IJERPH now ranks among the top international journals in the emerging field of environmental research and public health. As described on our website (https://www.mdpi.com/journal/ijerph), IJERPH is a peer-reviewed journal that focuses on the publication of scientific and technical information on the impacts of natural phenomena and anthropogenic factors on the quality of our environment, the interrelationships between environmental health and the quality of life, as well as the socio-cultural, political, economic, and legal considerations related to environmental stewardship and public health. Its primary areas of research interests include: Gene-environment interactions Environmental genomics and proteomics Environmental toxicology, mutagenesis and carcinogenesis...

Game-Based Learning

Game-Based Learning

Autor: Patrick Felicia

Número de Páginas: 284

This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Games and Learning Alliance

Games and Learning Alliance

Autor: Kristian Kiili , Koskinen Antti , Francesca De Rosa , Muhterem Dindar , Michael Kickmeier-rust , Francesco Bellotti

Número de Páginas: 356

This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.

Intelligent Technologies for Interactive Entertainment

Intelligent Technologies for Interactive Entertainment

Autor: Antonio Camurri , Cristina Costa

Número de Páginas: 290

This book constitutes the proceedings of the 4th International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 11). The 20 full papers, 3 posters, 10 demos and 4 workshops presented were carefully selected from numerous submissions. The conference aims enhancing the understanding of recent and anticipated advances in interactive technologies, and their applications to entertainment, education, culture, and the arts. Interaction technologies are having relevant changes in the last years, and will influence the way users consume and interact with the media and applications, both locally and over the Internet. The explosion of natural, multimodal, and touch based interfaces, and their access to the general public, has made new interaction paradigms a reality.

Digital Transformation and Global Society

Digital Transformation and Global Society

Autor: Daniel A. Alexandrov , Alexander V. Boukhanovsky , Andrei V. Chugunov , Yury Kabanov , Olessia Koltsova

Número de Páginas: 415

This two volume set (CCIS 858 and CCIS 859) constitutes the refereed proceedings of the Third International Conference on Digital Transformation and Global Society, DTGS 2018, held in St. Petersburg, Russia, in May/June 2018. The 75 revised full papers and the one short paper presented in the two volumes were carefully reviewed and selected from 222 submissions. The papers are organized in topical sections on e-polity: smart governance and e-participation, politics and activism in the cyberspace, law and regulation; e-city: smart cities and urban planning; e-economy: IT and new markets; e-society: social informatics, digital divides; e-communication: discussions and perceptions on the social media; e-humanities: arts and culture; International Workshop on Internet Psychology; International Workshop on Computational Linguistics.

Transitions through the Labor Market

Transitions through the Labor Market

Autor: Solomon W. Polachek , Konstantinos Tatsiramos

Número de Páginas: 319

This volume contains seven original and innovative articles which analyze labor market transitions, how individuals progress from school to work, choose a particular occupation, move up the job ladder, and finally withdraw from the workforce to retirement. Investigations are done by race and gender; and social implications are examined.

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

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

Autor: Cruz-cunha, Maria Manuela

Número de Páginas: 1434

"This book presents 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"--Provided by publisher.

Gaming, Simulation and Innovations: Challenges and Opportunities

Gaming, Simulation and Innovations: Challenges and Opportunities

Autor: Upinder Dhar , Jigyasu Dubey , Vinod Dumblekar , Sebastiaan Meijer , Heide Lukosch

Número de Páginas: 305

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

My ₹1 Crore Tournament Journey in PUBG Mobile

My ₹1 Crore Tournament Journey in PUBG Mobile

Autor: Owlture

Número de Páginas: 119

My ₹1 Crore Tournament Journey in PUBG Mobile is your go-to guide for mastering gameplay, improving strategy, and unlocking hidden potential. It focuses on quick decision-making, steady progression, and clear understanding of mechanics so you can win more consistently. Packed with practical tips, examples, and quick chapter recaps, it's perfect for newcomers and competitive players alike—helping you play smarter, stay motivated, and turn every session into a more rewarding experience.

Research Anthology on Fandoms, Online Social Communities, and Pop Culture

Research Anthology on Fandoms, Online Social Communities, and Pop Culture

Autor: Management Association, Information Resources

Número de Páginas: 458

The internet has grown to become one of the largest communication hubs in history. With its ability to share content and create community bonds, it has seen many fandoms and online social communities develop within the past decades. While there are some detriments to these communities, there are also many benefits and potential uses for the betterment of society. The Research Anthology on Fandoms, Online Social Communities, and Pop Culture explores the ways in which the internet has presented itself as a platform for communities to gather. This essential reference source discusses the engagement of these communities, social media use, and the uses of these communities for education. Covering topics such as digital communities, transmedia language learning, and digital humanities, this book is a vital tool for educators of K-12 and higher education, digital folklorists, sociologists, communications researchers, online administrators, community leaders, and academicians.

The Bridge Game

The Bridge Game

Autor: Nicolae Sfetcu

Número de Páginas: 262

A comprehensive guide of bridge game: online games, variants, suits, hand evaluation, bidding systems, techniques, strategy, tactics. Contract bridge, usually known simply as bridge, is a trick-taking card game of skill for four players, usually sitting around a table, who form two partnerships, or "sides". The partners on each side sit opposite one another. The game consists of two main parts – bidding (or auction) and play; the rules of play are rather simple and similar to other trick-taking games. However, the bidding and associated conventions are much more complex, and represent the true learning barrier to new players. Also, there is an immense variety of techniques in play of the hand, whose effective use requires learning and experience.

Cultural Perspectives of Video Games: From Desiger to Player

Cultural Perspectives of Video Games: From Desiger to Player

Número de Páginas: 207

Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education

Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education

Autor: Keengwe, Jared , Wachira, Patrick

Número de Páginas: 407

As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.

Engineering Education Trends in the Digital Era

Engineering Education Trends in the Digital Era

Autor: Serdarasan, Şeyda , Işıklı, Erkan

Número de Páginas: 326

As the most influential activity for social and economic development of individuals and societies, education is a powerful means of shaping the future. The emergence of physical and digital technologies requires an overhaul that would affect not only the way engineering is approached but also the way education is delivered and designed. Therefore, designing and developing curricula focusing on the competencies and abilities of new generation engineers will be a necessity for sustainable success. Engineering Education Trends in the Digital Era is a critical scholarly resource that examines more digitized ways of designing and delivering learning and teaching processes and discusses and acts upon developing innovative engineering education within global, societal, economic, and environmental contexts. Highlighting a wide range of topics such as academic integrity, gamification, and professional development, this book is essential for teachers, researchers, educational policymakers, curriculum designers, educational software developers, administrators, and academicians.

Game Preview

Game Preview

Autor: Nicolae Sfetcu

Número de Páginas: 825

A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.

FBI Law Enforcement Bulletin

FBI Law Enforcement Bulletin

Autor: United States. Federal Bureau Of Investigation

Número de Páginas: 428
Personality

Personality

Autor: Daniel Cervone , Lawrence A. Pervin

Número de Páginas: 566

A comprehensive and accessible approach to personality theory and research with a renewed focus on contemporary findings In the newly revised 15th edition of Personality: Theory and Research, Professor Daniel Cervone delivers balanced and up-to-date coverage of the major theories of personality and the latest psychological research on the subject. The book offers consistent theory-by-theory discussions of personality structures, processes, and development and provides readers with a foundation to compare and relate each theory to the others. New case simulations by Professor Tracy L. Caldwell (Dominican University) bridge the gap between theory and practice and a unique package of textbook features enables students to develop their critical thinking skills as they evaluate theories and research and consider their relevance to practical applications. The authors present thorough historical coverage of the development of personality research throughout the decades without omitting comprehensive analyses of contemporary research findings. Readers will also find: Expanded coverage of the interplay between personality and culture, in which modern research findings challenge assumptions ...

The Best of Make:

The Best of Make:

Autor: Mark Frauenfelder

Número de Páginas: 725

After two years, MAKE has become one of most celebrated new magazines to hit the newsstands, and certainly one of the hottest reads. If you're just catching on to the MAKE phenomenon and wonder what you've missed, this book contains the best DIY projects from the magazine's first ten volumes -- a surefire collection of fun and challenging activities going back to MAKE's launch in early 2005. Find out why MAKE has attracted a passionate following of tech and DIY enthusiasts worldwide with one million web site visitors and a quarter of a million magazine readers. And why our podcasts consistently rank in the top-25 for computers and technology. With the Best of MAKE, you'll share the curiosity, zeal, and energy of Makers -- the citizen scientists, circuit benders, homemakers, students, automotive enthusiasts, roboticists, software developers, musicians, hackers, hobbyists, and crafters -- through this unique and inspiring assortment of DIY projects chosen by the magazine's editors. Learn to: Hack your gadgets and toys Program micontrollers to sense and react to things Take flight with rockets, planes, and other projectiles Make music from the most surprising of things Find new ways...

Mobile Applications and Knowledge Advancements in E-Business

Mobile Applications and Knowledge Advancements in E-Business

Autor: Lee, In

Número de Páginas: 419

"This book covers emerging e-business theories, architectures, and technologies that are emphasized to stimulate and disseminate cutting-edge information into research and business communities in a timely fashion"--Provided by publisher.

Railway Simulator India Winning Tactics

Railway Simulator India Winning Tactics

Autor: Sebastian Hale

Número de Páginas: 135

Railway Simulator India Winning Tactics is your go-to guide for mastering gameplay, improving strategy, and unlocking hidden potential. Whether it’s about quick decision-making, level progression, or understanding in-game mechanics, this guide provides smart tips and clear insights. Perfect for casual players and enthusiasts alike, it helps you play smarter and enjoy more wins. No matter the genre, this book is designed to make your gaming experience smoother, more fun, and ultimately more rewarding.

The Game of Chess

The Game of Chess

Autor: Nicolae Sfetcu

Número de Páginas: 283

A comprehensive guide of chess: history, famous games and players, rules, strategy, tactics, chess and the computer, documentation and literature, variants. Chess (the "Game of Kings") is a board game for two players, which requires 32 chesspieces (or chessmen) and a board demarcated by 64 squares. Gameplay does not involve random luck; consisting solely of strategy, (see also tactics, and theory). Chess is one of humanity's more popular games; it is has been described not only as a game, but also as both art and science. Chess is sometimes seen as an abstract wargame; as a "mental martial art".

Video Games as Tools to Achieve Insight into Cognitive Processes

Video Games as Tools to Achieve Insight into Cognitive Processes

Autor: Walter R. Boot

Número de Páginas: 89

Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.

Lucid Dreaming

Lucid Dreaming

Autor: Ryan Hurd , Kelly Bulkeley Ph.d.

Número de Páginas: 707

In this fascinating new collection, an all-star team of researchers explores lucid dreaming not only as consciousness during sleep but also as a powerful ability cultivated by artists, scientists, and shamans alike to achieve a variety of purposes and outcomes in the dream. The first set of its kind, Lucid Dreaming: New Perspectives on Consciousness in Sleep provides a comprehensive showcase of the theories, research, and direct experience that serve to illuminate how certain people can maintain conscious awareness while dreaming. The text is organized into two sections, covering science, psychology, and education; and religious traditions, creativity, and culture. Contributors to this two-volume work include top dream experts across the globe—scholars sharing knowledge gained from deep personal explorations and cutting-edge scientific investigations. Topics covered include the neuroscience of lucid dreaming, clinical uses of lucid dreaming in treating trauma, the secret history of lucid dreaming in English philosophy, and spiritual practices of lucid dreaming in Islam, Buddhism, and shamanic traditions. The work also addresses lucid dreaming in movies including The Matrix and...

Problematic Internet Technology Use: Assessment, Risk Factors, Comorbidity, Adverse Consequences and Intervention

Problematic Internet Technology Use: Assessment, Risk Factors, Comorbidity, Adverse Consequences and Intervention

Autor: Jon Elhai , Dmitri Rozgonjuk , Julia Brailovskaia

Número de Páginas: 138
Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Autor: Felicia, Patrick

Número de Páginas: 1374

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

ECGBL 2019 13th European Conference on Game-Based Learning

ECGBL 2019 13th European Conference on Game-Based Learning

Autor: Lars Elbæk , Gunver Majgaard , Andrea Valente , Saifuddin Khalid

Número de Páginas: 1077
ECGBL 2020 14th European Conference on Game-Based Learning

ECGBL 2020 14th European Conference on Game-Based Learning

Autor: Panagiotis Fotaris

Número de Páginas: 862

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

General Video Game Artificial Intelligence

General Video Game Artificial Intelligence

Autor: Diego Pérez Liébana , Simon M. Lucas , Raluca D. Gaina , Julian Togelius , Ahmed Khalifa , Jialin Liu

Número de Páginas: 186

Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors duringthese years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple ...

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning

Autor: Management Association, Information Resources

Número de Páginas: 2010

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers,...

Game User Experience Evaluation

Game User Experience Evaluation

Autor: Regina Bernhaupt

Número de Páginas: 286

Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.

ONLINE GAMING & ITS IMPACT ON SOCIETY

ONLINE GAMING & ITS IMPACT ON SOCIETY

Autor: Hitesh Keserwani & Kapil Arora

Número de Páginas: 214

The history of internet in India The history of internet in India started with launch of internet services by VSNL on 15 August 1995, the 48th anniversary of Indian independence. They were able to add about 10,000 internet users within 6 months. However for the next 10 years internet experience in the country remained less attractive with narrow-band connections having speed less than 56 kbit/s (Dial-Up). In 2004, Government formulated its Broadband policy which defined the broadband as an always-on internet connection with download speed of 256 kbit/s or above. From 2005 onward the growth of broadband sector in the country attained acceleration, but remained below the growth estimates of government and related agencies due to the resource issues in last-mile access which depended on wired-line technologies predominantly. This bottleneck was removed in 2010 when government auctioned the 3G spectrum followed by an equally high profile auction of 4G spectrum that set the scene for a competitive and invigorated wireless broadband market. Now internet access in India is provided by both public and private companies using a variety of technologies and media including Dial-Up (PSTN),...

Advances in Artificial Intelligence

Advances in Artificial Intelligence

Autor: Howard J. Hamilton

Número de Páginas: 462

This book constitutes the refereed proceedings of the 13th Biennial Conference of the Canadian Society for Computational Studies of Intelligence, AI 2000, held in Montreal, Quebec, Canada, in May 2000. The 25 revised full papers presented together with 12 10-page posters were carefully reviewed and selected from more than 70 submissions. The papers are organized in topical sections on games and constraint satisfaction; natural language processing; knowledge representation; AI applications; machine learning and data mining; planning, theorem proving, and artificial life; and neural networks.

Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact

Autor: Management Association, Information Resources

Número de Páginas: 2034

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators ...

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