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Transforming gaming and computer simulation technologies across industries.

Author: Brock Randall Dubbels
Publisher: HERSHEY : INFORMATION SCI REFER IGI, 2017.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:

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  Read more...

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Genre/Form: Electronic books
Additional Physical Format: Print version:
(OCoLC)961010703
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Brock Randall Dubbels
ISBN: 9781522518181 1522518185
OCLC Number: 964586742
Description: 1 online resource
Contents: PrefaceSection 1User ResearchChapter 1Quantifying "Magic": Creating Good Player Experiences on Xbox KinectChapter 2Gamification Transformed: Gamification Should Deliver the Best Parts of Game Experiences, NotJust Experiences of Game PartsChapter 3The Relationship between Avatar-Based Customization, Player Identification, and MotivationChapter 4An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity toIncrease LearningChapter 5Digital Divide: Comparing the Impact of Digital and Non-Digital Platforms on Player Behaviors and Game ImpactSection 2Learning ApplicationsChapter 6Making Lifelike Medical Games in the Age of Virtual Reality: An Update on "Playing Games with Biology" from 2013Chapter 7Using Serious Gaming to Improve the Safety of Central Venous Catheter Placement: A PostMortem AnalysisChapter 8Making Learning Fun: An Investigation of Using a Ludic Simulation for Middle School Space ScienceSection 3Health Enhancement and Clinical InterventionChapter 9Teaching Childbirth Support Techniques Using the Prepared Partner and Digital Birth: The Design and Development of Games for Dads-To-BeChapter 10Beyond Gaming: The Utility of Video Games for Sports PerformanceChapter 11Games and Other Training Interventions to Improve Cognition in Healthy Older AdultsChapter 12Computer-Presented and Physical Brain-Training Exercises for School Children: Improving Executive Functions and LearningChapter 13Promoting Physical Activity and Fitness with Exergames: Updated Systematic Review of Systematic ReviewsChapter 14Is Artificial Intelligence (AI) Friend or Foe to Patients in Healthcare? On Virtues of Dynamic Consent - How to Build a Business Case for Digital Health ApplicationsCompilation of ReferencesAbout the ContributorsIndex

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