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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: * 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

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