Discoveries in gaming and computer-mediated simulations new interdisciplinary applications / [electronic resource] : Richard E. Ferdig, editor. - Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2011. - electronic texts (365 p.) : ill., digital files.

Includes bibliographical references.

1. Lessons learned about designing augmented realities / Patrick O'Shea, Rebecca Mitchell, Catherine Johnston and Chris Dede -- 2. Design factors for effective science simulations: representation of information / Jan L. Plass ... [et al.] -- 3. Beyond choices: a typology of ethical computer game designs -- 4. Game design and the challenge-avoiding, self-validator player type / Carrie Heeter, Brian Magerko, Ben Medler and Joe Fitzgerald -- 5. Using recommendation systems to adapt gameplay / Ben Medler -- 6. Leveraging open source technology in 3D game engine development / Tim Stowell ... [et al.] -- 7. Promoting civic thinking through epistemic game play / Elizabeth A. S. Bagley and David Williamson Shaffer -- 8. Learning as becoming: values, identity, and performance in the enaction of citizenship education through game play / Yam San Chee, Swee Kin Loke and Ek Ming Tan -- 9. Rule of engagement: the presence of a co-player does not hinder gamers' focus / B. J. Gajadhar, Y.A.W. deKort and W.A. IJsselsteijn -- 10. Game- based representations as cues for collaboration and learning / Matthew J. Sharritt and Daniel D. Suthers -- 11. Designing learning activities for sustained engagement: four social learning theories coded and folded into principals for instructional design through phenomenological interview and discourse analysis / Brock Dubbels -- 12. Computational literacy in online games: the social life of mods / Constance Steinkuehler and Barbara Z. Johnson -- 13. What players like about video games: prediction of video game playing through quality perceptions and player types / Ren�e Weber and Patrick Shaw -- 14. The play of persuasion why "serious" isn't the opposite of fun by Nicholas Fortugno, keynote speech delivered at Meaningful Play, East Lansing, October 2008 / Nicholas Fortugno -- 15. Researching and developing serious games as interactive learning instructions / Christian Sebastian Loh -- 16. Visual analyses of the creation of avatars / Erik W. Black ... [et al.] -- 17. A test of the law of demand in a virtual world: exploring the petri dish approach to social science / Edward Castronova ... [et al.] -- 18. Virtual worlds for teaching: a comparison of traditional methods and virtual worlds for science instruction / Catherine Norton-Barker, Margaret Corbit and Richard Bernstein -- 19. Playing myself or playing to win?: Gamers' strategies of avatar creation in terms of gender and sex / Sabine Trepte, Leonard Reinecke and Katharina-Maria Behr -- 20. Investigating perceptions of avatar creation for use in educational MUVEs / Joseph C. DiPietro.

Restricted to subscribers or individual electronic text purchasers.

"This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher.




Mode of access: World Wide Web.

9781609605667 (ebook)

10.4018/978-1-60960-565-0 doi




Computer games.
Electronic games.

Cognitive impact Social impact Emotional impact Trends Technologies Simulation development Games and simulations in government Games and simulations in business Teaching and learning Race and gender game and simulation design Research methods Psychological aspects Teaching of games and simulations


Electronic books.

GV1469.15 / .D57 2011e

794.8