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Discoveries in gaming and computer-mediated simulations [electronic resource] : new interdisciplinary applications / Richard E. Ferdig, editor.

Contributor(s): Publication details: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2011.Description: electronic texts (365 p.) : ill., digital filesISBN:
  • 9781609605667 (ebook)
Subject(s): Genre/Form: Additional physical formats: No title; Print version:: No titleDDC classification:
  • 794.8 22
LOC classification:
  • GV1469.15 .D57 2011e
Online resources: Available additional physical forms:
  • Also available in print.
Contents:
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.
Abstract: "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.
Item type: eBooks
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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.

Also available in print.

Mode of access: World Wide Web.

Description based on title screen (IGI Global, viewed July 18, 2011).

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