LEADER 04896nam 22007695 450 001 9910299722203321 005 20201107212411.0 010 $a981-4560-26-X 024 7 $a10.1007/978-981-4560-26-9 035 $a(CKB)3710000000092952 035 $a(EBL)1783826 035 $a(OCoLC)902414407 035 $a(SSID)ssj0001186959 035 $a(PQKBManifestationID)11787428 035 $a(PQKBTitleCode)TC0001186959 035 $a(PQKBWorkID)11242109 035 $a(PQKB)11173909 035 $a(MiAaPQ)EBC1783826 035 $a(DE-He213)978-981-4560-26-9 035 $a(PPN)177824085 035 $a(EXLCZ)993710000000092952 100 $a20140301d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aTrends and Applications of Serious Gaming and Social Media /$fedited by Youngkyun Baek, Ryan Ko, Tim Marsh 205 $a1st ed. 2014. 210 1$aSingapore :$cSpringer Singapore :$cImprint: Springer,$d2014. 215 $a1 online resource (189 p.) 225 1 $aGaming Media and Social Effects,$x2197-9685 300 $aDescription based upon print version of record. 311 $a981-4560-25-1 320 $aIncludes bibliographical references and index. 327 $aThe Future of Serious Games and Immersive Technologies and their Impact on Society -- The road to e-services: online and mobile games as enablers -- Achievement Systems Explained Identifying Triggers within Persuasive Technology and Games For Saving and Money Management -- Malware Analytics for Social Networking -- Serious Games and the Gamification of Mental Health Interventions -- Educational Implications Of Social Network Games -- An Analysis Of A Social Network Game In View Of Consumption Education Class -- Learning subject knowledge and acquiring 21st century skills through game development in the classroom -- Learning with World of Warcraft: A Study with MMORPG Brazilian Players -- Learning through playing in Hong Kong classrooms. 330 $aThis book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality. 410 0$aGaming Media and Social Effects,$x2197-9685 606 $aComputational intelligence 606 $aUser interfaces (Computer systems) 606 $aEducational technology 606 $aMass media 606 $aCommunication 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aEducational Technology$3https://scigraph.springernature.com/ontologies/product-market-codes/O21000 606 $aMedia Sociology$3https://scigraph.springernature.com/ontologies/product-market-codes/X22110 615 0$aComputational intelligence. 615 0$aUser interfaces (Computer systems). 615 0$aEducational technology. 615 0$aMass media. 615 0$aCommunication. 615 14$aComputational Intelligence. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aEducational Technology. 615 24$aMedia Sociology. 676 $a794.81526 702 $aBaek$b Youngkyun$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aKo$b Ryan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMarsh$b Tim$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910299722203321 996 $aTrends and Applications of Serious Gaming and Social Media$91954330 997 $aUNINA