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Psychology of gaming [[electronic resource] /] / Youngkyun Baek, editor
Psychology of gaming [[electronic resource] /] / Youngkyun Baek, editor
Pubbl/distr/stampa Hauppauge, NY, : Nova Science Publisher's, Inc., 2013
Descrizione fisica 1 online resource (176 p.)
Disciplina 519.3/2
Altri autori (Persone) BaekYoungkyun
Collana Psychology of emotions, motivations and actions
Soggetto topico Game theory - Psychological aspects
Games - Psychological aspects
Soggetto genere / forma Electronic books.
ISBN 1-62417-584-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910465847203321
Hauppauge, NY, : Nova Science Publisher's, Inc., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Psychology of gaming [[electronic resource] /] / Youngkyun Baek, editor
Psychology of gaming [[electronic resource] /] / Youngkyun Baek, editor
Pubbl/distr/stampa Hauppauge, NY, : Nova Science Publisher's, Inc., 2013
Descrizione fisica 1 online resource (176 p.)
Disciplina 519.3/2
Altri autori (Persone) BaekYoungkyun
Collana Psychology of emotions, motivations and actions
Soggetto topico Game theory - Psychological aspects
Games - Psychological aspects
ISBN 1-62417-584-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910792009103321
Hauppauge, NY, : Nova Science Publisher's, Inc., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Psychology of gaming [[electronic resource] /] / Youngkyun Baek, editor
Psychology of gaming [[electronic resource] /] / Youngkyun Baek, editor
Edizione [1st ed.]
Pubbl/distr/stampa Hauppauge, NY, : Nova Science Publisher's, Inc., 2013
Descrizione fisica 1 online resource (176 p.)
Disciplina 519.3/2
Altri autori (Persone) BaekYoungkyun
Collana Psychology of emotions, motivations and actions
Soggetto topico Game theory - Psychological aspects
Games - Psychological aspects
ISBN 1-62417-584-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- PSYCHOLOGY OF GAMING -- PSYCHOLOGY OF GAMING -- CONTENTS -- PREFACE -- 1. PSYCHOLOGY OF GAMING -- 2. RESEARCH IN THIS FIELD -- 4. CHAPTERS IN THIS BOOK -- 5. FUTURE RESEARCH IN PSYCHOLOGY OF GAMING -- REFERENCES -- PSYCHOLOGICAL GAME THEORY AND THE ROLE OF BELIEFS -- ABSTRACT -- 1. INTRODUCTION: WHAT PSYCHOLOGICAL GAME THEORY IS NOT -- 2. PSYCHOLOGICAL GAME THEORY AND THE "BRAVERY GAME" -- 3. A SINGLE-PERSON PSYCHOLOGICAL GAME -- 4. IMPLICATIONS FOR INDIVIDUAL CHOICE THEORY -- Example 1: Self-Perception of Honesty -- Example 2: Self-Assessment of Academic Merit -- Example 3: Reacting to Queue-Jumping -- CONCLUSION -- REFERENCES -- EMOTIONAL GAMING -- ABSTRACT -- INTRODUCTION -- WHAT IS EMOTION AND HOW CAN IT BE MEASURED? -- CLASSIFICATION OF EMOTIONS: DIMENSIONAL AND CATEGORICAL APPROACHES -- EMOTION-RELATED RESPONSES TO VIDEO GAME EVENTS -- ENJOYMENT IN GAMING -- VIDEO GAME CONTENT: EMOTIONAL EFFECTS AND INTERPERSONAL OUTCOMES -- CONCLUSION AND FUTURE DIRECTIONS -- REFERENCES -- THE TAXONOMY AND DESIGN CRITERIA FOR HEALTH GAME DESIGN IN THE ELDERLY -- ABSTRACT -- INTRODUCTION -- TAXONOMY -- Player -- Objective -- Procedures -- Rules -- Resources -- Boundaries -- Conflict -- Outcome -- Dimensions -- Game Design -- Domain -- Type -- Intervention Timing -- Prescribed Use -- Platform -- Realism Versus Abstraction -- Player -- Social Versus Individual -- Synchronous Versus Asynchronous -- Competitive Versus Collaborative -- Inclusiveness -- Ability Requirements -- Reporting -- Performance Variables -- Assessment -- External Reporting -- Adaptation -- Scaffolding -- Instruction Level -- Design Criteria Considerations -- Health Considerations -- Physical -- Mental -- Emotional -- Social -- Occupational -- Spiritual -- Software Considerations -- Hardware Considerations -- Main Console or Processing System -- Input Devices.
How this Fits with Older Adults -- Pros and Cons to Older Adults -- Availability and Cost -- Policy Considerations -- FUTURE WORK -- CONCLUSION -- REFERENCES -- THE GLOBALED 2 GAME: DEVELOPING SCIENTIFIC LITERACY SKILLS THROUGH INTERDISCIPLINARY, TECHNOLOGY-BASED SIMULATIONS -- ABSTRACT -- Theory of Change -- How Globaled 2Works -- Empirical Support for the Intervention -- DISCUSSION -- CONCLUSION -- REFERENCES -- RETHINKING FANTASY AS A CONTRIBUTOR TO INTRINSIC MOTIVATION IN DIGITAL GAMEPLAY -- ABSTRACT -- INTRODUCTION -- FANTASY AND INTRINSIC MOTIVATION IN GAMES -- CONSTRUCT OF FANTASY -- METHOD -- Initial Item Development -- Participants and Procedures -- Measures -- RESULTS AND INTERPRETATIONS -- Exploratory Factor Analysis of the Fantasy in Gameplay -- CONCLUSION -- REFERENCES -- INDIGENOUS AUSTRALIAN GAMBLERS AND THEIR HELP-SEEKING BEHAVIOR -- ABSTRACT -- INTRODUCTION -- Problem Gambling -- Sources of Help for Gambling Problems -- Professional Treatment Services -- Informal Channels of Gambling Help -- Self Help Measures -- Cultural Influences on Help-Seeking for Gambling Problems -- Help-Seeking amongst Indigenous Australian Gamblers -- METHOD -- RESULTS -- Telephone and Face-To-Face Counselling -- Internet Counselling Services -- Mutual Support Groups -- Venue-Based Help -- General Help Services -- Motivators for Professional Help-Seeking -- Barriers to Professional Help-Seeking -- Informal Sources of Help -- Self-Help Strategies -- Suggestions to Improve Gambling Help-Seeking -- DISCUSSION -- Professional Help-Seeking -- Informal Help-Seeking Behavior -- Self-Help Gambling Strategies -- Motivators and Barriers for Help-Seeking -- Enhancing Gambling Help-Seeking -- CONCLUSION -- APPENDIX A -- Guiding Interview Questions -- ACKNOWLEDGMENTS -- REFERENCES -- PSYCHOLOGICAL FACTORS ON COLLABORATIVE GAMING -- ABSTRACT -- INTRODUCTION.
1. COLLABORATIVE GAME BASED LEARNING -- 2. COLLABORATIVE GBL REQUIREMENTS -- 2.1. Computer-Based Support for Collaborative GBL -- 2.2. Social Interaction Dynamics for Collaborative GBL -- 2.2.1. Cooperation towards a Common Goal -- 2.2.2. Inter-Individual Competition -- 2.2.3. Intragroup Cooperation and Intergroup Competition -- 3. COLLABORATIVE GBL DESIGN RECOMMENDATIONS -- CONCLUSION -- REFERENCES -- GAME CHANGING: DEVELOPING MEET THE EARTHWORKS BUILDERS -- ABSTRACT -- INTRODUCTION -- GAME DESIGNING FOR EMPATHY -- BACKGROUND AND CONTENTION -- DETERMINING CONTENT FOR THE GAME -- MAKING THE GAME -- Learning Objectives -- Primary Learning Objectives -- Secondary Learning Objectives -- Working Assumptions -- GAME PLAY -- FUTURE RESEARCH -- CONCLUSION -- NOTES -- REFERENCES -- INDEX.
Record Nr. UNINA-9910824880103321
Hauppauge, NY, : Nova Science Publisher's, Inc., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Trends and Applications of Serious Gaming and Social Media [[electronic resource] /] / edited by Youngkyun Baek, Ryan Ko, Tim Marsh
Trends and Applications of Serious Gaming and Social Media [[electronic resource] /] / edited by Youngkyun Baek, Ryan Ko, Tim Marsh
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Singapore : , : Springer Singapore : , : Imprint : Springer, , 2014
Descrizione fisica 1 online resource (189 p.)
Disciplina 794.81526
Collana Gaming Media and Social Effects
Soggetto topico Computational intelligence
User interfaces (Computer systems)
Educational technology
Mass media
Communication
Computational Intelligence
User Interfaces and Human Computer Interaction
Educational Technology
Media Sociology
ISBN 981-4560-26-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto The 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.
Record Nr. UNINA-9910299722203321
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui