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Serious Games

Não Informado
GTIN / EAN
9780415993708
NCM
Não informado
CEST
Não informado
Conteúdo
Não informado

Dados de produto preservados no idioma original.

Serious Games é fabricado pela Não Informado, na categoria Livros, com código de barras 9780415993708.

Fonte: SI5 Global

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Código de barras

9780415993708

Código de barras 9780415993708

Classificação fiscal

Sem classificação fiscal cadastrada.

Descrição do produto

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. Serious games is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious gamesElaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games,Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological div

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