Technologies of Inclusive Wellbeing Serious Games Alternative Realities And Play Therapy

The Violent Technologies of Extraction: Political ecology, critical agrarian studies and the capitalist worldeater (Repost)

The Violent Technologies of Extraction: Political ecology, critical agrarian studies and the capitalist worldeater by Alexander Dunlap
English | PDF | 2020 | 171 Pages | ISBN : 3030268519 | 3.1 MB

“A powerful provocation and challenge to our ways of thinking about extractivism, industrialism and so-called ‘progress’ – refreshing, depressing and inspiring. Highly recommendable.”
Andrea Brock, University of Sussex, UK

Developing Serious Games (Game Development Series)  eBooks & eLearning

Posted by insetes at June 11, 2020
Developing Serious Games (Game Development Series)

Developing Serious Games (Game Development Series) By Bryan Bergeron
2006 | 480 Pages | ISBN: 1584504447 | PDF | 12 MB

Subconscious Learning via Games and Social Media  eBooks & eLearning

Posted by step778 at Oct. 11, 2017
Subconscious Learning via Games and Social Media

Olga Sourina, David Wortley, Seongdong Kim, "Subconscious Learning via Games and Social Media"
2015 | pages: 158 | ISBN: 9812874070 | PDF | 7,0 mb

Serious Games and Edutainment Applications [Repost]  eBooks & eLearning

Posted by ChrisRedfield at April 27, 2013
Serious Games and Edutainment Applications [Repost]

Nikolaos Antonopolous, Minhua Ma, Lakhmi C. Jain - Serious Games and Edutainment Applications
Published: 2011-12-09 | ISBN: 1447121600 | PDF | 520 pages | 10 MB

Serious Games and Edutainment Applications (repost)  eBooks & eLearning

Posted by Veslefrikk at Dec. 2, 2014
Serious Games and Edutainment Applications (repost)

Nikolaos Antonopolous, Minhua Ma, Lakhmi C. Jain - Serious Games and Edutainment Applications
Published: 2011-12-09 | ISBN: 1447121600 | PDF | 520 pages | 18 MB

Serious Games and Edutainment Applications  eBooks & eLearning

Posted by First1 at Oct. 7, 2017
Serious Games and Edutainment Applications

Serious Games and Edutainment Applications by Lakhmi C. Jain, Minhua Ma, Andreas Oikonomou
English | December 9th, 2011 | ASIN: B007EMISMO, ISBN: 1447121600, 1447158113 | 504 pages | EPUB | 5.83 MB

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain.

Serious Games and Edutainment Applications: Volume II: 2 [Repost]  eBooks & eLearning

Posted by hill0 at Aug. 20, 2017
Serious Games and Edutainment Applications: Volume II: 2 [Repost]

Serious Games and Edutainment Applications: Volume II: 2 by Minhua Ma
English | 13 Mar. 2017 | ISBN: 3319516434 | 702 Pages | PDF | 13.99 MB

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.

Serious Games and Edutainment Applications (repost)  eBooks & eLearning

Posted by tot167 at March 4, 2012
Serious Games and Edutainment Applications (repost)

Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain, "Serious Games and Edutainment Applications"
S,,,er | 2012 | ISBN: 1447121600 | 520 pages | PDF | 10,5 MB

Clinical Rehabilitation Experience Utilizing Serious Games (Repost)  eBooks & eLearning

Posted by AvaxGenius at Oct. 11, 2018
Clinical Rehabilitation Experience Utilizing Serious Games (Repost)

Clinical Rehabilitation Experience Utilizing Serious Games: Rehabilitation Technology and a Technical Concept for Health Data Collection By Michael Lawo
English | PDF | 2018 | 243 Pages | ISBN : 3658219564 | 7.5 MB

This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.

Clinical Rehabilitation Experience Utilizing Serious Games (Repost)  eBooks & eLearning

Posted by AvaxGenius at Oct. 19, 2018
Clinical Rehabilitation Experience Utilizing Serious Games (Repost)

Clinical Rehabilitation Experience Utilizing Serious Games: Rehabilitation Technology and a Technical Concept for Health Data Collection By Michael Lawo
English | PDF | 2018 | 243 Pages | ISBN : 3658219564 | 7.5 MB

This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.