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Handbook of Research on Serious Games as Educational, Business and Research Tools

Handbook of Research on Serious Games as Educational, Business and Research Tools

Copyright: © 2012 |Pages: 1630
ISBN13: 9781466601499|ISBN10: 1466601493|EISBN13: 9781466601505
DOI: 10.4018/978-1-4666-0149-9
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MLA

Cruz-Cunha, Maria Manuela, editor. Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, 2012. https://doi.org/10.4018/978-1-4666-0149-9

APA

Cruz-Cunha, M. M. (Ed.). (2012). Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global. https://doi.org/10.4018/978-1-4666-0149-9

Chicago

Cruz-Cunha, Maria Manuela, ed. Handbook of Research on Serious Games as Educational, Business and Research Tools. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-4666-0149-9

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Serious games are being developed at an exponential rate and have applications in management, education, defense, scientific research, health care, and emergency planning. In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of application.

The Handbook of Research on Serious Games as Educational, Business and Research Tools collects research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior. Including research on the technological aspects of serious games, user experience and serious games, serious games for social change, and business opportunities for serious games, this two-volume reference offers key perspectives on all aspects of social game design, development and implementation for researchers, managers, and computer game developers.

Table of Contents

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Front Materials
Title Page
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Copyright Page
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Editorial Advisory Board
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Preface
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Acknowledgment
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Chapters
Chapter 1
Serious Games as a Tool of Change
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Chapter 2
Technological Aspects of Serious Games
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Chapter 3
Psychological and Social Effects
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Chapter 4
Applications in Business  (pages 445-445)
Applications in Business
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Chapter 5
Applications in Education
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Chapter 6
Applications in Research and Development
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Chapter 7
Applications to Defense  (pages 1096-1096)
Applications to Defense
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Chapter 8
Applications to e-Health and Health Care
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Back Materials
Compilation of References
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About the Contributors
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Index
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