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Serious Games

Overview of attention for book
Cover of 'Serious Games'

Table of Contents

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    Book Overview
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    Chapter 1 eSport: Friend or Foe?
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    Chapter 2 Academic Game Design Education: A Comparative Perspective
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    Chapter 3 Making Serious Games with Reusable Software Components
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    Chapter 4 The Development of the Serious Game “Composites Cup on Tortuga” with the Support of “Kraken”
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    Chapter 5 Evaluating the Adoption of the Physical Board Game Ludo for Automated Assessments of Cognitive Abilities
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    Chapter 6 Two Decades of Traffic System Education Using the Simulation Game MOBILITY
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    Chapter 7 See Me Roar: On the Over-Positive, Cross-Cultural Response on an AR Game for Math Learning
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    Chapter 8 GAP: A G ame for Improving A wareness About P asswords
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    Chapter 9 MiniColon; Teaching Kids Computational Thinking Using an Interactive Serious Game
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    Chapter 10 Evaluation of an Augmented Reality Multiplayer Learning Game
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    Chapter 11 Prism, a Game to Promote Autism Acceptance Among Elementary School Students
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    Chapter 12 Individuals’ Variables in Cognitive Abilities Using a Narrative Serious Game
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    Chapter 13 Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab
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    Chapter 14 Predicting Learning Performance in Serious Games
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    Chapter 15 Connecting Theory and Design Through Research: Cognitive Skills Training Games
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    Chapter 16 Modeling Consumers’ Observational Learning in Digital Gaming: A Conceptual Model
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    Chapter 17 Design of a BCI Controlled Serious Game for Concentration Training
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    Chapter 18 A Concept of a Training Environment for Police Using VR Game Technology
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    Chapter 19 The Virtual House of Medusa: Guiding Museum Visitors Through a Co-located Mixed Reality Installation
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    Chapter 20 Recognition of Full-Body Movements in VR-Based Exergames Using Hidden Markov Models
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    Chapter 21 A Review of Serious Games for Programming
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    Chapter 22 Examining Approaches for Mobility Detection Through Smartphone Sensors
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    Chapter 23 Towards a More Reflective Social Media Use Through Serious Games and Co-design
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    Chapter 24 Development of a Wii Balance Board Array System for Exergames
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    Chapter 25 Building a Hybrid Approach for a Game Scenario Using a Tangible Interface in Human Robot Interaction
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    Chapter 26 Game Design Principles in a Game Programming Framework
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    Chapter 27 Making Serious Programming Games Adaptive
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    Chapter 28 The ExerCube: Participatory Design of an Immersive Fitness Game Environment
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    Chapter 29 Instant Measurement of the Difficulty Level of Exergames with Simple Uni-dimensional Level Goals for Cerebral Palsy Players
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    Chapter 30 An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders
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    Chapter 31 SmartLife – Exergames and Smart Textiles to Promote Energy-Related Behaviours Among Adolescents
Overall attention for this book and its chapters
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Title
Serious Games
Published by
Springer International Publishing, January 2019
DOI 10.1007/978-3-030-02762-9
ISBNs
978-3-03-002761-2, 978-3-03-002762-9
Editors

Göbel, Stefan, Garcia-Agundez, Augusto, Tregel, Thomas, Ma, Minhua, Baalsrud Hauge, Jannicke, Oliveira, Manuel, Marsh, Tim, Caserman, Polona

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X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 48 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 48 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 6 13%
Student > Bachelor 2 4%
Lecturer 1 2%
Student > Doctoral Student 1 2%
Other 1 2%
Other 4 8%
Unknown 33 69%
Readers by discipline Count As %
Sports and Recreations 4 8%
Computer Science 2 4%
Business, Management and Accounting 2 4%
Design 2 4%
Engineering 2 4%
Other 3 6%
Unknown 33 69%