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Games and Learning Alliance

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Cover of 'Games and Learning Alliance'

Table of Contents

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    Book Overview
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    Chapter 1 Energy-Efficient and Safe Driving Using a Situation-Aware Gamification Approach in Logistics
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    Chapter 2 Learning Analytics and Educational Games: Lessons Learned from Practical Experience
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    Chapter 3 Designing Games with a Purpose for Data Collection in Music Research. Emotify and Hooked: Two Case Studies
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    Chapter 4 Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files
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    Chapter 5 Generating Computational Models for Serious Gaming
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    Chapter 6 COmBI naTion: The Fusion of Serious Gaming and COBIT
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    Chapter 7 The Move Beyond Edutainment: Have We Learnt Our Lessons from Entertainment Games?
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    Chapter 8 Flooded: A Location-Based Game for Promoting Citizens’ Preparedness to Flooding Situations
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    Chapter 9 Development of a Game Engine for Accessible Web-Based Games
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    Chapter 10 FILTWAM and Voice Emotion Recognition
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    Chapter 11 Games and Learning Alliance
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    Chapter 12 An Agent Based Methodology to Design Serious Game in Social Field
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    Chapter 13 Lecture Notes in Computer Science: Beyond simulators, Using F1 Games to Predict Driver Performance, Learning and Potential
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    Chapter 14 Paths for Cognitive Rehabilitation: From Reality to Educational Software, to Serious Games, to Reality Again
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    Chapter 15 Towards an Understanding of the Relationship Between Executive Functions and Learning Outcomes from Serious Computer Games
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    Chapter 16 Flow Experience as a Quality Measure in Evaluating Physically Activating Serious Games
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    Chapter 17 A Business Simulation with an Agent-Based Deliberative Model of Consumer Behaviour
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    Chapter 18 Stealth Assessment of Teams in a Digital Game Environment
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    Chapter 19 Unveiling California History Through Serious Games: Fort Ross Virtual Warehouse
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    Chapter 20 Entrepreneurship Competence Assessment Through a Game Based Learning MOOC
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    Chapter 21 Evaluation of “Cultural Awareness – Afghanistan Pre-deployment”: A User Study
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    Chapter 22 Evaluating the Effectiveness of Serious Games for Cultural Awareness: The Icura User Study
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    Chapter 23 Beyond Gambling Temptations: An Experimental Design Project to Detoxify Players from Irresistible Illusions of Gambling
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    Chapter 24 Player-Specific Conflict Handling Ontology
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    Chapter 25 Doing Useful Work Using Games
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    Chapter 26 Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID
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    Chapter 27 An Instructional Approach for Developing Serious Games
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    Chapter 28 User Profiling: Towards a Facebook Game that Reveals Cognitive Style
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    Chapter 29 Quantitative Approach in Measuring Knowledge Convergence in Serious Games
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    Chapter 30 The 5/10 Method: A Method for Designing Educational Games
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    Chapter 31 Balancing Fidelity of Simulation Game Environments to Increase Situational Awareness Skills
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    Chapter 32 Gaming for Policy Makers: It’s Serious!
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    Chapter 33 Serious Game Design for Vehicular Language Learning Addressing Work Needs
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    Chapter 34 Harmonizing Interoperability – Emergent Serious Gaming in Playful Stochastic CAD Environments
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    Chapter 35 A Diagnostic Tool on Time Perception of Children with ADHD
Attention for Chapter 23: Beyond Gambling Temptations: An Experimental Design Project to Detoxify Players from Irresistible Illusions of Gambling
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