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Handbook of Computer Games Technology

future. This book will be useful for learning advanced aspects of technology in computer gaming.;

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Handbook of Computer Games Technology

future. This book will be useful for learning advanced aspects of technology in computer gaming.;

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Handbook of Computer Game Studies

history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this;

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Computer Games And Team And Individual Learning

Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series;

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Handbook of Computer Animation

reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate;

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Human-Computer Interaction

in games. While human-computer interaction may have emerged from within computing, significant contributions have come from a variety of fields;

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The Wiley Handbook of Human Computer Interaction Set

Once, human-computer interaction was limited to a privileged few. Today, our contact with computing technology is pervasive, ubiquitous;

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How Computer Games Help Children Learn

than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate;

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Handbook of Game-Based Learning

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a;

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Computer Games

ever-growing need of advanced technology is the reason that has fueled the development in the field of computer games in recent times. This;

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Educational Games

different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer;

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Encyclopedia of Computer Science

digital epistemic games and exploring the educational possibilities of computer games.;

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Computer Games

computer games can be put to good use for mathematics educational purposes for young teenagers. The authors believe that computer games can be used;

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Computer Games

of technology and development of computer games and the recent researches in this field. It strives to provide a fair idea about this discipline and to;

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The Philosophy of Computer Games

Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however;

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Dungeons and Desktops

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as;

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Role Playing Games

A hands-on guide to playing all your favourite computer games. Included with the tips are lots of facts about the digital gaming industry;

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Handbook of Oil Industry Terms & Phrases

More than 4,200 entries with expanded coverage of seismology, angle-building technology, horizontal drilling and well completion, and;

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Handbook of Face Recognition

Although the history of computer-aided face recognition stretches back to the 1960s, automatic face recognition remains an unsolved problem;

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Contemporary Topics in Computer Graphics and Games

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new;

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The Computer Training Handbook

learn new technology.;

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Computer Games and New Media Cultures

manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook;

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Trainer's Handbook 3E

special training applications as well as guidance on numerous topics such as: technology, literacy, lesson plans, games and negotiating.;

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Transactions on Edutainment XIII

organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia;

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Computer Games, Children & the Internet

people from 9 to 16 years old engage in internet. This book discusses computer games as well as the effect the internet and video games have on;

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The Cambridge Handbook of Multimedia Learning

environments include online instructional presentations, interactive lessons, e-courses, simulation Games, virtual reality, and computer-supported;

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Handbook of Computational Social Choice

The rapidly growing field of computational social choice, at the intersection of computer science and economics, deals with the;

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