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transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development;
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of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious;
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This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012;
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; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.;
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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014;
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This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on;
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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media;
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, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games;
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This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013;
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, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the;
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, edutainment and serious games, education, grid computing, transportation, social computing, natural language processing, knowledge extraction and;
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for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target;
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for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target;
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, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications;
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This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA;
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, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017;
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This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer;
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Conference on E-Learning and Games, Edutainment 2017. The 17 full papers presented in this volume were carefully reviewed and selected from 27;
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Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and;
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