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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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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014;
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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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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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This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA;
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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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, 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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; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.;
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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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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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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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range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification;
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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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This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with;
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-- learning, development, and change -- covering a broad range of serious games' potential impact. Contributions from internationally recognized;
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serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single;
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create serious web applications using Node |s HTTP API and introduces community frameworks that make web development easier and faster.;
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non-entertainment purposes, such as training and business support. The emergence of the serious games movement has capitalized on this;
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"""The multidisciplinary nature of learning-games development is key to successful projects. In this book, leaders in the field of serious;
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Substantial resources are being committed to the development of so-called 'serious' video games as interventions for health issues. Health;
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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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This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and;
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in government and industry; and the future of serious games. This book was originally published in 1970 by Viking Press.;
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development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational;
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