PRZEDMIOTEM OFERTY JEST KOD DOSTĘPOWY DO KSIĄŻKI ELEKTRONICZNEJ (EBOOK)
KSIĄŻKA JEST DOSTĘPNA NA ZEWNĘTRZNEJ PLATFORMIE. KSIĄŻKA NIE JEST W POSTACI PLIKU.
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
- Autorzy: Management Association Information Resources
- Wydawnictwo: IGI Global
- Data wydania: 2022
- Wydanie:
- Liczba stron:
- Forma publikacji: ePub (online)
- Język publikacji: angielski
- ISBN: 9781668475911
BRAK MOŻLIWOŚCI POBRANIA PLIKU. Drukowanie: OGRANICZENIE DO 2 stron. Kopiowanie: OGRANICZENIE DO 2 stron.
- Cover
- Title Page
- Copyright Page
- Editor-in-Chief
- Associate Editors
- Editorial Advisory Board
- Preface
- Section 1: Fundamental Concepts and Theories
- Chapter 1: A Primer on Gamification Standardization
- ABSTRACT
- INTRODUCTION
- GAMIFICATION FRAMEWORKS
- GAMIFICATION SYSTEMATIC STUDY
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- ENDNOTES
- Chapter 2: The Gaming Experience With AI
- ABSTRACT
- INTRODUCTION
- ARTIFICIAL INTELLIGENCE METHODS FOR GAME DESIGN
- AI ALGORITHMS (FOR GAME PLAYING)
- HOW CAN AI PLAY GAMES
- FUTURISTIC APPLICATIONS OF AI IN THE GAMING INDUSTRY
- SUMMARY
- REFERENCES
- Chapter 3: Acceptance of Virtual Reality Games
- ABSTRACT
- INTRODUCTION
- BACKGROUND AND HYPOTHESES
- CONTROL VARIABLES
- METHOD
- RESULTS
- DISCUSSION
- CONCLUSION
- REFERENCES
- APPENDIX
- Chapter 4: Videogames and Sensory Theory
- ABSTRACT
- INTRODUCTION
- THEORETICAL PERSPECTIVE
- BACKGROUND
- CROSS-LITERATE SCHEMA SUPPORTS GAMING AND TRADITIONAL LITERACIES
- MAIN FOCUS OF THE CHAPTER
- ISSUES, CONTROVERSIES, PROBLEMS
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 5: Fun and Games
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- MAIN FOCUS OF THE CHAPTER
- How Have Games Been Used in the Health Context: A Panoramic View of the Field
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS´
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 6: Towards Better Understanding of Children's Relationships With Online Games and Advergames
- ABSTRACT
- INTRODUCTION
- CHILDREN AND DIGITAL MARKETING: STUDY OF THE PHENOMENON OF THE GAMIFICATION AND ADVERGAME
- TOWARDS A BETTER UNDERSTANDING OF THE BEHAVIOR OF CHILDREN FACING SCREENS: EMPIRICAL INVESTIGATION
- RESULTS
- DISCUSSION OF RESULTS AND GENERAL CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Section 2: Development and Design Methodologies
- Chapter 7: Augmented Reality Games
- ABSTRACT
- INTRODUCTION
- AUGMENTED REALITY GAMES
- CONCLUSION
- REFERENCES
- Chapter 8: How to Engineer Gamification
- ABSTRACT
- 1. INTRODUCTION
- 2. LITERATURE AND RESEARCH MOTIVATION
- 3. METHODOLOGY
- 4. RESULTS
- 5. DISCUSSION
- 6. CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 9: Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games
- EXECUTIVE SUMMARY
- ORGANIZATION BACKGROUND
- INTRODUCTION
- BACKGROUND
- MAIN FOCUS OF THE CHAPTER
- RESEARCH METHOD
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 10: Software Requirements Definition Processes in Gamification Development for Immersive Environments
- ABSTRACT
- INTRODUCTION
- IMMERSIVE ENVIRONMENTS FOR EMPATHY CONSTRUCT AND SELF-CONTROL MECHANISMS
- IMMERSIVE ENVIRONMENTS ARE JUST TECHNOLOGICAL ARTIFACTS?
- A SOCIO-TECHNICAL APPROACH IN THE REQUIREMENTS DEFINITION FOR IMMERSIVE ENVIRONMENTS DEVELOPMENT
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- Chapter 11: Crowdfunding Serious Games
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- EVOLUTION FROM MDA TO DPE FRAMEWORKS
- THE OPDEPLEX FRAMEWORK
- DISCUSSION
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 12: Combining UML Profiles to Design Serious Games Dedicated to Trace Information in Decision Processes
- ABSTRACT
- 1. INTRODUCTION
- 2. BACKGROUND AND RELATED WORKS
- 3. GUIDELINES FOR COMBINING UML PROFILES TO DESIGN SERIOUS GAMES DEDICATED TO TRACE INFORMATION IN DECISION PROCESSES
- 4. UML PROFILES FOR DESIGN RISK ASSESSMENT-ORIENTED SERIOUS GAME
- 5. AN ILLUSTRATION OF THE USE OF THE PROPOSED GUIDELINES: AN AVALANCHE RISK ASSESSMENT-ORIENTED SERIOUS GAME
- 6. CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 13: Codebook Co-Development to Understand Fidelity and Initiate Artificial Intelligence in Serious Games
- ABSTRACT
- INTRODUCTION
- FIDELITY
- RESEARCH DESIGN AND METHODOLOGY
- DISCUSSION OF FINDINGS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 14: Requirements-Based Design of Serious Games and Learning Software
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- REFERENCES
- Chapter 15: An ARM Framework for F2P Mobile Games
- ABSTRACT
- INTRODUCTION
- ARM IN F2P MOBILE GAMES
- ARM STRATEGIES
- THE ARM FRAMEWORK FOR F2P MOBILE GAMES
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 16: Fiero and Flow in Online Competitive Gaming
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- THE GAMING ENGAGEMENT FRAMEWORK
- CONCLUSION
- REFERENCES
- Chapter 17: Persona-Scenarios in Game Development
- ABSTRACT
- INTRODUCTION
- MATERIALS AND METHODS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ENDNOTE
- Chapter 18: Identifying Latent Semantics in Action Games for Player Modeling
- ABSTRACT
- INTRODUCTION
- LATENT SEMANTIC ANALYSIS
- LSA FOR ACTION GAMES
- LATENT DIRICHLET ALLOCATION
- EXPERIMENTAL SETUP: SPACEDEBRIS
- CONCLUSION
- REFERENCES
- ENDNOTES
- Chapter 19: Multi-Disciplinary Paths to Actor-Centric Non-Player Character Emotion Models
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- PEDAGOGIC AGENTS AND EMOTIONAL BEHAVIOR
- DISTINCT EMOTIONAL FEATURES OF NPCs
- EMOTION MODELING OF COGNITIVE COMPUTATIONAL PYSCHOLOGY
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 20: User Experience Design of History Game
- ABSTRACT
- INTRODUCTION
- HISTORY LEARNING PROBLEMS AND SOLUTIONS
- USER EXPERIENCE IN GAME DESIGN
- DESIGN OF HISTORICAL MOBILE GAMES AND ITS KEY ARCHITECTURAL COMPONENTS
- UX EVALUATION OF THE HISTORICAL MOBILE GAME APPLICATION
- USER STUDY SETTING
- RESEARCH DESIGN AND PARTICIPANTS
- INSTRUMENT AND MEASUREMENT
- UX EVALUATION RESULTS AND DISCUSSIONS
- CONCLUSION
- REFERENCES
- Chapter 21: Emotional Agents in Educational Game Design
- ABSTRACT
- 1. OBJECTIVES
- 2. THEORETICAL FRAMEWORK
- 3. DESIGN CONSIDERATIONS, METHODOLOGY AND PROCEDURE
- 4. FINDINGS
- 5. CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- APPENDIX
- Chapter 22: Designing a Minecraft Simulation Game for Learning a Language Through Knowledge Co-Construction
- ABSTRACT
- INTRODUCTION
- REVIEW OF RELATED LITERATURE
- DESIGN METHODS
- A VILLAGE IN MINECRAFT FOR LANGUAGE LEARNING
- IMPLEMENTATION AS A PILOT TEST
- CONCLUSION AND NEXT STEPS
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 23: Design of a Web3D Serious Game for Human Anatomy Education
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- MAIN FOCUS OF THE CHAPTER
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 24: Mapping Game Mechanics for Learning in a Serious Game for the Energy Transition
- ABSTRACT
- INTRODUCTION
- LEARNING IN GAMES
- LEARNING AND GAME MECHANICS
- GAME PROTOTYPE AND METHODOLOGY
- ENERGY SAFARI GAME PROTOTYPE
- METHODS AND DATA
- LEARNING IN ENERGY SAFARI
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- APPENDIX
- Chapter 25: Towards the Development of a Game for Computational Thinking
- ABSTRACT
- INTRODUCTION
- COMPUTATIONAL THINKING: DEFINITIONS AND THEORETICAL UNDERPINNINGS
- COMPUTATIONAL THINKING AND STEM EDUCATION
- COMPUTATIONAL THINKING AND EDUCATIONAL ROBOTICS
- COMPUTATIONAL THINKING AND SERIOUS GAMES
- DESIGNING A SERIOUS GAME
- METHODOLOGY
- RESULTS
- DISCUSSION
- FUTURE RESEARCH DIRECTIONS AND IMPLICATIONS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 26: What Can Gamification Learn From Sensory Marketing?
- ABSTRACT
- INTRODUCTION
- BROADLY DEFINING SENSORY MARKETING AND GAMIFICATION
- DECONSTRUCTING SENSORY MARKETING AND GAMIFICATION CONCEPTS IN SERVICESCAPES
- DISCUSSION AND ANALYSIS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- Chapter 27: Eye of the Beholder
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- SERVICESCAPE PERSPECTIVES ON A GAMIFICATION DESIGN
- ANALYSIS
- DISCUSSION: TO INTERBREED GAMIFICATION WITH SERVICESCAPE
- FUTURE RESEARCH
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ENDNOTES
- Section 3: Tools and Technologies
- Chapter 28: Applied Alternative Tools and Methods in the Replacement of the Game Design Document
- ABSTRACT
- INTRODUCTION
- GAME DESIGN DOCUMENT
- ANALOG AND PAPER PROTOTYPING
- BENCHMARKING
- AGILE DEVELOPMENT IN GAME DEVELOPMENT
- CASE STUDY
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 29: Serious Games, Meditation, Brain-Computer Interfacing, and Virtual Reality (VR)
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD AND DESIGN
- EVALUATION
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 30: DICE
- ABSTRACT
- 1. INTRODUCTION
- 2. LITERATURE REVIEW: DESIGN METHODS FOR SERIOUS GAMES
- 3. DISCUSSION
- 4. CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 31: How to Track Progress
- ABSTRACT
- A PROGRESSIVE TRACKING GAME: DOG-WALKING AND FOOD POISONING
- REFERENCES
- Chapter 32: Playing With Auditory Environments in Audio Games
- ABSTRACT
- INTRODUCTION
- CONCLUSION
- REFERENCES
- ENDNOTES
- Chapter 33: The Development of the Online Player Type Scale
- ABSTRACT
- INTRODUCTION
- METHODS
- RESULTS
- DISCUSSION
- REFERENCES
- ENDNOTE
- Chapter 34: The Application of Intelligent Algorithms in the Animation Design of 3D Graphics Engines
- ABSTRACT
- 1. INTRODUCTION
- 2. RELATED WORK
- 3. METHODOLOGY
- 4. RESULT ANALYSIS AND DISCUSSION
- 5. CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 35: Gamification and Its Application in the Social Environment
- ABSTRACT
- INTRODUCTION
- MATERIAL AND METHODS
- TEMPORAL TRENDS
- CONCLUSION
- REFERENCES
- Chapter 36: Evaluating Social Change Games
- ABSTRACT
- INTRODUCTION
- DIGITAL GAMES
- WEB-BASED SOCIAL CHANGE GAMES
- THE RETAIN MODEL
- COMPARATIVE GAME ASSESSMENT MODELS
- METHODS
- RESULTS AND DISCUSSION
- GAMES OVER TIME
- CONCLUSION
- REFERENCES
- Chapter 37: Therapeutic Gaming for Adolescent Anxiety
- ABSTRACT
- INTRODUCTION
- MAIN FOCUS AND AIMS OF THE CHAPTER
- STUDY ONE
- STUDY TWO
- FUNDING STATEMENT
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 38: Can Video Games Be Used as a Stealth Assessment of Aggression?
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHODS
- RESULTS
- DISCUSSION
- IMPLICATIONS
- REFERENCES
- Chapter 39: Using an Extended Technology Acceptance Model for Online Strategic Video Games
- ABSTRACT
- 1. INTRODUCTION
- 2. BACKGROUND OF THE STUDY
- 3. METHODOLOGY
- 4. RESULTS AND DISCUSSION
- 5. CONCLUSION AND FUTURE WORK
- REFERENCES
- APPENDIX A
- APPENDIX B
- Chapter 40: Two-Stage Non-Cooperative Game Model for Vertical Handoffs in Heterogeneous Wireless Networks
- ABSTRACT
- 1. INTRODUCTION
- 2. RELATED WORK
- 3. VERTICAL HANDOFF
- 4. GAME THEORY
- 5. PROPOSED TWO STAGE NON COOPERATIVE GAME MODEL FOR VERTICAL HANDOFFS
- 6. SIMULATION AND RESULT ANALYSIS
- 7. CONCLUSION
- REFERENCES
- Chapter 41: Flip-Game Engineering and Technology Methodology
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- FLIP-GET METHODOLOGY DESCRIPTION
- FLIP-GET METHODOLOGY: IMPLEMENTATION AND EVALUATION
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- ENDNOTES
- Chapter 42: Educational Games as Software Through the Lens of Designing Process
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- MAIN FOCUS OF THE CHAPTER
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 43: Game Design as Literacy-First Activity
- ABSTRACT
- INTRODUCTION
- DEFINING LITERATE PRACTICES FOR LITERACY PEDAGOGY
- SOCIOCULTURAL LEARNING THEORY
- CONTEXT FOR THE PROJECT
- PROJECT FRAMEWORK
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 44: Sustain City
- ABSTRACT
- INTRODUCTION
- OVERVIEW OF SUSTAIN CITY
- INTEGRATION OF GAME MECHANICS WITH LEARNING
- EVALUATION
- OVERALL FINDINGS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 45: Towards a Role-Playing Game Procedural Dungeon Generation Strategy to Help Developing Working Skills
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- MAIN FOCUS OF THE CHAPTER
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- APPENDIX
- Section 4: Utilization and Applications
- Chapter 46: Probability and Game
- ABSTRACT
- INTRODUCTION
- ORCHARD
- RISK
- CLOCK SOLITAIRE
- SLOT MACHINE
- ROULETTE
- BLACKJACK
- REVOLVER
- BACKGAMMON
- CONCLUSION
- FUTURE RESEARCH DIRECTIONS
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 47: “Piece of Mind” and “Wellbeing Town”
- ABSTRACT
- INTRODUCTION
- MAIN FOCUS OF THE CHAPTER
- STUDY ONE
- PROTOTYPE DEVELOPMENT
- STUDY TWO
- CONCLUSION
- FUNDING STATEMENT
- ACKNOWLEDGMENT
- REFERENCES
- APPENDIX 1
- APPENDIX 2
- Chapter 48: A Study of the Antecedents of Game Engagement and the Moderating Effect of the Self-Identity of Collaboration
- ABSTRACT
- 1. INTRODUCTION
- 2. THEORETICAL BACKGROUND AND HYPOTHESIS DEVELOPMENT
- 3. METHODOLOGY
- 4. ANALYSIS RESULT
- 5. CONCLUSION
- REFERENCES
- Chapter 49: A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement
- ABSTRACT
- 1. INTRODUCTION
- 2. THEORETICAL BACKGROUND AND HYPOTHESIS DEVELOPMENT
- 3. METHODOLOGY
- 4. ANALYSIS RESULT
- 5. CONCLUSION
- REFERENCES
- Chapter 50: Developing a Clearer Understanding of Genre and Mobile Gameplay
- ABSTRACT
- INTRODUCTION
- METHOD
- RESULTS AND DISCUSSION
- LIMITATIONS AND FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 51: Detection of Hands for Hand-Controlled Skyfall Game in Real Time Using CNN
- ABSTRACT
- INTRODUCTION
- LITERATURE REVIEW
- EXPERIMENTAL DESIGN
- EXPERIMENTAL RESULTS
- RESULT ANALYSIS
- CONCLUSION
- REFERENCES
- Chapter 52: If the Gear Fits, Spin It Again!
- ABSTRACT
- INTRODUCTION
- METHODS
- DISCUSSION
- LIMITATIONS AND FUTURE DIRECTIONS
- CONCLUSION
- REFERENCES
- ENDNOTES
- Chapter 53: Creativity and Digital Games
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHODOLOGY
- RESULTS AND ANALYSIS
- CONCLUSION AND FUTURE WORKS
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 54: Development of Habitual Behaviour in Online Social Gaming
- ABSTRACT
- INTRODUCTION
- LITERATURE REVIEW
- METHODOLOGY
- CONCLUSION AND IMPLICATIONS
- REFERENCES
- APPENDIX A: COVARIANCE MATRIX
- Chapter 55: Using Sentiment Analytics to Understand Learner Experiences in Serious Games
- ABSTRACT
- 1. INTRODUCTION
- 2. LITERATURE REVIEW
- 3. PROPOSED ENJOYMENT ANALYTICS FRAMEWORK
- 4. EVALUATION OF THE ENJOYMENT ANALYTICS FRAMEWORK
- 5. FUTURE RESEARCH DIRECTIONS
- 6. CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 56: The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD
- RESULTS
- DISCUSSION
- LIMITATIONS
- FUTURE RESEARCH
- REFERENCES
- Chapter 57: Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD
- RESULTS
- CONCLUSION
- REFERENCES
- Chapter 58: The Fallacies of MDA for Novice Designers
- ABSTRACT
- INTRODUCTION
- MISCONCEPTIONS AND MISTAKES
- PEDAGOGICAL PROBLEMS
- PEDAGOGICAL SOLUTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 59: The Role of Narrative Elements in Gamification Towards Value Co-Creation
- ABSTRACT
- INTRODUCTION
- VALUE CO-CREATION
- WHAT’S IN A STORY?
- CONCLUSION
- REFERENCES
- Chapter 60: The Use of Gamification in Social Phobia
- ABSTRACT
- SOCIAL PHOBIA
- TREATMENT
- GAMIFICATION
- GAMIFICATION AND EXPOSURE THERAPY USING VIRTUAL REALITY
- GAMIFICATION AND SOCIAL PHOBIA
- ARTIFICIAL INTELLIGENCE
- OTHER STUDIES
- PROPOSAL OF A TREATMENT PROGRAM
- PROGRAM
- SOLUTIONS AND RECOMMENDATIONS
- REFERENCES
- Chapter 61: Online Simulations and Gamification
- ABSTRACT
- INTRODUCTION
- LITERATURE REVIEW
- BEFORE SIMULATIONS
- WHY SIMULATIONS
- ADOPTION OF SIMULATIONS
- THE SIMULATION TEAM
- WORK-PLAN
- PROJECT DESIGN
- BOBSVILLE
- EDMG DIFFERENTIATION EFFORTS
- COURSE ASSESSMENT
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 62: Is the News Cycle “Real”?
- ABSTRACT
- INTRODUCTION
- METHOD
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- ENDNOTES
- Chapter 63: On Computerizing the Ancient Game of ?ab
- ABSTRACT
- INTRODUCTION
- GAME COMPONENTS AND RULES
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Section 5: Organizational and Social Implications
- Chapter 64: Institutions as Designers of Better Social Games
- ABSTRACT
- INTRODUCTION
- DEFINING THE GAME
- GAME-STRUCTURE (RULES)
- GAME-WORLD (INNOVATION ECOSYSTEMS)
- GAME-PLAY (MAIN CHALLENGES AND PROBLEMS)
- PUTTING THE GAME TOGETHER: INSTITUTIONS AS GAME DESIGNERS
- DISCUSSION: DEMYSTIFYING THE ANATOMY OF INSTITUTIONAL CHANGE
- CONCLUSION
- REFERENCES
- Chapter 65: Balancing Entertainment and Educational Objectives in Academic Game Creation
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- THE PRODUCTION-ORIENTED VENUE
- CASE STUDY 1: SPLATTERSHMUP: A GAME OF ART AND MOTION
- CASE STUDY 2: FRAGILE EQUILIBRIUM: AN ACTION GAME OF MELANCHOLIC BALANCE
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 66: The Minecraft Aesthetics
- ABSTRACT
- INTRODUCTION
- AESTHETIC EXPERIENCE AND DIGITAL GAMES
- AESTHETIC EXPERIENCES AND REFLECTIVE PRACTICES
- AESTHETIC EXPERIENCE WITH MINECRAFT
- RESEARCH CONTEXT AND DESIGN
- FINDINGS: REPRESENTING DICTATORSHIP BY ZLO
- DISCUSSION AND CONCLUSION
- REFERENCES
- Chapter 67: Effect of Gaming Mode Upon the Players' Cognitive Performance During Brain Games Play
- ABSTRACT
- 1. INTRODUCTION
- 2. RESEARCH METHODOLOGY
- 3. RESULTS
- 4. DISCUSSION
- 5. CONCLUSION
- REFERENCES
- Chapter 68: The Significance of the Hermeneutics of Play for Gamification
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- GADAMER’S NOTION OF PLAY
- METHODS
- DISCUSSION: PLAY AS CONTINUOUS INTERPRETATION AND THE FUSION OF HORIZON
- CONCLUSION
- REFERENCES
- Chapter 69: Playing With the Dead
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- FLESHING OUT THE WALKING DEAD
- WE WALKING DEAD
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 70: Digital Games and Orientalism
- ABSTRACT
- INTRODUCTION
- ORIENTALISM: A CONCEPTUAL INTRODUCTION
- DIGITAL GAMES
- CONCEPT OF REPRESENTATION
- DIGITAL GAMES AND ORIENTALISM
- AN ASSESSMENT OF ARAB AND MUSLIM REPRESENTATION IN DIGITAL GAMES
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- Chapter 71: The Cyber Awareness of Online Video Game Players
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD
- RESULTS AND DISCUSSION
- LIMITATIONS AND FUTURE RESEARCH
- CONCLUSION
- REFERENCES
- Chapter 72: Behavioral and Physiological Responses to Computers in the Ultimatum Game
- ABSTRACT
- INTRODUCTION
- OVERVIEW OF THE PRESENT RESEARCH
- EXPERIMENT 1
- EXPERIMENT 2
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 73: Gap Between Mobile and Online Advergames
- ABSTRACT
- INTRODUCTION
- MAIN FOCUS OF THE CHAPTER
- SOLUTIONS AND RECOMMENDATIONS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- Chapter 74: Users' In-Game Purchase Intention
- ABSTRACT
- 1. INTRODUCTION
- 2. THEORETICAL BACKGROUND OF THE STUDY
- 3. CONCEPTUAL FRAMEWORK AND HYPOTHESES DEVELOPMENT
- 4. RESEARCH METHOD
- 5. DATA ANALYSIS AND RESULTS
- 6. DISCUSSION
- 7. IMPLICATIONS OF THE STUDY
- 8. LIMITATIONS AND FUTURE RESEARCH
- 9. CONCLUSION
- REFERENCES
- Chapter 75: The Social Facilitation of Performance, Engagement and Affect in a Complex Videogame
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- METHOD
- RESULTS
- CONCLUSION
- LIMITATIONS
- FUTURE RESEARCH
- REFERENCES
- Chapter 76: The Impact of Personality and Motivation on Immersion in Simulation Games
- ABSTRACT
- INTRODUCTION
- MAIN FOCUS OF THE ARTICLE
- METHODS
- RESULTS
- DISCUSSION
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 77: Anxiety of the Avatar
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- A GENERAL OVERVIEW OF THE WITCHER 3: WILD HUNT
- CHARACTERS, INTERIOR-OUTDOOR AND GRAPHICAL NARRATIVE OF THE WITCHER 3: WILD HUNT
- THE WITCHER 3: WILD HUNT IN-GAME AND OUT-GAME GRAPHICAL DESIGN ANALYSIS
- CORPORATE IDENTITY AND PROMOTIONS
- FINDINGS OF THE DEEP INTERVIEW
- CONCLUSION
- REFERENCES
- KEY TERMS AND DEFINITIONS
- ENDNOTES
- Chapter 78: Serious Games Effect Analysis On Player's Characteristics
- ABSTRACT
- INTRODUCTION
- BACKGROUND
- MATERIALS AND METHODS
- RESULTS
- DISCUSSION
- IMPLICATIONS FOR RESEARCH AND PRACTICE
- LIMITATIONS AND FUTURE WORK
- CONCLUSION
- REFERENCES
- APPENDIX
- Chapter 79: Ottomentality as Technology of Self
- ABSTRACT
- INTRODUCTION
- GAME/DISPOSITIF AND THE GAMES OF TRUTH
- GAME, CULTURE AND SUBJECTIVITY
- OTTOMENTALITY, NEO-OTTOMANTALISM OR NATIVISM: THE SELF-CARE OF NEW TURKEY DISCOURSE
- METHODS
- FUTURE RESEARCH DIRECTIONS
- CONCLUSION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- ENDNOTES
- Chapter 80: Mobile Gaming Strategic Communication and Fear of Missing Out (FoMO) in Fan Culture
- ABSTRACT
- INTRODUCTION
- REFERENCES
- ADDITIONAL READING
- KEY TERMS AND DEFINITIONS
- ENDNOTE
- Chapter 81: Assessing Behavioral Patterns for Online Gaming Addiction
- ABSTRACT
- 1. INTRODUCTION
- 2. THEORETICAL BACKGROUND
- 3. STUDY DESIGN
- 4. DATA ANALYSIS AND RESULTS
- 5. CONCLUSION
- 6. IMPLICATIONS
- 7. LIMITATIONS AND FUTURE RESEARCH
- REFERENCES
- Chapter 82: Internet Gaming Disorder and Its Relationships With Student Engagement and Academic Performance
- ABSTRACT
- INTRODUCTION
- METHOD
- RESULTS
- DISCUSSION
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- Chapter 83: News Presentation and the Third-Person Effect of Violent Video Games
- ABSTRACT
- INTRODUCTION
- LITERATURE REVIEW
- METHODS
- RESULTS
- DISCUSSION AND CONCLUSION
- REFERENCES
- APPENDIX: NEWS COVERAGE OF VIDEO GAMES
- Chapter 84: Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female an
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