Trends and Applications of Serious Gaming and Social Media

Trends and Applications of Serious Gaming and Social Media

Author: Youngkyun Baek

Publisher: Springer

Published: 2014-07-08

Total Pages: 189

ISBN-13: 981456026X

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This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.


Handbook of Research on Serious Games for Educational Applications

Handbook of Research on Serious Games for Educational Applications

Author: Zheng, Robert

Publisher: IGI Global

Published: 2016-08-01

Total Pages: 524

ISBN-13: 1522505148

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Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.


Proceedings of the Future Technologies Conference (FTC) 2018

Proceedings of the Future Technologies Conference (FTC) 2018

Author: Kohei Arai

Publisher: Springer

Published: 2018-10-19

Total Pages: 1184

ISBN-13: 3030026833

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The book, presenting the proceedings of the 2018 Future Technologies Conference (FTC 2018), is a remarkable collection of chapters covering a wide range of topics, including, but not limited to computing, electronics, artificial intelligence, robotics, security and communications and their real-world applications. The conference attracted a total of 503 submissions from pioneering researchers, scientists, industrial engineers, and students from all over the world. After a double-blind peer review process, 173 submissions (including 6 poster papers) have been selected to be included in these proceedings. FTC 2018 successfully brought together technology geniuses in one venue to not only present breakthrough research in future technologies but to also promote practicality and applications and an intra- and inter-field exchange of ideas. In the future, computing technologies will play a very important role in the convergence of computing, communication, and all other computational sciences and applications. And as a result it will also influence the future of science, engineering, industry, business, law, politics, culture, and medicine. Providing state-of-the-art intelligent methods and techniques for solving real-world problems, as well as a vision of the future research, this book is a valuable resource for all those interested in this area.


Gaming and Technology Addiction: Breakthroughs in Research and Practice

Gaming and Technology Addiction: Breakthroughs in Research and Practice

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2016-08-05

Total Pages: 920

ISBN-13: 1522507795

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Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.


Emerging Trends in ICT Security

Emerging Trends in ICT Security

Author: Babak Akhgar

Publisher: Newnes

Published: 2013-11-06

Total Pages: 662

ISBN-13: 0124104878

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Emerging Trends in ICT Security, an edited volume, discusses the foundations and theoretical aspects of ICT security; covers trends, analytics, assessments and frameworks necessary for performance analysis and evaluation; and gives you the state-of-the-art knowledge needed for successful deployment of security solutions in many environments. Application scenarios provide you with an insider’s look at security solutions deployed in real-life scenarios, including but limited to smart devices, biometrics, social media, big data security, and crowd sourcing. Provides a multidisciplinary approach to security with coverage of communication systems, information mining, policy making, and management infrastructures Discusses deployment of numerous security solutions, including, cyber defense techniques and defense against malicious code and mobile attacks Addresses application of security solutions in real-life scenarios in several environments, such as social media, big data and crowd sourcing


Electronic Participation

Electronic Participation

Author: Noella Edelmann

Publisher: Springer

Published: 2018-08-20

Total Pages: 170

ISBN-13: 3319985787

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This book constitutes the proceedings of the 10th IFIP WG 8.5 International Conference on Electronic Participation, ePart 2018, held in Krems, Austria, in September 2018. The 12 revised full papers presented in this book were carefully reviewed and selected from 29 submissions. The papers are clustered under the following topical sections: general e-democracy and e-participation; digital collaboration and social media; policy modeling and policy informatics; and social innovation.


Emerging Trends in ICT Security

Emerging Trends in ICT Security

Author: Guillermo Francia

Publisher: Elsevier Inc. Chapters

Published: 2013-11-06

Total Pages: 21

ISBN-13: 0128070625

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The need for well-trained Information Security and Assurance (ISA) professionals, as well as general information security awareness, has increased considerably in the last decade and shows no sign of slowing. To address this need, both industry and academia have been driven to innovative approaches. The use of digital games and game mechanics to further education has received growing attention and respect in the last several years. There is strong evidence that thoughtful employment of gaming elements can improve motivation and understanding. This paper provides a broad background on the topics of game-based learning, gamification, and serious games. Further, it describes our ongoing approach to developing and promoting digital games for information security awareness, including two game designs and a gamification system architecture.


Serious Games and Edutainment Applications

Serious Games and Edutainment Applications

Author: Minhua Ma

Publisher: Springer Science & Business Media

Published: 2011-12-10

Total Pages: 502

ISBN-13: 1447121600

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The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.