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Index
Cover Page Title Page Copyright Page Dedication Foreword: From Virtual U to Serious Games to Something Bigger Editors Contributors List of Figures and Tables Part I: Serious Games: Explication of an Oxymoron
1. Introduction 2. Classifying Serious Games 3. Enjoyment of Digital Games: What Makes Them “Seriously” Fun? 4. Serious Games and Seriously Fun Games: Can they be One and the Same?
Part II: Theories and Mechanisms
Section I: Serious Games for Learning
5. Deep Learning Properties of Good Digital Games: How far Can they Go? 6. Deep Learning and Emotion in Serious Games 7. Psychological and Communicological Theories of Learning and Emotion Underlying Serious Games 8. Designing Serious Games for Learning and Health in Informal and Formal Settings 9. What do Children Learn from Playing Digital Games?
Section II: Serious Games for Development
10. The Impact of Serious Games on Childhood Development 11. Designing Serious Games for Children and Adolescents: What Developmental Psychology Can Teach us 12. Doors to Another Me: Identity Construction through Digital Game Play 13. Identity Formation and Emotion Regulation in Digital Gaming
Section III: Serious Games for Social Change
14. Serious Games for Girls? Considering Gender in Learning with Digital Games 15. Girls as Serious Gamers: Pitfalls and Possibilities 16. Serious Games and Social Change: Why they (Should) Work 17. Entertainment-Education through Digital Games
Part III: Methodological Challenges
18. Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow 19. Making the Implicit Explicit: Embedded Measurement in Serious Games 20. Evaluating the Potential of Serious Games: What Can We Learn from Previous Research on Media Effects and Educational Intervention? 21. Improving Methodology in Serious Games Research with Elaborated Theory 22. Generalizability and Validity in Digital Game Research 23. Designing Game Research: Addressing Questions of Validity
Part IV: Applications, Limitations, and Future Directions
24. Three-Dimensional Game Environments for Recovery from Stroke 25. Reducing Risky Sexual Decision Making in the Virtual and in the Real World: Serious Games, Intelligent Agents, and a Solve Approach 26. From Serious Games to Serious Gaming 27. Immersive Serious Games for Large Scale Multiplayer Dialogue and Cocreation 28. The Gaming Dispositif: An Analysis of Serious Games from a Humanities Perspective
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