Discoveries in Gaming and Computer mediated Simulations

Discoveries in Gaming and Computer mediated Simulations
Author: Richard Eugene Ferdig
Publsiher: IGI Global
Total Pages: 0
Release: 2011
Genre: Computers
ISBN: 1609605659

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"This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher.

Interdisciplinary Advancements in Gaming Simulations and Virtual Environments Emerging Trends

Interdisciplinary Advancements in Gaming  Simulations and Virtual Environments  Emerging Trends
Author: Ferdig, Richard E.
Publsiher: IGI Global
Total Pages: 389
Release: 2012-01-31
Genre: Computers
ISBN: 9781466600300

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Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.

Gender Considerations and Influence in the Digital Media and Gaming Industry

Gender Considerations and Influence in the Digital Media and Gaming Industry
Author: Prescott, Julie
Publsiher: IGI Global
Total Pages: 357
Release: 2014-06-30
Genre: Social Science
ISBN: 9781466661431

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Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Gender Divide and the Computer Game Industry

Gender Divide and the Computer Game Industry
Author: Prescott, Julie
Publsiher: IGI Global
Total Pages: 321
Release: 2013-09-30
Genre: Social Science
ISBN: 9781466645356

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"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Video Games and Creativity

Video Games and Creativity
Author: Anonim
Publsiher: Academic Press
Total Pages: 330
Release: 2015-08-03
Genre: Psychology
ISBN: 9780128017050

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Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

Gender Considerations in Online Consumption Behavior and Internet Use

Gender Considerations in Online Consumption Behavior and Internet Use
Author: English, Rebecca
Publsiher: IGI Global
Total Pages: 297
Release: 2016-03-30
Genre: Social Science
ISBN: 9781522500117

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The use of social media and blogging websites has become more prevalent especially among young women; this trend suggests that gender has the potential to coincide with one’s actions and engagement online. Despite this notable trend, there is still a dearth of research on how women use the internet and how it affects their health, families, and interpersonal relationships. Gender Considerations in Online Consumption Behavior and Internet Use considers the use of online technologies through the lens of gender. From blogs dedicated to motherhood and infertility, to the Movember men’s health movement, gender identity is expressed in a communitive way online. This book provides empirical evidence on gender-specific internet usage and the feminine online experience. It is a valuable resource for students, academicians, researchers, technology developers, and government officials.

Design Utilization and Analysis of Simulations and Game Based Educational Worlds

Design  Utilization  and Analysis of Simulations and Game Based Educational Worlds
Author: Ferdig, Richard E.
Publsiher: IGI Global
Total Pages: 361
Release: 2013-05-31
Genre: Education
ISBN: 9781466640191

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Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

International Journal of Gaming and Computer Mediated Simulations Vol 4 ISS 2

International Journal of Gaming and Computer Mediated Simulations  Vol 4 ISS 2
Author: Richard E. Ferdig
Publsiher: IGI Publishing
Total Pages: 100
Release: 2012-05-15
Genre: Electronic Book
ISBN: 146661224X

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