Gaming Technologies
Includes 14 Titles

Gaming Technologies

Learn more about IGI Global Topic Collections.
As one of the most rapidly growing areas of applied research, this book bundle of 14 scholarly titles offers a complete library of books on serious games, intelligent gaming technologies, and gaming in education.
Release date: September 1, 2010
ISBN13: 9781609607258|EISBN13: 9781609605285

Description

The evolution of all aspects of gaming technologies from their method of delivery to their use in everyday life has changed markedly over the past few decades. Technology that was originally viewed as a means of entertainment is now looked upon as an area of in-depth research and educational value. Gaming has grown into a topic of deep interest in a variety of industries and will only continue to develop and change at a fast pace.

The Gaming Technologies book bundle is a specialized reference collection which supports research in the field of gaming technology. This premier package includes 14 scholarly titles focusing on serious games, intelligent gaming technologies, and gaming in education. These titles represent IGI Global’s unique coverage of the impact and effective use of technology within the area of gaming technology.

Topics Covered

  • Computer Simulation
  • Gaming

Books Included in this Collection

Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies
Angela Piu (University of L'Aquila, Italy), Cesare Fregola (Roma Tre University, Italy). © 2011. 256 pages.
Technologic and virtual development is growing, creating an environment of online gaming that can be used as an effective and motivational instrument for math didactics in education. Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways...
Educational Gameplay and Simulation Environments: Case Studies and Lessons Learned
David Kaufman (Simon Fraser University, Canada), Louise Sauvé (Télé-université, Canada). © 2010. 528 pages.
Games and simulations are not only a rapidly growing source of entertainment in today's world; they are also quite beneficial. They enable players to develop quick-reaction and motor skills, engage cognitive processes, and interact with peers around the globe, thereby enhancing social skills....
Ethics and Game Design: Teaching Values through Play
Karen Schrier (Columbia University, USA), David Gibson (University of Vermont, USA). © 2010. 396 pages.
Ethics and games are emerging as a very popular field of study. As such, there has become a need to define the field in terms of its primary challenges and the current state of the discipline. Ethics and Game Design: Teaching Values through Play is the first book in its field to challenge scholars and...
Serious Game Design and Development: Technologies for Training and Learning
Jan Cannon-Bowers (University of Central Florida, USA), Clint Bowers (University of Central Florida, USA). © 2010. 382 pages.
The increasing use of games in learning has drawn the attention of numerous disciplines within the scientific community now seeking to understand the nature of its effectiveness and guidance for how to best harness its innovative technology power. Serious Game Design and Development: Technologies for...
Design and Implementation of Educational Games: Theoretical and Practical Perspectives
Pavel Zemliansky (James Madison University, USA), Diane Wilcox (James Madison University, USA). © 2010. 540 pages.
The new global, fast-paced, interconnected world demands that educators consider new educational methods and media in order to meet the needs of a mobile, shifting society. Design and Implementation of Educational Games: Theoretical and Practical Perspectives researches how to meet this need by...
Gaming and Cognition: Theories and Practice from the Learning Sciences
Richard Van Eck (University of North Dakota, USA). © 2010. 405 pages.
The idea that games can have positive impacts upon critical thinking and problem solving is widely accepted in today's digital society, yet the effect of video games on human cognition is still largely unexplored. Gaming and Cognition: Theories And Practice From The Learning Sciences applies the...
Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions
Richard Van Eck (University of North Dakota, USA). © 2010. 430 pages.
An exciting and burgeoning new field, the study of serious games has grown from a collection of radical ideas to a recognized and unique tool to create an engaging learning environment. Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions brings...
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Young Kyun Baek (Korea National University of Education, Korea). © 2010. 358 pages.
In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching...
Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments
David Gibson (University of Vermont, USA), Young Kyun Baek (Korea National University of Education, Korea). © 2009. 540 pages.
Artificial instructional methods now provide the learning community with exercise specific teaching skills and learning situations that strengthen educator instincts and intuition about best practices. Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments...
Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies
Nigel Pope (Griffith University, Australia), Kerri-Ann L. Kuhn (Queensland University of Technology, Australia), John J.H. Forster (Griffith University, Australia). © 2009. 414 pages.
An unacknowledged, global phenomenon in the sphere of computer applications, digital sport, plays an enormous part in training and performance enhancement. Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies is the first book to provide an overview of...
Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices
Thomas Connolly (University of the West of Scotland, UK), Mark Stansfield (University of the West of Scotland, UK), Liz Boyle (University of Paisley, UK). © 2009. 394 pages.
Games-based learning focuses on the exploration of high-quality computer games and associated software tools for education and training. Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices disseminates knowledge on the theory and practice of...
Handbook of Research on Effective Electronic Gaming in Education
Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA). © 2009. 1762 pages.
Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have not only become ubiquitous in everyday recreational life but have also permeated many professional fields and disciplines...
Biologically Inspired Artificial Intelligence for Computer Games
Darryl Charles (University of Ulster, Ireland), Colin Fyfe (University of Paisley, UK), Daniel Livingstone (University of Paisley, UK), Stephen McGlinchey (University of Paisley, UK). © 2008. 278 pages.
Computer games are often played by a human player against an artificial intelligence software entity. In order to truly respond in a human-like manner, the artificial intelligence in games must be adaptive, or respond as a human player would as he/she learns to play a game. Biologically Inspired...
Games and Simulations in Online Learning: Research and Development Frameworks
David Gibson (University of Vermont, USA), Clark Aldrich (SimuLearn Inc., USA), Marc Prensky (games2train, USA). © 2007. 420 pages.
Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are everywhere – on Web sites, in stores, streamed to the desktop, on television – they are absent from the classroom....