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Serious Games Development and Applications

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Cover of 'Serious Games Development and Applications'

Table of Contents

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    Book Overview
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    Chapter 1 Don’t Panic: Enhancing Soft Skills for Civil Protection Workers
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    Chapter 2 Health Games
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    Chapter 3 A Serious Game for Training Balance Control over Different Types of Soil
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    Chapter 4 Constructionist Learning in Anatomy Education: What Anatomy Students Can Learn through Serious Games Development
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    Chapter 5 Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games
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    Chapter 6 Serious Games Adoption in Corporate Training
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    Chapter 7 Towards Participative and Knowledge-Intensive Serious Games
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    Chapter 8 Towards Designing for Competence and Engagement in Serious Games
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    Chapter 9 Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum
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    Chapter 10 A Computer Game Based Motivation System for Human Physiology Studies
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    Chapter 11 Lessons Learnt from Contextualized Interactive Story Driven Development Methodology
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    Chapter 12 Value Propositions for Serious Games in Health and Well-Being
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    Chapter 13 Dealing with Threshold Concepts in Serious Games for Competence Development
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    Chapter 14 Betaville – A Massively Participatory Mirror World Game
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    Chapter 15 Logical Thinking by Play Using the Example of the Game “Space Goats”
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    Chapter 16 Squaring and Scripting the ESP Game: Trimming a GWAP to Deep Semantics
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    Chapter 17 The Application of the CISD 2 Methodology for the Definition of a Serious Game Competence-Based Learning Scenario in the Domain of Sustainable Manufacturing
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    Chapter 18 Evaluating the Validity of a Non-invasive Assessment Procedure
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    Chapter 19 Challenges and Opportunities in Evaluating Learning in Serious Games: A Look at Behavioural Aspects
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    Chapter 20 AmbiLearn: Enhancing the Learning Environment for Primary School Education
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    Chapter 21 Developing Serious Games Specifically Adapted to People Suffering from Alzheimer
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    Chapter 22 Serious Games Development and Applications
Attention for Chapter 2: Health Games
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Chapter title
Health Games
Chapter number 2
Book title
Serious Games Development and Applications
Published by
Springer Berlin Heidelberg, January 2012
DOI 10.1007/978-3-642-33687-4_2
Book ISBNs
978-3-64-233686-7, 978-3-64-233687-4
Authors

Alex Gekker, Gekker, Alex

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X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 36 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 3%
Portugal 1 3%
Greece 1 3%
Luxembourg 1 3%
Unknown 32 89%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 13 36%
Student > Master 9 25%
Student > Bachelor 5 14%
Researcher 2 6%
Professor > Associate Professor 2 6%
Other 3 8%
Unknown 2 6%
Readers by discipline Count As %
Computer Science 20 56%
Arts and Humanities 4 11%
Social Sciences 3 8%
Design 2 6%
Nursing and Health Professions 1 3%
Other 4 11%
Unknown 2 6%