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Proceedings of the 15th International Academic MindTrek Conference : Envisioning Future Media Environments

Proceedings of the 15th International Academic MindTrek Conference : Envisioning Future Media Environments PDF Author: International MindTrek Conference
Publisher:
ISBN:
Category :
Languages : en
Pages : 341

Book Description


Proceedings of the 15th International Academic MindTrek Conference : Envisioning Future Media Environments

Proceedings of the 15th International Academic MindTrek Conference : Envisioning Future Media Environments PDF Author: International MindTrek Conference
Publisher:
ISBN:
Category :
Languages : en
Pages : 341

Book Description


Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments

Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments PDF Author: Academic MindTrek 2011
Publisher:
ISBN: 9781450308168
Category : Computer science
Languages : en
Pages : 341

Book Description


Rethinking Virtual Places

Rethinking Virtual Places PDF Author: Erik M. Champion
Publisher: Indiana University Press
ISBN: 0253058368
Category : Computers
Languages : en
Pages : 264

Book Description
How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.

Handbook of Research on Promoting Economic and Social Development Through Serious Games

Handbook of Research on Promoting Economic and Social Development Through Serious Games PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1799897346
Category : Computers
Languages : en
Pages : 665

Book Description
While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning

Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning PDF Author: Neto, Francisco Milton Mendes
Publisher: IGI Global
ISBN: 1522501266
Category : Education
Languages : en
Pages : 702

Book Description
As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utilized effectively, the use of computer systems in educational settings creates a richer learning environment for students. The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is ideally designed for researchers, developers, upper-level students, and educators interested in the incorporation of immersive technologies in the learning process.

The Playful University

The Playful University PDF Author: Rikke Toft Nørgård
Publisher: Taylor & Francis
ISBN: 1040147356
Category : Education
Languages : en
Pages : 349

Book Description
This book provides philosophical, political and practical insights that open ways for the university in going beyond its tightly controlled state and into more playful and imaginative futures. In the context of a marketised and regulated environment that stifles creativity and curiosity in higher education, this collection provides an antidote that lies in the potential of play. It identifies tactics and tools for playful practices to conjure real utopias and pathways for the present and possible futures. Pulling together global perspectives from a wide array of different disciplines including higher education, sociology, philosophy, media studies, design, literature, play studies, game studies and political science, it concludes with a collaborative chapter that offers philosophically and theoretically grounded principles for the playful university. The book shows that it is possible to reimagine a higher education in which students and staff approach their studies with a sense of purpose, care, and openness to explore, imagine and build a better future. Looking beyond pedagogy to imagination, and wonder as important perspectives within the university, this is an essential read for those interested in play and subversion in higher education.

Game User Experience And Player-Centered Design

Game User Experience And Player-Centered Design PDF Author: Barbaros Bostan
Publisher: Springer Nature
ISBN: 3030376435
Category : Computers
Languages : en
Pages : 490

Book Description
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

Research Anthology on Citizen Engagement and Activism for Social Change

Research Anthology on Citizen Engagement and Activism for Social Change PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437074
Category : Political Science
Languages : en
Pages : 1611

Book Description
Activism and the role everyday people play in making a change in society are increasingly popular topics in the world right now, especially as younger generations begin to speak out. From traditional protests to activities on college campuses, to the use of social media, more individuals are finding accessible platforms with which to share their views and become more actively involved in politics and social welfare. With the emergence of new technologies and a spotlight on important social issues, people are able to become more involved in society than ever before as they fight for what they believe. It is essential to consider the recent trends, technologies, and movements in order to understand where society is headed in the future. The Research Anthology on Citizen Engagement and Activism for Social Change examines a plethora of innovative research surrounding social change and the various ways citizens are involved in shaping society. Covering topics such as accountability, social media, voter turnout, and leadership, it is an ideal work for activists, sociologists, social workers, politicians, public administrators, sociologists, journalists, policymakers, social media analysts, government administrators, academicians, researchers, practitioners, and students.

Society and Technology

Society and Technology PDF Author: Ewa Lechman
Publisher: Routledge
ISBN: 1000044262
Category : Business & Economics
Languages : en
Pages : 228

Book Description
This book offers broad evidence on how new information and communication technologies (ICT) impact social development and contribute to social welfare. Its aim is to show how new technological solutions may contribute to society’s welfare by encouraging new ‘socially responsible’ initiatives and practices as the broad adoption of new technologies becomes an integral component of organizations, and of the overall economy. Society and Technology: Opportunities and Challenges is designed to provide deep insight into theoretical and empirical evidence on ICT as socially responsible technologies. More specifically, it puts special focus on examining the following: how channels of ICT impact on social progress, environmental sustainability and instability the role of ICT in creating social networks, with positive and negative consequences of networking how ICT encourages education, skills development, institutional development, etc. the ethical aspects of technological progress, and technology management for social corporate responsibility. The book is written primarily for scholars and academic professionals from a wide variety of disciplines that are addressing issues of economic development and growth, social development, and the role of technology progress in broadly defined socioeconomic progress. It is also an invaluable source of knowledge for graduate and postgraduate students, particularly within economic and social development, information and technology, worldwide studies, social policy or comparative economics.

The Gameful World

The Gameful World PDF Author: Steffen P. Walz
Publisher: MIT Press
ISBN: 026202800X
Category : Computers
Languages : en
Pages : 687

Book Description
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.