Research Games


Research Games
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Games User Research


Games User Research
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Author : Anders Drachen
language : en
Publisher: Oxford University Press
Release Date : 2018

Games User Research written by Anders Drachen and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Computers categories.


"games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.



Digital Games And Learning


Digital Games And Learning
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Author : Nicola Whitton
language : en
Publisher: Routledge
Release Date : 2014-03-26

Digital Games And Learning written by Nicola Whitton and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-26 with Education categories.


In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.



Worlds In Play


Worlds In Play
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Author : Suzanne De Castell
language : en
Publisher: Peter Lang
Release Date : 2007

Worlds In Play written by Suzanne De Castell and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Art categories.


Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»



Handbook Of Research On Serious Games For Educational Applications


Handbook Of Research On Serious Games For Educational Applications
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Author : Zheng, Robert
language : en
Publisher: IGI Global
Release Date : 2016-08-01

Handbook Of Research On Serious Games For Educational Applications written by Zheng, Robert and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-01 with Education categories.


Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.



Games User Research


Games User Research
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Author : Miguel Angel Garcia-Ruiz
language : en
Publisher: CRC Press
Release Date : 2017-12-19

Games User Research written by Miguel Angel Garcia-Ruiz and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-19 with Computers categories.


"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.



Alternate Reality Games For Behavioral And Social Science Research


Alternate Reality Games For Behavioral And Social Science Research
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Author : Ruthanna Gordon
language : en
Publisher: Lulu.com
Release Date : 2015-02-20

Alternate Reality Games For Behavioral And Social Science Research written by Ruthanna Gordon and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-20 with Education categories.


By weaving fictional narratives and problem solving into everyday life, alternate reality games (ARGs) may be able to fill gaps left by traditional studies in the behavioral and social sciences. Researchers are exploring new ways to address concerns such as ecological validity, inconsistent replication, and recruitment of large and diverse sample populations. ARG-based research design, using familiar tools and multimedia venues to engage players in meaningful interaction within complex near‐real‐world environments, offers methods that can make a difference. This book examines the potential strengths of ARG‐based social science research, the challenges that remain to be overcome, and potential starting points for testing these possibilities.



Game Research Methods An Overview


Game Research Methods An Overview
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Author : Patri Lankoski
language : en
Publisher: Lulu.com
Release Date : 2015

Game Research Methods An Overview written by Patri Lankoski and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Education categories.


"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.



Games And Gamification In Market Research


Games And Gamification In Market Research
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Author : Betty Adamou
language : en
Publisher: Kogan Page Publishers
Release Date : 2018-11-03

Games And Gamification In Market Research written by Betty Adamou and has been published by Kogan Page Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-11-03 with Business & Economics categories.


Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.



Integrating Video Game Research And Practice In Library And Information Science


Integrating Video Game Research And Practice In Library And Information Science
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Author : Ratliff, Jacob A.
language : en
Publisher: IGI Global
Release Date : 2015-02-28

Integrating Video Game Research And Practice In Library And Information Science written by Ratliff, Jacob A. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-28 with Language Arts & Disciplines categories.


Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.



Computer Games For Learning


Computer Games For Learning
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Author : Richard E. Mayer
language : en
Publisher: MIT Press
Release Date : 2014-07-11

Computer Games For Learning written by Richard E. Mayer and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-11 with Education categories.


A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.