Springer eBooks may be purchased by end-customers only and are sold without copy protection (DRM free). Instead, all eBooks include personalized watermarks. This means you can read the Springer eBooks across numerous devices such as Laptops, eReaders, and tablets.
You can pay for Springer eBooks with Visa, Mastercard, American Express or Paypal.
After the purchase you can directly download the eBook file or read it online in our Springer eBook Reader. Furthermore your eBook will be stored in your MySpringer account. So you can always re-download your eBooks.
“When applying video game technology to an educational process, one must ask how we know it is effective. Addressing that question is what this book is about. The book is an edited collection of 21 chapters divided into three parts … . Three outstanding strengths of the book lead me to highly recommend it. … This book would be of greatest interest to educators, academics, and researchers in game-based learning. … it will also provide valuable perspectives for video game designers.” (J. M. Artz, ACM Computing Reviews, October, 2012)