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Gaming Media and Social Effects

Trends and Applications of Serious Gaming and Social Media

Editors: Baek, Youngkyun, Ko, Ryan, Marsh, Tim (Eds.)

  • Highlights the challenges and potential of educational learning and industry training in Asia using serious games and social media platforms
  • Covers many different applications of educational games used in Asian classrooms
  • Written by experts in the field
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eBook $99.00
price for USA (gross)
  • ISBN 978-981-4560-26-9
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $129.00
price for USA
valid through October 16, 2017
  • ISBN 978-981-4560-25-2
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $129.00
price for USA
  • Customers within the U.S. and Canada please contact Customer Service at 1-800-777-4643, Latin America please contact us at +1-212-460-1500 (Weekdays 8:30am – 5:30pm ET) to place your order.
  • Due: October 21, 2016
  • ISBN 978-981-10-1194-8
  • Free shipping for individuals worldwide
Rent the ebook  
  • Rental duration: 1 or 6 month
  • low-cost access
  • online reader with highlighting and note-making option
  • can be used across all devices
About this book

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Table of contents (11 chapters)

  • The Future of Serious Games and Immersive Technologies and Their Impact on Society

    Wortley, David

    Pages 1-14

  • The Road to E-Services: Online and Mobile Games as Enablers

    Prato, Giuditta (et al.)

    Pages 15-23

  • Achievement Systems Explained

    Galli, Luca (et al.)

    Pages 25-50

  • Identifying Triggers Within Persuasive Technology and Games for Saving and Money Management

    Tan Yan Xi, Audrey (et al.)

    Pages 51-70

  • Malware Analytics for Social Networking

    Subramanian, Deepak (et al.)

    Pages 71-87

Buy this book

eBook $99.00
price for USA (gross)
  • ISBN 978-981-4560-26-9
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $129.00
price for USA
valid through October 16, 2017
  • ISBN 978-981-4560-25-2
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $129.00
price for USA
  • Customers within the U.S. and Canada please contact Customer Service at 1-800-777-4643, Latin America please contact us at +1-212-460-1500 (Weekdays 8:30am – 5:30pm ET) to place your order.
  • Due: October 21, 2016
  • ISBN 978-981-10-1194-8
  • Free shipping for individuals worldwide
Rent the ebook  
  • Rental duration: 1 or 6 month
  • low-cost access
  • online reader with highlighting and note-making option
  • can be used across all devices
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Bibliographic Information

Bibliographic Information
Book Title
Trends and Applications of Serious Gaming and Social Media
Editors
  • Youngkyun Baek
  • Ryan Ko
  • Tim Marsh
Series Title
Gaming Media and Social Effects
Copyright
2014
Publisher
Springer Singapore
Copyright Holder
Springer Science+Business Media Singapore
eBook ISBN
978-981-4560-26-9
DOI
10.1007/978-981-4560-26-9
Hardcover ISBN
978-981-4560-25-2
Softcover ISBN
978-981-10-1194-8
Series ISSN
2197-9685
Edition Number
1
Number of Pages
VIII, 186
Number of Illustrations and Tables
4 b/w illustrations, 83 illustrations in colour
Topics