Overview
- 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
- Includes supplementary material: sn.pub/extras
Part of the book series: Gaming Media and Social Effects (GMSE)
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Table of contents (11 chapters)
Keywords
About this book
Editors and Affiliations
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
DOI: https://doi.org/10.1007/978-981-4560-26-9
Publisher: Springer Singapore
eBook Packages: Engineering, Engineering (R0)
Copyright Information: Springer Science+Business Media Singapore 2014
Hardcover ISBN: 978-981-4560-25-2Published: 12 March 2014
Softcover ISBN: 978-981-10-1194-8Published: 03 September 2016
eBook ISBN: 978-981-4560-26-9Published: 08 July 2014
Series ISSN: 2197-9685
Series E-ISSN: 2197-9693
Edition Number: 1
Number of Pages: VIII, 186
Number of Illustrations: 4 b/w illustrations, 83 illustrations in colour
Topics: Computational Intelligence, User Interfaces and Human Computer Interaction, Educational Technology, Media Sociology