YF Wang, YF Hsu, K Fang - Entertainment Computing, 2022 - Elsevier
Gamification of training, the application of gamification to modify training content and methodology, has become a hot topic in corporate training and school education in recent …
C Perryer, NA Celestine, B Scott-Ladd… - The International Journal …, 2016 - Elsevier
Gamification is a term that has gained currency over the last few years. Gamification refers to the application of characteristics from digital games into non-gaming contexts. The concept …
This second edition of a bestseller presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a …
Games-based learning takes advantage of gaming technologies to create a fun, motivating, and interactive virtual learning environment that promotes situated experiential learning …
Global Media Studies is unique in its coverage of places, peoples, institutions, and discourses. Toby Miller and Marwan M. Kraidy provide a comprehensive how-to guide to the …
MB Salter - War Beyond the Battlefield, 2013 - api.taylorfrancis.com
Video games are important sites for critical geopolitics, and this article engages in the analysis of Diplomacy, Civilization, America's Army, and Grand Theft Auto IV in order to …
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and …
The Wiley Handbook of Learning Technology is an authoritative and up-to-date survey of the fast-growing field of learning technology, from its foundational theories and practices to its …
A Schweyer - Incentive Research Foundation, 2018 - theirf.org
Rewards and recognition program designers are at a crossroads. Only two decades ago practitioners mainly provided sales managers with trophies, merchandise, and travel …