Kankaanranta (23 risultati)

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  • Lingua: Inglese

    Editore: Springer, 2009

    1402094957 / 9781402094958

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    Da: Anybook.com, Lincoln, Regno UnitoAnybook.com

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    EUR 64,43

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    Condizione: Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. In good all round condition. No dust jacket. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,550grams, ISBN:9781402094958. …

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    EUR 126,86

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    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: Springer, 2010

    9048181410 / 9789048181414

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    Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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    EUR 134,61

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    Condizione: New.

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    EUR 134,76

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  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK

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    EUR 124,39

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    Condizione: New.

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections

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    EUR 129,67

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK

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    EUR 131,22

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    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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    EUR 157,94

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    Quantità: 4 disponibili

    Condizione: New. pp. 216.

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    EUR 122,94

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    Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. …

  • Lingua: Inglese

    Editore: Springer, 2010

    9048181410 / 9789048181414

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    EUR 122,94

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    Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. …

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    Lingua: Inglese

    Editore: Springer, 2010

    9048181410 / 9789048181414

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    Da: preigu, Osnabrück, Germaniapreigu

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    EUR 95,25

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    Quantità: 5 disponibili

    Taschenbuch. Condizione: Neu. Design and Use of Serious Games | Marja Helena Kankaanranta (u. a.) | Taschenbuch | Intelligent Systems, Control and Automation: Science and Engineering | viii | Englisch | 2010 | Springer | EAN 9789048181414 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Lingua: Inglese

    Editore: Springer, 2010

    9048181410 / 9789048181414

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    Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections

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    EUR 184,44

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Springer, 2010

    9048181410 / 9789048181414

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    Da: Mispah books, Redhill, SURRE, Regno UnitoMispah books

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    Condizione: Usato - Come nuovo

    EUR 187,14

    EUR 29,49 spedizione 
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    Quantità: 1 disponibile

    Paperback. Condizione: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Lingua: Inglese

    Editore: Springer, 2010

    9048181410 / 9789048181414

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    Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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    Condizione: Usato - Come nuovo

    EUR 220,69

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    Quantità: 15 disponibili

    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: Springer, 2010

    9048181410 / 9789048181414

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    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    EUR 86,24

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    Condizione: new. Questo è un articolo print on demand.

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    EUR 86,24

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    Condizione: new. Questo è un articolo print on demand.

  • Lingua: Inglese

    Editore: SPRINGER NATURE Dez 2008, 2008

    1402094957 / 9781402094958

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    EUR 106,99

    EUR 23,00 spedizione 
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    Quantità: 2 disponibili

    Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. 206 pp. Englisch.…

  • Lingua: Inglese

    Editore: Springer Netherlands Okt 2010, 2010

    9048181410 / 9789048181414

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    EUR 106,99

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    Quantità: 2 disponibili

    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. 216 pp. Englisch.…

  • Lingua: Inglese

    Editore: Springer Netherlands, 2010

    9048181410 / 9789048181414

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    Da: moluna, Greven, Germaniamoluna

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    EUR 92,27

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    Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Includes an overview of different aspects of serious games fields from a multidisciplinary perspectiveAuthored by an international group of experts in the fieldDuring the last few years, a new area of creative media industry, namely Ser. …

  • Lingua: Inglese

    Editore: Springer Netherlands, 2008

    1402094957 / 9781402094958

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    • Print on Demand

    Da: moluna, Greven, Germaniamoluna

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    EUR 93,00

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    Gebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Includes an overview of different aspects of serious games fields from a multidisciplinary perspectiveAuthored by an international group of experts in the fieldDuring the last few years, a new area of creative media industry, namely Ser.…

  • Lingua: Inglese

    Editore: Springer, Springer Okt 2010, 2010

    9048181410 / 9789048181414

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    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    EUR 106,99

    EUR 60,00 spedizione 
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    Quantità: 1 disponibile

    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 216 pp. Englisch.…

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

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    EUR 165,06

    EUR 7,67 spedizione 
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    Condizione: New. Print on Demand pp. 216 52:B&W 6.14 x 9.21in or 234 x 156mm (Royal 8vo) Case Laminate on White w/Gloss Lam.

  • Lingua: Inglese

    Editore: Springer, 2008

    1402094957 / 9781402094958

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    Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

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    EUR 165,22

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    Condizione: New. PRINT ON DEMAND pp. 216.