ISBN: 9783540883210 - fun and games: second international conference, eindhoven, the netherlands, october 20-21, 2008, proceedings (lecture notes in computer science/programming and software engineering): 5294 (11 risultati)

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  • Lingua: Inglese

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    3540883215 / 9783540883210

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    Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other 'serious' purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n' Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.…

  • Lingua: Inglese

    Editore: Springer, 2008

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    Taschenbuch. Condizione: Neu. Fun and Games | Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings | Panos Markopoulos (u. a.) | Taschenbuch | xii | Englisch | 2008 | Springer | EAN 9783540883210 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

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    Condizione: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ¿serious¿ purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n¿ Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.…

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    Editore: Springer 2008-10, 2008

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    Editore: Springer Berlin Heidelberg Okt 2008, 2008

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    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other 'serious' purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n' Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up. 224 pp. Englisch.…

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    Editore: Springer Berlin Heidelberg, 2008

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    Kartoniert / Broschiert. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amo.…

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    Editore: Springer, Springer Okt 2008, 2008

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    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ¿serious¿ purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n¿ Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 224 pp. Englisch. …