Gaming Technologies Collection, 1st Edition

  • Published By:
  • ISBN-10: 1609605284
  • ISBN-13: 9781609605285
  • Grade Level Range: College Freshman - College Senior
  • eBook
  • Original Copyright 2011 | Published/Released September 2011
  • This publication's content originally published in print form: 2011
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The GAMING TECHNOLOGIES COLLECTION is a specialized reference collection which supports research in the field of gaming technology. This premier package includes 14 scholarly titles focusing on serious games, intelligent gaming technologies, and gaming in education. These titles represent IGI Global’s unique coverage of the impact and effective use of technology within the area of gaming technology. The evolution of all aspects of gaming technologies from their method of delivery to their use in everyday life has changed markedly over the past few decades. Technology that was originally viewed as a means of entertainment is now looked upon as an area of in-depth research and educational value. Gaming has grown into a topic of deep interest in a variety of industries and will only continue to develop and change at a fast pace.

Products Included

Gaming Technologies Collection: Biologically Inspired Artificial Intelligence For Computer Games  (ISBN-10: 159140648X | ISBN-13: 9781591406488)

This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and interesting games, creating an invaluable collection supporting both technological research and the gaming industry.

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Gaming Technologies Collection: Design And Implementation Of Educational Games: Theoretical And Practical Perspectives  (ISBN-10: 1615207821 | ISBN-13: 9781615207824)

This book will give readers a solid understanding of issues in educational game design and deployment in the classroom.

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Gaming Technologies Collection: Educational Gameplay And Simulation Environments: Case Studies And Lessons Learned  (ISBN-10: 1615207325 | ISBN-13: 9781615207329)

This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments.

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Gaming Technologies Collection: Ethics And Game Design: Teaching Values Through Play  (ISBN-10: 1615208461 | ISBN-13: 9781615208463)

This book addressing an emerging field of study, ethics and games and answers how we can better design and use games to foster ethical thinking and discourse in classrooms.

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Gaming Technologies Collection: Gaming And Cognition: Theories And Practice From The Learning Sciences  (ISBN-10: 161520718X | ISBN-13: 9781615207183)

This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education).

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Gaming Technologies Collection: Gaming For Classroom-Based Learning: Digital Role Playing As A Motivator Of Study  (ISBN-10: 1615207147 | ISBN-13: 9781615207145)

In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue among researchers in educational technology, this book investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.

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Gaming Technologies Collection: Serious Game Design And Development: Technologies For Training And Learning  (ISBN-10: 1615207406 | ISBN-13: 9781615207404)

With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal.

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Gaming Technologies Collection: Simulation And Gaming For Mathematical Education: Epistemology And Teaching Strategies  (ISBN-10: 1605669318 | ISBN-13: 9781605669311)

This book proposes simulation games supported by the most recent discoveries and advances in theories of learning research, and gears operational decisions toward the development of an integrated system for the teaching of mathematics in primary schools.

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