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Gamification

Book Description

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editor-in-Chief
    2. Associate Editors
    3. Editorial Advisory Board
  5. Preface
  6. Section 1: Fundamental Concepts and Theories
    1. Chapter 1: The Gamification Experience
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. USER EXPERIENCE DESIGN AND GAMIFICATION DESIGN
      5. CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Lessons from the STEM Sector
      1. ABSTRACT
      2. STEM AND THE VIDEO GAME INDUSTRY
      3. STEM RELATED STUDIES
      4. NON-STEM RELATED STUDIES
      5. RESULTS OF LITERATURE REVIEW
      6. TAKE-AWAY MESSAGES
      7. CONCLUSION
      8. FUTURE QUESTIONS/RESEARCH
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    3. Chapter 3: A Qualitative Investigation of Gamification
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORKS
      4. METHOD
      5. RESULTS
      6. DISCUSSION AND IMPLICATIONS FOR DESIGN
      7. REFERENCES
      8. ENDNOTES
    4. Chapter 4: Video Game Framings
      1. ABSTRACT
      2. INTRODUCTION
      3. PART 1: TO THE LIGHTHOUSE
      4. PART 2: THE PARATEXT (OF VIDEO GAMES)
      5. PART 3: (THE PARATEXT OF) VIDEO GAMES
      6. CONCLUDING REMARKS
      7. REFERENCES
      8. ENDNOTES
    5. Chapter 5: Neurofeedback and Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AN EMERGING NEW FIELD: HOW NEUROFEEDBACK AND SERIOUS GAMES CAN BENEFIT FROM ONE ANOTHER
      5. DIFFERENT NEUROIMAGING TECHNIQUES AND THEIR APPLICATION IN NEUROFEEDBACK
      6. EEG
      7. MRI
      8. NIRS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
      11. ACKNOWLEDGMENT
      12. REFERENCES
      13. ADDITIONAL READING
      14. KEY TERMS AND DEFINITIONS:
    6. Chapter 6: Dream Lucidity
      1. ABSTRACT
      2. INTRODUCTION
      3. EXTENDING THE MIND: FRAMING GAMING LITERACY AS AN EMPATHIC PROCESS
      4. ASSESSING GAMING LITERACY: A THINK-ALOUD APPROACH
      5. METHODS
      6. INTERPRETING OUR RESULTS: GAMERS CONNECTING TO GAMING
      7. MILES: CHANGING THE EXTENDED MIND
      8. BAILEY: UNDERSTANDING THE HIKIMORI MIND THROUGH GAMEPLAY
      9. LUCAS: PROFOUND EMPATHY AND THE PLAYER-AVATAR DYNAMIC
      10. TIM: GAMING LITERACY AND THE PLAYER-DEVELOPER DYNAMIC
      11. DRAWING CONCLUSIONS: THE IMPORTANCE OF GAMING LITERACY AND COMMUNITY
      12. REFERENCES
    7. Chapter 7: The Protagonist and Their Avatar
      1. ABSTRACT
      2. INTRODUCTION
      3. PROTAGONIST AND THE AVATAR
      4. PERSONALITY’S IMPACT ON LEARNING
      5. METHOD
      6. RESULTS
      7. DISCUSSION
      8. CONCLUSION
      9. REFERENCES
    8. Chapter 8: Creativity in Education
      1. ABSTRACT
      2. INTRODUCTION
      3. VYGOTSKY’S THEORY OF IMAGINATION AND CREATIVITY
      4. PLAYWORLDS AND EXPLORATORY LEARNING
      5. THE RESEARCH PROJECT
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    9. Chapter 9: A Match Made in “Outer Heaven”
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DIGITAL RHETORIC OF GUNS OF THE PATRIOTS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    10. Chapter 10: Training, Teaching, and Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. PRE-SCHOOL EDUCATION
      4. PRIMARY AND SECONDARY SCHOOL EDUCATION
      5. THIRD LEVEL EDUCATION
      6. LIFELONG LEARNING FOR LIVING AND WORKING
      7. TEACHING AND LEARNING INNOVATION ISSUES
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    11. Chapter 11: Digital Literacy Concepts and Definitions
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. THE EVOLUTION OF DIGITAL LITERACY TERMINOLOGY
      4. 3. CHALLENGES IN THE RESEARCH BASE FOR CONCEPTUALIZING DIGITAL LITERACY
      5. 4. CHALLENGES IN CONCEPTUALIZING LITERACY: RELATIONSHIPS BETWEEN PRINT AND DIGITAL LITERACY
      6. 5. CHALLENGES IN THE CONTEXT OF EDUCATIONAL ASSESSMENT
      7. 6. CHALLENGES IN THE ASSESSMENT OF DIGITAL LITERACY
      8. 7. THE COMPUTER EXPERIENCE QUESTIONNAIRE
      9. 8. METHODS
      10. 9. RESULTS
      11. 10. CORRELATIONAL ANALYSIS
      12. 11. REGRESSION ANALYSIS
      13. 12. DISCUSSION
      14. 13. CONCLUSION
      15. REFERENCES
    12. Chapter 12: The Effects of Avatar-Based Customization on Player Identification
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AVATAR-BASED CUSTOMIZATION
      5. DURATION OF THE STUDY
      6. METHOD
      7. MATERIALS AND APPARATUS
      8. RESULTS
      9. DISCUSSION
      10. LIMITATIONS
      11. CONCLUSION
      12. REFERENCES
    13. Chapter 13: Capturing the Semantics of Simulation Learning with Linked Data
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK IN SIMULATION LEARNING
      4. ADOPTING LINKED DATA IN SIMULATION LEARNING
      5. CRISIS MANAGEMENT DECISION-MAKING WITH PANDORA SIMULATION TRAINING
      6. SIMULATION LEARNING LIFECYCLE
      7. LINKED LEARNING DATA IN KNOWLEDGE-RICH WORKPLACES
      8. LINKED OBSERVATIONAL DATA IN SIMULATION LEARNING
      9. CONCLUSION AND FUTURE WORK
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. ADDITIONAL READING
      13. KEY TERMS AND DEFINITIONS
    14. Chapter 14: A Qualitative Analysis of Online Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. REFERENCES
    15. Chapter 15: Serious Gaming at School
      1. ABSTRACT
      2. INTRODUCTION
      3. SETTING THE SCENE
      4. METHODOLOGY
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION
      8. REFERENCES
    16. Chapter 16: Playful Interfaces for Scientific Image Data
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. INTRODUCING STORYTELLING AS PLAYFUL INTERACTION WITH SCIENTIFIC IMAGE DATA
      5. UNDERSTANDING STORYTELLING WITH IMAGES
      6. IMPLEMENTING STORYTELLING WITH IMAGES
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    17. Chapter 17: ExerLearning®
      1. ABSTRACT
      2. READING, WRITING, AND EXERGAMES?
      3. REFERENCES
      4. KEY TERMS AND DEFINITIONS
    18. Chapter 18: GBL as PBL
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. NEW CENTURY ENERGY: A CASE STUDY
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
      11. APPENDIX A
      12. APPENDIX B
  7. Section 2: Development and Design Methodologies
    1. Chapter 19: Cognitive Load and Empathy in Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COGNITIVE LOAD AND EMPATHY IN SERIOUS GAMES
      5. MANAGING COGNITIVE LOAD AND EMPATHY
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. APPENDIX: ADDITIONAL READING
    2. Chapter 20: A Serious Games Framework for Health Rehabilitation
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. SERIOUS GAMES IN HEALTH REHABILITATION DOMAIN
      4. 3. NATURAL AND MULTIMODAL USER INTERFACES IN REHABILITATION
      5. 4. SYSTEM REQUIREMENTS AND DESIGN CONSIDERATIONS
      6. 5. FRAMEWORK ARCHITECTURE FOR SERIOUS GAMES IN HEALTH REHABILITATION
      7. 6. RESULTS AND DISCUSSION
      8. 7. CONCLUSION
      9. REFERENCES
    3. Chapter 21: Study Design and Data Gathering Guide for Serious Games' Evaluation
      1. ABSTRACT
      2. INTRODUCTION
      3. EVALUATION METHODS FOR SG LEARNING OUTCOMES
      4. CASE STUDIES
      5. DISCUSSION AND CONCLUSION
      6. ACKNOWLEDGMENT
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    4. Chapter 22: Balancing Fun and Learning in a Serious Game Design
      1. ABSTRACT
      2. INTRODUCTION
      3. OVERVIEW OF SUSTAIN CITY
      4. INTEGRATION OF GAME MECHANICS WITH LEARNING
      5. ASSESSMENT
      6. OVERALL FINDINGS
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
    5. Chapter 23: Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. LITERATURE REVIEW
      4. 3. METHODS
      5. 4. EXPERIMENTAL RESULT
      6. 5. CONCLUSION AND SUGGESTIONS
      7. ACKNOWLEDGMENT
      8. REFERENCES
    6. Chapter 24: Non-Player Characters and Artificial Intelligence
      1. ABSTRACT
      2. INTRODUCTION
      3. CASE STUDIES
      4. DISCUSSION
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
    7. Chapter 25: Assessment Integration in Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. LEARNING OUTCOMES AND ASSESSMENT
      4. LITERATURE REVIEW
      5. EXAMPLES OF ASSESSMENT IN SERIOUS GAMES
      6. DISCUSSION/CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    8. Chapter 26: Identifying Student Types in a Gamified Learning Experience
      1. ABSTRACT
      2. INTRODUCTION
      3. THE GAMIFIED MCP COURSE
      4. CLUSTER ANALYSIS
      5. DISCUSSION
      6. CONCLUSION AND FUTURE WORK
      7. ACKNOWLEDGMENT
      8. REFERENCES
    9. Chapter 27: From Chaos Towards Sense
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. STORY: A DAY IN THE WAREHOUSE
      5. STORY, SCENARIO, AND THE GAMIFIED NUDGE
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
      11. ENDNOTES
    10. Chapter 28: Designing Educational Games
      1. ABSTRACT
      2. INTRODUCTION
      3. VARIABLES INFLUENCING LEARNING
      4. THEORIES OF LEARNING
      5. SHAPING LEARNERS’ BEHAVIOUR
      6. ADAPTING TO LEARNERS’ COGNITIVE NEEDS
      7. AN ENVIRONMENT FOR KNOWLEDGE CONSTRUCTION
      8. LEARNING IN ADULTHOOD
      9. EDUCATIONAL GAMES DESIGN
      10. ELEMENTS OF PEDAGOGY IN EDUCATIONAL GAMES
      11. EDUCATIONAL GAME DESIGN METHODOLOGY
      12. DESIGN GUIDELINES FOR EDUCATIONAL GAMES
      13. CONCLUSION
      14. REFERENCES
      15. KEY TERMS AND DEFINITIONS
      16. ENDNOTES
    11. Chapter 29: Towards a Subjectively Devised Parametric User Model for Analysing and Influencing Behaviour Online Using Neuroeconomics
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. BREAKING THE DIVIDE OF OBJECTIVITY VS. SUBJECTIVITY: THE ROLE OF PARAMETRIC VALIDATION
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
    12. Chapter 30: Designing with Vulnerable Children
      1. ABSTRACT
      2. INTRODUCTION
      3. THE DESIGN CONTEXT AND THE BACKGROUND WORK
      4. DESIGNING WITH VULNERABLE CHILDREN
      5. RESEARCHER’S CHALLENGES AND OPPORTUNITIES
      6. CONCLUSIONS AND FUTURE WORK
      7. ACKNOWLEDGEMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    13. Chapter 31: Creating Coherent Incidental Learning Journeys on Smartphones Using Feedback and Progress Indicators
      1. ABSTRACT
      2. INTRODUCTION
      3. INCIDENTAL AND INFORMAL LEARNING
      4. ASSESSMENT AND FEEDBACK AND FPIS IN INCIDENTAL LEARNING
      5. CATEGORIES OF FEEDBACK AND PROGRESS INDICATORS
      6. MASELTOV CASE STUDY
      7. EVALUATING THE USE OF THE MASELTOV MAPP
      8. SUMMARY AND CONCLUSION
      9. ACKNOWLEDGMENT
      10. REFERENCES
    14. Chapter 32: A Literacy and Numeracy E-Learning Mobile Application for Pre-Schoolers
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. IMPLEMENTATION
      5. W3 XHTML VALIDATION CHECKS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    15. Chapter 33: Modeling the Player
      1. ABSTRACT
      2. INTRODUCTION AND MOTIVATION
      3. RELATED WORK
      4. (IN)DEPENDENCY OF THE MODELS FOR PLAYER TYPE: LEARNING STYLE AND PERSONALITY TRAITS
      5. METHOD
      6. RESULTS
      7. DISCUSSION
      8. CONCLUSION AND IMPLICATIONS FOR THE DESIGN OF GAMES FOR LEARNING
      9. ACKNOWLEDGMENT
      10. REFERENCES
      11. ENDNOTES
    16. Chapter 34: Challenges in Game Design
      1. ABSTRACT
      2. INTRODUCTION
      3. TROUBLES WITH DEFINING A “GAME” CONCEPT
      4. COMMON TYPES OF COMPUTER GAMES
      5. THE PROS AND CONS OF GAMING
      6. A SCENARIO FOR A NEW GAME, “DESIGN YOUR OWN HEALTH AND BEAT YOUR UNWANTED HABITS”
      7. CONCLUSION
      8. REFERENCES
    17. Chapter 35: The Road to Critical Thinking and Intelligence Analysis
      1. ABSTRACT
      2. INTRODUCTION
      3. RELEVANT COMPETENCES
      4. COGNITIVE AND DECISION-MAKING BIASES
      5. CRITICAL THINKING DEVELOPMENT
      6. A GAME THEORY BASED SUPPORTING TOOL
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    18. Chapter 36: Green Chemistry
      1. ABSTRACT
      2. INTRODUCTION
      3. ORGANIZATION BACKGROUND
      4. SETTING THE STAGE
      5. CASE DESCRIPTION
      6. CURRENT CHALLENGES, SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. ACKNOWLEDGMENT
      10. REFERENCES
    19. Chapter 37: NPP
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. NPP–POWER GRID SAFETY ASSESSMENT BASED ON MUTUAL INFLUENCE ANALYSIS
      5. POWER GRID SAFETY: DYNAMICAL CRITICALITY CWW-BASED ANALYSIS
      6. PRINCIPLES AND TECHNIQUES OF DYNAMICAL CRITICALITY
      7. APPROACH TO NPP SAFETY ASSESSMENT COMBINING FUZZY MODELS AND BAYESIAN BELIEF NETWORKS UNDER UNCERTAINTIES
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    20. Chapter 38: Four Strategies for Remote Workforce Training, Development, and Certification
      1. ABSTRACT
      2. INTRODUCTION
      3. ADDRESSING CRITICAL WORKFORCE TRAINING
      4. REMOTE WORKFORCE CATALYSTS
      5. CONCLUSION AND RECOMMENDATIONS
      6. REFERENCES
    21. Chapter 39: Causal Modeling to Foster E-Participation in the Policy Decision-Making Life-Cycle
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. URBAN PLANNING MODELING APPROACHES TO FOSTER CITIZENS’ PARTICIPATION
      5. CASE STUDY: DESIGN OF A GREEN PARK CONSIDERING NEIGHBOURS PREFERENCES
      6. CONCLUSION AND FUTURE WORK
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    22. Chapter 40: Game-Changer
      1. ABSTRACT
      2. TEACHER PREPARATION AND THE DIGITAL AGE
      3. THE WEBQUEST AS TOOL OF LEARNER INQUIRY
      4. THE NEW DIGITAL WAVE AND ITS BENEFITS
      5. STRUCTURAL ELEMENTS OF A WEBQUEST
      6. EXAMPLES OF WEBQUEST ELEMENTS
      7. CASE STUDY: FORMING AN ENGAGED COMMUNITY OF RISK-TAKING LEARNERS
      8. BACKGROUND
      9. PARTICIPANTS AND SETTING
      10. METHODOLOGY
      11. GAMING THE WEBQUEST EXPERIENCE
      12. OUTCOMES
      13. THE RUBRIC SCORING-THE COURSE INSTRUCTORS’ PERSPECTIVE
      14. REFLECTIONS-THE GRADUATE STUDENTS’ PERSPECTIVE
      15. SUGGESTIONS FOR NEXT STEPS
      16. THE RISE OF GAMING AS AN INSTRUCTIONAL RESOURCE
      17. THE CONTINUED EMPHASIS ON STEM (SCIENCE, TECHNOLOGY, ENGINEERING, MATHEMATICS) TRAINING IN US SCHOOLS AND THE CREATION OF A SKILLED TEACHER CORPS
      18. NEW MODELS OF CONTEMPORARY INSTRUCTIONAL DELIVERY IN K-12 EDUCATION AND AN OPEN CONTENT ONLINE SOCIETY
      19. MOVING FROM INSTRUCTION TO IMPLEMENTATION
      20. REFERENCES
    23. Chapter 41: Thresholds of Transmedia Storytelling
      1. ABSTRACT
      2. INTRODUCTION
      3. CHARACTERISTICS OF A TRANSMEDIA NARRATIVE
      4. EXPANDING GENETTE’S SCHEMA TO FIT A TRANSMEDIA NARRATIVE
      5. CASE STUDY USING THE 39 CLUES
      6. CONCLUSION
      7. REFERENCES
      8. ENDNOTES
      9. APPENDIX 1: WEBSITES AND AUTHORS ASSOCIATED WITH TRANSMEDIA PROJECTS OTHER THAN THE 39 CLUES LISTED IN THIS CHAPTER (IN THE ORDER THEY APPEAR)
      10. APPENDIX 2: LIST OF SPECIFIC BOOKS AND WEB PAGES ASSOCIATED WITH THE 39 CLUES PROJECT
    24. Chapter 42: Adapting Cognitive Walkthrough to Support Game Based Learning Design
      1. ABSTRACT
      2. INTRODUCTION
      3. THE E-BUG PLATFORM GAME
      4. COGNITIVE WALKTHROUGH FOR GBL
      5. COGNITIVE WALKTHROUGH FOR LEARNING THROUGH GAME MECHANICS
      6. APPLYING CWLTGM TO THE E-BUG PLATFORM GAME
      7. INTERNAL VALIDITY
      8. DISCUSSION AND FURTHER WORK
      9. CONCLUSION
      10. REFERENCES
  8. Section 3: Tools and Technologies
    1. Chapter 43: A Rating Tool for Sharing Experiences with Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METADATA SCHEMA
      5. TOOL FOR RATING AND SHARING EXPERIENCES
      6. CONCLUSION AND FUTURE WORK
      7. ACKNOWLEDGMENT
      8. REFERENCES
    2. Chapter 44: Video Game Consoles
      1. ABSTRACT
      2. INTRODUCTION
      3. THE VIDEO GAME SECTOR: MARKET TRENDS
      4. THE MUTATIONS OF THE VIDEO GAME SECTOR
      5. THE EVOLUTION OF VALUE CHAINS AND BM
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. APPENDIX
    3. Chapter 45: Multimedia Technologies in Education
      1. ABSTRACT
      2. INTRODUCTION
      3. 3D MODELS IN EDUCATION AND E-LEARNING
      4. VIRTUAL AND AUGMENTED REALITY APPLICATIONS IN CULTURE
      5. VIRTUAL AND AUGMENTED REALITY APPLICATIONS IN SURGERY
      6. TOOLS FOR INTERACTIVITY IN 3D VIRTUAL LEARNING ENVIRONMENTS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    4. Chapter 46: The Quest for a Massively Multiplayer Online Game that Teaches Physics
      1. ABSTRACT
      2. INTRODUCTION
      3. EDUCATION REVIEW
      4. ENTERTAINMENT REVIEW
      5. CASE 1: MVOL (2002)
      6. CASE 2: MMUSCLE (2003-2004)
      7. CASE 3: PAST (2005-2008)
      8. CHAPTER SUMMARY
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
      11. ENDNOTES
    5. Chapter 47: Minecraft as a Creative Tool
      1. ABSTRACT
      2. INTRODUCTION
      3. PROCEDURES
      4. DISCUSSION
      5. CONCLUSION
      6. REFERENCES
    6. Chapter 48: Gamification and Smart Feedback
      1. ABSTRACT
      2. BUZZ WORD GAMIFICATION
      3. SMART, FORMATIVE FEEDBACK
      4. COMPETENCE-CENTERED FORMATIVE FEEDBACK
      5. THE SONIC DIVIDER APP
      6. EVALUATION OF SONIC DIVIDER
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERNCES
    7. Chapter 49: Glove-Based Technology in Hand Rehabilitation
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. HAND INJURIES
      4. 3. SYSTEM DESIGN
      5. 4. EVALUATION
      6. 5. CONCLUSION
      7. REFERENCES
    8. Chapter 50: Rewards and Penalties
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. LEARNING STRATEGIES
      5. RESEARCH METHODOLOGY
      6. AWARDS AND PENALTIES FRAMEWORK
      7. RESULTS
      8. DISCUSSION
      9. REFERENCES
    9. Chapter 51: Ubiquitous Game-Based Learning in Higher Education
      1. ABSTRACT
      2. INTRODUCTION
      3. DIGITAL AND MOBILE GAME BASED LEARNING IN HIGHER EDUCATION
      4. BEST PRACTICES
      5. RESEARCH IMPLICATIONS, LIMITATIONS, AND FUTURE RESEARCH
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    10. Chapter 52: Instructional Technology and the Nature of the Gifted and Talented
      1. ABSTRACT
      2. ORGANIZATION BACKGROUND
      3. CURRENT CHALLENGES FACING THE ORGANIZATION
      4. SOLUTIONS AND RECOMMENDATIONS
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
      7. APPENDIX
    11. Chapter 53: Depth Cameras in AAL Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. KINECT IN AAL: TWO SAMPLE CASE STUDIES
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    12. Chapter 54: The MORPG-based Learning System for Multiple Courses
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. LITERATURE REVIEW
      4. 3. SYSTEM OVERVIEW
      5. 4. GAME DESIGN PROCESS
      6. 5. CASE STUDY
      7. 6. DISCUSSION AND CONCLUSION
      8. REFERENCES
    13. Chapter 55: Engaging in Play through Assistive Technology
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
    14. Chapter 56: Assistive Technologies for Brain-Injured Gamers
      1. ABSTRACT
      2. INTRODUCTION
      3. BRAIN INJURY
      4. THERAPEUTIC USES OF VIDEO GAMES
      5. VIDEO GAME ACCESSIBILITY
      6. ETHICAL CONSIDERATIONS WHEN USING VIDEO GAMES AS THERAPEUTIC TOOLS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    15. Chapter 57: A Formal Representation System for Modelling Assistive Technology Systems
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
    16. Chapter 58: A Step toward Assistive Technology Evidence-Based Practices
      1. ABSTRACT
      2. INTRODUCTION
      3. MATERIALS AND METHODS
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    17. Chapter 59: Analysis and Evaluation of Software Artifact Reuse Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. ANALYSIS FRAMEWORK
      4. REUSE ENVIRNOMENTS FOR SOFTWARE ARTIFACTS
      5. OPEN RESEARCH CHALLENGES
      6. INTEGRATED REUSE ENVINRONMENT ARCHITECTURE: INITIAL EFFORT
      7. RELATED WORKS
      8. CONCLUSION AND FUTURE WORKS
      9. ACKNOWLEDGMENT
      10. REFERENCES
  9. Section 4: Utilization and Application
    1. Chapter 60: Video Games as a Form of Therapeutic Intervention for Children with Autism Spectrum Disorders
      1. ABSTRACT
      2. INTRODUCTION
      3. AUTISM SPECTRUM DISORDER (ASD)
      4. VIDEO GAMES: A FORM OF LEISURE FOR CHILDREN WITH ASD
      5. LIMITATIONS OF INTERVENTION
      6. FUTURE RESEARCH
      7. REFERENCES
    2. Chapter 61: Serious Gaming for User Centered Innovation and Adoption of Disaster Response Information Systems
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. SERIOUS GAMING
      4. 3. INSTANCES OF THE DIMB SERIOUS GAME
      5. 4. FINDINGS
      6. 5. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
    3. Chapter 62: Beyond Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. DEFINING THE RELATIONSHIP BETWEEN VISUAL PROCESSING AND SPORTS PERFORMANCE
      4. METHODS
      5. DISCUSSION
      6. CONCLUSION
      7. REFERENCES
    4. Chapter 63: Measuring User Experience in Board Games
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. METHOD
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION
      8. REFERENCES
    5. Chapter 64: The Play Theory and Computer Games Using in Early Childhood Education
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. MOTIVATION
      4. 2. PARTICIPANTS AND METHODS
      5. 3. THEORETICAL STUDIES
      6. 4. THE EMPIRICAL STUDY
      7. 5. CONCLUSION
      8. REFERENCES
    6. Chapter 65: The Travelling Rose
      1. ABSTRACT
      2. THE TRAVELLING ROSE PROJECT
      3. SETTING THE STAGE
      4. THE TRAVELLING ROSE: USER STUDY, CONCEPT TESTING, PROTOTYPE
      5. CURRENT CHALLENGES
      6. SOLUTIONS AND RECOMMENDATIONS
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    7. Chapter 66: Game-Based Learning as a Promoter for Positive Health Behaviours in Young People
      1. ABSTRACT
      2. BACKGROUND
      3. SETTING THE STAGE
      4. CASE DESCRIPTION
      5. CURRENT CHALLENGES
      6. SOLUTIONS AND RECOMMENDATIONS
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    8. Chapter 67: Auditory Experiences in Game Transfer Phenomena
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. LIMITATIONS
      7. CONCLUSION AND IMPLICATIONS
      8. REFERENCES
    9. Chapter 68: A Randomised Controlled Trial to Evaluate Learning Effectiveness Using an Adaptive Serious Game to Teach SQL at Higher Education Level
      1. ABSTRACT
      2. INTRODUCTION
      3. PREVIOUS RESEARCH
      4. PROCEDURE
      5. RESULTS
      6. DISCUSSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    10. Chapter 69: Levelling (Up) the Playing Field
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. IDENTITY
      5. LEARNING
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    11. Chapter 70: Games for Top Civil Servants
      1. ABSTRACT
      2. BACKGROUND
      3. SETTING THE STAGE (500 WOORDEN) 647
      4. CASE DESCRIPTION
      5. CURRENT CHALLENGES
      6. SOLUTIONS AND RECOMMENDATIONS (500 WOORDEN)
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    12. Chapter 71: Gleaning Strategies for Knowledge Sharing and Collective Assessment in the Art Classroom from the Videogame, “Little Big Planet's Creator Spotlights”
      1. ABSTRACT
      2. INTRODUCTION
      3. REVIEW OF LITERATURE
      4. METHODOLOGY AND RESULTS
      5. DISCUSSION
      6. REFLECTIONS AND CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
    13. Chapter 72: Football Manager as a Persuasive Game for Social Identity Formation
      1. ABSTRACT
      2. BACKGROUND
      3. SETTING THE STAGE
      4. CASE DESCRIPTION
      5. CURRENT CHALLENGES
      6. SOLUTIONS AND RECOMMENDATIONS
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    14. Chapter 73: Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW AND THEORETICAL FRAMEWORK
      4. RESEARCH METHOD
      5. DATA ANALYSIS AND FINDINGS
      6. CONCLUSION AND IMPLICATIONS
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. APPENDIX A
    15. Chapter 74: Modeling Gameplay Enjoyment, Goal Orientations, and Individual Characteristics
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. APPENDIX A
      10. APPENDIX B
    16. Chapter 75: Identifying Group Processes and Affect in Learners
      1. ABSTRACT
      2. INTRODUCTION
      3. FROM ASSESSING STATES TO ASSESSING PROCESSES
      4. CONCLUSION
      5. REFERENCES
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. KEY TERMS AND DEFINITIONS
      9. CRITICAL RESPONSE
    17. Chapter 76: The Use of Facebook as a Pedagogical Platform for Developing Investigative Journalism Skills
      1. ABSTRACT
      2. INTRODUCTION
      3. FACEBOOK AS A ‘COMMUNITY OF PRACTICE’
      4. FACEBOOK AS A PEDAGOGICAL TOOL
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
    18. Chapter 77: l33tsp33k
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CASE STUDY OF GAMER TALK
      5. RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ENDNOTES
    19. Chapter 78: Rhetoric of Game
      1. ABSTRACT
      2. BACKGROUND
      3. GAME THEORY
      4. SETTING THE STAGE: THE TAVISTOCK METHOD
      5. THE POLITICS OF ORGANIZATIONS
      6. ORGANIZATIONAL POLITICS (OP)
      7. TAVISTOCK METHOD: CASE STUDY OF A GAME
      8. SOLUTIONS AND CHALLENGES
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
      12. ENDNOTES
  10. Section 5: Utilization and Application
    1. Chapter 79: Psychological Aspects of Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
      5. ACKNOWLEDGMENT
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
    2. Chapter 80: Critical Transport
      1. ABSTRACT
      2. INTRODUCTION
      3. SERIOUS GAMES IN HEALTHCARE
      4. DESIGN AND PEDAGOGICAL CONSIDERATIONS
      5. CRITICAL TRANSPORT
      6. METHODS
      7. RESULTS
      8. DISCUSSION
      9. CONCLUSION AND FUTURE WORK
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. ENDNOTES
    3. Chapter 81: Consumer Attitudes toward Online Video Game Purchases
      1. ABSTRACT
      2. INTRODUCTION
      3. DEVICE IN TRANSITION: VIDEO GAMES
      4. ONLINE SHOPPING AND PERSONALISED MARKETING
      5. CONSUMER ATTITUDES TOWARD ONLINE SHOPPING
      6. CONSUMER PURCHASING DECISION PROCESS
      7. VIDEO GAMES
      8. ONLINE SHOPPING MOTIVATIONS AND VIDEO GAME PURCHASES
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTES
    4. Chapter 82: The Applicability of Gaming Elements to Early Childhood Education
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMIFICATION
      4. EARLY CHILDHOOD EDUCATION
      5. PLAY
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    5. Chapter 83: Games and Social Networks
      1. ABSTRACT
      2. INTRODUCTION
      3. SOCIAL NETWORK GAMES
      4. SERIOUS SOCIAL NETWORK GAMES
      5. SOCIAL TV GAMES
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
      11. ENDNOTES
    6. Chapter 84: Driving Home the Message
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. ACT-R AND THREADED COGNITION
      5. PRESENT STUDY
      6. THIRD-PERSON EFFECT
      7. METHOD
      8. PROCEDURE
      9. MEASURES
      10. RESULTS
      11. DISCUSSION
      12. LIMITATIONS AND FUTURE RESEARCH
      13. REFERENCES
    7. Chapter 85: Rehabilitation Systems in Ambient Assisted Living Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. REHABILITATION IN AAL ENVIRONMENTS
      4. MOTION TRACKING
      5. SERIOUS GAMES
      6. ROBOTICS IN AAL ENVIRONMENTS
      7. DISCUSSION AND CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    8. Chapter 86: Games for and by Teachers and Learners
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMES FOR AND BY TEACHERS AND LEARNERS: AN OVERVIEW
      4. GAMES FOR AND BY TEACHERS
      5. GAMES FOR AND BY LEARNERS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    9. Chapter 87: My Click is My Bond
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
    10. Chapter 88: Exploratory Play in Simulation Sandbox Games
      1. ABSTRACT
      2. INTRODUCTION
      3. EXPLORATORY PLAY: WHAT IS THIS BEHAVIOUR?
      4. GAMES
      5. CONCLUSION
      6. REFERENCES
    11. Chapter 89: Leadership Behaviors among Gamers and Student Leaders
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL BACKGROUND
      4. MOTIVATION OF PLAY
      5. PROSOCIAL ORIENTATION
      6. RESEARCH QUESTIONS
      7. METHOD
      8. MEASURES
      9. PROCEDURE
      10. SCALE ANALYSES
      11. RESULTS
      12. HYPOTHESES
      13. DISCUSSION
      14. CONCLUSION
      15. REFERENCES
    12. Chapter 90: Simulation Games as Interventions in the Promotion of Social Skills Development among Children with Autism Spectrum Disorders
      1. ABSTRACT
      2. INTRODUCTION
      3. SIMULATION GAMES AS INTERVENTIONS IN SOCIAL SKILLS DEVELOPMENT
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
    13. Chapter 91: Time Factor Assessment in Game-Based Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. TIME ASSESSMENT IN GBL
      4. METAVALS CASE STUDY
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION AND FURTHER RESEARCH
      8. LESSONS LEARNT AND TIPS FOR PRACTITIONERS
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    14. Chapter 92: Women and Men in Computer Science
      1. ABSTRACT
      2. BACKGROUND
      3. METHODS
      4. RESULTS
      5. DISCUSSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
    15. Chapter 93: The Persuasive Language of Action
      1. ABSTRACT
      2. INTRODUCTION
      3. AN EXAMPLE TABLE-TOP ROLE PLAYING SESSION
      4. THE ROLE OF CHOICE
      5. ACTION AND REACTION IN THE DIGITAL AGE
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    16. Chapter 94: A Case for Integration
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: A LENS ON ASSESSMENT
      4. A COMBINED APPROACH
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  11. Section 6: Managerial Impact
    1. Chapter 95: Students as Customers
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. BACKGROUND: TOWARDS SOCIAL AEH
      4. 3. PARTICIPATORY DESIGN AND THE WE!DESIGN METHODOLOGY
      5. 4. APPLYING PARTICIPATORY DESIGN FOR ADAPTIVE WEB 3.0
      6. 5. DISCUSSION OF THE CASE STUDY
      7. 6. THE RESULT: TOPOLOR
      8. 7. FUTURE RESEARCH DIRECTIONS
      9. 8. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTES
    2. Chapter 96: Rhetoric of Play
      1. ABSTRACT
      2. INTRODUCTION
      3. THE GAMER IN VIDEO GAMES
      4. RECOMMENDATION
      5. FUTURE RESEARCH
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
      11. APPENDIX
    3. Chapter 97: Assistive Systems for the Workplace
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONTEXT-AWARE ASSISTIVE SYSTEMS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 98: Career Development among Japanese Female Game Developers
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. RESULTS AND DISCUSSION
      5. CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    5. Chapter 99: A Look inside the Current Climate of the Video Game Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GENDER BREAKDOWN BY DEPARTMENT
      5. POSSIBLE CAUSES
      6. CONCLUSION
      7. FUTURE QUESTIONS/RESEARCH
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    6. Chapter 100: Providing Career Guidance to Adolescents through Digital Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METYCOON
      5. METHODOLOGY
      6. RESULTS AND DISCUSSION
      7. CONCLUSION
      8. REFERENCES
  12. Section 7: Critical Issues
    1. Chapter 101: Does Game Quality Reflect Heuristic Evaluation?
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. THE NET HEURISTIC LIST
      5. METHOD
      6. RESULTS AND ANALYSIS
      7. DISCUSSION AND CONCLUSION
      8. FUTURE WORK
      9. ACKNOWLEDGMENT
      10. REFERENCES
      11. ENDNOTES
    2. Chapter 102: From the “Damsel in Distress” to Girls' Games and Beyond
      1. ABSTRACT
      2. INTRODUCTION: CHILDREN’S GAMES IN CONTEXT
      3. VIOLENCE AND HYPERSEXUALITY IN GAMING: AN HISTORICAL CONTEXT
      4. A PERSISTING “GENDER DIVIDE”: CURRENT TRENDS IN THE GAMES DEVELOPMENT INDUSTRY
      5. THE CASE OF WEBKINZ™ WORLD
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    3. Chapter 103: Can Exergaming Promote Physical Fitness and Physical Activity?
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. RESULTS
      5. CONCLUSION
      6. ACKNOWLEDGMENT
      7. REFERENCES
      8. APPENDIX
    4. Chapter 104: To Play or to Learn?
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. METHOD
      4. 3. EFFECTS OF GAME-BASED MATH LEARNING ON STUDENTS’ MOTIVATION
      5. 4. EFFECTS OF GAME-BASED MATH LEARNING ON STUDENTS’ COGNITION
      6. 5. CONCLUSION AND LOOKING AHEAD
      7. REFERENCES
      8. APPENDIX
  13. Section 8: Emerging Trends
    1. Chapter 105: Learning by Playing
      1. ABSTRACT
      2. INTRODUCTION
      3. LEARNING AND TEACHING IN THE 21ST CENTURY
      4. TRAINING PROJECTS AND EDUCATIONAL GAMES
      5. TECHNIQUES FOR AN EFFECTIVE EDUCATIONAL GAMES DESIGN
      6. PLAYERS PROFILES AND PARTICIPATION STRATEGIES
      7. STRATEGIES FOR GAMIFYING
      8. PRINCIPLES OF GAME DESIGN
      9. APPLICATIONS AND FUTURE PROSPECTS
      10. CONCLUSION
      11. REFERENCES
      12. ADDITIONAL READING
      13. KEY TERMS AND DEFINITIONS
    2. Chapter 106: Reducing Corruption and Protecting Privacy in Emerging Economies
      1. ABSTRACT
      2. INTRODUCTION
      3. THE IMPACT OF TECHNOLOGY ON EMERGING ECONOMIES
      4. IMPLICATIONS FOR WESTERN SURVEILLANCE POLICY IN EMERGING ECONOMIES
      5. THE ROLE OF AFFECTIVE COMPUTING IN EMERGING ECONOMIES
      6. TOWARDS ‘VOISSAFE’
      7. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    3. Chapter 107: Mobile Cloud Media
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. BACKGROUND OF MOBILE MULTIMEDIA CLOUD
      4. 3. TECHNICAL CHALLENGES
      5. 4. PROTOTYPE, STANDARDIZATION AND COMMERCIAL ASPECTS
      6. 5. RESEARCH DIRECTIONS
      7. 6. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    4. Chapter 108: Toward a Feature-Driven Understanding of Students' Emotions during Interactions with Agent-Based Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODS
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
    5. Chapter 109: Towards a Mobile Learning Pedagogy
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: MOBILE LEARNING AS MOBILE LIVING
      4. A DEFINITION UNDER CONSTANT CHANGE
      5. A THEORY UNDER CONVERSION
      6. A FRAMEWORK FOR IMPLEMENTATION
      7. TOWARD AN EVIDENCE-BASED PEDAGOGY
      8. ABILENE CHRISTIAN UNIVERSITY: A CASE STUDY
      9. EVIDENCE-BASED PEDAGOGIES
      10. SOLUTIONS AND RECOMMENDATIONS
      11. FUTURE RESEARCH IMPLICATIONS
      12. CONCLUSION
      13. REFERENCES
    6. Chapter 110: Perceived Best Practices for Faculty Training in Distance Education
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. METHODOLOGY
      5. FINDINGS
      6. DISCUSSION AND FUTURE RESEARCH
      7. CONCLUSION
      8. REFERENCES
    7. Chapter 111: “I Want Them to Feel the Fear…”
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. METHODOLOGY
      5. RESULTS/DISCUSSION
      6. VIDEO GAMES AS CRITICAL LITERACIES
      7. IMPLICATIONS
      8. CONCLUSION
      9. REFERENCES
      10. ENDNOTES