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Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments

Book Description

Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. Editorial Assistant
    3. Associate Editors
    4. Book Reviewers
    5. List of Reviewers
  5. Preface
    1. Introduction
    2. IJGCMS
    3. Chapter Highlights
  6. Chapter 1: Toward a Theory of Game-Media Literacy
    1. ABSTRACT
    2. GAME LITERACY
    3. MULTIPLE TRADITIONS FOR INITIATING AND INTERPRETING GAMING PRACTICES FOR LEARNING
    4. RESEARCH INTO PLAYING VIDEOGAMES
    5. RESEARCH INTO MODIFYING AND MAKING GAMES
    6. RESEARCH INTO LEARNING GAME MAKING
    7. LITERACY AND “GOOD VIDEOGAMES”
    8. THE IMPORTANCE OF LEARNING TO PROGRAM GAMES TO GAME-MEDIA LITERACY DEVELOPMENT
    9. LINKING GAME-MAKING PRACTICES TO CONSTRUCTIONISM
    10. THE SIX CONTEMPORARY LEARNING ABILITIES: A THEORY-IN-THE-MAKING
    11. TWO TRADITIONS AND TWO BODIES OF WORK: WHAT’S NEXT?
  7. Chapter 2: Narratizing Disciplines and Disciplinizing Narratives
    1. ABSTRACT
    2. INTRODUCTION
    3. THEORETICAL FRAMING
    4. CONCLUSION
  8. Chapter 3: Exploring Cognitive Load in Immersive Educational Games
    1. ABSTRACT
    2. BACKGROUND
    3. VIRTUAL ENVIRONMENTS AND COGNITIVE LOAD
    4. MULTIMEDIA PRINCIPLES AND GAME-BASED INQUIRY ENVIRONMENTS
    5. DESIGN APPROACHES IN SAVE SCIENCE
    6. RESEARCH APPROACH
    7. IMPORTANCE OF THE STUDY
  9. Chapter 4: Multi-Modal Investigations of Relationship Play in Virtual Worlds
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. CONTEXT, METHODS, AND PARTICIPANTS
    5. FINDINGS
    6. DISCUSSION
  10. Chapter 5: A Next Gen Interface for Embodied Learning
    1. ABSTRACT
    2. INTRODUCTION
    3. RESEARCH CONTEXT
    4. METHOD
    5. DISCUSSION AND CONCLUSION
  11. Chapter 6: Wee Wii
    1. ABSTRACT
    2. INTRODUCTION
    3. LITERATURE REVIEW
    4. METHODOLOGY
    5. FINDINGS
    6. COGNITIVE INTERACTIONS
    7. CONCLUSION
  12. Chapter 7: Decoupling Aspects in Board Game Modeling
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. flexiblerules MODEL
    5. LOGIC LAYER
    6. USER INTERACTION
    7. GAME DEFINITION LANGUAGE
    8. LANGUAGE BASICS
    9. ENTITY DEFINITION
    10. MESSAGING
    11. LAWS AND SIDE-EFFECTS
    12. REPRESENTATIONS
    13. USER INTERACTION
    14. DEVELOPMENT ENVIRONMENT
    15. flexiblerules GAME EXAMPLES
    16. Awele
    17. Go
    18. Himalaya™
    19. flexiblerules IMPLICATIONS
    20. CONCLUSIONS AND FUTURE WORK
  13. Chapter 8: Effects of Playing a History-Simulation Game
    1. ABSTRACT
    2. PURPOSE OF THE STUDY
    3. LITERATURE REVIEW
    4. THREE KINGDOMS HISTORY
    5. RESEARCH QUESTIONS AND HYPOTHESES
    6. METHOD
    7. RESULTS
    8. CONCLUSION
    9. IMPLICATION
    10. Appendix
  14. Chapter 9: The Design of Virtual Space
    1. ABSTRACT
    2. OVERVIEW AND BACK-STORY, THE WISDOM OF WARCRAFT
    3. USABILITY AND GAMES
    4. USABILITY AND TRAVEL IN WARCRAFT
    5. CONCLUSION
  15. Chapter 10: Effects of Built-in Audio versus Unrelated Background Music on Performance in an Adventure Role-Playing Game
    1. ABSTRACT
    2. INTRODUCTION
    3. METHOD
    4. RESULTS
    5. DISCUSSION
    6. Appendix A
    7. Appendix B
  16. Chapter 11: Measuring Student Perceptions
    1. ABSTRACT
    2. INTRODUCTION
    3. RATIONALE
    4. METHODS
    5. RESULTS
    6. DISCUSSION
    7. CONCLUSION
    8. Appendix A
    9. Appendix B
  17. Chapter 12: Computer-Generated Three-Dimensional Training Environments
    1. ABSTRACT
    2. INTRODUCTION
    3. 2. PROBLEM-BASED LEARNING WITHIN A 3D SIMULATION ENVIRONMENT
    4. 3. CONTEXT OF THE SIMULATION DESIGN
    5. 4. DESIGN OF A CORRESPONDING SIMULATION ENVIRONMENT
    6. 5. CONCLUSION
  18. Chapter 13: Friendship, Closeness and Disclosure in Second Life
    1. ABSTRACT
    2. SECOND LIFE AND STUDIES INTO OTHER VIRTUAL ENVIRONMENTS
    3. CMC AND INTERPERSONAL RELATIONSHIPS
    4. SELF-DISCLOSURE IN CMC
    5. THE IMPACT OF AVATARS ON SOCIAL INTERACTION WITHIN VIRTUAL ENVIRONMENTS
    6. METHOD
    7. DISCUSSION
    8. MORE FRIENDS, CLOSER FRIENDS, FASTER
    9. FACTICIUS CONTINGO
    10. CONCLUSION
  19. Chapter 14: Computer Gaming Scenarios for Product Development Teams
    1. ABSTRACT
    2. INTRODUCTION
    3. REVIEW OF COMPUTER GAMES
    4. DEVELOPMENT OF NEW INTERACTIONS
    5. DEVELOPMENT OF DESIGN INTERACTION
    6. CONCLUSION
  20. Chapter 15: Adaptive Interactive Narrative Model to Teach Ethics
    1. ABSTRACT
    2. INTRODUCTION
    3. ADAPTIVE INTERACTIVE NARRATIVE
    4. AEINS
    5. ANALYTICAL EVALUATION
    6. EMPIRICAL EVALUATION
    7. CONCLUSION
  21. Chapter 16: Bio-Affective Computer Interface for Game Interaction
    1. ABSTRACT
    2. INTRODUCTION
    3. VARIABLE PARAMETERS IN EMOTION RECOGNITION SYSTEMS
    4. IMPORTANCE OF FLEXIBILITY IN ERS
    5. BAGI: DESIGN AND IMPLEMENTATION
    6. EXPERIMENTAL VALIDATION OF BAGI
    7. CONCLUSION AND FUTURE WORK
  22. Chapter 17: Evaluating User Experience of Actual and Imagined Movement in BCI Gaming
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. METHODS
    5. BRAIN BASHER
    6. BRAIN ARCHITECTURE
    7. CONCLUSION AND DISCUSSION
  23. Chapter 18: Towards Games for Knowledge Acquisition and Modeling
    1. ABSTRACT
    2. INTRODUCTION
    3. RELATED WORK
    4. WHY GAMES?
    5. GAMES EMBODYING METHODS
    6. GUIDING CONCEPTUALIZATION
    7. A GAME PROTOTYPE
    8. GAME DEVELOPMENT AND EVALUATION
    9. LESSONS LEARNED
    10. CONCLUSION AND FUTURE WORK
  24. Chapter 19: Automated Event Recognition for Football Commentary Generation
    1. ABSTRACT
    2. INTRODUCTION
    3. CHAMPIONSHIP MANAGER
    4. MACHINE LEARNING
    5. GENERAL APPROACH
    6. HAND-CODED COMMENTARY CONCEPTS
    7. CASE STUDY FOR CONCEPT LEARNING
    8. RELATED WORK
    9. CONCLUSION AND OUTLOOK
  25. Compilation of References
  26. About the Contributors