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English (9)


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2016 (9)

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Book
Tetris : the games people play
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ISBN: 9781626723153 162672315X 9780606399975 0606399976 9781518195723 1518195725 Year: 2016 Publisher: New York First Second

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It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you'll see those brightly colored geometric shapes everywhere. You'll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega--game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft. In this graphic novel, New York Times--bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world's most popular video game.


Book
A profile of the hospitality industry
Authors: ---
ISBN: 1786843714 160649919X Year: 2016 Publisher: New York, New York (222 East 46th Street, New York, NY 10017) : Business Expert Press,

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The hospitality industry is generally referred to as businesses that provide accommodation and foodservice. Traditionally an entrepreneurial business, it now includes organizations ranging from small independent cafes to large multinational corporations. Businesses in the hospitality industry have many organizational structures to include whole ownership, franchising, consortia, and management contracts as key configurations. Affected by capital investment, travel and tourism trends, threats and opportunities, the hospitality industry has proved resilient.


Book
Safeguarding the integrity of Indian gaming : hearing before the Committee on Indian Affairs, United States Senate, One Hundred Fourteenth Congress, first session, July 22, 2015.
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Year: 2016 Publisher: Washington : U.S. Government Publishing Office,

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Book
Safeguarding the integrity of Indian gaming : hearing before the Committee on Indian Affairs, United States Senate, One Hundred Fourteenth Congress, first session, July 22, 2015.
Author:
Year: 2016 Publisher: Washington : U.S. Government Publishing Office,

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Book
Corporate social responsibility and responsible gambling in gaming destinations
Authors: --- ---
ISBN: 1536100668 9781536100662 9781634859752 Year: 2016 Publisher: Hauppauge, New York : Nova Science Publishers, Incorporated,


Book
Games-To-Teach or Games-To-Learn : Unlocking the Power of Digital Game-Based Learning Through Performance
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ISBN: 9812875174 9812875182 Year: 2016 Publisher: Singapore : Springer Singapore : Imprint: Springer,

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The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Keywords

Computer games. --- Educational games. --- Simulation games in education. --- Computer Science --- Engineering & Applied Sciences --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Simulation games --- Engineering. --- Computers. --- Educational technology. --- Computational intelligence. --- Computational Intelligence. --- Educational Technology. --- Computing Methodologies. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace --- Construction --- Industrial arts --- Aids and devices --- Application software --- Electronic games --- Games --- Educational games --- Simulation methods --- Education. --- Artificial intelligence. --- Artificial Intelligence. --- AI (Artificial intelligence) --- Artificial thinking --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Self-organizing systems --- Fifth generation computers --- Neural computers --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training


Book
Simulation and Gaming in the Network Society
Authors: --- --- ---
ISBN: 9811005745 9811005753 Year: 2016 Publisher: Singapore : Springer Singapore : Imprint: Springer,

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This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.


Book
Why Games Are Good For Business : How to Leverage the Power of Serious Games, Gamification and Simulations
Author:
ISBN: 1349580635 1137448962 1137448989 Year: 2016 Publisher: London : Palgrave Macmillan UK : Imprint: Palgrave Macmillan,

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By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.

Keywords

Management - Simulation methods. --- Management games --- Educational games --- Game theory --- Strategic planning --- Management --- Management Theory --- Business & Economics --- Simulation methods --- Gamification. --- Management games. --- Educational games. --- Game theory. --- Strategic planning. --- Simulation methods. --- Instructive games --- Training games --- Business games --- Industrial gaming --- Industrial management games --- Goal setting (Strategic planning) --- Planning, Strategic --- Strategic intent (Strategic planning) --- Strategic management --- Games, Theory of --- Theory of games --- Operations research --- Planning --- Business planning --- Mathematical models --- Mathematics --- Education --- Games --- Games of strategy (Mathematics) --- Industrial management --- Management. --- Organization. --- Personnel management. --- Manpower policy. --- Behavioral economics. --- Leadership. --- Human Resource Management. --- Human Resource Development. --- Behavioral/Experimental Economics. --- Business Strategy/Leadership. --- Ability --- Command of troops --- Followership --- Behavioral economics --- Behavioural economics --- Employment policy --- Human resource development --- Labor market --- Labor market policy --- Manpower utilization --- Labor policy --- Labor supply --- Trade adjustment assistance --- Corporations --- Employment management --- Human resource management --- Human resources management --- Personnel administration --- Public administration --- Employees --- Employment practices liability insurance --- Supervision of employees --- Organisation --- Administration --- Industrial relations --- Organization --- Government policy --- Personnel management --- Planning. --- Creation (Literary, artistic, etc.) --- Executive ability


Book
Resolving the Gamer’s Dilemma : Examining the Moral and Psychological Differences between Virtual Murder and Virtual Paedophilia
Author:
ISBN: 3319465945 3319465953 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Palgrave Macmillan,

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This book explores the gamer’s dilemma, which lies at the heart of theorising about the morality of certain video game content. The dilemma is as follows: given that gaming content involves virtual characters within a virtual environment, the moral permission of virtual murder would also appear to morally permit virtual paedophilia. Yet most gamers and members of wider society would not want to play, endorse, or find in any way morally acceptable the enactment of virtual paedophilia within a video game. Yet by accepting the moral permissibility of virtual murder they leave themselves vulnerable to having to accept the moral permissibility of virtual paedophilia. This book provides an incredibly thorough and systematic analysis and evaluation of the gamer’s dilemma, by considering the origins of the intuitions around the dilemma, and exploring whether they find support from traditional or contemporary moral theory and psychological research. The book will be great interest to academics and students of philosophy and psychology, as well as members of the wider public interested in video game violence and taboo enactments more generally.

Keywords

Psychology. --- Ethics. --- Crime --- Computer crimes. --- Personality. --- Social psychology. --- Sexual behavior. --- Sexual psychology. --- Personality and Social Psychology. --- Sexual Behavior. --- Cybercrime. --- Crime and Society. --- Moral Philosophy. --- Sociological aspects. --- Video games --- Simulation games --- Psychological aspects. --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Psychology, Sexual --- Sex --- Sexual behavior, Psychology of --- Sexual psychology --- Sensuality --- Mass psychology --- Psychology, Social --- Human ecology --- Psychology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Self --- Temperament --- Computers and crime --- Cyber crimes --- Cybercrimes --- Electronic crimes (Computer crimes) --- Internet crimes --- Privacy, Right of --- Criminal sociology --- Criminology --- Sociology of crime --- Deontology --- Ethics, Primitive --- Ethology --- Moral philosophy --- Morality --- Morals --- Philosophy, Moral --- Science, Moral --- Philosophy --- Values --- Behavioral sciences --- Mental philosophy --- Mind --- Science, Mental --- Human biology --- Soul --- Mental health --- Psychological aspects --- Sociological aspects --- Game theory --- Simulation methods --- Consciousness. --- Crime—Sociological aspects. --- Apperception --- Mind and body --- Perception --- Spirit --- Difference (Psychology). --- Sex (Psychology). --- Personality and Differential Psychology. --- Psychology of Gender and Sexuality. --- Moral Philosophy and Applied Ethics. --- Differential psychology --- Psychology, Differential --- Differentiation (Developmental psychology)

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