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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.
Stripverhaal --- Gaming --- Computer games --- History --- Pajitnov, Alexey,
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Gaming --- Computerspel --- Jongere --- Openbare bibliotheek --- IBA
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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.
Hospitality industry. --- Hospitality --- Hotel --- Motel --- Inn --- Resort --- Restaurant --- Foodservice --- Quick Service --- Lodging --- Catering --- Gaming --- Casino --- Tourism
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Spelenderwijs leren veranderen.Organisaties vinden het lastig om continue verbetering systematisch in te bedden in hun businessmodel. Kernpunt van succesvol veranderen is medewerkers actief en op een leuke manier te betrekken én in beweging te brengen. Via games kan de Learning Agility van medewerkers worden ontwikkeld om klaar te zijn voor een omgeving die voortdurend verandert. Gamification maakt veranderen leuker én effectiever.Dit boek onthult hoe organisaties games kunnen gebruiken om processen te optimaliseren en medewerkers te motiveren bovengemiddelde prestaties te leveren. Centraal staat het 'Game-Plan'. Aan de hand hiervan wordt uitgelegd hoe gemeenschappelijke doelen mensen op het zakelijk speelveld kunnen verbinden. Dit gebeurt rondom de vier belangrijkste processen van elke organisatie: het bedenken, maken, verkopen en verbeteren van producten. Besproken wordt hoe een organisatie door middel van de 'progressie-loop' de hoofdprocessen op de juiste wijze inricht en optimaliseert. Zo kunnen organisaties continue vooruitgang structureel inbedden in hun organisatie.Met serious games-cases van (internationale) opdrachtgevers die bewezen progressie hebben opgeleverd. Inclusief een eenvoudig op te volgen Game-Plan. Van dé grondlegger van gamification in Europa.(https://www.vanduurenmedia.nl/EAN/9789089653529/Gamification_als_motor_van_verandering)
366.4 --- management --- veranderingsmanagement --- bedrijfsleiding, management --- Gamification --- Motivatie --- Veranderingsmanagement --- Bedrijfspsychologie --- Serious gaming --- Organisatie --- Serious game --- Game-based learning
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Gambling on Indian reservations --- Indians of North America --- Casinos --- Gambling. --- Standards --- United States. --- National Indian Gaming Commission (U.S.)
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Gambling on Indian reservations --- Indians of North America --- Casinos --- Gambling. --- Standards --- United States. --- National Indian Gaming Commission (U.S.)
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Gambling --- Social responsibility of business --- Business --- Corporate accountability --- Corporate responsibility --- Corporate social responsibility --- Corporations --- CSR (Corporate social responsibility) --- Industries --- Social responsibility, Corporate --- Social responsibility of industry --- Business ethics --- Issues management --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers --- Social responsibility --- Social aspects
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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.
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
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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.
Game theory. --- Social policy. --- Economics. --- Game Theory. --- Social Policy. --- Game Theory, Economics, Social and Behav. Sciences. --- Simulation methods. --- Simulation games. --- Games of status --- Gaming simulations --- Mixed games (Simulation games) --- Sim games --- Status, Games of --- Simulation techniques --- System simulation --- Game theory --- Simulation methods --- Operations research --- Systems engineering --- Models and modelmaking --- Mathematics. --- Math --- Science --- National planning --- State planning --- Economic policy --- Family policy --- Social history --- Games, Theory of --- Theory of games --- Mathematical models --- Mathematics
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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.
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
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