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|a Serious games :
|b Joint International Conference, JCSG 2020, Stoke-On-Trent, UK, November 19-20, 2020 : proceedings /
|c Minhua Ma, Bobbie Fletcher, Stefan Göbel, Jannicke Baalsrud Hauge, Tim Marsh (eds.).
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|a JCSG 2020
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|a Cham :
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|c [2020]
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|a 1 online resource (xi, 302 pages) :
|b illustrations.
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|a Lecture notes in computer science ;
|v v. 12434
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|a LNCS sublibrary. SL 3, Information systems and applications, incl. Internet/Web, and HCI
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|a Description based upon print version of record.
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|a International conference proceedings (held virtually).
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|a Includes author index.
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|a StreetConqAR: Augmented Reality Anchoring in Pervasive Games / Thomas Tregel, Tim Dutz, Patrick Hock, Philipp Niklas Müller, Philipp Achenbach, Stefan Göbel -- Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport / Yunshui Jin, Minhua Ma, Jiachen Li -- Become a Scrum Master: Immersive Virtual Reality Training to Learn Scrum Framework / Polona Caserman, Stefan Göbel -- Social MatchUP: Collaborative Games in Wearable Virtual Reality for Persons with Neurodevelopmental Disorders / Francesco Vona, Silvia Silleresi, Eleonora Beccaluva, Franca Garzotto -- Cookie Mania: A Serious Game for Teaching Internet Cookies to High School and College Students / John Dominic S. Diez, Edward F. Melcer -- Proposal of a Beer Distribution Game Considering Waste Management and the Bullwhip Effect / Mizuho Sato, Masaru Nakano, Hajime Mizuyama, Christoph Roser -- Design and Implementation of a Serious Game to Make Construction Workers Aware of Exposure to Silica Dust in the Workplace / Sorelle Audrey K. Kamkuimo, Benoît Girard, Patrick Lapointe, Bob-Antoine J. Menelas -- Needs Analyses with LEGO SERIOUS PLAY / Tanja Kranawetleitner, Heike Krebs, Nina Kuhn, Marietta Menner -- The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into Society / Julia Thurner-Irmler, Marietta Menner -- Bridging the Cyber Security Skills Gap: Using Tabletop Exercises to Solve the CSSG Crisis / Giddeon N. Angafor, Iryna Yevseyeva, Ying He -- Theoretical Foundations and Evaluations of Serious Games for Learning Data Structures and Recursion: A Review / Alberto Rojas-Salazar, Mads Haahr -- Improving Learning Outcome by Re-using and Modifying Gamified Lessons Paths / Jannicke Baalsrud Hauge, Ioana Stefan -- Serious Games for Learning: A Quantitative Review of Literature / Manuel J. Ibarra, Vladimiro Ibañez, Ismar Frango Silveira, Cesar A. Collazos, Günter Wallner, Matthias Rauterberg -- Costs to Compete: Analyzing Pay to Win Aspects in Current Games / Thomas Tregel, Miriam Claudia Schwab, Thanh Tung Linh Nguyen, Philipp Niklas Müller, Stefan Göbel -- Leaderboards: A Motivational Tool in the Process of Business Education / Malgorzata Cwil -- Using a Participatory Design Approach for Adapting an Existing Game Scenario: Challenges and Opportunities / Jannicke Baalsrud Hauge, Heiko Duin, Valentin Kammerlohr, Barbara Göbl -- The Effects of Esports School Tournaments on Positive Behavioural Change / Bobbie Fletcher, Rachel Gowers, Shahneila Saeed -- Flex Your Muscles: EMG-Based Serious Game Controls / Philipp Niklas Müller, Philipp Achenbach, André Mihca Kleebe, Jan Ulrich Schmitt, Ute Lehmann, Thomas Tregel, Stefan Göbel -- Rethinking Serious Games Design in the Age of COVID-19: Setting the Focus on Wicked Problems / Carlo Fabricatore, Dimitar Gyaurov, Ximena Lopez -- Construction of Debriefing Designed for Applying Experiences of History Game to Contemporary Issues / Masahiro Ohyama, Hiroki Baba, Jun Yoshinaga -- Towards the Management and Dissemination of Knowledge from Gaming Simulations / Bill Roungas, Sebastiaan Meijer -- How to Utilize Unshared Knowledge in a Group Discussion? / Mieko Nakamura -- Author Index.
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|a This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing and much more.
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|a Description based on resource, viewed January 6, 2021.
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|a Includes bibliographical references and author index.
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540 |
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|a Current copyright fee: GBP19.00
|c 42\0.
|5 Uk
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650 |
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|a Video games
|x Design
|v Congresses.
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|a Education
|x Computer programs
|v Congresses.
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|a Educational games
|v Congresses.
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|a Game theory
|v Congresses.
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|a Education
|x Computer programs
|2 fast
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|a Computer games
|x Design
|2 fast
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|a Educational games
|2 fast
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|a Game theory
|2 fast
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|a proceedings (reports)
|2 aat
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|a Conference papers and proceedings
|2 fast
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|a Conference papers and proceedings.
|2 lcgft
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|a Actes de congrès.
|2 rvmgf
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|a Ma, Minhua,
|e editor.
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|a Fletcher, Bobbie,
|e editor.
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|a Göbel, Stefan,
|d 1971-
|e editor.
|1 https://id.oclc.org/worldcat/entity/E39PCjwWP7V9YbfbQjwpjvP9tC
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|a Baalsrud Hauge, Jannicke,
|e editor.
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|a Marsh, Tim,
|e editor.
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|i has work:
|a Serious games (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFyWTtpHdQ8mWFWC8vYJQq
|4 https://id.oclc.org/worldcat/ontology/hasWork
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773 |
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|t Springer Nature eBook
|
776 |
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8 |
|i Print version:
|t Serious Games : Joint International Conference, JCSG 2020, Stoke-On-Trent, UK, November 19-20, 2020, Proceedings
|d Cham : Springer International Publishing AG,c2020
|z 9783030618131
|
830 |
|
0 |
|a Lecture notes in computer science ;
|v 12434.
|x 1611-3349
|
830 |
|
0 |
|a LNCS sublibrary.
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856 |
4 |
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|u https://holycross.idm.oclc.org/login?auth=cas&url=https://link.springer.com/10.1007/978-3-030-61814-8
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|a SPRING-COMP2020
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