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Serious Games for the Treatment of Children with ADHD: The BRAVO Project
Children affected by attention-deficit hyperactivity disorder (ADHD) exhibit several symptoms characterized by inattention, impulsivity and motor...
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Serious Games und Gamification
Serious Games sind eine bedeutende Marktnische der Games Industry mit einem hohen Wachstumspotenzial, während es sich bei Gamification um eine... -
Analyse des Einsatzpotenzials von Serious Games und Gamification in einem Industrieunternehmen
Unternehmen bringen bereits seit geraumer Zeit E-Learning zum Einsatz. Im Vergleich zu herkömmlichen E-Learning Lösungen mit Web-based Trainings... -
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Games Industry Management Gründung, Strategie und Leadership – Theoretische Grundlagen
Dieses Buch dokumentiert und analysiert die marktorientierte Unternehmensführung in der Games-Branche sowie die damit einhergehenden... -
Games to Change Perceptions of Social Norms: What Constitutes Serious Games?
This study determines the constituent requirements of serious games. From the viewpoint of discourse analysis, this study examines the issues around... -
Arcade Games (1): From Elemecha to Video Games
This chapter outlines the arcade game market from the post-World War II period to the early 1980s. During this period, arcade games have shifted from... -
Monetarisierung von Games
Mit der technologischen Entwicklung von Online und Mobile Games geht ein signifikanter Wandel im Hinblick auf die Monetarisierung von Games einher.... -
Mobile Phone Games: Prosperity of Social Games and Rapid Market Maturation
This chapter discusses the mobile phone game market. The Japanese mobile phone game market grew rapidly during the feature phone era with the spread... -
Harnessing the Power of Games for Innovation in the Life Sciences
This chapter explores the potential of games as a tool for innovation in the life sciences, examining their applications in education, research, and... -
Künstliche Intelligenz und Wertschöpfung mit Games
Künstliche Intelligenz verändert unser Leben und wie so oft bei technologischen Entwicklungen nimmt die Games Industry hierbei eine Leit- und... -
Strategien für unternehmerischen Erfolg in der Games-Branche
Ein Unternehmen, welches in der Games-Branche erfolgreich sein möchte, muss seine Erfolge programmieren. Allerdings lässt sich dieses in dem... -
Bloom Taxonomy, Serious Games and Lean Learning: What Do These Topics Have in Common?
Lean Thinking principles and methods, in the context of highly valued production systems, are seen as the best practices and essential for... -
What makes a serious country? The status of Brazil’s seriousness from the perspective of great powers
Global opinion surveys show that Brazil is not perceived by the world as a serious country. Going beyond general views about the nation, this paper...
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Serious Games for Peace Process Support in Yemen: Managing a Multicultural Team in a Fragile Context
The chapter starts by giving a short overview of the conflict in Yemen and the project Peace Process Support for Yemen by the Deutsche Gesellschaft... -
ARTour: an augmented reality collaborative experience for enhancing tourism
Serious games have been recently used for different purposes; a few of them have been developed to support cultural heritage purposes. Pandemics, for...
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Skins in the Game: Fashion Branding and Commercial Video Games
The intersection between fashion branding and contemporary video games is a dynamic, rapidly evolving space. From luxury brands hosting runway shows... -
PC Games (2) Establishment and Stagnation of the PC-9801 Long-Term Regime
This chapter describes the changes that occurred in the PC gaming market from the late 1980s to the early 1990s. During this period, computers were... -
Predicting Behavior in Games: Loss Aversion vs. Rank Dependent Utility vs. Range Utility Theory
Rank dependent probability weighting—an integral part of cumulative prospect theory—has come to dominate the behavioral modeling of risk preferences... -
Games, Business, and Gamers: How to Facilitate a Game Accessibility Transition across the Gaming Ecosystem?
In recent years, the digital game industry has grown from a niche market to a multi-billion-euro business with influences that extend beyond...