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Showing 1-20 of 4,429 results
  1. 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...

    Valerio De Luca, Annamaria Schena, ... Lucio Tommaso De Paolis in Information Systems Frontiers
    Article Open access 18 January 2024
  2. Serious Games und Gamification

    Serious Games sind eine bedeutende Marktnische der Games Industry mit einem hohen Wachstumspotenzial, während es sich bei Gamification um eine...
    Lutz Anderie in Games Industry Management
    Chapter 2023
  3. 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...
    Jan Eberle, Iwona Jedrzejewska-Illenseer, Thomas Hüttl in E-Learning im digitalen Zeitalter
    Chapter 2022
  4. Serious Games Influencing Behaviors: The Case of Energy Cat Game

    Kesan Virantha Narangoda, Mai Nguyen in The Palgrave Encyclopedia of Social Marketing
    Living reference work entry 2024
  5. 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...
    Lutz Anderie
    Book 2023
  6. 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...
    Chapter 2021
  7. 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...
    Chapter 2023
  8. Monetarisierung von Games

    Mit der technologischen Entwicklung von Online und Mobile Games geht ein signifikanter Wandel im Hinblick auf die Monetarisierung von Games einher....
    Lutz Anderie in Games Industry Management
    Chapter 2023
  9. 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...
    Chapter 2023
  10. 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...
    Avo Schönbohm, Tanawat Vongsurbchart, Kan Teerasatienspon in Innovation in Life Sciences
    Chapter 2024
  11. 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...
    Lutz Anderie in Games Industry Management
    Chapter 2023
  12. 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...
    Lutz Anderie in Games Industry Management
    Chapter 2023
  13. 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...
    Gabriela R. Witeck, Anabela C. Alves, Mariana H. S. Bernardo in Learning in the Digital Era
    Conference paper 2021
  14. 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...

    Article 13 December 2022
  15. 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...
    Chapter 2021
  16. 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...

    Menna Elshahawy, Safa Magdy, Nada Sharaf in Information Technology & Tourism
    Article Open access 25 August 2023
  17. 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...
    Emma Reay, Vanissa Wanick in Reinventing Fashion Retailing
    Chapter 2023
  18. 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...
    Chapter 2023
  19. 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...
    Manel Baucells, Philip Leclerc, ... Jason Merrick in Behavioral Decision Analysis
    Chapter 2024
  20. 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...
    Lobna Hassan, Pekka Buttler, Mikko Vesa in Art and Sustainability Transitions in Business and Society
    Chapter 2024
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