|
Showing 1 - 3 of
3 matches in All Departments
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all
terms used to describe the phenomenon of computer-based, simulated
environments in which users inhabit and interact via avatars. The
best-known commercial applications are in the form of electronic
gaming, and particularly in massively-multiplayer online
role-playing games like World of Warcraft or Second Life. Less
known, but possibly more important, is the rapid adoption of
platforms in education and business, where Serious Games are being
used for training purposes, and even Second Life is being used in
many situations that formerly required travel. The editors of this
book captures the state of research in the field intended to
reflect the rapidly growing yet relatively young market in
education and business. The general focus is set on the scientific
community but integrates the practical applications for businesses,
with papers on information systems, business models, and economics.
In six parts, international authors - all experts in their field -
discuss the current state-of-the-art of virtual worlds/alternate
realities and how the field will develop over the next years.
Chapters discuss the influences and impacts in and around virtual
worlds. Part four is about education, with a focus on learning
environments and experiences, pedagogical models, and the effects
on the different roles in the educational sector. The book looks at
business models and how companies can participate in virtual worlds
while receiving a return on investment, and includes cases and
scenarios of integration, from design, implementation to
application.
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all
terms used to describe the phenomenon of computer-based, simulated
environments in which users inhabit and interact via avatars. The
best-known commercial applications are in the form of electronic
gaming, and particularly in massively-multiplayer online
role-playing games like World of Warcraft or Second Life. Less
known, but possibly more important, is the rapid adoption of
platforms in education and business, where Serious Games are being
used for training purposes, and even Second Life is being used in
many situations that formerly required travel. The editors of this
book captures the state of research in the field intended to
reflect the rapidly growing yet relatively young market in
education and business. The general focus is set on the scientific
community but integrates the practical applications for businesses,
with papers on information systems, business models, and economics.
In six parts, international authors - all experts in their field -
discuss the current state-of-the-art of virtual worlds/alternate
realities and how the field will develop over the next years.
Chapters discuss the influences and impacts in and around virtual
worlds. Part four is about education, with a focus on learning
environments and experiences, pedagogical models, and the effects
on the different roles in the educational sector. The book looks at
business models and how companies can participate in virtual worlds
while receiving a return on investment, and includes cases and
scenarios of integration, from design, implementation to
application.
|
You may like...
Not available
Loot
Nadine Gordimer
Paperback
(2)
R205
R168
Discovery Miles 1 680
|