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EBOOK
Title Computer games : learning objectives, cognitive performance and effects on development / Agustin Soria and Julian Maldonado, editors.
Imprint New York : Nova Science Publisher's, 2010.

Series Computer Science, Technology and Applications
Computer science, technology and applications.
Subject Computer games -- Programming.
Computer games -- Design.
Computer games -- Research.
Video games -- Design.
Alt Name Soria, Agustin, 1954-
Maldonado, Julian.
Description 1 online resource (xv, 201 pages) : illustrations (some color)
Bibliography Note Includes bibliographical references and index.
Note Print version record.
Contents COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT -- CONTENTS -- PREFACE -- EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES -- Abstract -- 1. Introduction -- 2. Model -- 2.1. Game Application Model -- 2.2. Game Load Complexity Model -- 2.3. Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. Monitoring -- 4.1. Real-Time Metrics -- 4.2. Monitored Entities
4.2.1. Host Entity4.2.2. Game Process Entity -- 4.2.3. Game Local Session Entity -- 4.3. Monitoring Method -- 5. Load Prediction -- 5.1. Predictor Families -- 5.2. Prediction Method -- 5.3. Neural Network-Based Prediction -- 5.3.1. Preprocessor -- 5.3.2. Signal Expander -- 5.3.3. Neural Network -- 5.3.4. Postprocessor -- 5.3.5. Utilisation -- 5.3.6. Complexity Analysis -- 5.4. Implementation -- 5.5. Distributed FPS Game Simulator -- 5.6. Neural Network Tuning -- 5.6.1. Network Type -- 5.6.2. Network Structure -- 5.6.3. Transfer Function
5.6.4. Signal Expanding5.7. Prediction Results -- 6. Capacity Management -- 6.1. Processor Load Model -- 6.2. Memory Load Model -- 6.3. Network Load Model -- 6.4. General Load Model -- 7. Resource Allocation -- 8. Conclusions -- References -- A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES -- Abstract -- Introduction -- Game Categorization -- Epistemic Patterns -- Pattern List -- Arranging -- Assigning -- Collecting -- Comparing -- Composing -- Filtering -- Linking -- Probing -- Searching -- Selecting
Analysis of Games Using These PatternsAdventures of Lolo -- Bejeweled -- Blocksum -- Bookworm -- Civilization IV -- The Incredible Machine -- Legend of Zelda: Ocarina of Time -- Myst -- Pacman -- Step-By-Step -- Tetris -- Conclusion -- References -- PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD -- Abstract -- Introduction -- Digital Game Playing and Emotion Regulation -- Patterns of Playing Digital Games and Depressed Mood -- The Current Study -- Methods -- Participants -- Study Procedure -- Measures
ResultsDescriptive Results -- Digital Game Playing Patterns -- Digital Game Playing Patterns and Depressed Mood -- Conclusion -- Acknowledgements -- References -- VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING -- Abstract -- Introduction -- Scope of this Chapter -- Video Games for Learning -- Video Games for Health -- Concrete Versus Conceptual Games -- Learning Theory and Health Game Design -- The Example of Re-Mission -- Symbolic Self Modeling in Re-Mission -- Other Learning Principles in Re-Mission -- Conclusion -- References
ISBN 1617611786 (electronic bk.)
9781617611780 (electronic bk.)
9781608766581 (hardcover)
1608766586 (hardcover)
OCLC # 832314046
Additional Format Print version: 9781608766581 1608766586 (DLC) 2009040474



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