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  • Videogame Sciences and Arts

    15th International Conference, VJ 2025, Maia-Porto, Portugal, December 4–5, 2025, Proceedings

    Series series Springer Nature Proceedings Computer Science
    This book constitutes the refereed proceeding of the 15th International Conference on Videogame Sciences and Arts, VJ 2025, held in Porto, Portugal, during December 4–5, 2025.The 18 full papers and 2 short papers presented in this volume were carefully reviewed and selected from 26 submissions. They are organized into the following topics: Serious Games, Gamification, and Applied Play; ... Read more

    $89.99 CAD

  • Practical Control of Mosquito Disease Vectors

    Disease vector control is rapidly changing, both because of the emergence of resistance to conventional methods and the development of new and potentially game-changing techniques. This book reviews several current and future measures for controlling mosquito vectors of disease, with an emphasis on malaria vectors. Beginning with an introduction to the topic of mosquito ecology and sampling ... Read more

    $186.99 CAD

  • Transformative Learning Through Play

    Analogue Games as Vehicles for Educational Innovation

    Series series Education (R0)
    This book explores analogue game-based learning in the context of the Anthropocene, addressing an urgent need for educational approaches beyond traditional scholastic boundaries. In the context of a complex world, the book emphasises the inadequacies of current educational methods and the potential of game-based learning to foster collective problem-solving skills. It then traces the historical ... Read more

    $205.99 CAD

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  • Engineering Educational Games for a Sustainable Society

    Play, Learn and Transform

    Series series Education (R0)
    This book explores innovative approaches to educational game development, emphasizing practical solutions and transformative learning experiences. As learning increasingly converges with digital culture, game-based learning and serious games offer compelling ways to spark curiosity, cultivate systems thinking and resilience, and create inclusive, sustainable educational experiences.The book is ... Read more

    $281.99 CAD

  • Practical Work in Science Education in the Digital Era

    Challenges and Opportunities

    Series series Education (R0)
    This Open Access volume presents a comprehensive and updated vision of practical work, aligned with 21st-century digital challenges and competency demands. It explores a wide range of issues related to both physical and digital practical work, highlighting the strengths and limitations of various approaches. The book emphasizes that digital practical work should complement, not replace, physical ... Read more

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  • Handbook of Research on the Influence and Effectiveness of Gamification in Education

    Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this ... Read more

    $311.99 CAD

  • Virtual Humans

    Today and Tomorrow

    Series series Chapman & Hall/CRC Artificial Intelligence and Robotics Series
    Virtual Humans provides a much-needed definition of what constitutes a ‘virtual human’ and places virtual humans within the wider context of Artificial Intelligence development. It explores the technical approaches to creating a virtual human, as well as emergent issues such as embodiment, identity, agency and digital immortality, and the resulting ethical challenges. The book presents an overview ... Read more

    $76.99 CAD

  • Handbook of Research on Serious Games as Educational, Business and Research Tools

    Edited by Maria Manuela Cruz-Cunha ...
    Serious games are being developed at an exponential rate and have applications in management, education, defense, scientific research, health care, and emergency planning. In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of application. The ... Read more

    $506.99 CAD

  • Creativity in the Digital Age

    Edited by Nelson Zagalo, Pedro Branco ...
    Series series Computer Science (R0)
    This edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection ... Read more

    $64.99 CAD

  • Cyberpsychology and New Media

    A thematic reader

    Edited by Andrew Power, Grainne Kirwan ...
    Cyberpsychology is the study of human interactions with the internet, mobile computing and telephony, games consoles, virtual reality, artificial intelligence, and other contemporary electronic technologies. The field has grown substantially over the past few years and this book surveys how researchers are tackling the impact of new technology on human behaviour and how people interact with this ... Read more

    $93.99 CAD

  • Design, User Experience, and Usability: Novel User Experiences

    5th International Conference, DUXU 2016, Held as Part of HCI International 2016, Toronto, Canada, July 17–22, 2016, Proceedings, Part II

    Edited by Aaron Marcus ...
    Series Book 2 - Springer Nature Proceedings Computer Science
    The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 ... Read more

    $64.99 CAD

  • Natural Learning for a Connected World

    Education, Technology, and the Human Brain

    Why do video games fascinate kids so much that they will spend hours pursuing a difficult skill? Why don’t they apply this kind of intensity to their schoolwork? These questions are answered by the authors who pioneered brain/mind learning with the publication of Making Connections: Teaching and the Human Brain. In their new book, Natural Learning for a Connected World, Caine and Caine build a ... Read more

    $33.99 CAD