Fun and Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings: 5294 2008th Edition

Fun and Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings: 5294 2008th Edition book cover

Fun and Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings: 5294 2008th Edition

Author(s): Panos Markopoulos (Editor), Wijnand IJsselsteijn (Editor), Duncan Rowland (Editor)

  • Publisher: Springer
  • Publication Date: 8 Oct. 2008
  • Edition: 2008th
  • Language: English
  • Print length: 215 pages
  • ISBN-10: 3540883215
  • ISBN-13: 9783540883210

Book Description

This book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008. The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training.

Editorial Reviews

From the Back Cover

This book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008.

The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training.

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