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The two-volume set LNCS 10297 + 10298 constitutes the refereed proceedings of the Third International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 83 papers presented in the two volumes of ITAP 2017 were organized in topical sections as follows: Part I: aging and technology acceptance; user-centred design for the elderly; product design for the elderly; aging and user experience; digital literacy and training. Part II: mobile and wearable interaction for the elderly; aging and social media; silver and intergenerational gaming; health care and assistive technologies and services for the elderly; aging and learning, working and leisure.
We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medie...
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the develo...
The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."
The ninth edition of this textbook for hybrid introductory communication courses provides a balanced introduction to the fundamental theories and principles of communication. The book explores communication in a variety of contexts—including interpersonal, group, organizational, and mass media—and provides students the theoretical knowledge and the research and critical thinking skills they’ll need to succeed in advanced communication courses and professions. The first section explores the history of communication study and explains basic perspectives used by scholars in the field. The second looks at how communicators decode and encode messages, while the third examines channels and c...
The fusion between virtuality and reality has created a new quality of experience establishing metaverses and virtual worlds. Second Life, Twinity, Entropia Universe or Fregger have experienced rapid growth in recent years and show no signs of slowing down. Not only have countless companies discovered these “virtureal worlds” as marketplaces, but so have fraudsters and other criminals. In this book, European experts from different academic disciplines show how to meet the new challenges arising from virtual worlds. They discuss the reasons for and the impacts of these new forms of criminality as well as the necessity and means of combating them. Moreover, other fundamental issues are examined, such as the addictive potential of virtual-world use, media violence, and conflict resolution problems arising in the context of virtual worlds.
This book examines the social consequences of mobile communication in the era of the smartphone and how the smartphone has positively and negatively impacted society.
Greek myths have long been admired as beautiful, thrilling stories but dismissed as serious objects of belief. For centuries scholars have held that Greek epics, tragedies, and the other compelling works handed down to us obscure the “real” myths that supposedly inspired them. Instead of joining in this pursuit of hidden meanings, Sarah Iles Johnston argues that the very nature of myths as stories—as gripping tales starring vivid characters—enabled them to do their most important work: to create and sustain belief in the gods and heroes who formed the basis of Greek religion. By drawing on work in narratology, sociology, and folklore studies, and by comparing Greek myths not only to ...
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.