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  • Langue : anglais

    Edité par Springer, 2023

    3031333373 / 9783031333378

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    Vendeur : GreatBookPrices, Columbia, MD, Etats-UnisGreatBookPrices

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    EUR 214,20

    EUR 2,37 expédition 
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    Etat : New.

  • Langue : anglais

    Edité par Springer, 2023

    3031333373 / 9783031333378

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    Vendeur : GreatBookPricesUK, Woodford Green, Royaume-UniGreatBookPricesUK

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    Etat: Neuf

    EUR 198,74

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    Etat : New.

  • Langue : anglais

    Edité par Springer, 2023

    3031333373 / 9783031333378

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    Vendeur : GreatBookPrices, Columbia, MD, Etats-UnisGreatBookPrices

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    Etat: Occasion - Comme neuf

    EUR 230,10

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    Etat : As New. Unread book in perfect condition.

  • Langue : anglais

    Edité par Springer, 2024

    3031333403 / 9783031333408

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    Vendeur : preigu, Osnabrück, Allemagnepreigu

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    Etat: Neuf

    EUR 167,00

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    Taschenbuch. Etat : Neu. Software Engineering for Games in Serious Contexts | Theories, Methods, Tools, and Experiences | Kendra M. L. Cooper (u. a.) | Taschenbuch | xiii | Englisch | 2024 | Springer | EAN 9783031333408 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Langue : anglais

    Edité par Springer, 2023

    3031333373 / 9783031333378

    • Couverture rigide

    Vendeur : GreatBookPricesUK, Woodford Green, Royaume-UniGreatBookPricesUK

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    Etat: Occasion - Comme neuf

    EUR 232,58

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    Etat : As New. Unread book in perfect condition.

  • Langue : anglais

    Edité par Palgrave Macmillan, 2024

    3031333403 / 9783031333408

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    Vendeur : Buchpark, Trebbin, AllemagneBuchpark

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    Etat: Occasion

    EUR 139,02

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    Etat : Hervorragend. Zustand: Hervorragend | Seiten: 316 | Sprache: Englisch | Produktart: Bücher | The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future. …

  • Langue : anglais

    Edité par Springer, 2024

    3031333403 / 9783031333408

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    Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH

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    Etat: Neuf

    EUR 218,37

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    Taschenbuch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part IIfocuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.…

  • Langue : anglais

    Edité par Springer-Nature New York Inc, 2023

    3031333373 / 9783031333378

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    Vendeur : Revaluation Books, Exeter, Royaume-UniRevaluation Books

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    Etat: Neuf

    EUR 286,92

    EUR 15,00 expédition 
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    Quantité disponible : 2 disponibles

    Hardcover. Etat : Brand New. 313 pages. 9.25x6.10x0.91 inches. In Stock.

  • Langue : anglais

    Edité par Springer, 2024

    3031333403 / 9783031333408

    • Couverture souple

    Vendeur : BUCHSERVICE / ANTIQUARIAT Lars Lutzer, Wahlstedt, AllemagneBUCHSERVICE / ANTIQUARIAT Lars Lutzer

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    Etat: Occasion - Assez bon

    EUR 399,90

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    Softcover. Etat : gut. 2024. Software Engineering for Games in Serious Contexts In deutscher Sprache. pages.

  • Langue : anglais

    Edité par Springer, 2024

    3031333403 / 9783031333408

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    Vendeur : Brook Bookstore On Demand, Napoli, NA, ItalieBrook Bookstore On Demand

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    Etat: Neuf

    EUR 150,28

    EUR 5,50 expédition 
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    Etat : new. Questo è un articolo print on demand.

  • Langue : anglais

    Edité par Springer, 2023

    3031333373 / 9783031333378

    • Couverture rigide
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    Vendeur : Brook Bookstore On Demand, Napoli, NA, ItalieBrook Bookstore On Demand

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    Etat: Neuf

    EUR 150,28

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    Etat : new. Questo è un articolo print on demand.

  • Langue : anglais

    Edité par Springer Nature Switzerland, Springer Nature Switzerland Sep 2023, 2023

    3031333373 / 9783031333378

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    Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.

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    Etat: Neuf

    EUR 181,89

    EUR 23,00 expédition 
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    Buch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part IIfocuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future. 316 pp. Englisch.…

  • Langue : anglais

    Edité par Springer Nature Switzerland, Springer Nature Switzerland Sep 2024, 2024

    3031333403 / 9783031333408

    • Couverture souple
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    Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.

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    Etat: Neuf

    EUR 181,89

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    Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part IIfocuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future. 316 pp. Englisch. …

  • Langue : anglais

    Edité par Springer Verlag GmbH, 2024

    3031333403 / 9783031333408

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    Vendeur : moluna, Greven, Allemagnemoluna

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    Etat: Neuf

    EUR 162,51

    EUR 48,99 expédition 
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    Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Langue : anglais

    Edité par Springer, Berlin|Springer Nature Switzerland|Springer, 2023

    3031333373 / 9783031333378

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    Vendeur : moluna, Greven, Allemagnemoluna

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    Etat: Neuf

    EUR 162,51

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    Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts.…

  • Langue : anglais

    Edité par Springer, Springer Sep 2024, 2024

    3031333403 / 9783031333408

    • Couverture souple
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    Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000

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    Etat: Neuf

    EUR 192,59

    EUR 60,00 expédition 
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    Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 316 pp. Englisch. …

  • Langue : anglais

    Edité par Springer, Springer Sep 2023, 2023

    3031333373 / 9783031333378

    • Couverture rigide
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    Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000

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    Etat: Neuf

    EUR 192,59

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    Quantité disponible : 1 disponible

    Buch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 316 pp. Englisch.…

  • Langue : anglais

    Edité par Palgrave Macmillan, 2023

    3031333373 / 9783031333378

    • Couverture rigide
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    Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH

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    Etat: Neuf

    EUR 218,37

    EUR 35,00 expédition 
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    Quantité disponible : 1 disponible

    Buch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part IIfocuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.…