Fun and Games - 6 Angebote vergleichen

Preise2016201720212023
Schnitt 74,80 81,63 58,84 42,79
Nachfrage
Bester Preis: 42,79 (vom 12.06.2023)
1
9783540883227 - Panos Markopoulos; Wijnand IJsselsteijn; Duncan Rowland: Fun and Games
Panos Markopoulos; Wijnand IJsselsteijn; Duncan Rowland

Fun and Games (2006)

Lieferung erfolgt aus/von: Österreich ~EN NW EB DL

ISBN: 9783540883227 bzw. 3540883223, vermutlich in Englisch, Springer Shop, neu, E-Book, elektronischer Download.

Lieferung aus: Österreich, Lagernd.
The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ‘serious' purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n' Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up. eBook.
2
9783540883227 - Panos Markopoulos; Wijnand IJsselsteijn; Duncan Rowland: Fun and Games
Panos Markopoulos; Wijnand IJsselsteijn; Duncan Rowland

Fun and Games (2006)

Lieferung erfolgt aus/von: Deutschland ~EN NW EB DL

ISBN: 9783540883227 bzw. 3540883223, vermutlich in Englisch, Springer Nature, neu, E-Book, elektronischer Download.

42,79
unverbindlich
Lieferung aus: Deutschland, Lagernd, zzgl. Versandkosten.
The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ‘serious’ purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n’ Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up. eBook.
3
9783540883227 - eBooks>Fremdsprachige eBooks>Englische eBooks>Sach- & Fachthemen>Informatik: Fun and Games
eBooks>Fremdsprachige eBooks>Englische eBooks>Sach- & Fachthemen>Informatik

Fun and Games

Lieferung erfolgt aus/von: Schweiz DE NW EB

ISBN: 9783540883227 bzw. 3540883223, in Deutsch, Springer, neu, E-Book.

81,63 (Fr. 93,50)¹ + Versand: 15,72 (Fr. 18,00)¹ = 97,35 (Fr. 111,50)¹
unverbindlich
Lieferung aus: Schweiz, 08.10.2008.
Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings, The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other serious purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.
4
9783540883227 - Springer Berlin Heidelberg: Fun and Games
Springer Berlin Heidelberg

Fun and Games

Lieferung erfolgt aus/von: Deutschland DE NW

ISBN: 9783540883227 bzw. 3540883223, in Deutsch, Springer Berlin Heidelberg, neu.

71,39
unverbindlich
Lieferung aus: Deutschland, zzgl. Versandkosten, Sofort per Download lieferbar.
Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings, The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other serious purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.
5
9783540883227 - Fun and Games

Fun and Games

Lieferung erfolgt aus/von: Schweiz DE NW

ISBN: 9783540883227 bzw. 3540883223, in Deutsch, Springer, Berlin/Heidelberg, Deutschland, neu.

85,85 (Fr. 93,40)¹ + Versand: 27,58 (Fr. 30,00)¹ = 113,43 (Fr. 123,40)¹
unverbindlich
Lieferung aus: Schweiz, zzgl. Versandkosten, Sofort per Download lieferbar.
Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings, The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other serious purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.
6
9783540883227 - Panos Markopoulos; Wijnand IJsselsteijn; Duncan Rowland: Fun and Games
Panos Markopoulos; Wijnand IJsselsteijn; Duncan Rowland

Fun and Games

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika DE NW EB

ISBN: 9783540883227 bzw. 3540883223, in Deutsch, Springer Science+Business Media, neu, E-Book.

62,33 ($ 69,99)¹
unverbindlich
Lieferung aus: Vereinigte Staaten von Amerika, Lagernd, zzgl. Versandkosten.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
Lade…