Kankaanranta (21 resultados)

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  • Idioma: Inglés

    Editorial: Springer, 2009

    1402094957 / 9781402094958

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    Librería: Anybook.com, Lincoln, Reino UnidoAnybook.com

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    Condición: Usado - Aceptable

    EUR 63,49

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    Cantidad disponible: 1 disponibles

    Condición: Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. In good all round condition. No dust jacket. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,550grams, ISBN:9781402094958. …

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    Condición: Usado - Como Nuevo

    EUR 126,24

    Envío por EUR 2,32 
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    Cantidad disponible: Más de 20 disponibles

    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    Condición: Nuevo

    EUR 134,95

    Envío por EUR 2,32 
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    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections

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    Condición: Nuevo

    EUR 127,78

    Envío por EUR 13,13 
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    Cantidad disponible: Más de 20 disponibles

    Condición: New. In English.

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    Condición: Nuevo

    EUR 124,38

    Envío por EUR 17,44 
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    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    Condición: Usado - Como Nuevo

    EUR 129,26

    Envío por EUR 17,44 
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    Cantidad disponible: Más de 20 disponibles

    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: Books Puddle, Woodside, NY, Estados Unidos de AmericaBooks Puddle

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    Condición: Nuevo

    EUR 148,30

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    Cantidad disponible: 4 disponibles

    Condición: New. pp. 216.

  • Idioma: Inglés

    Editorial: Springer, 2010

    9048181410 / 9789048181414

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    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Condición: Nuevo

    EUR 117,28

    Envío por EUR 35,00 
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    Cantidad disponible: 1 disponibles

    Taschenbuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. …

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Condición: Nuevo

    EUR 118,16

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    Cantidad disponible: 2 disponibles

    Buch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. …

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    Idioma: Inglés

    Editorial: Springer, 2010

    9048181410 / 9789048181414

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    Librería: preigu, Osnabrück, Alemaniapreigu

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    Condición: Nuevo

    EUR 95,25

    Envío por EUR 70,00 
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    Cantidad disponible: 5 disponibles

    Taschenbuch. Condición: Neu. Design and Use of Serious Games | Marja Helena Kankaanranta (u. a.) | Taschenbuch | Intelligent Systems, Control and Automation: Science and Engineering | viii | Englisch | 2010 | Springer | EAN 9789048181414 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Idioma: Inglés

    Editorial: Springer, 2010

    9048181410 / 9789048181414

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    Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections

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    Condición: Nuevo

    EUR 181,75

    Envío por EUR 10,89 
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    Cantidad disponible: Más de 20 disponibles

    Condición: New. In English.

  • Idioma: Inglés

    Editorial: Springer, 2010

    9048181410 / 9789048181414

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

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    Condición: Usado - Como Nuevo

    EUR 184,41

    Envío por EUR 29,07 
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    Cantidad disponible: 1 disponibles

    Paperback. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Idioma: Inglés

    Editorial: Springer, 2010

    9048181410 / 9789048181414

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    Condición: Nuevo

    EUR 86,24

    Envío por EUR 5,50 
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    Cantidad disponible: Más de 20 disponibles

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

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    Condición: Nuevo

    EUR 86,24

    Envío por EUR 11,00 
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    Condición: new. Questo è un articolo print on demand.

  • Idioma: Inglés

    Editorial: SPRINGER NATURE Dez 2008, 2008

    1402094957 / 9781402094958

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    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    Condición: Nuevo

    EUR 106,99

    Envío por EUR 23,00 
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    Cantidad disponible: 2 disponibles

    Buch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. 206 pp. Englisch.…

  • Idioma: Inglés

    Editorial: Springer Netherlands Okt 2010, 2010

    9048181410 / 9789048181414

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    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    Condición: Nuevo

    EUR 106,99

    Envío por EUR 23,00 
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    Cantidad disponible: 2 disponibles

    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. 216 pp. Englisch.…

  • Idioma: Inglés

    Editorial: Springer Netherlands, 2008

    1402094957 / 9781402094958

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    Librería: moluna, Greven, Alemaniamoluna

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    Condición: Nuevo

    EUR 93,00

    Envío por EUR 48,99 
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    Cantidad disponible: Más de 20 disponibles

    Gebunden. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Includes an overview of different aspects of serious games fields from a multidisciplinary perspectiveAuthored by an international group of experts in the fieldDuring the last few years, a new area of creative media industry, namely Ser.…

  • Idioma: Inglés

    Editorial: Springer Netherlands, 2010

    9048181410 / 9789048181414

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    Librería: moluna, Greven, Alemaniamoluna

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    Condición: Nuevo

    EUR 92,27

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    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Includes an overview of different aspects of serious games fields from a multidisciplinary perspectiveAuthored by an international group of experts in the fieldDuring the last few years, a new area of creative media industry, namely Ser. …

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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    Condición: Nuevo

    EUR 152,68

    Envío por EUR 7,56 
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    Cantidad disponible: 4 disponibles

    Condición: New. Print on Demand pp. 216 52:B&W 6.14 x 9.21in or 234 x 156mm (Royal 8vo) Case Laminate on White w/Gloss Lam.

  • Idioma: Inglés

    Editorial: Springer, 2008

    1402094957 / 9781402094958

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    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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    Condición: Nuevo

    EUR 153,22

    Envío por EUR 9,95 
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    Cantidad disponible: 4 disponibles

    Condición: New. PRINT ON DEMAND pp. 216.

  • Idioma: Inglés

    Editorial: Springer, Springer Okt 2010, 2010

    9048181410 / 9789048181414

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    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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    Condición: Nuevo

    EUR 106,99

    Envío por EUR 60,00 
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    Cantidad disponible: 1 disponibles

    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 216 pp. Englisch.…