Living Reference Work

Continuously updated edition

Handbook of Digital Games and Entertainment Technologies

Editors:

ISBN: 978-981-4560-52-8 (Online)

Table of contents (50 entries)

A - Z
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  1. All

  2. A

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      Living Reference Work Entry

      A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) Education

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      Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller

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      Addiction and Entertainment Products

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      Applied Entertainment: Positive Uses of Entertainment Media

  3. B

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      Brain-Computer Interface Games: Towards a Framework

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      Brain-Computer Interfacing and Virtual Reality

  4. C

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      Challenges for Robots Acting on a Stage

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      Commodity Video Game Technology in Teletherapy

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      Computer Music Languages and Systems: The Synergy Between Technology and Creativity

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      Current Status of Applying Artificial Intelligence in Digital Games

  5. D

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      Design and Development of Playful Robotic Interfaces for Affective Telepresence

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      Digital Interactive Television and the Older Generation

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      Discourse and Camera Control in Interactive Narratives

  6. E

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      Edutainment in Sport and Health

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      Enrobotment: Toy Robots in the Developing Brain

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      Entertainment, Culture, and Media Art

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      Ethics, Privacy and Trust in Serious Games

  7. G

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      Game Solvers

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      Games for BCI Skill Learning

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      Living Reference Work Entry

      Games of Chance: Explorations into Our Animal Selves

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