This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of se[...]
The idea that such pervasive and ever-growing immersion in digital gaming affects gamers real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming" header. The eight chapters in this edited book do not represent all the topics in th[...]