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In this book, the role of video games is examined within the contexts of entertainment, education, and technology. The chapters presented in this book demonstrate how video games support engagement, skill development, and collaborative learning. The emphasis of this book is placed on user-centered design methodologies, virtual agents, and the sociocultural dimensions of game-based interactions. Also, the integration of sensor technologies, augmented reality interfaces, and artificial intelligence is investigated in adaptive gameplay environments. This book is intended for academics, educators, and developers who seek to understand the pedagogical, psychological, and mechanical aspects of game-based learning.
This book is included in DOAB.
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Keywords
- Computer science
- thema EDItEUR::U Computing and Information Technology::UY Computer science
Links
DOI: 10.5772/intechopen.1008008Editions
