TY - BOOK
T1 - Computer games as educational and management tools
T2 - uses and approaches
A2 - Cruz-Cunha, Maria Manuela
A2 - Carvalho, Vitor Hugo Costa
A2 - Tavares, Paula Cristina Almeida
PY - 2011
Y1 - 2011
N2 - Though once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research.
AB - Though once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research.
UR - http://www.scopus.com/inward/record.url?scp=84898574582&partnerID=8YFLogxK
U2 - 10.4018/978-1-60960-569-8
DO - 10.4018/978-1-60960-569-8
M3 - Edited book
AN - SCOPUS:84898574582
SN - 9781609605698
BT - Computer games as educational and management tools
PB - IGI Global Publishing
ER -