Games, Actions, and Social Software

Games, Actions, and Social Software PDF Author: Jan van Eijck
Publisher: Springer
ISBN: 3642293263
Category : Computers
Languages : en
Pages : 222

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Book Description
Edited in collaboration with FoLLI, the Association of Logic, Language and Information, this book collects a set of chapters of the multi-disciplinary project "Games, actions and Social software" which was carried out at the Netherlands Institute for Advanced Study in the Humanities and Social Sciences (NIAS) in Wassenaar, from September 2006 through January 2007. The chapters focus on social software and the social sciences, knowledge, belief and action, perception, communication, and cooperation.

Games, Actions, and Social Software

Games, Actions, and Social Software PDF Author: Jan van Eijck
Publisher: Springer
ISBN: 3642293263
Category : Computers
Languages : en
Pages : 222

Get Book Here

Book Description
Edited in collaboration with FoLLI, the Association of Logic, Language and Information, this book collects a set of chapters of the multi-disciplinary project "Games, actions and Social software" which was carried out at the Netherlands Institute for Advanced Study in the Humanities and Social Sciences (NIAS) in Wassenaar, from September 2006 through January 2007. The chapters focus on social software and the social sciences, knowledge, belief and action, perception, communication, and cooperation.

Logic in Games

Logic in Games PDF Author: Johan Van Benthem
Publisher: MIT Press
ISBN: 0262320304
Category : Computers
Languages : en
Pages : 567

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Book Description
A comprehensive examination of the interfaces of logic, computer science, and game theory, drawing on twenty years of research on logic and games. This book draws on ideas from philosophical logic, computational logic, multi-agent systems, and game theory to offer a comprehensive account of logic and games viewed in two complementary ways. It examines the logic of games: the development of sophisticated modern dynamic logics that model information flow, communication, and interactive structures in games. It also examines logic as games: the idea that logical activities of reasoning and many related tasks can be viewed in the form of games. In doing so, the book takes up the “intelligent interaction” of agents engaging in competitive or cooperative activities and examines the patterns of strategic behavior that arise. It develops modern logical systems that can analyze information-driven changes in players' knowledge and beliefs, and introduces the “Theory of Play” that emerges from the combination of logic and game theory. This results in a new view of logic itself as an interactive rational activity based on reasoning, perception, and communication that has particular relevance for games. Logic in Games, based on a course taught by the author at Stanford University, the University of Amsterdam, and elsewhere, can be used in advanced seminars and as a resource for researchers.

Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034

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Book Description
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

New Perspectives on Games and Interaction

New Perspectives on Games and Interaction PDF Author: Krzysztof R. Apt
Publisher: Amsterdam University Press
ISBN: 9089640576
Category : Games & Activities
Languages : en
Pages : 331

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Book Description
This volume is a collection of papers presented at the 2007 colloquium on new perspectives on games and interaction at the Royal Dutch Academy of Sciences in Amsterdam.

Social Media Marketing

Social Media Marketing PDF Author: Tracy L. Tuten
Publisher: SAGE
ISBN: 1529738016
Category : Business & Economics
Languages : en
Pages : 561

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Book Description
**Winner of the TAA 2017 Textbook Excellence Award** "Social Media Marketing deserves special kudos for its courage in tackling the new frontier of social media marketing. This textbook challenges its readers to grapple with the daunting task of understanding rapidly evolving social media and its users." TAA Judges Panel The market leading and award winning text on social media marketing has been fully updated for this fourth edition. With a balance of essential theory and practical application, the text has been been thoroughly revised to reflect the latest developments in social media marketing research and practice. 11 new case studies have been added to the ′Case Zone′, including TikTok, LEGO, Nespresso and Puma. A student-engaging case study now runs throughout the entire textbook looking at the US based company Kombucha 221 BC to help develop understanding of each chapter. The book is complemented by a companion website that offers valuable additional resources for both instructors and students, including author videos discussing key social media marketing ideas and concepts, author-selected YouTube video playlists, additional case studies, further weblinks, PowerPoint slides and Testbank. A must-have text for those studying social media marketing.

From Smartphones to Social Media

From Smartphones to Social Media PDF Author: Mark Carrier
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Psychology
Languages : en
Pages : 413

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Book Description
This book examines how today's technology, as it includes smartphones, computers, and the internet, shapes our physical health, cognitive and psychological development, and interactions with one another and the world around us. Technology has become a ubiquitous part of modern life, but its impact on our physical, psychological, and social health and development runs just as deep as does our dependence upon it. How is the development of babies' brains affected by their playing with their parents' smartphones and tablets? How have computers altered the way we process and learn information? How have texting and social networking sites such as Facebook changed the way in which we interact with others? Can online dating lead to meaningful real-world relationships? From Smartphones to Social Media investigates these questions and many complex issues related to technology. Readers will discover what researchers know about how the use of technology affects us through accessibly written, thematic chapters. The main text is complemented by a collection of case studies and interviews with a variety of experts, providing insight into how technology's positive and negative effects manifest in our everyday lives and what we can do to mediate the negative ones.

Education in Computer Generated Environments

Education in Computer Generated Environments PDF Author: Sara de Freitas
Publisher: Routledge
ISBN: 1136208879
Category : Education
Languages : en
Pages : 194

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Book Description
This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.

Computer Games and the Social Imaginary

Computer Games and the Social Imaginary PDF Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641105
Category : Games & Activities
Languages : en
Pages : 229

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Book Description
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

Social Robotics

Social Robotics PDF Author: Adriana Tapus
Publisher: Springer
ISBN: 3319255541
Category : Computers
Languages : en
Pages : 734

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Book Description
This book constitutes the refereed proceedings of the 7th International Conference on Social Robotics, ICSR 2015, held in Paris, France, in October 2015. The 70 revised full papers presented were carefully reviewed and selected from 126 submissions. The papers focus on the interaction between humans and robots and the integration of robots into our society and present innovative ideas and concepts, new discoveries and improvements, novel applications on the latest fundamental advances in the core technologies that form the backbone of social robotics, distinguished developmental projects, as well as seminal works in aesthetic design, ethics and philosophy, studies on social impact and influence pertaining to social robotics, and its interaction and communication with human beings and its social impact on our society.

Social Commerce

Social Commerce PDF Author: Efraim Turban
Publisher: Springer
ISBN: 3319170287
Category : Business & Economics
Languages : en
Pages : 331

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Book Description
This is a multidisciplinary textbook on social commerce by leading authors of e-commerce and e-marketing textbooks, with contributions by several industry experts. It is effectively the first true textbook on this topic and can be used in one of the following ways: Textbook for a standalone elective course at the undergraduate or graduate levels (including MBA and executive MBA programs) Supplementary text in marketing, management or Information Systems disciplines Training courses in industry Support resources for researchers and practitioners in the fields of marketing, management and information management The book examines the latest trends in e-commerce, including social businesses, social networking, social collaboration, innovations and mobility. Individual chapters cover tools and platforms for social commerce; supporting theories and concepts; marketing communications; customer engagement and metrics; social shopping; social customer service and CRM contents; the social enterprise; innovative applications; strategy and performance management; and implementing social commerce systems. Each chapter also includes a real-world example as an opening case; application cases and examples; exhibits; a chapter summary; review questions and end-of-chapter exercises. The book also includes a glossary and key terms, as well as supplementary materials that include PowerPoint lecture notes, an Instructor’s Manual, a test bank and five online tutorials.