Dissertations / Theses on the topic 'Entertainment and gaming'

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1

Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One examined the type of computer games older adults would like to play relating to hobbies, dreams and interests. Qualitative and quantitative data was collected in a step-by-step approach enabling participants to design their own game idea in an informal, jargon-free environment allowing for ease of understanding and coherence. Phase Two of the investigation involved older adults playing one of two consoles (Wii and PS-2). The games chosen were from the sports genre (golf, tennis and boxing) and were required to play for 15 minutes each. Results from Phase One indicated that participants were able to devise and design a number of game genres, and having prior knowledge of gaming did not necessarily aid when trying to design a game concept. Results from Phase Two indicated participants’ playing on the Wii was easier due to the nature of the console pad, rather than the traditional game pad used on the PS-2. Qualitative and quantitative data analysis interaction mechanism was far more influential on participants’ experience of flow than content. Extensive technological developments have enabled audiences in recent years to interact with gaming platforms easier than before, using motion sensor and natural body movement during game play. Preliminary design guidelines established from this investigation stipulate a multitude of aspects relating to interaction and content to enhance the experience of gaming for older adults.
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2

Conduto, Ana Filipa Seno. "Market analysis of a new business opportunity in mobile-casual gaming: partnership between Nmusic and Rovio entertainment Ltd." Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11833.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
Taking in consideration its entrepreneurial culture and the huge growth of mobile gaming and digital music, Nmusic1 identified a window of opportunity for the development, in partnership with Rovio Entertainment Ltd.2, of a new game product, combining Angry Birds games with music contents. In view of that, it was necessary to perform the market analysis of this new game and, after a detailed study, it was concluded that the current environmental context supports this business opportunity and corroborates its market potential. The analysis involved the study of the evolution and competitive environment of both industries and of the impact of this new game in industry dynamics. Moreover, the drivers and trends influencing the business environment were also studied and used for the elaboration of recommendations for product development and strategic planning.
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3

Correia, Ana Claúdia Moreira. "Strategy definition of a new business opportunity in mobile-casual gaming: partnership between nmusic and rovio entertainment Ltd." Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11861.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
The music and mobile gaming industries are fast growing industries, where innovation plays a key role. These industries are driven by technology innovation and grew with the increase of the consumption of mobile devices. Taking advantage from this fact, Nmusic1 with a partnership with Rovio Entertainment2 decided to offer the global market a groundbreaking mobile casual game that revolves around music. Thus, this product will revolutionize both industries and will develop a link between them. The aim is to launch this product as soon as possible to take advantage of the first mover advantage, a key advantage in the mobile game industry. Hence, the main purpose of this Work Project was to discuss and propose the Strategy and Business Model, containing the main strategies that should be followed. Moreover, the analysis of the Porter Five Forces, the Marketing Mix and the Implementation Plan were defined. Finally, a risk analysis was performed and a contingency plan was designed to mitigate the risk and assure the success of the product in the market.
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4

Witt, Anelise Vieira dos Santos. "GAMEARTE: SUBVERSÃO E DIVERSÃO NA ARTE CONTEMPORÂNEA." Universidade Federal de Santa Maria, 2013. http://repositorio.ufsm.br/handle/1/5215.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
The target of this research is to help the thinking about contemporary art through a new approach from the Idea of play to gaming. We try to comprehend the overthrow and entertainment concepts in the games developed and in the art and gaming field. This observation doesn‟t lay down just on the games created in this research, but also include a few aspects of art and technology in contemporary art. Between practice and theory the methodology was built, and together they tangled the proposed thought. To elucidade the thought tha we came with in this study we start with the approach of the play concept, that raises on philosophy and is adopted by the visual arts. From philosophycal play to eletronic game, and when it is found on a artistic context, it can be called as art and gamimg. In trying to understand and define what exactly art and gaming are about I show my own artistic games. This master thesis ends with a view of the contemporary art scenery and how the overthrow and entertainment concepts can integrate the contemporary art today.
O objetivo desta pesquisa, em poéticas visuais, é de contribuir para pensar a arte contemporânea atual através de uma nova abordagem que parte da ideia de jogo na arte para chegar ao game. Verificam-se os conceitos de subversão e diversão na minha produção pessoal na área da gamearte. Esta reflexão não se restringe somente sobre minha produção, mas também abrange alguns aspectos da arte e tecnologia na arte contemporânea. A metodologia utilizada na pesquisa desenvolve-se no ir e vir entre a prática artística e a teoria que, unidas, tecem o pensamento proposto. Para elucidar a proposição apresentada neste estudo, inicia-se com a abordagem do conceito de jogo, que se origina na filosofia e é adotado pela arte. Do jogo filosófico segue-se para o jogo eletrônico, chamado de game, e quando inserido em um contexto artístico assume-se como gamearte. Ao tentar compreender e delimitar, quando possível, o que seria esta produção em gamearte, exponho a minha experiência pessoal na produção de jogos artísticos. Para fechar esta dissertação apresentam-se outras produções contemporâneas em gamearte, a fim de evidenciar como a diversão e o entretenimento podem integrar a arte contemporânea recente.
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5

Garcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.

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The role risk taking has played in American history has helped shape current legislation concerning gambling. This thesis attempts to explain the discrepancies in legislation regarding distinct forms of gambling. While casinos are heavily regulated by state and federal laws, most statutes dealing with lotteries strive to regulate the activities of other parties instead of those of the lottery institutions. Incidentally, lotteries are the only form of gambling completely managed by the government. It can be inferred that the United States government is more concerned with people exploiting gambling than with the actual practice of wagering. In an effort to more fully understand the gambling debate, whether it should be allowed or banned, I examined different types of sources. Historical sources demonstrate how ingrained in American culture risk taking, the core of gambling, has been since the formation of this nation. Sources dealing with the economic implications of gambling were also studied. Additionally, sources dealings with the political and legal aspects of gambling were essential for this thesis. Legislature has tried to reconcile distinct problems associated with gambling, including corruption. For this reason sports gambling scandals and Mafia connections to gambling have also been examined. The American government has created much needed legislature to address different concerns relating to gambling. It is apparent that statutes will continue to be passed to help regulate the gambling industry. A possible consideration is the legalization of sports wagering to better regulate that sector of the industry.
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6

Rožek, Jan. "Marketing of the gambling industry." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-74078.

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This thesis is studying the current global as well as Czech gambling industry with the focus on internet gambling activities. The work begins with the description of various gambling activities. The focus is taken on the internet gambling activities with description of the specifics and the current European as well as US legal frame. Next part is dedicated to the psychology of gambling together with the pathological gambling addiction. In next part the thesis studies the current situation on the Czech market - history, main official legal providers as well as main grey market providers. Second part of the work is the case study of the launch of the internet lottery games by Fortuna Entertainment Group. This case study is based on a desk research of previous successful best practices in the internet gambling industry from all around the world.
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7

Eibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.

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Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
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8

Santos, Mariana Espanha Mil-Homens. "Business concept design of an innovative product: partnership between Nmusic and Rovio Entertainment Ltd." Master's thesis, 2014. http://hdl.handle.net/10362/14960.

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Field Lab in Entrepreneurial Innovative Ventures
Nmusic and Rovio Entertainment Ltd. identified a business opportunity that will merge the digital music and games industries. The growth of digital consumption, enabled by a wide access to technological devices, supports the market potential of this new product. This Work Project focuses on the new product design and development processes, mainly supported by a) gaming literature that explores critical features and players’ motivations, and b) market research that allows complementing the existent literature and identifying customer needs and their relative importance. Those needs were interpreted and translated into product characteristics in order to generate Angry Birds Music.
NSBE - UNL
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9

Ruei, Jhang Shiuan, and 張軒睿. "Using business model and system dynamics model to study the development of the gaming industry-A case of Blizzard Entertainment." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ab67be.

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碩士
明新科技大學
工業工程與管理系碩士班
104
This research first studies the supply chain of game industry. The collection of related papers is used to analyze the development of game industry. Business model is also applied in this research. Business model has nine build blocks to express business concept as a static point of view. Each element can be linked with factors form the casual feedback loop diagram. In this research, the results of study are shown as following: first, the sales team sell product on internet is fast and convenient, on top of that, can effect of publicize. Second, the large scale of activity can attract customer and can raise the growth of the brands. Third, customers will provide suggestions to customer service center for improving better service. Fourth, routine maintenance effect the efficiency of server and game. Fifth, brand visibility effect the consuming will of customers.
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10

(8237862), Steven Pace. "The development of a hypermedia document about can and filtration." Thesis, 1996. https://figshare.com/articles/thesis/The_development_of_a_hypermedia_document_about_can_and_filtration/20341395.

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 This thesis presents the results of an investigation into the process of converting existing paper -based publications into computer -based hypermedia documents. The study was conducted in cooperation with the Sugar Research Institute (SRI) on a part-time basis between March 1992 and September 1995.

 An SRI publication on the subject of cane mud filtration was converted to hypermedia form using iterative design methods which involved testing prototypes early in the course of development and making refinements based on feedback from SRI staff, information technology professionals and potential users of the system. The purpose of the exercise was to develop a set of guidelines for converting other SRI publications into hypermedia documents. These guidelines, which are presented in this thesis, focus on activities such as: 

selecting the document to be converted to hypermedia form;

selecting the development and delivery platform; selecting the authoring system;

gathering content for inclusion in the hypermedia document; defining the structure of the hypermedia document; 

creating storyboards; 

mastering development tools; designing the user interface and navigation system; 

working with the basic elements of multimedia (text, graphics, sound, video and animation);

  developing prototypes; 

and conducting useability tests. 

Recommendations are made to SRI for the adoption of hypermedia as a means of communicating the results of its research and development activities to sugar industry personnel.   

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11

Doucet, Lars Andreas. "Designing a Real-time Strategy Game about Sustainable Energy Use." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7707.

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This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules, rewards, and feedback. This approach differs by using game mechanics in new ways to express lessons about energy sustainability. This design is based on the real time strategy (RTS) genre. Players of these types of games must manage economic problems such as extracting, refining, and allocating resources, as well as industrial problems such as producing buildings and military units. These games often use imaginative fantasy elements to connect with their audience, but also made-up economic numbers and fictional resources such as magic crystals which have little to do with the real world. This thesis' approach retains the fantasy elements and gameplay conventions of this popular genre, but uses numbers, resources, and situations based on research about real-world energy production. The intended result is a game in which the player learns about energy use simply by trying to overcome the game's challenges. In addition, a combined quantitative/qualitative study was performed, which shows that players of the game learned new things, enjoyed the game, and became more interested in the topic of energy use.
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12

Huang, Chiung-I., and 黃瓊儀. "A study of senior leisure intention – taking gambling entertainment as example." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/61357709668851133806.

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碩士
義守大學
管理碩博士班
103
The increasing of aging population is the trend of most developed countries. Nowadays, the seniors groups have a higher level of education, stable income, more leisure time, and healthier. They also are more willing to engage in recreational activities. As a result, gambling also becomes one of the leisure alternatives. However, many elderly people still hold the traditional notions that gambling is always coupled with debt, usury, bankruptcy, and social issues. Gambling or casino researches in Taiwan usually focus on the positive and negative effects that an integrated resort may bring along with tourism development. The impact and attitude brought to seniors through gambling behavior are rarely discussed. In this research, a focused interview was conducted to fully understand the elderly’s perceptions toward gambling. The result indicates that life experience and background have critical impact toward gambling perceptions, which usually leads to negative images. The participants also show their gambling motivations, which includes economic, entertainment, bandwagon, learning, and experience motivations. The result shows that the elderly have strong motivation in participating gambling behavior, while their attitudes prevent them to do so. The study also found that the attitude toward gambling turns more positive with better awareness of modern gambling industry. In the end of research, recommendations toward policy making and follow-up studies were proposed.
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13

Chen, Hsian-Hsin, and 陳向鑫. "The Analysis on Feasibility of Kinmen’s Development of Gambling and Entertainment Industry." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/63014061752480196056.

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碩士
國立金門技術學院
中國大陸研究所
97
Began in 2009, gambling was official legalized in Taiwan, and Kinmen is one of the city eligible for the development of the of gambling and entertainment industry. As a people of Kinmen, the main purpose of this study would like to explore and analysis the feasibility of Kinmen `s development of gambling and entertainment industry. In this paper, Kinmen、China mainland and the international consortium will be the three main dimensions of the study which use the documentation methods. Firstly, the success or failure experience of the international casino would be collected, and then explore the attitude of the Chinese Government, and for the international financial groups` current investment would be analysis list. By interviewing the relevant Kinmen 、Taiwan and the mainland people, collecting the most direct advice. By the using of SWOT to analysis the advantages and disadvantages, opportunities and threats which Kinmen are facing. Finally, conclusions and recommendations reached. In this study, that: the Government Action is a key factor for opening the outlying islands gambling. In the current context of international financial crisis, the major consortia for gambling in Kinmen are Macau. They are the most willingly to invest in Kinmen. And believed that, Kinmen is more suitable than Penghu for the development of gambling and entertainment industry. Small Kinmen public support combined with the actively promotion of county government, Small Kinmen is most likely to develop the gambling and entertainment industry, as a result the other areas of the Kinmen also has the effect of isolation The cause of the development of the gambling in Kinmen, this study suggests that travel agents should take Xiamen into consideration, in order to share the tourism market in Xiamen, depending Kinmen`s own travel products advantages for differentiated marketing. Product development in the gambling can cater to the mainland government policies, by the way of welfare lottery tickets. Design Travel & Tourism Welfare Lottery, and establish the tourist lottery game, by this way ,lottery revenues can benefits the building of Kinmen as well as bringing benefits to local community.
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14

Balmahoon, Shireena. "Spending patterns of patrons at the Sun Coast Casino and entertainment world with special reference to responsible gambling." Thesis, 2005. http://hdl.handle.net/10530/243.

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A dissertation submitted to the Faculty of Arts in partial fulfilment of the requirements degree of Masters of Recreation and Tourism in the Centre for Recreation and Tourism, at the University of Zululand, 2005.
Recreation is an emotional experience within an individual, resulting in a very personal reaction and attitude from the recreationist. The recreation activity is intended to deliver to the recreationist a sense of pleasure and personal worth. One such recreation activity is gambling. Gambling, according to Magi (2002), is the intentional act of betting with the sole purpose of winning or gaming. For many centuries gambling has been a form of recreation, however, it has always been and still is a controversial issue. This study has attempted to investigate the spending patterns of patrons at the Sun Coast Casino and Entertainment World with special reference to responsible gambling. This study examines the spending patterns of patrons, especially on the gaming floor with responsible gambling forming the core of the investigation. Some of the objectives of this study are: • To establish the main reasons why patrons visit the Sun Coast Casino and Entertainment World. • To evaluate the extent to which the level of education of patrons influences responsible gaming. • To establish the extent to which gaming patrons are aware of and practise responsible gambling. • To investigate the spending patterns of patrons at the Sun Coast Casino and Entertainment World in terms of the amount spent on gaming, entertainment, dining out, movies and the games room. • To reveal the socio-economic levels of patrons who frequent the Sun Coast Casino and Entertainment World. • To determine whether the patrons would frequent the casino more often if more entertainment and care was available for children. Utilising a sample of 116 respondents, this study revealed that only a moderate number of 42.2 percent of the patrons who were interviewed between the ages of 18 and above indicated that gaming was the main reason for visiting the Sun Coast Casino and Entertainment World. Approximately 38 percent of the patrons indicated that recreation was their main reason for visiting. Less than 8 percent of the patrons indicated that they preferred to watch movies and 11,2 percent indicated that dining was their main preference. A significant majority [75%] of the patrons indicated that they are aware of responsible gambling and only 6 percent gambled more than 75 percent of the money that they had with them during a single visit. Approximately 60 percent of the patrons acquired their knowledge on responsible gambling from the media and 23,3 percent indicated that they have no knowledge of responsible gambling. According to about 52 percent of the patrons the government should shoulder the responsibility of being responsible for the promotion of responsible gambling and a further 35 percent of the patrons felt that the casinos should be responsible for the promotion of responsible gambling. With regard to educational levels, those patrons with matriculation and above gambled more in each of the spending categories. Approximately less than half [46%] of the patrons indicated that they earn more than RIO 000 a month. However there is a significant number [8%] of the patrons at the Sun Coast Casino and Entertainment World that belong to the less than R3 000 a month category. The age group that frequents the Sun Coast Casino and Entertainment world the most is the 26 - 45 year age group and the below 25 year age group visits in smaller numbers. Below 10 percent of the patrons are from Durban and the surrounding areas. Approximately 15 percent of the patrons come from provinces outside KwaZulu-Natal. The largest percentage (35,6 percent) of the patrons are from the Durban North (Kwa Mashu, Inanda, Phoenix, Mount Edgecombe) area. The majority of patrons also felt that they would definitely visit the Sun Coast Casino and Entertainment World more often if more entertainment was available for the children. Generally the below 45 year age group felt more strongly about the need for more entertainment for children than the patrons who fell into the above 46 year age group. This study makes several recommendations, some of which are: • Organizations that assist problem gamblers need more funding. • Free drinks, free slot machine vouchers and most valued guest cards should be banned. • The general public must be informed of responsible gambling. • Marketing in the gaming industry should be minimal or banned. • More research should be undertaken in the field of tourism gaming. It is very important to mention that this study has revealed that literature and information on responsible gambling is very scarce and that there is a need to make such information available to the gaming people. Literature that combines recreation and gaining is also very scarce and there is a need for additional research in this field of study. A recommendation that stands out very clearly is the need to educate the general public on the concept and meaning of responsible gambling, as well as all related benefits of notion.
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15

Mayerová, Kateřina. "Počítačové hry v kontextu sociokulturního prostředí rodiny a genderu." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-324116.

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Main purpose of this thesis is to pursue the question whether it is possible to find differences (and if so, which) in attitudes towards computer (or rather digital) games resulting from various family socio-cultural backgrounds and gender. In order to explore this, the thesis analyzes selected gaming behaviors along with the socio-cultural environment and gender stereotypes shaping the gamers. The research study focuses mainly on gamers' preference in choosing the game type, reflection of their approach and ways of dealing with this phenomenon exhibited by their parents. This thesis does not aim to state any general theory; it is rather attempting to offer specific insight into this issue. Keywords: digital games, computer games, games' classification, computer games entertainment, parental attitudes towards gaming, family socio-cultural standard, gender stereotypes, computer games usefulness/ harmfulness in its consumers, virtual communication in computer games.
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16

"Workshopband der Mensch & Computer 2011." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-70301.

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Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
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17

Cameron, Samuel. "Handbook on the economics of leisure." 2011. http://hdl.handle.net/10454/5822.

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