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  • Gaming and Technology Addiction : Breakthroughs in Research and Practice
    Gaming and Technology Addiction : Breakthroughs in Research and Practice

    Addiction is a powerful and destructive condition impacting large portions of the population around the world.While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction.Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.

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  • Gaming Innovations in Higher Education: Emerging Research and Opportunities
    Gaming Innovations in Higher Education: Emerging Research and Opportunities

    Gaming technologies have become effective learning tools within education.Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful.Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment. The many academic areas covered in this publication include, but are not limited to:Comprehension AwarenessExtrinsic MotivationInteraction MediaIntrinsic MotivationLearning DisabilitiesSelf-Determination Theory (SDT)User-Centered DesignVirtual Laboratories

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  • Innovation Competency Model : Shaping Faculty Academic Innovation Development in China's Higher Education
    Innovation Competency Model : Shaping Faculty Academic Innovation Development in China's Higher Education

    Contributing to the discussion over China's higher education development, this book takes a theoretical approach to address the topic of university academics' innovation by introducing an academic innovation competency model, exploring the contexts, concepts and practices.The innovation competency model comprises three interdependent dimensions, including the academic internal drive vitality, the academic synthesizing refined ability and the academic suspected and introspective ability.By enriching the theory of professional development of university teachers, these three dimensions will help advance the reform of college personnel systems and ultimately improve the quality of China's higher education. The book will be valuable to researchers, students and stakeholders hoping to learn about education reform in China, or to those who study higher education management and comparative education.

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  • Digital Holocaust Memory, Education and Research
    Digital Holocaust Memory, Education and Research

    This book explores the diverse range of practical and theoretical challenges and possibilities that digital technologies and platforms pose for Holocaust memory, education and research.From social media to virtual reality, 360-degree imaging to machine learning, there can be no doubt that digital media penetrate practice in these fields.As the Holocaust moves beyond living memory towards solely mediated memory, it is imperative that we pay critical attention to the way digital technologies are shaping public memory and education and research.Bringing together the voices of heritage and educational professionals, and academics from the arts and humanities and the social sciences, this interdisciplinary collection explores the practicalities of creating digital Holocaust projects, the educational value of such initiatives, and considers the extent to which digital technologies change the way we remember, learn about and research the Holocaust, thinking through issues such as ethics, embodiment, agency, community, and immersion.At its core, this volume interrogates the extent to which digital interventions in these fields mark an epochal shift in Holocaust memory, education and research, or whether they continue to be shaped by long-standing debates and guidelines developed in the broadcast era.

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  • Which screen technology is used in gaming laptops?

    Gaming laptops typically use either IPS (In-Plane Switching) or TN (Twisted Nematic) screen technology. IPS screens offer better color accuracy, wider viewing angles, and better overall image quality, making them a popular choice for gaming laptops. On the other hand, TN screens are known for their fast response times and high refresh rates, which can be beneficial for fast-paced gaming. Both technologies have their own advantages and are commonly used in gaming laptops, depending on the specific needs and preferences of the user.

  • Does market research hinder innovation in business administration?

    Market research does not necessarily hinder innovation in business administration. In fact, it can provide valuable insights into consumer needs and preferences, helping businesses to develop innovative products and services that meet market demands. By understanding market trends and customer behavior, businesses can identify opportunities for innovation and stay ahead of competitors. However, relying too heavily on market research without allowing room for creativity and risk-taking can limit the potential for groundbreaking innovations. It is important for businesses to strike a balance between leveraging market research and fostering a culture of innovation to drive success in business administration.

  • What is Digital Technology 2?

    Digital Technology 2 is a course that builds upon the foundational concepts introduced in Digital Technology 1. It delves deeper into topics such as programming, web development, data analysis, and cybersecurity. Students will further develop their skills in using digital tools and technologies to solve real-world problems and gain a more advanced understanding of how technology impacts society. The course aims to prepare students for a career in the rapidly evolving field of digital technology.

  • Who knows the company Digital Innovation Ventures GmbH in Zug, Switzerland?

    Digital Innovation Ventures GmbH in Zug, Switzerland is likely known by individuals in the tech industry, potential investors, business partners, and employees or former employees of the company. Additionally, local residents of Zug who are familiar with the business landscape in the area may also know of the company.

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  • Rethinking Education for Sustainable Development : Research, Policy and Practice
    Rethinking Education for Sustainable Development : Research, Policy and Practice

    This book explores how education can be used as a tool to promote sustainability practices as the world faces huge challenges related to climate change and public health.The chapters consider all types of literacy approaches that fall under the umbrella of Education for Sustainable Development (ESD).These approaches include scientific literacy, ecological literacy, health literacy, education on climate change and climate resilience, environmental education and others linking education, global health, and the environment more broadly. “Education” is used in the widest sense to incorporate non-formal, informal and formal/school settings.This volume will help to bring these interconnected areas together and interrogate their research methods, assumptions, field-based application and their policy potential.Taking a critical approach to ESD, the book suggests new pedagogies, tools, and technologies to strengthen the way we educate about sustainability issues and go beyond the current thinking about ESD.The book includes a foreword by Jeffrey Sachs, Director of the Center for Sustainable Development at Columbia University, USA.

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  • Gender Differences in Technology and Innovation Management : Insights from Experimental Research
    Gender Differences in Technology and Innovation Management : Insights from Experimental Research

    Even though the number of working women has steadily increased over the last few years, women are still significantly under-represented in STEM activities (i.e. mathematics, informatics, science and technology). In order to eliminate this under-representation, numerous education policies and corporate initiatives, particularly in the recent past, have been aimed at increasing women's enthusiasm for STEM activities and professions.According to the latest surveys, however, it is clear that these efforts have not yet led to the desired success.Compared to their male counterparts, women continue to do fewer STEM activities. One possible reason for this is that relatively little is yet known about the concrete impact of the above education policies on working with innovation and technology: What are the gender differences between women and men?Is it enough to recognize these differences, or should these differences ideally not only be recognized, but also treated appropriately or even encouraged? This anthology deals with current topics in technology and innovation management against the background of these and other gender-relevant aspects.Empirical analyses and experiments in collaboration with companies from various sectors provide a sound scientific basis on which new results and findings are presented: How do women and men deal with creativity and competition?How are technologies applied and how can differences in access to technology be deduced? Answers to these and other questions help decision-makers in politics and business to proactively use the differences between women and men to motivate women to work in the STEM field and to strengthen them by acknowledging existing differences.

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  • Gaming Technology: Streaming, VR and More
    Gaming Technology: Streaming, VR and More

    Can you imagine going on a trip into space? What about flying along at 300 miles an hour in a levitating train? Or clinging onto your seat at a 4D movie? Thanks to STEM, soon you can do all this and more! Science, technology, engineering and maths are bringing new toys, tolls and technological gadgets into our everyday lives.Come and meet Professor Tess Tube, and join her STEM school, where you will learn about the amazing gadgets and gizmos that are all around us.

    Price: 13.99 £ | Shipping*: 3.99 £
  • Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa
    Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa


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  • Is the PC generally good for gaming, development, and video editing?

    Yes, the PC is generally good for gaming, development, and video editing. With the right hardware and software, a PC can provide a powerful platform for gaming with high-quality graphics and fast processing speeds. Additionally, the flexibility and customization options of a PC make it an ideal choice for development work, allowing for the use of various programming languages and tools. Furthermore, the processing power and memory capabilities of a PC make it well-suited for video editing, enabling users to work with large files and complex editing software.

  • Is gaming as a hobby useful for general education?

    Gaming can be useful for general education in several ways. It can improve problem-solving skills, critical thinking, and strategic planning. Many games also incorporate historical or scientific elements, which can help players learn about different subjects in an interactive way. Additionally, gaming can also improve hand-eye coordination and reaction time. However, it's important for gamers to balance their hobby with other educational activities to ensure a well-rounded education.

  • Which option is better for gaming: 4k gaming, UWQHD gaming, or 2k gaming?

    The best option for gaming depends on the individual's preferences and the capabilities of their gaming setup. 4k gaming offers the highest resolution and visual quality, but it requires a powerful graphics card and monitor to fully take advantage of it. UWQHD gaming provides a balance between resolution and performance, offering a wider aspect ratio for a more immersive experience. 2k gaming, also known as QHD, is a good middle ground for those who want a balance between visual quality and performance. Ultimately, the best option for gaming is the one that provides the best balance between visual quality and performance for the individual's specific gaming setup and preferences.

  • What should one actually buy, one innovation after another, when it comes to the future of gaming?

    When it comes to the future of gaming, one should consider investing in virtual reality (VR) technology, as it offers immersive gaming experiences. Additionally, purchasing the latest gaming consoles or high-performance gaming PCs can ensure compatibility with upcoming games and technologies. Subscribing to gaming services like Xbox Game Pass or PlayStation Now can provide access to a wide range of games without the need to purchase them individually. Lastly, investing in gaming accessories such as high-quality headphones, gaming chairs, and controllers can enhance the overall gaming experience.

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