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Books on the topic 'Video game training'

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1

Beal, Scott A. Training effectiveness evaluation of the Full Spectrum Command game. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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2

1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.

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3

Centric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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4

Centric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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5

Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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6

Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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7

Gadgets, games, and gizmos for learning: Tools and techniques for transferring know-how from boomers to gamers. San Francisco, CA: John Wiley, 2007.

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8

Rick, Selby, and Smith Richard Wayne, eds. Microsoft train simulator. San Francisco, CA: Sybex, 2001.

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9

A, Cannon-Bowers Janis, and Bowers Clint A, eds. Serious game design and development: Technologies for training and learning. Hershey PA: Information Science Reference, 2010.

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10

Muehl, William, and Jeannie Novak. Game Development Essentials: Game Simulation Development. Cengage Delmar Learning, 2007.

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11

Hussain, Talib S., and Susan L. Coleman. Design and Development of Training Games: Practical Guidelines from a Multidisciplinary Perspective. Cambridge University Press, 2014.

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12

The effects of video game experience on computer-based air traffic controller specialist, air traffic scenario test scores. Washington, D.C: U.S. Dept. of Transportation, Federal Aviation Administration, Office of Aviation Medicine, 1997.

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13

Feng, Jing. Cognitive training using action video games: A new approach to close the gender gap. 2006.

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14

Ballesteros, Soledad, Claudia Voelcker-Rehage, and Louis Bherer, eds. Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions. Frontiers Media SA, 2018. http://dx.doi.org/10.3389/978-2-88945-507-2.

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15

Templin, David Paul. The effect of highlight videos upon the game performance of intercollegiate basketball players. 1992.

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16

Kapp, Karl M. Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers. Center for Creative Leadership, 2007.

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17

Kapp, Karl M. Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals). Pfeiffer, 2007.

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18

Chong, David, Richard Wayne Smith, and Rick Selby. Microsoft Train Simulator: Sybex Official Strategies & Secrets. Sybex, 2001.

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