Search preferences
Skip to main search results

Search filters

Product Type

  • All Product Types 
  • Books (6)
  • Magazines & Periodicals (No further results match this refinement)
  • Comics (No further results match this refinement)
  • Sheet Music (No further results match this refinement)
  • Art, Prints & Posters (No further results match this refinement)
  • Photographs (No further results match this refinement)
  • Maps (No further results match this refinement)
  • Manuscripts & Paper Collectibles (No further results match this refinement)

Condition Learn more

  • New (6)
  • As New, Fine or Near Fine (No further results match this refinement)
  • Very Good or Good (No further results match this refinement)
  • Fair or Poor (No further results match this refinement)
  • As Described (No further results match this refinement)

Collectible Attributes

Language (1)

Price

  • Any Price 
  • Under US$ 25 (No further results match this refinement)
  • US$ 25 to US$ 50 (No further results match this refinement)
  • Over US$ 50 
Custom price range (US$)

Free Shipping

  • Free Shipping to U.S.A. (No further results match this refinement)

Seller Location

  • Tanja Koji¿

    Language: English

    Published by Springer, 2025

    ISBN 10: 3031755324 ISBN 13: 9783031755323

    Seller: preigu, Osnabrück, Germany

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

    Contact seller

    US$ 111.52

    US$ 79.66 shipping
    Ships from Germany to U.S.A.

    Quantity: 5 available

    Add to basket

    Taschenbuch. Condition: Neu. User Experience for Serious Games in Virtual Reality | Tanja Koji¿ | Taschenbuch | T-Labs Series in Telecommunication Services | Englisch | 2025 | Springer | EAN 9783031755323 | Verantwortliche Person für die EU: Springer Nature Customer Service Center GmbH, Europaplatz 3, 69115 Heidelberg, productsafety[at]springernature[dot]com | Anbieter: preigu.

  • Tanja Koji¿

    Language: English

    Published by Springer Nature Switzerland, Springer Nature Switzerland, 2024

    ISBN 10: 3031755294 ISBN 13: 9783031755293

    Seller: AHA-BUCH GmbH, Einbeck, Germany

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

    Contact seller

    US$ 125.41

    US$ 70.82 shipping
    Ships from Germany to U.S.A.

    Quantity: 1 available

    Add to basket

    Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one's age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.

  • Tanja Koji¿

    Language: English

    Published by Springer, 2025

    ISBN 10: 3031755324 ISBN 13: 9783031755323

    Seller: AHA-BUCH GmbH, Einbeck, Germany

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

    Contact seller

    US$ 132.18

    US$ 69.93 shipping
    Ships from Germany to U.S.A.

    Quantity: 1 available

    Add to basket

    Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one's age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.

  • Tanja Koji¿

    Language: English

    Published by Springer Nov 2025, 2025

    ISBN 10: 3031755324 ISBN 13: 9783031755323

    Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

    Contact seller

    Print on Demand

    US$ 125.41

    US$ 26.17 shipping
    Ships from Germany to U.S.A.

    Quantity: 2 available

    Add to basket

    Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one's age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated. 184 pp. Englisch.

  • Tanja Koji¿

    Language: English

    Published by Springer Nov 2025, 2025

    ISBN 10: 3031755324 ISBN 13: 9783031755323

    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

    Contact seller

    Print on Demand

    US$ 125.41

    US$ 68.28 shipping
    Ships from Germany to U.S.A.

    Quantity: 1 available

    Add to basket

    Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one's age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated. 184 pp. Englisch.

  • Tanja Koji¿

    Language: English

    Published by Springer, Springer Nature Switzerland Nov 2024, 2024

    ISBN 10: 3031755294 ISBN 13: 9783031755293

    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

    Contact seller

    Print on Demand

    US$ 125.41

    US$ 68.28 shipping
    Ships from Germany to U.S.A.

    Quantity: 1 available

    Add to basket

    Buch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one¿s age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 184 pp. Englisch.