Serious Games Foundations, Concepts and Practice /

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Pros...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Dörner, Ralf (Επιμελητής έκδοσης), Göbel, Stefan (Επιμελητής έκδοσης), Effelsberg, Wolfgang (Επιμελητής έκδοσης), Wiemeyer, Josef (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2016.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 04220nam a22004935i 4500
001 978-3-319-40612-1
003 DE-He213
005 20160825124428.0
007 cr nn 008mamaa
008 160825s2016 gw | s |||| 0|eng d
020 |a 9783319406121  |9 978-3-319-40612-1 
024 7 |a 10.1007/978-3-319-40612-1  |2 doi 
040 |d GrThAP 
050 4 |a QA76.575 
072 7 |a UG  |2 bicssc 
072 7 |a COM034000  |2 bisacsh 
082 0 4 |a 006.7  |2 23 
245 1 0 |a Serious Games  |h [electronic resource] :  |b Foundations, Concepts and Practice /  |c edited by Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg, Josef Wiemeyer. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2016. 
300 |a XVI, 421 p. 129 illus., 128 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a 1 Introduction -- 2 Contributing Disciplines -- 3 Design of Serious Games -- 4 Authoring Processes and Tools -- 5 Content and Content Production -- 6 Game Engines -- 7 Personalization and Adaptation -- 8 Multiplayer Serious Games -- 9 Player Experience -- 10 Performance Assessment in Serious Games -- 11 Serious Games – Economic and Legal Issues -- 12 Serious Games Application Examples -- About the Authors -- Index. 
520 |a This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”. 
650 0 |a Computer science. 
650 0 |a Special purpose computers. 
650 0 |a Multimedia information systems. 
650 0 |a Personal computers. 
650 1 4 |a Computer Science. 
650 2 4 |a Multimedia Information Systems. 
650 2 4 |a Personal Computing. 
650 2 4 |a Special Purpose and Application-Based Systems. 
700 1 |a Dörner, Ralf.  |e editor. 
700 1 |a Göbel, Stefan.  |e editor. 
700 1 |a Effelsberg, Wolfgang.  |e editor. 
700 1 |a Wiemeyer, Josef.  |e editor. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9783319406114 
856 4 0 |u http://dx.doi.org/10.1007/978-3-319-40612-1  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)