Entertainment Computing and Serious Games International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers /

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are...

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Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Dörner, Ralf (Επιμελητής έκδοσης), Göbel, Stefan (Επιμελητής έκδοσης), Kickmeier-Rust, Michael (Επιμελητής έκδοσης), Masuch, Maic (Επιμελητής έκδοσης), Zweig, Katharina (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2016.
Σειρά:Lecture Notes in Computer Science, 9970
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Introduction to the GI‐Dagstuhl Book on Entertainment Computing and Serious Games
  • A Brief History of Games
  • Ethical Stewardship: Designing Serious Games Seriously
  • The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis
  • Processes and Models for Serious Game Design and Development
  • Taxonomy of Game Development Approaches
  • Serious Games Architectures and Engines
  • Content Generation for Serious Games
  • Games for Learning
  • Games for Health
  • Serious Games Evaluation: Process, Models and Concepts
  • The Experimental Method as an Evaluation Tool in Serious Games Research and Development
  • Operationalization and Measurement of Evaluation Constructs
  • Personalized and Adaptive Serious Games
  • Embodied Interaction in Play: Body‐Based and Natural Interaction in Games
  • Affective Computing in Games
  • Social Network Games
  • Pervasive Games
  • Storytelling in Serious Games.