000 04207nam a22005055i 4500
001 978-3-319-40612-1
003 DE-He213
005 20200421111156.0
007 cr nn 008mamaa
008 160825s2016 gw | s |||| 0|eng d
020 _a9783319406121
_9978-3-319-40612-1
024 7 _a10.1007/978-3-319-40612-1
_2doi
050 4 _aQA76.575
072 7 _aUG
_2bicssc
072 7 _aCOM034000
_2bisacsh
082 0 4 _a006.7
_223
245 1 0 _aSerious Games
_h[electronic resource] :
_bFoundations, Concepts and Practice /
_cedited by Ralf D�orner, Stefan G�obel, Wolfgang Effelsberg, Josef Wiemeyer.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2016.
300 _aXVI, 421 p. 129 illus., 128 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _a1 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 _aThis 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 _aComputer science.
650 0 _aSpecial purpose computers.
650 0 _aMultimedia information systems.
650 0 _aPersonal computers.
650 1 4 _aComputer Science.
650 2 4 _aMultimedia Information Systems.
650 2 4 _aPersonal Computing.
650 2 4 _aSpecial Purpose and Application-Based Systems.
700 1 _aD�orner, Ralf.
_eeditor.
700 1 _aG�obel, Stefan.
_eeditor.
700 1 _aEffelsberg, Wolfgang.
_eeditor.
700 1 _aWiemeyer, Josef.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319406114
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-40612-1
912 _aZDB-2-SCS
942 _cEBK
999 _c53544
_d53544