Serious Games

Foundations, Concepts and Practice

Nonfiction, Computers, Computer Hardware, Personal Computers, Application Software, Multimedia, General Computing
Cover of the book Serious Games by , Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9783319406121
Publisher: Springer International Publishing Publication: August 25, 2016
Imprint: Springer Language: English
Author:
ISBN: 9783319406121
Publisher: Springer International Publishing
Publication: August 25, 2016
Imprint: Springer
Language: English

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”.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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”.

More books from Springer International Publishing

Cover of the book Refugee and Return by
Cover of the book Small Machine Tools for Small Workpieces by
Cover of the book Estimation and Testing Under Sparsity by
Cover of the book Computational Red Teaming by
Cover of the book Maritime Security Risks, Vulnerabilities and Cooperation by
Cover of the book Advances in Information and Communication Networks by
Cover of the book Underwater Seascapes by
Cover of the book Cancer Stem Cells: Emerging Concepts and Future Perspectives in Translational Oncology by
Cover of the book STRATI 2013 by
Cover of the book The Rule-Following Paradox and its Implications for Metaphysics by
Cover of the book Current Treatment Options for Fuchs Endothelial Dystrophy by
Cover of the book Technological Advances in Organ Transplantation by
Cover of the book Assessing Social Impact of Social Enterprises by
Cover of the book Exile Identity, Agency and Belonging in South Africa by
Cover of the book The End of Whitehall? by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy