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 CFTR and Cystic Fibrosis by
Cover of the book Baryonic Processes in the Large-Scale Structuring of the Universe by
Cover of the book Imaginative Science Education by
Cover of the book Serial Homicide by
Cover of the book New Developments in Science and Technology Education by
Cover of the book How Socio-Cultural Codes Shaped Violent Mobilization and Pro-Insurgent Support in the Chechen Wars by
Cover of the book The Euro-Atlantic Security System in the 21st Century by
Cover of the book Configurable Intelligent Optimization Algorithm by
Cover of the book Planar Metamaterial Based Microwave Sensor Arrays for Biomedical Analysis and Treatment by
Cover of the book Poland in the Irish Nationalist Imagination, 1772–1922 by
Cover of the book The Demographic Masculinization of China by
Cover of the book New Challenges in Grid Generation and Adaptivity for Scientific Computing by
Cover of the book Fuzzy Sets and Operations Research by
Cover of the book Advances in Lie Superalgebras by
Cover of the book The Bioarchaeology of Dissection and Autopsy in the United States 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