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Herausgeber: 
  • Pekka Neittaanmäki
  • Marja Helena Kankaanranta
  • Design and Use of Serious Games 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  Oktober 2010  
    Genre:  Naturwissensch., Medizin, Technik 
     
    C / Computer Modelling / Computer modelling & simulation / computer science / Computer simulation / Computermodellierung und -simulation / Digital Education and Educational Technology / Education
    ISBN:  9789048181414 
    EAN-Code: 
    9789048181414 
    Verlag:  Springer EN 
    Einband:  Kartoniert  
    Sprache:  English  
    Serie:  #37 - Intelligent Systems, Control and Automation: Science and Engineering  
    Dimensionen:  H 235 mm / B 155 mm / D  
    Gewicht:  338 gr 
    Seiten:  206 
    Illustration:  VIII, 206 p. 
    Zus. Info:  EUDR exemption - product or manufacturing materials placed on the market prior to 31.12.2025. 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.

    In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.

      



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