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Herausgeber: 
  • Wolfgang Effelsberg
  • Stefan Göbel
  • Josef Wiemeyer
  • Ralf Dörner
  • Serious Games: Foundations, Concepts and Practice 
     

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


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  September 2016  
    Genre:  EDV / Informatik 
     
    B / computer science / Expert systems / knowledge-based systems / Multimedia Information Systems / Personal computers / Personal Computing / Special Purpose and Application-Based Systems / Special purpose computers
    ISBN:  9783319406114 
    EAN-Code: 
    9783319406114 
    Verlag:  Springer Nature EN 
    Einband:  Gebunden  
    Sprache:  English  
    Dimensionen:  H 235 mm / B 155 mm / D  
    Gewicht:  7804 gr 
    Seiten:  421 
    Illustration:  XVI, 421 p. 129 illus., 128 illus. in color., schwarz-weiss Illustrationen, farbige Illustrationen 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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 andterminology 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".

      
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