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Weitersagen:


Herausgeber: 
  • Kendra M. L. Cooper
  • Antonio Bucchiarone
  • Software Engineering for Games in Serious Contexts: Theories, Methods, Tools, and Experiences 
     

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


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   i.d.R. innert 5-10 Tagen versandfertig
    Veröffentlichung:  September 2024  
    Genre:  EDV / Informatik 
     
    angewandte informatik / educationalgames / EntertainmentGames / GameProgramming / Gamification / seriousgames / Software Engineering / Softwareengineering
    ISBN:  9783031333408 
    EAN-Code: 
    9783031333408 
    Verlag:  Springer 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 235 mm / B 155 mm / D 18 mm 
    Gewicht:  482 gr 
    Seiten:  316 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways. This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.

      



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