Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Developing Serious Games - Bryan Bergeron

Developing Serious Games

Bryan Bergeron (Autor)

Media-Kombination
452 Seiten
2005
Charles River Media
978-1-58450-444-3 (ISBN)
CHF 119,40 inkl. MwSt
  • Titel ist leider vergriffen;
    keine Neuauflage
  • Artikel merken
Details what is involved in developing serious video games, from the use of affordable game engines to marketing and identifying sources of capital. This book is designed as a resource for developers and programmers interested in creating serious games, and it teaches them how to get started, and how to make money in this emerging arena.
With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry.
Developing Serious Games is a practical handbook that details what's involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training & development. From there it continues with a discussion of the enabling technology trends, emerging standards, and the tools that promise to reinforce the current trajectory of development and user demand for serious games.
The second half of the book emphasizes the economic realities of the serious games industry, including and evaluation of the market, the economic potential of the space, and the customer base. The book culminates with a serious game design document that illustrates the important differences between entertainment games and serious games. It also provides a look to the future of serious gaming from a developer's perspective.
The book is written for students, established game developers, and professionals in related fields, such as modeling and simulation or instructional design, who are skilled in training with traditional approaches and tools. It is also applicable to programmers, graphic artists, and management contemplating or involved in the development of serious games.

Bryan Bergeron (Brookline, MA) developed the first commercial multimedia patient simulator (game) on the microcomputer. He is the author of six commercial ¿serious games¿ in healthcare, and authored or directed the development of a dozen or more in the course of his work supporting the curriculum at Harvard Medical School and MIT. He holds two patents in serious gaming (two more pending), and has consulted for medical boards, the pharmaceutical industry, publishers, and universities in the US and abroad on the topic of serious games for over 20 years.

Introduction
Chapter 1: Historical Perspective
Chapter 2: Working Context
Chapter 3: Technology Trends
Chapter 4: Standards
Chapter 5: Best Practices
Chapter 6: Tools
Chapter 7: Serious Business
Chapter 8: Serious Game Design
Chapter 9: Outlook
Appendix A: Glossary
Appendix B: Acronyms
Appendix C: File Formats
Appendix D: Serious Games Design Document Outline
Appendix E: A Brief Business Plan Primer
Appendix F: Resources
Index

Erscheint lt. Verlag 9.2.2006
Verlagsort Hingham
Sprache englisch
Maße 185 x 228 mm
Gewicht 795 g
Themenwelt Informatik Weitere Themen Computerspiele
ISBN-10 1-58450-444-7 / 1584504447
ISBN-13 978-1-58450-444-3 / 9781584504443
Zustand Neuware
Haben Sie eine Frage zum Produkt?