Design and Use of Serious Games (eBook)
VIII, 206 Seiten
Springer Netherland (Verlag)
978-1-4020-9496-5 (ISBN)
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.
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.
Part I Game Production:Three Approaches Towards Teaching Game Production, by Tuomas Mäkilä, Harri Hakonen, Jouni Smed, Andy Best; Design and Architecture of Sidh – a Cave Based Firefighter Training Game, by Mikael Lebram, Per Backlund, Henrik Engström, Mikael Johannesson; Human-Centred Design and Exercise Games – User’s Experiences of a Fitness Adventure Prototype, by Antti Väätänen, Jaana Leika; Children's Involvement in the Design of Game-Based Learning Environments. Cases Talarius and Virtual Peatland, by Tuula Nousiainen; Part II Learning: Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis, by Bente Meyer, Birgitte Holm Sørensen; Competence Complexity and Obvious Learning; Experience from Making a Language Learning Game, by Ellen Brox, Audun Heggelund, Gunn Evertsen; The Attitudes of Finnish School Teachers Towards Commercial Educational Games, by Minna Klemetti, Olli Taimisto, Paula Karppinen; Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games, by Pilar Lacasa, Laura Méndez, Rut Martíne; Part III Social Perspective: Let’s Play Together with the Camera of Your Mobile Device, by Ekaterina Kuts, Carolina Islas-Sedano, Erkki Sutinen; AnimalClass: Social Networks in Gaming, by Harri Ketamo, Marko Suominen; Multiplayer Interface for a Computer-Augmented Learning Game, by Ari Putkonen, Markus Forstén; Part IV Technical Applications: RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue, by Narciso González, Igor Kalyakin, Heikki Lyytinen; VIPROSA – Game-like Tool for Visual Process Simulation and Analysis, by Tapani Liukkonen.
Erscheint lt. Verlag | 25.12.2008 |
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Reihe/Serie | Intelligent Systems, Control and Automation: Science and Engineering | Intelligent Systems, Control and Automation: Science and Engineering |
Zusatzinfo | VIII, 206 p. |
Verlagsort | Dordrecht |
Sprache | englisch |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Geisteswissenschaften | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
Sozialwissenschaften ► Pädagogik | |
Technik ► Maschinenbau | |
Schlagworte | Calculus • Complexity • Design • Development • Game-based Learning • Game Development • game technology • Holm • Interface • language • Serious Games • Simulation • structured analysis • Technology • user-driven design |
ISBN-10 | 1-4020-9496-5 / 1402094965 |
ISBN-13 | 978-1-4020-9496-5 / 9781402094965 |
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