Serious Game Design and Development: Technologies for Training and Learning

Serious Game Design and Development: Technologies for Training and Learning

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  • Author: Cannon-Bowers, Jan
  • Publisher: IGI Global
  • ISBN: 1615207406
  • Category : Computers
  • Languages : en
  • Pages : 382

"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.


Serious Games

Serious Games

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  • Author: Ralf Dörner
  • Publisher: Springer
  • ISBN: 3319406124
  • Category : Computers
  • Languages : en
  • Pages : 421

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 and terminology 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”.


Design and Development of Training Games

Design and Development of Training Games

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  • Author: Talib S. Hussain
  • Publisher: Cambridge University Press
  • ISBN: 1107051746
  • Category : Computers
  • Languages : en
  • Pages : 571

Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.


Serious Games

Serious Games

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  • Author: David R. Michael
  • Publisher: Course Technology
  • ISBN:
  • Category : Computers
  • Languages : en
  • Pages : 324

Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.


Serious Games and Edutainment Applications

Serious Games and Edutainment Applications

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  • Author: Minhua Ma
  • Publisher: Springer
  • ISBN: 3319516450
  • Category : Computers
  • Languages : en
  • Pages : 702

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.


Learning, Design, and Technology

Learning, Design, and Technology

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  • Author: J. Michael Spector
  • Publisher: Springer Nature
  • ISBN: 3319174614
  • Category : Education
  • Languages : en
  • Pages : 4144

The multiple, related fields encompassed by this Major Reference Work represent a convergence of issues and topics germane to the rapidly changing segments of knowledge and practice in educational communications and technology at all levels and around the globe. There is no other comparable work that is designed not only to gather vital, current, and evolving information and understandings in these knowledge segments but also to be updated on a continuing basis in order to keep pace with the rapid changes taking place in the relevant fields. The Handbook is composed of substantive (5,000 to 15,000 words), peer-reviewed entries that examine and explicate seminal facets of learning theory, research, and practice. It provides a broad range of relevant topics, including significant developments as well as innovative uses of technology that promote learning, performance, and instruction. This work is aimed at researchers, designers, developers, instructors, and other professional practitioners.


Encyclopedia of Information Science and Technology, Third Edition

Encyclopedia of Information Science and Technology, Third Edition

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  • Author: Khosrow-Pour, Mehdi
  • Publisher: IGI Global
  • ISBN: 1466658894
  • Category : Computers
  • Languages : en
  • Pages : 10384

"This 10-volume compilation of authoritative, research-based articles contributed by thousands of researchers and experts from all over the world emphasized modern issues and the presentation of potential opportunities, prospective solutions, and future directions in the field of information science and technology"--Provided by publisher.


Entertainment Computing and Serious Games

Entertainment Computing and Serious Games

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  • Author: Ralf Dörner
  • Publisher: Springer
  • ISBN: 3319461524
  • Category : Computers
  • Languages : en
  • Pages : 541

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.


Advanced Methodologies and Technologies in Media and Communications

Advanced Methodologies and Technologies in Media and Communications

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  • Author: Khosrow-Pour, D.B.A., Mehdi
  • Publisher: IGI Global
  • ISBN: 1522576029
  • Category : Business & Economics
  • Languages : en
  • Pages : 752

Media and communication advancements allow individuals across the globe to connect in the blink of an eye. Individuals can share information and collaborate on new projects like never before while also remaining informed on global issues through ever-improving media outlets and technologies. Advanced Methodologies and Technologies in Media and Communications provides emerging research on the modern effects of media on cultures, individuals, and groups. While highlighting a range of topics such as social media use and marketing, media influence, and communication technology, this book explores how these advancements shape and further the global society. This book is an important resource for media researchers and professionals, academics, students, and communications experts seeking new information on the effective use of modern technology in communication applications.


Fusion of Smart, Multimedia and Computer Gaming Technologies

Fusion of Smart, Multimedia and Computer Gaming Technologies

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  • Author: Dharmendra Sharma
  • Publisher: Springer
  • ISBN: 3319146459
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 205

This monograph book is focused on the recent advances in smart, multimedia and computer gaming technologies. The Contributions include: ·Smart Gamification and Smart Serious Games. ·Fusion of secure IPsec-based Virtual Private Network, mobile computing and rich multimedia technology. ·Teaching and Promoting Smart Internet of Things Solutions Using the Serious-game Approach. ·Evaluation of Student Knowledge using an e-Learning Framework. ·The iTEC Eduteka. ·3D Virtual Worlds as a Fusion of Immersing, Visualizing, Recording, and Replaying Technologies. ·Fusion of multimedia and mobile technology in audio guides for Museums and Exhibitions: from Bluetooth Push to Web Pull. The book is directed to researchers, students and software developers working in the areas of education and information technologies.