Serious Game Design And Development

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Serious Game Design And Development Technologies For Training And Learning
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Author : Cannon-Bowers, Jan
language : en
Publisher: IGI Global
Release Date : 2010-02-28
Serious Game Design And Development Technologies For Training And Learning written by Cannon-Bowers, Jan and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-02-28 with Computers categories.
"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 And Edutainment Applications
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Author : Minhua Ma
language : en
Publisher: Springer
Release Date : 2017-03-03
Serious Games And Edutainment Applications written by Minhua Ma and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-03 with Computers categories.
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.
End To End Game Development
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Author : Nicholas V. Iuppa
language : en
Publisher: Taylor & Francis
Release Date : 2010
End To End Game Development written by Nicholas V. Iuppa and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Art categories.
Veteran game producers and writers Iuppa and Borst offer a step-by-step, no-nonsense approach to developing games from start to finish (graphic arts, software engineering, designing, producing, and marketing are covered).
Design And Use Of Serious Games
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Author : Marja Helena Kankaanranta
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-12-25
Design And Use Of Serious Games written by Marja Helena Kankaanranta and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-12-25 with Technology & Engineering categories.
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.
Game Design
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Author : Paul Schuytema
language : en
Publisher:
Release Date : 2007
Game Design written by Paul Schuytema and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Computers categories.
The author teaches game design from concept to delivery through the creation of a sample game using a simple scripting language called Lua and a DX9 game shell. Techniques covered are applicable across the PC and game console platforms. Game design industry veterans reveal their secrets in sidebars throughout the book, and techniques are illustrated with b&w screen shots. The accompanying CD-ROM contains the demo game, a 2D game engine, Lua scripts, and other tools.
Handbook Of Research On Serious Games For Educational Applications
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Author : Zheng, Robert Z.
language : en
Publisher: IGI Global
Release Date : 2016-08-01
Handbook Of Research On Serious Games For Educational Applications written by Zheng, Robert Z. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-01 with Education categories.
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
Triadic Game Design
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Author : Casper Harteveld
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-02-26
Triadic Game Design written by Casper Harteveld and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02-26 with Computers categories.
Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.
Serious Games
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Author : Ute Ritterfeld
language : en
Publisher: Routledge
Release Date : 2009-09-10
Serious Games written by Ute Ritterfeld and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-09-10 with Education categories.
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
21st Century Game Design
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Author : Chris Mark Bateman
language : en
Publisher: Charles River Media Game Devel
Release Date : 2006
21st Century Game Design written by Chris Mark Bateman and has been published by Charles River Media Game Devel this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.
Principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation 2005 Book News, Inc., Portland, OR (booknews.com).
Research Anthology On Game Design Development Usage And Social Impact
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2022-10-07
Research Anthology On Game Design Development Usage And Social Impact written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-07 with Computers categories.
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.