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Entertainment Computing and Serious ...
~
Dörner, Ralf.
Entertainment Computing and Serious Games = International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Entertainment Computing and Serious Games/ edited by Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig.
其他題名:
International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers /
其他作者:
Dörner, Ralf.
面頁冊數:
VIII, 541 p. 96 illus.online resource. :
Contained By:
Springer Nature eBook
標題:
Personal computers. -
電子資源:
https://doi.org/10.1007/978-3-319-46152-6
ISBN:
9783319461526
Entertainment Computing and Serious Games = International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers /
Entertainment Computing and Serious Games
International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers /[electronic resource] :edited by Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig. - 1st ed. 2016. - VIII, 541 p. 96 illus.online resource. - Information Systems and Applications, incl. Internet/Web, and HCI ;9970. - Information Systems and Applications, incl. Internet/Web, and HCI ;9149.
Introduction to the GI‐Dagstuhl Book on Entertainment Computing and Serious Games -- A Brief History of Games -- Ethical Stewardship: Designing Serious Games Seriously -- The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis -- Processes and Models for Serious Game Design and Development -- Taxonomy of Game Development Approaches -- Serious Games Architectures and Engines -- Content Generation for Serious Games -- Games for Learning -- Games for Health -- Serious Games Evaluation: Process, Models and Concepts -- The Experimental Method as an Evaluation Tool in Serious Games Research and Development -- Operationalization and Measurement of Evaluation Constructs -- Personalized and Adaptive Serious Games -- Embodied Interaction in Play: Body‐Based and Natural Interaction in Games -- Affective Computing in Games -- Social Network Games -- Pervasive Games -- Storytelling in Serious Games.
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. .
ISBN: 9783319461526
Standard No.: 10.1007/978-3-319-46152-6doiSubjects--Topical Terms:
1253800
Personal computers.
LC Class. No.: QA75.5-76.95
Dewey Class. No.: 004.16
Entertainment Computing and Serious Games = International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers /
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Introduction to the GI‐Dagstuhl Book on Entertainment Computing and Serious Games -- A Brief History of Games -- Ethical Stewardship: Designing Serious Games Seriously -- The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis -- Processes and Models for Serious Game Design and Development -- Taxonomy of Game Development Approaches -- Serious Games Architectures and Engines -- Content Generation for Serious Games -- Games for Learning -- Games for Health -- Serious Games Evaluation: Process, Models and Concepts -- The Experimental Method as an Evaluation Tool in Serious Games Research and Development -- Operationalization and Measurement of Evaluation Constructs -- Personalized and Adaptive Serious Games -- Embodied Interaction in Play: Body‐Based and Natural Interaction in Games -- Affective Computing in Games -- Social Network Games -- Pervasive Games -- Storytelling in Serious Games.
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