Entertainment Computing and Serious Games (häftad)
Format
Häftad (Paperback / softback)
Språk
Engelska
Antal sidor
541
Utgivningsdatum
2016-10-06
Upplaga
1st ed. 2016
Förlag
Springer International Publishing AG
Medarbetare
Dörner, Ralf (ed.), Göbel, Stefan (ed.), Kickmeier-Rust, Michael (ed.), Masuch, Maic (ed.), Zweig, Katharina (ed.)
Illustratör/Fotograf
Bibliographie 96 schwarz-weiße Abbildungen
Illustrationer
96 Illustrations, black and white; VIII, 541 p. 96 illus.
Dimensioner
234 x 156 x 28 mm
Vikt
763 g
Antal komponenter
1
Komponenter
1 Paperback / softback
ISBN
9783319461519

Entertainment Computing and Serious Games

International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers

Häftad,  Engelska, 2016-10-06
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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 Schlo Dagstuhl in July 2015.
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Övrig information

Young researchers participating in the GI-Dagstuhl seminar on Entertainment Computing and Serious Games

Innehållsförteckning

Introduction to the GIDagstuhl 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: BodyBased and Natural Interaction in Games.- Affective Computing in Games.- Social Network Games.- Pervasive Games.- Storytelling in Serious Games.