PRAGYAAN

Entertainment Computing and Serious Games [electronic resource] : International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers / edited by Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig.

Contributor(s): Material type: TextTextSeries: Information Systems and Applications, incl. Internet/Web, and HCI ; 9970Publisher: Cham : Springer International Publishing : Imprint: Springer, 2016Edition: 1st ed. 2016Description: VIII, 541 p. 96 illus. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783319461526
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 004.16 23
LOC classification:
  • QA75.5-76.95
Online resources:
Contents:
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.
In: Springer Nature eBookSummary: 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. .
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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.

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. .

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