Serious Game Design and Development: Technologies for Training and Learning
Title | Serious Game Design and Development: Technologies for Training and Learning PDF eBook |
Author | Cannon-Bowers, Jan |
Publisher | IGI Global |
Pages | 382 |
Release | 2010-02-28 |
Genre | Computers |
ISBN | 1615207406 |
"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.
End-to-End Game Development
Title | End-to-End Game Development PDF eBook |
Author | Nick Iuppa |
Publisher | CRC Press |
Pages | 360 |
Release | 2012-10-12 |
Genre | Art |
ISBN | 1136137181 |
You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.
Educational Game Design Fundamentals
Title | Educational Game Design Fundamentals PDF eBook |
Author | George Kalmpourtzis |
Publisher | CRC Press |
Pages | 479 |
Release | 2018-07-11 |
Genre | Computers |
ISBN | 1351804715 |
Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!
Serious Games for Healthcare: Applications and Implications
Title | Serious Games for Healthcare: Applications and Implications PDF eBook |
Author | Arnab, Sylvester |
Publisher | IGI Global |
Pages | 370 |
Release | 2012-07-31 |
Genre | Health & Fitness |
ISBN | 146661904X |
With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare
Title | Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare PDF eBook |
Author | Klaus Bredl |
Publisher | IGI Global |
Pages | 382 |
Release | 2013-03-31 |
Genre | Computers |
ISBN | 1466636742 |
"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.
Serious Games and Edutainment Applications
Title | Serious Games and Edutainment Applications PDF eBook |
Author | Minhua Ma |
Publisher | Springer |
Pages | 694 |
Release | 2017-03-03 |
Genre | Computers |
ISBN | 3319516450 |
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.
Serious Games
Title | Serious Games PDF eBook |
Author | Ute Ritterfeld |
Publisher | Routledge |
Pages | 643 |
Release | 2009-09-10 |
Genre | Education |
ISBN | 1135848904 |
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.