Entertainment Computing and Serious Games

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Publisher : Springer
ISBN 13 : 3319461524
Total Pages : 541 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Entertainment Computing and Serious Games by : Ralf Dörner

Download or read book Entertainment Computing and Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-10-05 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Serious Games

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Publisher : Springer
ISBN 13 : 3319406124
Total Pages : 421 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Serious Games by : Ralf Dörner

Download or read book Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-08-25 with total page 421 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Serious Games and Edutainment Applications

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Author :
Publisher : Springer
ISBN 13 : 3319516450
Total Pages : 702 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Entertainment Computing and Serious Games

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Author :
Publisher : Springer Nature
ISBN 13 : 3030346447
Total Pages : 490 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Entertainment Computing and Serious Games by : Erik van der Spek

Download or read book Entertainment Computing and Serious Games written by Erik van der Spek and published by Springer Nature. This book was released on 2019-11-07 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.

Entertainment Computing – ICEC 2022

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Publisher : Springer Nature
ISBN 13 : 3031202120
Total Pages : 456 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Entertainment Computing – ICEC 2022 by : Barbara Göbl

Download or read book Entertainment Computing – ICEC 2022 written by Barbara Göbl and published by Springer Nature. This book was released on 2022-10-24 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

Developing Serious Games

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Publisher :
ISBN 13 : 9781584504443
Total Pages : 452 pages
Book Rating : 4.5/5 (44 download)

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Book Synopsis Developing Serious Games by : Bryan P. Bergeron

Download or read book Developing Serious Games written by Bryan P. Bergeron and published by . This book was released on 2006 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes the various types of serious games, including military, academic, and medical, and provides information on their economic potential, customer base, and design.

Trends and Applications of Serious Gaming and Social Media

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Publisher : Springer
ISBN 13 : 981456026X
Total Pages : 186 pages
Book Rating : 4.8/5 (145 download)

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Book Synopsis Trends and Applications of Serious Gaming and Social Media by : Youngkyun Baek

Download or read book Trends and Applications of Serious Gaming and Social Media written by Youngkyun Baek and published by Springer. This book was released on 2014-07-08 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Entertainment Computing

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Publisher : Springer
ISBN 13 : 0387356606
Total Pages : 536 pages
Book Rating : 4.3/5 (873 download)

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Book Synopsis Entertainment Computing by : Ryohei Nakatsu

Download or read book Entertainment Computing written by Ryohei Nakatsu and published by Springer. This book was released on 2013-04-17 with total page 536 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Serious Games and Edutainment Applications

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Publisher : Springer
ISBN 13 : 9781447158110
Total Pages : 504 pages
Book Rating : 4.1/5 (581 download)

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Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2014-03-02 with total page 504 pages. Available in PDF, EPUB and Kindle. Book excerpt: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

New Frontiers for Entertainment Computing

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Publisher : Springer Science & Business Media
ISBN 13 : 0387097007
Total Pages : 146 pages
Book Rating : 4.3/5 (87 download)

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Book Synopsis New Frontiers for Entertainment Computing by : Paolo Ciancarini

Download or read book New Frontiers for Entertainment Computing written by Paolo Ciancarini and published by Springer Science & Business Media. This book was released on 2008-07-17 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 1st IFIP Entertainment Computing Symposium held in Milan, Italy on September 7-10, 2008. The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.

Serious Games for Healthcare: Applications and Implications

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Publisher : IGI Global
ISBN 13 : 146661904X
Total Pages : 370 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Serious Games for Healthcare: Applications and Implications by : Arnab, Sylvester

Download or read book Serious Games for Healthcare: Applications and Implications written by Arnab, Sylvester and published by IGI Global. This book was released on 2012-07-31 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Design and Use of Serious Games

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Publisher : Springer
ISBN 13 : 9781402095177
Total Pages : 206 pages
Book Rating : 4.0/5 (951 download)

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Book Synopsis Design and Use of Serious Games by : Marja Helena Kankaanranta

Download or read book Design and Use of Serious Games written by Marja Helena Kankaanranta and published by Springer. This book was released on 2009-08-29 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Entertainment Computing - ICEC 2012

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Publisher : Springer
ISBN 13 : 364233542X
Total Pages : 614 pages
Book Rating : 4.6/5 (423 download)

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Book Synopsis Entertainment Computing - ICEC 2012 by : Marc Herrlich

Download or read book Entertainment Computing - ICEC 2012 written by Marc Herrlich and published by Springer. This book was released on 2012-08-30 with total page 614 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.

Serious Games

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Author :
Publisher : Course Technology
ISBN 13 :
Total Pages : 324 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Serious Games by : David R. Michael

Download or read book Serious Games written by David R. Michael and published by Course Technology. This book was released on 2006 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.

Design and Use of Serious Games

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Author :
Publisher : Springer
ISBN 13 : 9781402094958
Total Pages : 206 pages
Book Rating : 4.0/5 (949 download)

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Book Synopsis Design and Use of Serious Games by : Marja Helena Kankaanranta

Download or read book Design and Use of Serious Games written by Marja Helena Kankaanranta and published by Springer. This book was released on 2008-12-16 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Entertainment Computing – ICEC 2020

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Author :
Publisher : Springer Nature
ISBN 13 : 3030657361
Total Pages : 471 pages
Book Rating : 4.0/5 (36 download)

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Book Synopsis Entertainment Computing – ICEC 2020 by : Nuno J. Nunes

Download or read book Entertainment Computing – ICEC 2020 written by Nuno J. Nunes and published by Springer Nature. This book was released on 2021-01-04 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.

Design and Use of Serious Games

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1402094965
Total Pages : 205 pages
Book Rating : 4.4/5 (2 download)

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Book Synopsis Design and Use of Serious Games by : Marja Helena Kankaanranta

Download or read book Design and Use of Serious Games written by Marja Helena Kankaanranta and published by Springer Science & Business Media. This book was released on 2008-12-25 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.