The Complete Guide to Simulations and Serious Games

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Publisher : John Wiley & Sons
ISBN 13 : 0470506741
Total Pages : 578 pages
Book Rating : 4.4/5 (75 download)

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Book Synopsis The Complete Guide to Simulations and Serious Games by : Clark Aldrich

Download or read book The Complete Guide to Simulations and Serious Games written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-17 with total page 578 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.

Learning by Doing

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Publisher : John Wiley & Sons
ISBN 13 : 0470464828
Total Pages : 403 pages
Book Rating : 4.4/5 (74 download)

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Book Synopsis Learning by Doing by : Clark Aldrich

Download or read book Learning by Doing written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2008-10-07 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”

Story and Simulations for Serious Games

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Author :
Publisher : CRC Press
ISBN 13 : 1136142789
Total Pages : 265 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Story and Simulations for Serious Games by : Nick Iuppa

Download or read book Story and Simulations for Serious Games written by Nick Iuppa and published by CRC Press. This book was released on 2012-07-26 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.

The Guide to Computer Simulations and Games

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Publisher : John Wiley & Sons
ISBN 13 : 1118235592
Total Pages : 480 pages
Book Rating : 4.1/5 (182 download)

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Book Synopsis The Guide to Computer Simulations and Games by : K. Becker

Download or read book The Guide to Computer Simulations and Games written by K. Becker and published by John Wiley & Sons. This book was released on 2011-11-30 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.

End-to-End Game Development

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Publisher : CRC Press
ISBN 13 : 1136137181
Total Pages : 360 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis End-to-End Game Development by : Nick Iuppa

Download or read book End-to-End Game Development written by Nick Iuppa and published by CRC Press. This book was released on 2012-10-12 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Gaming the Past

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Publisher : Routledge
ISBN 13 : 1136832092
Total Pages : 198 pages
Book Rating : 4.1/5 (368 download)

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Book Synopsis Gaming the Past by : Jeremiah McCall

Download or read book Gaming the Past written by Jeremiah McCall and published by Routledge. This book was released on 2013-06-17 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Shift

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Author :
Publisher : CreateSpace
ISBN 13 : 9781495367502
Total Pages : 166 pages
Book Rating : 4.3/5 (675 download)

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Book Synopsis Shift by : William Hall

Download or read book Shift written by William Hall and published by CreateSpace. This book was released on 2014-04-11 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: All new updated 2nd edition. Why should organizations learn more about business simulations and serious games?The answer is simple: They are engaging, applicable, contemporary, exciting, and best of all, they change behavior faster and more naturally. Simulations are not as complex to implement as they were even a few years ago. Creating a custom solution is not only far more effective but also now within reach of most companies. Shift: Using Business Simulations and Serious Games walks you through the process of deciding whether or not to use a business simulation, gamification, or serious game, helps you decide to build or buy, how to implement them, and how to create a sustainable program. Author William Hall, an award-winning Apple employee, writes with both humor and wisdom to distill years of experience in technology, gaming, and education into an easy-to-read guide for busy executives and managers. Simulations are a fun yet serious, challenging, and practical way to develop employees. Outcomes can include strategic alignment, strategic change, business acumen, leadership development, succession planning, and collaboration. You can change up a person's work environment and enable them to practice professional skills in real time with real people and actual scenarios. Shift: Using Business Simulations and Serious Games also answers questions like: How do you know if you need a business simulation, gamification, or serious game? What are some uses for business simulations and games? Can I use simulations to improve the performance of top executives? Should I find a developer or design one in house? What's a good budget for something like this? Even if you are already using business simulations, business gamification, or serious games, this guide will help you be more effective and save money. This is not a step-by-step technical jargon filled manual how to build mathematical models or simulations. Author William Hall assisted Steve Jobs prepare keynote presentations, and he delivers this topic with brevity, impact and charm. This is an easy to read, easy to digest, and easy to use introduction to business simulations and serious games. This is not a technical manual with steps how to build a business simulation. Editorial Reviews for Shift: Using Business Simulations and Serious Games "William Hall takes you on a practical journey on how business simulations and serious games can serve as a useful tool for today's learners. He is refreshingly candid and provides relevant questions and suggestions to aid the customer in deciding what the best learning solutions are for their organizations, and how best to implement them."- Dawn Moore, Commercial Learning Manager-Leadership Learning, AstraZeneca Biopharmaceutical "Bridging gaming and business is a terrifically exciting prospect, with untold potential for businesses and a multitude of untapped success stories - and starts with this book!" -- Carl Olivier, Principle PM Manager, Microsoft, Skype Division "This book provides keen insights and practical strategies for anyone looking to upgrade the quality of their training programs. It's enjoyable to read and packed with valuable information."-- Josh Gordesky, President of Game Plan Communications

Learning Online with Games, Simulations, and Virtual Worlds

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470438347
Total Pages : 136 pages
Book Rating : 4.4/5 (74 download)

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Book Synopsis Learning Online with Games, Simulations, and Virtual Worlds by : Clark Aldrich

Download or read book Learning Online with Games, Simulations, and Virtual Worlds written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-22 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University

Military Simulation & Serious Games: Where We Came from and Where We Are Going

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Publisher :
ISBN 13 : 9780984399321
Total Pages : 412 pages
Book Rating : 4.3/5 (993 download)

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Book Synopsis Military Simulation & Serious Games: Where We Came from and Where We Are Going by : Roger Dean Smith

Download or read book Military Simulation & Serious Games: Where We Came from and Where We Are Going written by Roger Dean Smith and published by . This book was released on 2009-10-01 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The world inside a simulator is as real as the world inside your head - but it is more accurate." Simulation has been a powerful tool for training the military for over 3000 years. What began as sand tables and board games has evolved into advanced computer and communication systems that encompass the globe and provide training portals on every continent. Commercial computer games have followed a similar evolutionary trajectory in delivering entertainment. The core technologies behind both fields have many commonalities and become more intertwined every year. This book is a collection of essays on the technical, social, and economic importance of simulation and gaming techniques, tools, and technologies. It provides a fascinating historical summary, explores important technical capabilities, and speculates on the role that these technologies will play in the future.

Triadic Game Design

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Publisher : Springer Science & Business Media
ISBN 13 : 1849961573
Total Pages : 316 pages
Book Rating : 4.8/5 (499 download)

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Book Synopsis Triadic Game Design by : Casper Harteveld

Download or read book Triadic Game Design written by Casper Harteveld and published by Springer Science & Business Media. This book was released on 2011-02-26 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.

Handbook of Research on Serious Games as Educational, Business and Research Tools

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Author :
Publisher : IGI Global
ISBN 13 : 1466601507
Total Pages : 1434 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Handbook of Research on Serious Games as Educational, Business and Research Tools by : Cruz-Cunha, Maria Manuela

Download or read book Handbook of Research on Serious Games as Educational, Business and Research Tools written by Cruz-Cunha, Maria Manuela and published by IGI Global. This book was released on 2012-02-29 with total page 1434 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

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”.

Why Games Are Good For Business

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Author :
Publisher : Springer
ISBN 13 : 1137448989
Total Pages : 215 pages
Book Rating : 4.1/5 (374 download)

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Book Synopsis Why Games Are Good For Business by : Helen Routledge

Download or read book Why Games Are Good For Business written by Helen Routledge and published by Springer. This book was released on 2016-01-26 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.

Handbook of Research on Serious Games for Educational Applications

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Publisher : IGI Global
ISBN 13 : 1522505148
Total Pages : 496 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Serious Games for Educational Applications by : Zheng, Robert

Download or read book Handbook of Research on Serious Games for Educational Applications written by Zheng, Robert and published by IGI Global. This book was released on 2016-08-01 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Simulations, Serious Games and Their Applications

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9814560324
Total Pages : 258 pages
Book Rating : 4.8/5 (145 download)

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Book Synopsis Simulations, Serious Games and Their Applications by : Yiyu Cai

Download or read book Simulations, Serious Games and Their Applications written by Yiyu Cai and published by Springer Science & Business Media. This book was released on 2013-11-08 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Simulations and the Future of Learning

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0787971774
Total Pages : 301 pages
Book Rating : 4.7/5 (879 download)

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Book Synopsis Simulations and the Future of Learning by : Clark Aldrich

Download or read book Simulations and the Future of Learning written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2003-10-27 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.

Story and Simulations for Serious Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 024080788X
Total Pages : 266 pages
Book Rating : 4.2/5 (48 download)

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Book Synopsis Story and Simulations for Serious Games by : Nicholas V. Iuppa

Download or read book Story and Simulations for Serious Games written by Nicholas V. Iuppa and published by Taylor & Francis. This book was released on 2006 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2007. Routledge is an imprint of Taylor & Francis, an informa company.