Entertainment Computing and Serious Games

Entertainment Computing and Serious Games

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

Zweig, Katharina; Goebel, Stefan; Masuch, Maic; Kickmeier-Rust, Michael; Doerner, Ralf

Springer International Publishing AG

10/2016

541

Mole

Inglês

9783319461519

15 a 20 dias

8248

Descrição não disponível.
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.
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educational games;game-based learning;intelligent tutoring systems;serious game design;social network analysis;affective computing;AI;augmented learning;commercial games;digital game-based learning;distributed architecture;entertainment computing;experimental design;games for health;games for social change;mobile technology;pervasive games;simulation-based learning;technology enhances learning;video game design