Entertainment Computing and Serious Games
Springer International Publishing (Verlag)
978-3-319-46151-9 (ISBN)
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.
Young researchers participating in the GI-Dagstuhl seminar on “Entertainment Computing and Serious Games”
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.
| Erscheinungsdatum | 10.11.2016 |
|---|---|
| Reihe/Serie | Information Systems and Applications, incl. Internet/Web, and HCI | Lecture Notes in Computer Science |
| Zusatzinfo | VIII, 541 p. 96 illus. |
| Verlagsort | Cham |
| Sprache | englisch |
| Maße | 155 x 235 mm |
| Themenwelt | Informatik ► Weitere Themen ► Hardware |
| Schlagworte | Affective computing • AI • Applications • augmented learning • commercial games • Computer Science • conference proceedings • Digital Game-Based Learning • Distributed Architecture • Educational Games • Entertainment Computing • Experimental Design • Game-based Learning • games for health • games for social change • Informatics • Intelligent Tutoring Systems • mobile technology • Personal computers • personal computing • Pervasive Games • Research • Serious game design • simulation-based learning • social network analysis • technology enhances learning • video game design |
| ISBN-10 | 3-319-46151-6 / 3319461516 |
| ISBN-13 | 978-3-319-46151-9 / 9783319461519 |
| Zustand | Neuware |
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