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020 _a9783319406121
040 _aES-MaUEC
050 4 _aGV1469.2
_bS475 2016
082 0 4 _a006.7
245 1 0 _aSerious Games :
_bFoundations, Concepts and Practice
_cedited by Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg, Josef Wiemeyer
260 _aCham
_bSpringer International Publishing
_c2016
300 _a1 recurso en línea (XVI, 421 páginas)
_b129 ilustraciones, 128 ilustraciones en color
336 _aTexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
505 0 _a1 Introduction -- 2 Contributing Disciplines -- 3 Design of Serious Games -- 4 Authoring Processes and Tools -- 5 Content and Content Production -- 6 Game Engines -- 7 Personalization and Adaptation -- 8 Multiplayer Serious Games -- 9 Player Experience -- 10 Performance Assessment in Serious Games -- 11 Serious Games � Economic and Legal Issues -- 12 Serious Games Application Examples -- About the Authors -- Index.
520 3 _aThis 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 zIntroduction to Serious Gamesy, zEntertainment Technologyy, zSerious Game Designy, zGame-based Learningy, and zApplications of Serious Gamesy.
710 2 _aSpringerLink (Online service)
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988 _aEBOOK, asignarmaterias , EBSPRINGER
650 0 7 _aOrdenadores
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_2embne
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650 0 7 _aMultimedia
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700 1 _aDörner, Ralf
_eeditor literario
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700 1 _aGöbel, Stefan.
_eeditor literario
_940662
700 1 _aEffelsberg, Wolfgang
_eeditor literario
_0Local
_999749
700 1 _aWiemeyer, Josef.
_eeditor literario
_999750
_0Local
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://link.springer.com/book/10.1007/978-3-319-40612-1
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
901 _ai9783319406121
907 _a.b12954779
_b10-10-17
_c21-11-16
998 _am
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