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| 008 | 160825s2016 gw | s |||| 0|eng d | ||
| 020 | _a9783319406121 | ||
| 040 | _aES-MaUEC | ||
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_aGV1469.2 _bS475 2016 |
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| 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 |
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| 300 |
_a1 recurso en línea (XVI, 421 páginas) _b129 ilustraciones, 128 ilustraciones en color |
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_aTexto _btxt _2rdacontent |
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_aelectrónico _bc _2rdamedia |
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_arecurso electrónico _bcr _2rdacarrier |
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| 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) _0Local _9106996 |
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_2lcc _cLE |
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| 988 | _aEBOOK, asignarmaterias , EBSPRINGER | ||
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_aOrdenadores _0 _2embne _9138111 |
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_aMultimedia _0 _2embne _9147630 |
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_aDörner, Ralf _eeditor literario _0Local _999748 |
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| 700 | 1 |
_aGöbel, Stefan. _eeditor literario _940662 |
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| 700 | 1 |
_aEffelsberg, Wolfgang _eeditor literario _0Local _999749 |
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| 700 | 1 |
_aWiemeyer, Josef. _eeditor literario _999750 _0Local |
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_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) |
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_a.b12954779 _b10-10-17 _c21-11-16 |
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