Items related to Serious Games: Foundations, Concepts and Practice

Serious Games: Foundations, Concepts and Practice - Softcover

 
9783319821375: Serious Games: Foundations, Concepts and Practice

Synopsis

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 andterminology 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”.

"synopsis" may belong to another edition of this title.

About the Author

Ralf Dörner is Professor for Computer Graphics and Virtual Reality at the RheinMain University of Applied Sciences at Wiesbaden. He is author or co-author of more than 80 peer reviewed publications as well as text books. Starting to work in the area of serious games in 1998, he has held numerous courses on this topic and also conducted several public and contract research projects in this area. His research interests lie in the areas of visualization and the usage of computer graphics for e-learning and entertainment where his focus is not only on the user but also on the author of these applications. 

Wolfgang Effelsberg is Professor for Computer Networks and Multimedia Technology at the University of Mannheim. In 1984, after three years as a post-doc in the United States, he became a research staff member at IBM’s European Networking Center in Heidelberg. He joined the University of Mannheim in 1989. He is the author of 11 books and more than 230 other reviewed publications.

Stefan Göbel
is Academic Councilor and head of the Serious Games group at the Multimedia Communications Lab at TU Darmstadt. He has a long-term experience in Graphic Information Systems, Interactive Digital Storytelling, Edutainment applications and Serious Games. Stefan is the author or co-author of 150+ peer reviewed publications, the initiator and host of the GameDays and Joint Conference on Serious Games, and project leader of different collaborative research projects on a regional, national and international level. 

Josef Wiemeyer is Professor for Sport Science with special emphasis on Movement, Training and Computer Science at TU Darmstadt. Based on extensive work on e-learning and ICT-supported training (from 1997), he started research in Serious Games in 2010. He developed and evaluated several Serious Games for education, health, science and sport. He has published numerous reviews and single studies addressing SeriousGames. He is reviewer and co-editor of several international journals.

From the Back Cover

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 andterminology 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”.


"About this title" may belong to another edition of this title.

Buy New

View this item

£ 2.49 shipping within United Kingdom

Destination, rates & speeds

Other Popular Editions of the Same Title

Search results for Serious Games: Foundations, Concepts and Practice

Stock Image

Ralf D�rner, Stefan G�bel, Wolfgang Effelsberg, Josef Wiemeyer
Published by Springer 2018-06-14, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Paperback

Seller: Chiron Media, Wallingford, United Kingdom

Seller rating 4 out of 5 stars 4-star rating, Learn more about seller ratings

Paperback. Condition: New. Seller Inventory # 6666-IUK-9783319821375

Contact seller

Buy New

£ 58.36
Convert currency
Shipping: £ 2.49
Within United Kingdom
Destination, rates & speeds

Quantity: 10 available

Add to basket

Stock Image

Published by Springer, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Softcover

Seller: Ria Christie Collections, Uxbridge, United Kingdom

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: New. In. Seller Inventory # ria9783319821375_new

Contact seller

Buy New

£ 61.22
Convert currency
Shipping: FREE
Within United Kingdom
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Seller Image

Ralf Dörner
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Taschenbuch
Print on Demand

Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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'. 440 pp. Englisch. Seller Inventory # 9783319821375

Contact seller

Buy New

£ 62.19
Convert currency
Shipping: £ 9.55
From Germany to United Kingdom
Destination, rates & speeds

Quantity: 2 available

Add to basket

Stock Image

Published by Springer, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Softcover

Seller: California Books, Miami, FL, U.S.A.

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: New. Seller Inventory # I-9783319821375

Contact seller

Buy New

£ 64.75
Convert currency
Shipping: £ 7.40
From U.S.A. to United Kingdom
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Seller Image

Ralf Dörner
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Paperback

Seller: Rarewaves.com UK, London, United Kingdom

Seller rating 4 out of 5 stars 4-star rating, Learn more about seller ratings

Paperback. Condition: New. 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 andterminology 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". Softcover reprint of the original 1st ed. 2016. Seller Inventory # LU-9783319821375

Contact seller

Buy New

£ 72.88
Convert currency
Shipping: FREE
Within United Kingdom
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Seller Image

Ralf Dörner
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Taschenbuch

Seller: AHA-BUCH GmbH, Einbeck, Germany

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 andterminology 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'. Seller Inventory # 9783319821375

Contact seller

Buy New

£ 62.19
Convert currency
Shipping: £ 12.15
From Germany to United Kingdom
Destination, rates & speeds

Quantity: 1 available

Add to basket

Seller Image

Dörner, Ralf|Göbel, Stefan|Effelsberg, Wolfgang|Wiemeyer, Josef
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Softcover
Print on Demand

Seller: moluna, Greven, Germany

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Aims at students, game developers, and users of serious game technologiesCovers the creation, runtime context, evaluation, and various economic aspects of serious gamesIncludes a structured description of 37 actual serious gamesPrepared b. Seller Inventory # 448756817

Contact seller

Buy New

£ 53.70
Convert currency
Shipping: £ 21.70
From Germany to United Kingdom
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Seller Image

Ralf Dörner
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Taschenbuch

Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Taschenbuch. Condition: Neu. Neuware -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 andterminology 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¿.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 440 pp. Englisch. Seller Inventory # 9783319821375

Contact seller

Buy New

£ 62.19
Convert currency
Shipping: £ 30.39
From Germany to United Kingdom
Destination, rates & speeds

Quantity: 2 available

Add to basket

Seller Image

Ralf Dörner
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Paperback

Seller: Rarewaves.com USA, London, LONDO, United Kingdom

Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

Paperback. Condition: New. 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 andterminology 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". Softcover reprint of the original 1st ed. 2016. Seller Inventory # LU-9783319821375

Contact seller

Buy New

£ 80.58
Convert currency
Shipping: £ 25
Within United Kingdom
Destination, rates & speeds

Quantity: Over 20 available

Add to basket

Stock Image

Published by Springer, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
New Paperback

Seller: Mispah books, Redhill, SURRE, United Kingdom

Seller rating 4 out of 5 stars 4-star rating, Learn more about seller ratings

Paperback. Condition: New. New. book. Seller Inventory # ERICA75833198213775

Contact seller

Buy New

£ 100
Convert currency
Shipping: £ 8
Within United Kingdom
Destination, rates & speeds

Quantity: 1 available

Add to basket

There are 4 more copies of this book

View all search results for this book