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This textbook introduces the fundamentals of serious games, which are distinct from traditional entertainment-focused computer games. It targets undergraduate and graduate students from various disciplines interested in serious games, as well as prospective developers seeking to understand the unique aspects of serious game design and development. Additionally, it serves prospective users of serious game technologies, equipping them with the knowledge to evaluate the benefits and limitations of serious games in areas like game-based learning, training, and health applications. To accommodate its diverse readership, the book is designed for flexible use. All readers should start with Chapter 1, which lays the groundwork in terminology and concepts. The subsequent eleven chapters explore various aspects of serious games, including design and authoring processes, runtime contexts, effects and evaluation methods, and practical applications, including economic considerations and distribution. The final chapter features over 30 examples of serious games, illustrating their characteristics and practical uses. Lecturers can choose chapters that best fit their courses, with suggestions for topics like “Introduction to Serious Games,” “Serious Game Design,” and “Game-based Learning.”
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Serious Games, Ralf Dörner
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- Année de publication
- 2018
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