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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".
This book provides an overview of current research in the
fascinating, interdisciplinary field of computer science and
sports. It includes papers from the 11th International Symposium on
Computer Science in Sport (IACSS 2017), which took place in
Constance, Germany, on September 6-9, 2017. The papers represent
the state of the art in utilizing the latest developments in
computer science to support coaches and athletes. The book covers a
broad range of topics, reflecting the diversity of the field. It
presents three categories of papers: those on concepts in
informatics like modeling, virtual reality, simulation; those
describing applications of computer science in sports like running,
volleyball, water polo, and football; and contributions discussing
the impact of computer science in sports federations and
universities.
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Games for Training, Education, Health and Sports - 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. Proceedings (Paperback, 2014 ed.)
Stefan Goebel, Josef Wiemeyer
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R2,170
Discovery Miles 21 700
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 4th
International Conference on Serious Games for Training, Education,
Health and Sports, Game Days 2014, held in Darmstadt, Germany, in
April 2014. The 13 full papers presented together with 3 short
papers, 2 keynotes, and 3 workshop papers were carefully reviewed
and selected for inclusion in this book. The topics of the papers
are settled in the fields of (game-based) training, teaching and
learning, authoring tools, mobile gaming, health and
rehabilitation, and citizen science. The papers address a broad
scope of issues, including mechanisms and effects of (Serious)
Games, adaptation and personalisation, local, mobile, and internet
learning and education applications, game, reuse and evaluation,
game settings, types of learners, problem solving etc.
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E-Learning and Games for Training, Education, Health and Sports - 7th International Conference, Edutainment 2012, and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012, Proceedings (Paperback, 2012 ed.)
Stefan Goebel, Wolfgang Mueller, Bodo Urban, Josef Wiemeyer
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R1,429
Discovery Miles 14 290
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 7th
International Conference on E-Learning and Games, Edutainment 2012,
held in conjunction with the 3rd International Conference on
Serious Games for Training, Education, Health and Sports, GameDays
2012, held in Darmstadt, Germany, in September 2012. The 21 full
papers presented were carefully reviewed and selected for inclusion
in this book. They are organized in topical sections named:
game-based training; game-based teaching and learning; emerging
learning and gaming technologies; authoring tools and mechanisms;
and serious games for health.
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".
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Serious Games - First Joint International Conference, JCSG 2015, Huddersfield, UK, June 3-4, 2015, Proceedings (Paperback, 2015 ed.)
Stefan Goebel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Fradinho Oliveira, Josef Wiemeyer, …
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R2,157
Discovery Miles 21 570
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Ships in 10 - 15 working days
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This book constitutes the proceedings of the First Joint
International Conference on Serious Games, JCSG 2015, held in
Huddersfield, UK, in June 2015. This conference bundles the
activities of the International Conference on Serious Games
Development and Applications, SGDA, and the Conference on Serious
Games, GameDays. The total of 12 full papers and 5 short papers was
carefully reviewed and selected from 31 submissions. The book also
contains one full invited talk. The papers were organized in
topical sections named: games for health; games for learning; games
for other purposes; game design and development; and poster and
demo papers.
Josef Wiemeyer bietet in diesem essential einen UEberblick uber die
Arten und Anwendungsbereiche von Serious Games im
Gesundheitsbereich und behandelt Spielinhalte, Wirkungsmechanismen,
Wirkungsnachweise und Anwendungssettings. Die vorgestellten
Einsatzbeispiele in Pravention und Rehabilitation belegen
eindrucksvoll die Starken von Serious Games - die kritische Analyse
zeigt aber auch, dass Serious Games kein Allheilmittel sind,
sondern eine interessante und attraktive Erganzung bisheriger
Interventionsmethoden bieten.
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