Buch, Englisch, Band 9970, 541 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 8248 g
International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
Buch, Englisch, Band 9970, 541 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 8248 g
Reihe: Lecture Notes in Computer Science
ISBN: 978-3-319-46151-9
Verlag: Springer International Publishing
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.
The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Web Graphik & Design, Web-Publishing
- Mathematik | Informatik EDV | Informatik Angewandte Informatik
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Grafikprogrammierung
Weitere Infos & Material
Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games.- A Brief History of Games.- Ethical Stewardship: Designing Serious Games Seriously.- The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis.- Processes and Models for Serious Game Design and Development.- Taxonomy of Game Development Approaches.- Serious Games Architectures and Engines.- Content Generation for Serious Games.- Games for Learning.- Games for Health.- Serious Games Evaluation: Process, Models and Concepts.- The Experimental Method as an Evaluation Tool in Serious Games Research and Development.- Operationalization and Measurement of Evaluation Constructs.- Personalized and Adaptive Serious Games.- Embodied Interaction in Play: Body-Based and Natural Interaction in Games.- Affective Computing in Games.- Social Network Games.- Pervasive Games.- Storytelling in Serious Games.