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Entertainment Computing and Serious Games [[electronic resource] ] : International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers / / edited by Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig



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Titolo: Entertainment Computing and Serious Games [[electronic resource] ] : International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers / / edited by Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig Visualizza cluster
Pubblicazione: Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Edizione: 1st ed. 2016.
Descrizione fisica: 1 online resource (VIII, 541 p. 96 illus.)
Disciplina: 794.8
Soggetto topico: Personal computers
Application software
User interfaces (Computer systems)
Multimedia information systems
Education—Data processing
Computer graphics
Personal Computing
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Multimedia Information Systems
Computers and Education
Computer Graphics
Persona (resp. second.): DörnerRalf
GöbelStefan
Kickmeier-RustMichael
MasuchMaic
ZweigKatharina
Nota di contenuto: 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.
Sommario/riassunto: 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. .
Titolo autorizzato: Entertainment Computing and Serious Games  Visualizza cluster
ISBN: 3-319-46152-4
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 996465639003316
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Serie: Information Systems and Applications, incl. Internet/Web, and HCI ; ; 9970