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Entertainment Computing and Serious Games
International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
Taschenbuch von Ralf Dörner (u. a.)
Sprache: Englisch

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Beschreibung
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.
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.
Über den Autor

Young researchers participating in the GI-Dagstuhl seminar on "Entertainment Computing and Serious Games"

Zusammenfassung

Made for students, researchers and people interested in the topic

Provides an introduction as well as a state-of-the-art analysis of entertainment computing and serious games

Serves as a basis for people who want to start research in this area

Includes supplementary material: [...]

Inhaltsverzeichnis

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.

Details
Erscheinungsjahr: 2016
Fachbereich: EDV
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Thema: Lexika
Medium: Taschenbuch
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
Inhalt: viii
541 S.
96 s/w Illustr.
541 p. 96 illus.
ISBN-13: 9783319461519
ISBN-10: 3319461516
Sprache: Englisch
Herstellernummer: 978-3-319-46151-9
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Redaktion: Dörner, Ralf
Göbel, Stefan
Zweig, Katharina
Masuch, Maic
Kickmeier-Rust, Michael
Herausgeber: Ralf Dörner/Stefan Göbel/Michael Kickmeier-Rust et al
Auflage: 1st ed. 2016
Hersteller: Springer International Publishing
Springer International Publishing AG
Information Systems and Applications, incl. Internet/Web, and HCI
Maße: 235 x 155 x 30 mm
Von/Mit: Ralf Dörner (u. a.)
Erscheinungsdatum: 06.10.2016
Gewicht: 0,826 kg
Artikel-ID: 107741171
Über den Autor

Young researchers participating in the GI-Dagstuhl seminar on "Entertainment Computing and Serious Games"

Zusammenfassung

Made for students, researchers and people interested in the topic

Provides an introduction as well as a state-of-the-art analysis of entertainment computing and serious games

Serves as a basis for people who want to start research in this area

Includes supplementary material: [...]

Inhaltsverzeichnis

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.

Details
Erscheinungsjahr: 2016
Fachbereich: EDV
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Thema: Lexika
Medium: Taschenbuch
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
Inhalt: viii
541 S.
96 s/w Illustr.
541 p. 96 illus.
ISBN-13: 9783319461519
ISBN-10: 3319461516
Sprache: Englisch
Herstellernummer: 978-3-319-46151-9
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Redaktion: Dörner, Ralf
Göbel, Stefan
Zweig, Katharina
Masuch, Maic
Kickmeier-Rust, Michael
Herausgeber: Ralf Dörner/Stefan Göbel/Michael Kickmeier-Rust et al
Auflage: 1st ed. 2016
Hersteller: Springer International Publishing
Springer International Publishing AG
Information Systems and Applications, incl. Internet/Web, and HCI
Maße: 235 x 155 x 30 mm
Von/Mit: Ralf Dörner (u. a.)
Erscheinungsdatum: 06.10.2016
Gewicht: 0,826 kg
Artikel-ID: 107741171
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