Articles liés à Design and Use of Serious Games

Design and Use of Serious Games - Couverture souple

 
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Synopsis

During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.

In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.

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Présentation de l'éditeur

Serious games offer an engaging, self-reinforcing context in which to motivate and educate the players. This book provides a multidisciplinary perspective on different aspects of the serious game field.

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Autres éditions populaires du même titre

9781402094958: Design and Use of Serious Games

Edition présentée

ISBN 10 :  1402094957 ISBN 13 :  9781402094958
Editeur : Springer-Verlag New York Inc., 2008
Couverture rigide