Design and use of serious games
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 se...
Tallennettuna:
| Päätekijä: | |
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| Muut tekijät: | , |
| Aineistotyyppi: | Livre numérique |
| Kieli: | Anglais |
| Julkaistu: |
Dordrecht :
Springer Netherlands
2009.
Cham : Springer Nature |
| Sarja: | Intelligent Systems, Control and Automation: Science and Engineering
37 |
| Linkit: | Accès sur la plateforme de l'éditeur Accès sur la plateforme Istex Accès Université d'Orléans Accès INSA CVL |
| Huomautus: |
Archives Springer e-books (Licence nationale) Archives Springer e-books (Licence nationale) |
| Autres localisations: | Voir dans le Sudoc |
| Edition sous un autre format: | • Design and use of serious games, Marja Kankaanranta, Pekka Neittaanmäki [editors], [S.l.], Springer, 2009, 1 vol. (viii-206 p.), Intelligent systems, control, and automation, 978-1-402-09495-8 • Design and Use of Serious Games, Texte imprimé, 9781402095177 • Design and use of serious games, Marja Kankaanranta, Pekka Neittaanmäki [editors], [S.l.], Springer, 2010, 1 vol. (viii-206 p.), Intelligent systems, control, and automation, 978-90-481-8141-4 |
| Yhteenveto: | 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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| Huomautukset: | Archives Springer e-books (Licence nationale) Archives Springer e-books (Licence nationale) |
| ISBN: | 9781402094965 |
| ISSN: | 2213-8994 |
| Pääsy: | Accès en ligne pour les établissements français bénéficiaires des licences nationales Accès soumis à abonnement pour tout autre établissement Conditions particulières de réutilisation pour les bénéficiaires des licences nationales. chttps://www.licencesnationales.fr/springer-nature-ebooks-contrat-licence-ln-2017 |

