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...

ver descrição completa

Na minha lista:
Detalhes bibliográficos
Autor principal: Tzafestas, Spyros G., 1939-
Outros Autores: Kankaanranta, Marja (Directeur de la publication), Neittaanmäki, Pekka, 1951- (Directeur de la publication)
Formato: Livre numérique
Idioma:Anglais
Publicado em: Dordrecht : Springer Netherlands 2009.
Cham : Springer Nature
Colecção:Intelligent Systems, Control and Automation: Science and Engineering 37
Acesso em linha:Accès sur la plateforme de l'éditeur
Accès sur la plateforme Istex
Accès Université d'Orléans
Accès INSA CVL
Nota: 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
LEADER 04705nam a22003737a 4500
001 941161
008 090420s2009 xx ||| |||| 00| 0 eng d
009 PPN13286682X
020 |a 9781402094965 
020 |a 9781402094965 
041 0 |a eng 
082 |a 620.0042 
100 1 |a Tzafestas, Spyros G.,  |d 1939- 
245 1 0 |a Design and use of serious games   |c edited by Professor S. G. Tzafestas, Marja Kankaanranta, Pekka Neittaanmki. 
260 |a Dordrecht :  |b Springer Netherlands. 
260 |a Cham :  |b Springer Nature,  |c 2009. 
490 0 |a Intelligent Systems, Control and Automation: Science and Engineering  |v 37  |x 2213-8994 
500 |a Archives Springer e-books (Licence nationale) 
500 |a Archives Springer e-books (Licence nationale) 
505 0 |a Game Production -- Three Approaches Towards Teaching Game Production -- Design and Architecture of Sidh a Cave Based Firefighter Training Game -- Human-Centred Design and Exercise Games -- Children's Involvement in the Design of Game-Based Learning Environments -- Learning -- Designing Serious Games for Computer Assisted Language Learning a Framework for Development and Analysis -- Competence Complexity and Obvious Learning -- The Attitudes of Finnish School Teachers Towards Commercial Educational Games -- Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games -- Social Perspective -- Let's Play Together with the Camera of Your Mobile Device -- AnimalClass: Social Networks in Gaming -- Multiplayer Interface for a Computer-Augmented Learning Game -- Technical Applications -- RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue -- VIPROSA Game-like Tool for Visual Process Simulation and Analysis. 
506 |a Accès en ligne pour les établissements français bénéficiaires des licences nationales 
506 |a Accès soumis à abonnement pour tout autre établissement 
506 |a Conditions particulières de réutilisation pour les bénéficiaires des licences nationales. chttps://www.licencesnationales.fr/springer-nature-ebooks-contrat-licence-ln-2017 
520 |a 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. 
700 1 |a Kankaanranta, Marja.  |4 pbd 
700 1 |a Neittaanmäki, Pekka,  |d 1951-  |4 pbd 
776 0 |0 13403483X  |t Design and use of serious games  |f Marja Kankaanranta, Pekka Neittaanmäki [editors]  |c [S.l.]  |n Springer  |d 2009  |p 1 vol. (viii-206 p.)  |s Intelligent systems, control, and automation  |z 978-1-402-09495-8 
776 0 |t Design and Use of Serious Games  |b Texte imprimé  |z 9781402095177 
776 0 |0 159217725  |t Design and use of serious games  |f Marja Kankaanranta, Pekka Neittaanmäki [editors]  |c [S.l.]  |n Springer  |d 2010  |p 1 vol. (viii-206 p.)  |s Intelligent systems, control, and automation  |z 978-90-481-8141-4 
856 4 |q PDF  |u https://doi.org/10.1007/978-1-4020-9496-5  |z Accès sur la plateforme de l'éditeur 
856 4 |u https://revue-sommaire.istex.fr/ark:/67375/8Q1-GLRK0ST8-4  |z Accès sur la plateforme Istex 
856 4 |5 452349901:747850615  |u https://ezproxy.univ-orleans.fr/login?url=https://doi.org/10.1007/978-1-4020-9496-5  |z Accès Université d'Orléans 
856 4 |5 180339901:75086818X  |u https://ezproxy.insa-cvl.fr/login?qurl=https://doi.org/10.1007/978-1-4020-9496-5  |z Accès INSA CVL 
997 |0 941161  |1 Livre numérique  |a Ressource numérique  |b INSA  |b ENSA  |c 0/Bibliothèque numérique/  |c 1/Bibliothèque numérique/Autre ressource numérique/