Design And Use Of Serious Games

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Design and Use of Serious Games

Author : Marja Helena Kankaanranta,Pekka Neittaanmäki
Publisher : Springer Science & Business Media
Page : 205 pages
File Size : 53,7 Mb
Release : 2008-12-25
Category : Technology & Engineering
ISBN : 9781402094965

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Design and Use of Serious Games by Marja Helena Kankaanranta,Pekka Neittaanmäki Pdf

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.

Design and Use of Serious Games

Author : Marja Helena Kankaanranta,Pekka Neittaanmäki
Publisher : Springer
Page : 206 pages
File Size : 40,5 Mb
Release : 2009-08-29
Category : Technology & Engineering
ISBN : 1402095171

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Design and Use of Serious Games by Marja Helena Kankaanranta,Pekka Neittaanmäki Pdf

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.

Design and Use of Serious Games

Author : Marja Helena Kankaanranta,Pekka Neittaanmäki
Publisher : Springer
Page : 206 pages
File Size : 53,9 Mb
Release : 2008-12-16
Category : Technology & Engineering
ISBN : 1402094957

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Design and Use of Serious Games by Marja Helena Kankaanranta,Pekka Neittaanmäki Pdf

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.

Serious Game Design and Development: Technologies for Training and Learning

Author : Cannon-Bowers, Jan,Bowers, Clint
Publisher : IGI Global
Page : 382 pages
File Size : 47,7 Mb
Release : 2010-02-28
Category : Computers
ISBN : 9781615207404

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Serious Game Design and Development: Technologies for Training and Learning by Cannon-Bowers, Jan,Bowers, Clint Pdf

"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.

Serious Games

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 51,6 Mb
Release : 2016-08-25
Category : Computers
ISBN : 9783319406121

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Serious Games by Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer Pdf

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou
Publisher : Springer
Page : 702 pages
File Size : 55,5 Mb
Release : 2017-03-03
Category : Computers
ISBN : 9783319516455

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Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou Pdf

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Actionable Gamification

Author : Yu-kai Chou
Publisher : Packt Publishing Ltd
Page : 500 pages
File Size : 45,7 Mb
Release : 2019-12-03
Category : Computers
ISBN : 9781839210778

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Actionable Gamification by Yu-kai Chou Pdf

Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

21st Century Learning for 21st Century Skills

Author : Andrew Ravenscroft,Stefanie Lindstaedt,Carlos Delgado Kloos,Davinia Hernández-Leo
Publisher : Springer
Page : 553 pages
File Size : 42,9 Mb
Release : 2012-08-14
Category : Computers
ISBN : 3642332625

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21st Century Learning for 21st Century Skills by Andrew Ravenscroft,Stefanie Lindstaedt,Carlos Delgado Kloos,Davinia Hernández-Leo Pdf

This book constitutes the refereed proceedings of the 7th European Conference on Technology Enhanced Learning, EC-TEL 2012, held in Saarbrücken, Germany, in September 2012. The 26 revised full papers presented were carefully reviewed and selected from 130 submissions. The book also includes 12 short papers, 16 demonstration papers, 11 poster papers, and 1 invited paper. Specifically, the programme and organizing structure was formed through the themes: mobile learning and context; serious and educational games; collaborative learning; organisational and workplace learning; learning analytics and retrieval; personalised and adaptive learning; learning environments; academic learning and context; and, learning facilitation by semantic means.

Data-Driven Personas

Author : Bernard J. Jansen,Joni Salminen
Publisher : Springer Nature
Page : 317 pages
File Size : 45,5 Mb
Release : 2022-05-31
Category : Computers
ISBN : 9783031022319

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Data-Driven Personas by Bernard J. Jansen,Joni Salminen Pdf

Data-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorithms, and easy access to analytics platforms provide avenues and opportunities to enhance personas from often sketchy representations of user segments to precise, actionable, interactive decision-making tools—data-driven personas! Using the data-driven approach, the persona profile can serve as an interface to a fully functional analytics system that can present user representation at various levels of information granularity for more task-aligned user insights. We trace the techniques that have enabled the development of data-driven personas and then conceptually frame how one can leverage data-driven personas as tools for both empathizing with and understanding of users. Presenting a conceptual framework consisting of (a) persona benefits, (b) analytics benefits, and (c) decision-making outcomes, we illustrate applying this framework via practical use cases in areas of system design, digital marketing, and content creation to demonstrate the application of data-driven personas in practical applied situations. We then present an overview of a fully functional data-driven persona system as an example of multi-level information aggregation needed for decision making about users. We demonstrate that data-driven personas systems can provide critical, empathetic, and user understanding functionalities for anyone needing such insights.

Handbook of Research on Serious Games for Educational Applications

Author : Zheng, Robert,Gardner, Michael K.
Publisher : IGI Global
Page : 496 pages
File Size : 44,6 Mb
Release : 2016-08-01
Category : Education
ISBN : 9781522505143

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Handbook of Research on Serious Games for Educational Applications by Zheng, Robert,Gardner, Michael K. Pdf

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Serious Games

Author : Clark C. Abt
Publisher : University Press of America
Page : 200 pages
File Size : 47,6 Mb
Release : 1987
Category : Education
ISBN : 0819161489

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Serious Games by Clark C. Abt Pdf

The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques.

The Design and Use of Simulation Computer Games in Education

Author : Anonim
Publisher : BRILL
Page : 312 pages
File Size : 49,8 Mb
Release : 2007-01-01
Category : Education
ISBN : 9789087903121

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The Design and Use of Simulation Computer Games in Education by Anonim Pdf

"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University

Educational Game Design Fundamentals

Author : George Kalmpourtzis
Publisher : CRC Press
Page : 479 pages
File Size : 47,7 Mb
Release : 2018-07-11
Category : Computers
ISBN : 9781351804714

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Educational Game Design Fundamentals by George Kalmpourtzis Pdf

Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

Serious Games in Personalized Learning

Author : Scott M. Martin,James R. Casey,Stephanie Kane
Publisher : Routledge
Page : 304 pages
File Size : 55,8 Mb
Release : 2021-07-13
Category : Education
ISBN : 9781000400113

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Serious Games in Personalized Learning by Scott M. Martin,James R. Casey,Stephanie Kane Pdf

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Serious Games for Healthcare: Applications and Implications

Author : Arnab, Sylvester
Publisher : IGI Global
Page : 370 pages
File Size : 41,7 Mb
Release : 2012-07-31
Category : Health & Fitness
ISBN : 9781466619043

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Serious Games for Healthcare: Applications and Implications by Arnab, Sylvester Pdf

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.