Entertainment Computing And Serious Games

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Entertainment Computing and Serious Games

Author : Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig
Publisher : Springer
Page : 541 pages
File Size : 49,6 Mb
Release : 2016-10-05
Category : Computers
ISBN : 9783319461526

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Entertainment Computing and Serious Games by Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig Pdf

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.

Serious Games

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 52,5 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 : 44,6 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.

Entertainment Computing and Serious Games

Author : Erik van der Spek,Stefan Göbel,Ellen Yi-Luen Do,Esteban Clua,Jannicke Baalsrud Hauge
Publisher : Springer Nature
Page : 490 pages
File Size : 41,6 Mb
Release : 2019-11-07
Category : Computers
ISBN : 9783030346447

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Entertainment Computing and Serious Games by Erik van der Spek,Stefan Göbel,Ellen Yi-Luen Do,Esteban Clua,Jannicke Baalsrud Hauge Pdf

This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.

Entertainment Computing – ICEC 2022

Author : Barbara Göbl,Erik van der Spek,Jannicke Baalsrud Hauge,Rod McCall
Publisher : Springer Nature
Page : 456 pages
File Size : 41,9 Mb
Release : 2022-10-24
Category : Computers
ISBN : 9783031202124

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Entertainment Computing – ICEC 2022 by Barbara Göbl,Erik van der Spek,Jannicke Baalsrud Hauge,Rod McCall Pdf

This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

Serious Games

Author : Ute Ritterfeld,Michael J. Cody,Peter Vorderer
Publisher : Taylor & Francis
Page : 530 pages
File Size : 47,5 Mb
Release : 2009
Category : Education
ISBN : 0415993709

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Serious Games by Ute Ritterfeld,Michael J. Cody,Peter Vorderer Pdf

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games' potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users' experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Design and Use of Serious Games

Author : Marja Helena Kankaanranta,Pekka Neittaanmäki
Publisher : Springer Science & Business Media
Page : 205 pages
File Size : 42,8 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.

Entertainment Computing - ICEC 2012

Author : Marc Herrlich,Rainer Malaka,Maic Masuch
Publisher : Springer
Page : 614 pages
File Size : 48,8 Mb
Release : 2012-08-30
Category : Computers
ISBN : 9783642335426

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Entertainment Computing - ICEC 2012 by Marc Herrlich,Rainer Malaka,Maic Masuch Pdf

This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.

New Frontiers for Entertainment Computing

Author : Paolo Ciancarini,Ryohei Nakatsu,Matthias Rauterberg,Marco Roccetti
Publisher : Springer Science & Business Media
Page : 146 pages
File Size : 54,8 Mb
Release : 2008-07-17
Category : Computers
ISBN : 9780387097008

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New Frontiers for Entertainment Computing by Paolo Ciancarini,Ryohei Nakatsu,Matthias Rauterberg,Marco Roccetti Pdf

This book constitutes the refereed proceedings of the 1st IFIP Entertainment Computing Symposium held in Milan, Italy on September 7-10, 2008. The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.

Entertainment Computing – ICEC 2020

Author : Nuno J. Nunes,Lizhuang Ma,Meili Wang,Nuno Correia,Zhigeng Pan
Publisher : Springer Nature
Page : 471 pages
File Size : 55,6 Mb
Release : 2021-01-04
Category : Computers
ISBN : 9783030657369

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Entertainment Computing – ICEC 2020 by Nuno J. Nunes,Lizhuang Ma,Meili Wang,Nuno Correia,Zhigeng Pan Pdf

This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou,Lakhmi C. Jain
Publisher : Springer
Page : 504 pages
File Size : 43,6 Mb
Release : 2014-03-02
Category : Computers
ISBN : 1447158113

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Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou,Lakhmi C. Jain Pdf

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Developing Serious Games

Author : Bryan P. Bergeron
Publisher : Unknown
Page : 452 pages
File Size : 47,7 Mb
Release : 2006
Category : Computers
ISBN : 1584504447

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Developing Serious Games by Bryan P. Bergeron Pdf

Describes the various types of serious games, including military, academic, and medical, and provides information on their economic potential, customer base, and design.

Entertainment Computing

Author : Ryohei Nakatsu,Junichi Hoshino
Publisher : Springer
Page : 536 pages
File Size : 55,5 Mb
Release : 2013-04-17
Category : Computers
ISBN : 9780387356600

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Entertainment Computing by Ryohei Nakatsu,Junichi Hoshino Pdf

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Entertainment Computing – ICEC 2023

Author : Paolo Ciancarini,Angelo Di Iorio,Helmut Hlavacs,Francesco Poggi
Publisher : Springer Nature
Page : 531 pages
File Size : 40,9 Mb
Release : 2023-12-15
Category : Computers
ISBN : 9789819982486

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Entertainment Computing – ICEC 2023 by Paolo Ciancarini,Angelo Di Iorio,Helmut Hlavacs,Francesco Poggi Pdf

This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Design and Use of Serious Games

Author : Marja Helena Kankaanranta,Pekka Neittaanmäki
Publisher : Springer
Page : 206 pages
File Size : 52,9 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.