Software Engineering For Games In Serious Contexts

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Software Engineering for Games in Serious Contexts

Author : Kendra M. L. Cooper,Antonio Bucchiarone
Publisher : Springer Nature
Page : 307 pages
File Size : 49,7 Mb
Release : 2023-10-23
Category : Computers
ISBN : 9783031333385

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Software Engineering for Games in Serious Contexts by Kendra M. L. Cooper,Antonio Bucchiarone Pdf

The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of serious games for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways. This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.

Software Engineering Perspectives in Computer Game Development

Author : Kendra M. L. Cooper
Publisher : CRC Press
Page : 312 pages
File Size : 41,6 Mb
Release : 2021-07-05
Category : Computers
ISBN : 9781351382359

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Software Engineering Perspectives in Computer Game Development by Kendra M. L. Cooper Pdf

Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives

Serious Games

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

Computer Games and Software Engineering

Author : Kendra M. L. Cooper,Walt Scacchi
Publisher : CRC Press
Page : 304 pages
File Size : 50,5 Mb
Release : 2015-05-08
Category : Computers
ISBN : 9781482226690

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Computer Games and Software Engineering by Kendra M. L. Cooper,Walt Scacchi Pdf

Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to

Gamification

Author : Stefan Stieglitz,Christoph Lattemann,Susanne Robra-Bissantz,Rüdiger Zarnekow,Tobias Brockmann
Publisher : Springer
Page : 164 pages
File Size : 48,7 Mb
Release : 2016-10-04
Category : Computers
ISBN : 9783319455570

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Gamification by Stefan Stieglitz,Christoph Lattemann,Susanne Robra-Bissantz,Rüdiger Zarnekow,Tobias Brockmann Pdf

This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Software Engineering for Game Developers

Author : John P. Flynt,Omar Salem
Publisher : Course Technology Ptr
Page : 862 pages
File Size : 53,8 Mb
Release : 2005
Category : Games
ISBN : 1592001556

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Software Engineering for Game Developers by John P. Flynt,Omar Salem Pdf

"Software Engineering for Game Developers" is a unique guide—a toolbox for effectively building a computer game using practices that are fostered by software engineering. Examine each major phase of the software engineering lifecycle of an actual game and its developers and gather the tools you need to organize your programming into proper engineering patterns. This book documents a comprehensive development process that started from a set of requirements. This process guided the development team to consistently design and implement a game according to these requirements, staying within budget and delivering the game on time. The tools provided within this book are a valuable resource for software developers in any area—game software development professionals, game producers and designers, testers, writers, artists, and educators.

Serious Games, Interaction and Simulation

Author : Carlos Vaz de Carvalho,Paula Escudeiro,António Coelho
Publisher : Springer
Page : 157 pages
File Size : 48,8 Mb
Release : 2016-12-07
Category : Education
ISBN : 9783319510552

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Serious Games, Interaction and Simulation by Carlos Vaz de Carvalho,Paula Escudeiro,António Coelho Pdf

This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Author : Correia, Anacleto,Simões-Marques, Mário
Publisher : IGI Global
Page : 459 pages
File Size : 46,6 Mb
Release : 2023-07-10
Category : Business & Economics
ISBN : 9781668491676

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Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by Correia, Anacleto,Simões-Marques, Mário Pdf

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

New Challenges in the Research of Academic Achievement: Measures, Methods, and Results

Author : Juan Luis Castejon,José Carlos Núñez,Raquel Gilar-Corbi,Iván Manuel Jorrín Abellán
Publisher : Frontiers Media SA
Page : 243 pages
File Size : 52,9 Mb
Release : 2021-02-24
Category : Science
ISBN : 9782889665075

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New Challenges in the Research of Academic Achievement: Measures, Methods, and Results by Juan Luis Castejon,José Carlos Núñez,Raquel Gilar-Corbi,Iván Manuel Jorrín Abellán Pdf

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou
Publisher : Springer
Page : 702 pages
File Size : 41,5 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.

Games and Learning Alliance

Author : Rosa Bottino,Johan Jeuring,Remco C. Veltkamp
Publisher : Springer
Page : 456 pages
File Size : 53,9 Mb
Release : 2016-11-21
Category : Computers
ISBN : 9783319501826

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Games and Learning Alliance by Rosa Bottino,Johan Jeuring,Remco C. Veltkamp Pdf

This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held in Utrecht, The Netherlands, in December 2016. The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.

Software Process Improvement and Capability Determination

Author : Ioannis Stamelos,Rory V. O'Connor,Terry Rout,Alec Dorling
Publisher : Springer
Page : 363 pages
File Size : 53,5 Mb
Release : 2018-09-28
Category : Business & Economics
ISBN : 9783030006235

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Software Process Improvement and Capability Determination by Ioannis Stamelos,Rory V. O'Connor,Terry Rout,Alec Dorling Pdf

This volume constitutes the refereed proceedings of the 18th International Conference on Software Process Improvement and Capability Determination, SPICE 2018, held in Tessaloniki, Greece, in October 2018. The 26 full papers presented were carefully reviewed and selected from 40 submissions. The papers are organized in the following topical sections: SPI systematic literature reviews; SPI and assessment; SPI methods and reference models; SPI education and management issues; SPI knowledge and change processes; SPI compliance and configuration; SPI and agile; industry short papers.

Design and Use of Serious Games

Author : Marja Helena Kankaanranta,Pekka Neittaanmäki
Publisher : Springer Science & Business Media
Page : 205 pages
File Size : 51,9 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.

Serious Games

Author : Carlos Vaz De Carvalho,Carina Soledad González González,Elvira Popescu,Jože Rugelj
Publisher : Frontiers Media SA
Page : 132 pages
File Size : 41,6 Mb
Release : 2021-06-28
Category : Science
ISBN : 9782889669448

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Serious Games by Carlos Vaz De Carvalho,Carina Soledad González González,Elvira Popescu,Jože Rugelj Pdf

Software Engineering and Computer Games

Author : Rudy von Bitter Rucker
Publisher : Addison Wesley Longman
Page : 654 pages
File Size : 53,8 Mb
Release : 2003
Category : Computers
ISBN : UOM:39015060657700

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Software Engineering and Computer Games by Rudy von Bitter Rucker Pdf

This book solves the dilemma of wanting to learn Windows-based sorfware engineering without knowing Windows programming. The basics in Windows programming are explained alongside ideas of object-oriented sortware engineering. (Midwest).