000 04135nam a22005415i 4500
001 978-1-4020-9496-5
003 DE-He213
005 20170628033530.0
007 cr nn 008mamaa
008 100301s2009 ne | s |||| 0|eng d
020 _a9781402094965
_9978-1-4020-9496-5
024 7 _a10.1007/978-1-4020-9496-5
_2doi
050 4 _aTA174
072 7 _aTBD
_2bicssc
072 7 _aTEC016020
_2bisacsh
072 7 _aTEC016000
_2bisacsh
082 0 4 _a620.0042
_223
100 1 _aKankaanranta, Marja.
_eeditor.
245 1 0 _aDesign and Use of Serious Games
_h[electronic resource] /
_cedited by Marja Kankaanranta, Pekka Neittaanmäki.
264 1 _aDordrecht :
_bSpringer Netherlands,
_c2009.
300 _aVIII, 206 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aIntelligent Systems, Control, and Automation: Science and Engineering ;
_v37
505 0 _aGame 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.
520 _aDuring 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.
650 0 _aEngineering.
650 0 _aSoftware engineering.
650 0 _aComputer simulation.
650 0 _aEducation.
650 0 _aEngineering design.
650 1 4 _aEngineering.
650 2 4 _aEngineering Design.
650 2 4 _aSoftware Engineering.
650 2 4 _aSimulation and Modeling.
650 2 4 _aEducational Technology.
650 2 4 _aTeaching and Teacher Education.
700 1 _aNeittaanmäki, Pekka.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781402094958
830 0 _aIntelligent Systems, Control, and Automation: Science and Engineering ;
_v37
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4020-9496-5
912 _aZDB-2-ENG
999 _c15617
_d15617