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Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers: Lecture Notes in Computer Science, cartea 9970

Editat de Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
en Limba Engleză Paperback – 6 oct 2016
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. 
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Specificații

ISBN-13: 9783319461519
ISBN-10: 3319461516
Pagini: 563
Ilustrații: VIII, 541 p. 96 illus.
Dimensiuni: 155 x 235 x 28 mm
Greutate: 0.76 kg
Ediția:1st ed. 2016
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI

Locul publicării:Cham, Switzerland

Cuprins

Introduction to the GI‐Dagstuhl Book on Entertainment Computing and Serious Games.- A Brief History of Games.- Ethical Stewardship: Designing Serious Games Seriously.- The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis.- Processes and Models for Serious Game Design and Development.- Taxonomy of Game Development Approaches.- Serious Games Architectures and Engines.- Content Generation for Serious Games.- Games for Learning.- Games for Health.- Serious Games Evaluation: Process, Models and Concepts.- The Experimental Method as an Evaluation Tool in Serious Games Research and Development.- Operationalization and Measurement of Evaluation Constructs.- Personalized and Adaptive Serious Games.- Embodied Interaction in Play: Body‐Based and Natural Interaction in Games.- Affective Computing in Games.- Social Network Games.- Pervasive Games.- Storytelling in Serious Games.

Notă biografică

Young researchers participating in the GI-Dagstuhl seminar on “Entertainment Computing and Serious Games” 

Textul de pe ultima copertă

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. 

Caracteristici

Made for students, researchers and people interested in the topic Provides an introduction as well as a state-of-the-art analysis of entertainment computing and serious games Serves as a basis for people who want to start research in this area Includes supplementary material: sn.pub/extras