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Digital
Games for Training, Education, Health and Sports : 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. Proceedings
Authors: ---
ISBN: 9783319059723 Year: 2014 Publisher: Cham Springer International Publishing

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Abstract

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.


Digital
Technologies for Interactive Digital Storytelling and Entertainment : Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings
Authors: --- ---
ISBN: 9783540499350 Year: 2006 Publisher: Berlin Heidelberg Springer-Verlag GmbH


Digital
Serious Games : 9th Joint International Conference, JCSG 2023, Dublin, Ireland, October 26-27, 2023, Proceedings
Authors: --- ---
ISBN: 9783031447518 9783031447501 9783031447525 Year: 2023 Publisher: Cham Springer Nature, Imprint: Springer


Digital
E-Learning and Games for Training, Education, Health and Sports : 7th International Conference, Edutainment 2012 and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012. Proceedings
Authors: --- --- ---
ISBN: 9783642334665 Year: 2012 Publisher: Berlin, Heidelberg Imprint: Springer


Digital
Serious Games : Foundations, Concepts and Practice
Authors: --- --- ---
ISBN: 9783319406121 Year: 2016 Publisher: Cham Springer International Publishing

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Abstract

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”.


Digital
Technologies for E-Learning and Digital Entertainment : First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006, Proceedings
Authors: --- --- --- --- --- et al.
ISBN: 9783540334248 Year: 2006 Publisher: Berlin Heidelberg Springer-Verlag GmbH


Digital
Serious Games : Joint International Conference, JCSG 2021, Virtual Event, January 12-13, 2022, Proceedings
Authors: --- --- --- ---
ISBN: 9783030882723 9783030882730 9783030882716 Year: 2021 Publisher: Cham Springer International Publishing

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Abstract

This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains.


Digital
Technologies for E-Learning and Digital Entertainment : Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007. Proceedings
Authors: --- --- --- --- --- et al.
ISBN: 9783540730118 Year: 2007 Publisher: Berlin, Heidelberg Springer-Verlag Berlin Heidelberg

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