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HKSYU Library

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    LEADER 02593cam a2200409Ii 4500
    001
    991008273364607546
    005
    20250215101717.0
    008
    160526s2016 sz a b 001 0 eng d
    010
     
     
    a| 2015938750
    020
     
     
    a| 9783319821375
    020
     
     
    z| 9783319406121 q| (eBook)
    035
     
     
    a| (OCoLC)950954067 z| (OCoLC)949986745
    040
     
     
    a| BTCTA b| eng e| rda c| BTCTA d| YDXCP d| EYE d| OCLCO d| NTD d| OCLCF d| BDX d| WIT d| HK-SYU
    050
     
    4
    a| GV1469.2 b| .S47 2016
    082
    0
    4
    a| 006.7 2| 23
    092
    0
     
    a| 794.8 b| SER 2016
    245
    0
    0
    a| Serious games : b| foundations, concepts and practice / c| Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg, Josef Wiemeyer, editors
    250
     
     
    a| First edition.
    264
     
    1
    a| Switzerland : b| Springer, c| [2016]
    264
     
    4
    c| ©2016
    300
     
     
    a| xvi, 421 pages : b| color illustrations ; c| 24 cm
    336
     
     
    a| text b| txt 2| rdacontent
    337
     
     
    a| unmediated b| n 2| rdamedia
    338
     
     
    a| volume b| nc 2| rdacarrier
    504
     
     
    a| Includes bibliographical references and index.
    505
    0
     
    a| 1 Introduction -- 2 Contributing disciplines -- 3 Design of serious games -- 4 Authoring processes and tools -- 5 Content and content production -- 6 Game engines -- 7 Personalization and adaptation -- 8 Multiplayer serious games -- 9 Player experience -- 10 Performance assessment in serious games -- 11 Serious games: economic and legal issues -- 12 Serious games application examples
    520
     
     
    a| "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." c| Back cover
    650
     
    0
    a| Video games
    650
     
    0
    a| Educational games
    650
     
    0
    a| Special purpose computers.
    700
    1
     
    a| Dörner, Ralf, e| editor
    700
    1
     
    a| Göbel, Stefan, d| 1971- , e| editor
    700
    1
     
    a| Effelsberg, Wolfgang, e| editor
    700
    1
     
    a| Wiemeyer, Josef, d| 1960- e| editor
    910
     
     
    a| nlw b| kkl c| wsl
    998
     
     
    a| book b| 15-02-25
    945
     
     
    h| Principal l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| DSA210