Story and simulations for serious games: tales from the trenches
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | Undetermined |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier
2007
|
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XVIII, 246 S. Ill. |
ISBN: | 024080788X 9780240807881 |
Internformat
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Datensatz im Suchindex
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adam_text | Titel: Story and simulations for serious games
Autor: Iuppa, Nicholas V.
Jahr: 2007
Table of Contents
Introduction xvii
(The Road to StoryDrive.)
1. Who This Book is For 1
(How our experiences in developing story-based military
simulations can benefit all developers of serious games.)
PART ONE: CASE STUDIES 5
2. The StoryDrive Engine 7
(Overview of the Crisis Decision Exercise designed for the
Industrial College of the Armed Forces by Paramount Digital
Entertainment.)
3. Collaborative Distance Learning 17
(Overview of the ALTSIM project jointly developed for the US
Army by the Paramount Simulation Group and the University of
Southern California.)
4. Branching Storylines 25
(Overview of the Leaders project jointly developed for the US
Army by the Paramount Simulation Group and USC.)
PART TWO: STORIES AND STORY DEVELOPMENT 33
5. A Good Story (The Simple Answer) 35
(One approach to writing successful Hollywood Stories.)
6. Other Perspectives on Story 41
(The arc of the story.)
7. War Stories and Parables 47
(Stories and their use in serious games.)
xiii
xiv Story, Simulations, and Serious Games
8. Designing Simulation Stories from Tacit Knowledge 53
(The theory behind story-based serious games.)
9. Simulation Stories and Free Play 61
(Example of techniques for giving the users a sense of free will in
branching story based simulations such as the Leaders Project.)
10. Experience Management 69
(Concepts behind methodologies for maintaining dramatic
control of stories.)
11. Story Representation in Experience Management 77
(A technical discussion of the computational issues related to
the creation of an experience management system based on the
ALTSIM project.)
PART THREE: CHARACTERS 81
12. Creating Multidimensional Characters 83
(Techniques for making sure characters have dimension,
includes the use of character bibles, and other devices that
strengthen and differentiate characters and their motivation.)
13. A Really Good Villain 97
(Pedagogical and dramatic roles that characters can play in
the service of the story.)
14. Synthetic Characters 107
(Uses of synthetic characters within story based simulations.)
PART FOUR: MAN IN THE LOOP vs. THE AUTOMATED
GAME MANAGER 111
15. The Instructor as Dungeon Master 113
(The pedagogical implications of the dungeon master role
when taken on by an instructor.)
16. Automated Story Generation 119
(Current research into automated systems that create story
content on the fly.)
PART FIVE: COMPLETING THE PYRAMID 123
17. Game Play 125
(The most critical element in all games is the game play itself.
Selecting media formats and delivery platforms based on game
play, paying attention to game play, testing for game play,
revising games for guaranteed effective game play.)
Table of Contents xv
18. Evaluation and Testing 133
(How to assemble teaching points in such a way that they form a
meaningful and coherent story in which the entire experience
serves the critical objective of the lesson. Determining the
instructional effectiveness of the lesson.)
PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT 143
19. Content Scripting Tools 145
(Outlining and scripting scenarios.)
20. Selecting Media and Platform: An Overview 155
(The advantages and disadvantages of different forms of media
as carriers of game content.)
21. Immersive Desktop Experiences 161
(Multi-media experiences that simulate computer based systems
operation.)
22. The Internet 167
(Ways in which the Internet enhances and detracts from game
delivery.)
23. Interactive Video and Interactive Television 175
(How media elements can be used to create interactive characters
and allow motion through a video based immersive environment
instead of creating a graphics based 3D world; the coming promise
of interactive television.)
24. Real-Time 3D Virtual Worlds 185
(Building the virtual environment, constructing the space, the
characters, the staging; skills required, degree of difficulty.)
25. Audio 195
(The critical role of audio in building and maintaining the
virtual world, pre-recorded audio vs. synthetic speech, the
importance of music and sound effects.)
26. Simulation Integration 205
(Systems that integrate media and scripting elements.)
PART SEVEN: STORY STRUCTURES FOR
COMMERCIAL GAMES 211
27. Back Story and Free Play 213
(The current story-game model as demonstrated by
Grand Theft Auto and The Sims.)
xvi Story, Simulations, and Serious Games
28. Stories in State-of-the-Art Serious Games 219
(The back story and the ongoing story as used in serious games,
their value and effect on learning experiences, other ways of
thinking about stories within serious games.)
29. Stories in State-of-the-Art Commercial Games 221
(The back story and the ongoing story as used in commercial
games, their value and effect on massively multiplayer games,
PC games and console games; the consequences of their use in
commercial game design, other ways of thinking about stories
within commercial games.)
PART EIGHT: THE FUTURE OF STORY-DRIVEN GAMES 227
30. The Future: The Role of Story 229
a. Immersive Distance Learning Experiences 229
b. Online Collaborative Games and Simulations 230
c. Story-Driven Massively Multiplayer Online Games 231
d. Location-Based Full-Sensory Simulations (Virtual Reality) 231
e. Keeping Track of the Evolution 232
f. Summary 233
31. Conclusion 235
Bibliography 237
Index 239
|
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author | Iuppa, Nick Borst, Terry |
author_facet | Iuppa, Nick Borst, Terry |
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dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
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isbn | 024080788X 9780240807881 |
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physical | XVIII, 246 S. Ill. |
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spelling | Iuppa, Nick Verfasser aut Story and simulations for serious games tales from the trenches Nick Iuppa & Terry Borst Amsterdam [u.a.] Elsevier 2007 XVIII, 246 S. Ill. txt rdacontent n rdamedia nc rdacarrier Borst, Terry Verfasser aut HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017241166&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Iuppa, Nick Borst, Terry Story and simulations for serious games tales from the trenches |
title | Story and simulations for serious games tales from the trenches |
title_auth | Story and simulations for serious games tales from the trenches |
title_exact_search | Story and simulations for serious games tales from the trenches |
title_full | Story and simulations for serious games tales from the trenches Nick Iuppa & Terry Borst |
title_fullStr | Story and simulations for serious games tales from the trenches Nick Iuppa & Terry Borst |
title_full_unstemmed | Story and simulations for serious games tales from the trenches Nick Iuppa & Terry Borst |
title_short | Story and simulations for serious games |
title_sort | story and simulations for serious games tales from the trenches |
title_sub | tales from the trenches |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017241166&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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