Serious games: games that educate, train and inform
"Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing and more." -- back cover.
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Mason, OH
Course Technology
2006
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | "Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing and more." -- back cover. |
Beschreibung: | xviii, 287 Seiten Illustrationen |
ISBN: | 9781592006229 1592006221 |
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Datensatz im Suchindex
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---|---|
adam_text | Contents
Introduction................................................xv
Chapter! New Opportunities for Game Developers.........................3
Serious Games Can Reduce Risk by
Using Existing Technology and Content....................4
Serious Games Can Keep Teams Busy between Retail Projects_7
Serious Games Can Experiment with Alternative Play Styles_10
Serious Games Can Experiment with Alternative Distribution .. 11
Serious Games Can Open Up New Funding Possibilities.....12
Serious Games Can Make You Part of Your Community.......13
On the Other Hand.......................................14
Conclusion..............................................16
Chapter 2 Serious Games Defined......................................17
What Is a Game? ........................................18
Where’s the Fun?........................................20
What Is a Serious Game?.................................21
More Than “Just Edutainment”............................24
Why Use Serious Games?..................................24
What Can Serious Games Teach?...........................26
Conclusion..............................................27
Chapter 3 Serious Games Design
and Development Issues................................29
How Do Serious Games Differ from Entertainment Games?.30
Design Considerations: Assumptions to Avoid..........31
Testing and Integration..............................36
Additional Design Issues...............................40
Importance of Fun....................................40
Getting Players to Play..............................42
Conclusion.............................................43
Chapter 4 Military Games............................................47
Serious Games in the Military...........................50
Wargames, Simulations, and the Cold War...............50
Simulators-the Other Wargames.........................54
Modern Training for Modern Wars.......................55
Developing Serious Games for the Military...............65
Sensitive Information, Top Secret Data,
and Security Clearances..............................66
Technology Re-Use Issues..............................69
Developing for the Military...........................70
The Small Business Innovation Research (SBIR) Program.74
The Small Business Technology Transfer (STTR) Program.80
Pitching to the Military................................80
Conclusion..............................................82
Chapters Government Games ..........................................83
Survey of Government Games..............................84
National Agencies.....................................84
Case Study—Fire Fighter Training......................89
State or Provincial Agencies.........................92
State-Level Case Study-
Caltrans Project Management Simulation...............94
Developing Government Games............................95
Designing............................................96
Pitching.............................................99
Local Level.........................................101
Developing for the Government.......................102
Conclusion............................................109
Chapter 6 Educational Games .........................................m
Games in the Classroom................................112
Personal Computers, the Internet, and Edutainment...112
Why Use Games in the Classroom?.....................115
The Future of Games in the Classroom................119
Research into Games and Education...................121
Getting into the Classroom Case Study—Power Politics III.122
Developing Educational Games..........................125
Design Issues.......................................126
Fun in Games Case Study-Hidden Agenda Contest.......137
Pitching Educational Games..........................139
Development Issues..................................140
Conclusion............................................142
Chapter 7 Corporate Games .........................................145
Games at Work.........................................146
Computers, the Internet, and E-Learning.............146
Games and Gamers on the Clock.......................148
Going Beyond E-Learning Case Study-PIXELearning.....152
Developing Games for the Workplace....................153
Design Issues.......................................154
Pitching............................................162
Entertainment to Training Case Study-Cyberlore Studios... 169
Development Issues....................................172
Conclusion..............................................176
Chapter 8 Healthcare Games ..........................................179
Games for Physical and Mental Health....................180
Hospitals and Medicine................................181
Mental Health-Game Therapy............................193
Treating Phobias Case Study-
the Virtual Reality Medical Center..................195
Developing Games for Healthcare.........................197
Design Issues.........................................197
Pitching..............................................199
Development Issues....................................201
Conclusion..............................................202
Chapter 9 Political, Religious, and Art Games........................203
Political Games.........................................204
Survey of Political Games.............................205
Political Game Case Study-PeaceMaker..................209
Developing Political Games............................213
Religious Games.........................................216
Survey of Religious Games.............................217
Religious Game Development Case Study-
Tfie Interactive Parables.............................218
Developing Religious Games............................219
Art Games...............................................221
What Are Art Games?...................................221
Art Game Case Study-Waco Resurrection.................223
Developing Art Games..................................225
Conclusion..............................................227
Chapter 10 Final Thoughts..............................229
In Conclusion...............................232
Appendix A Resources...................................................235
Conferences..............................................235
Serious Games Summit D.C..............................235
GAM.E.S. Synergy Summit...............................236
The Interservice/Industry Training,
Simulation, and Education Conference (I/ITSEC).......236
Visuals and Simulation Technology
Conference and Exhibition (ViSTech)....................236
Education Arcade Games in Education Conference........237
Games, Learning, and Society Conference...............237
Video Game/Entertainment Industry
Technology and Medicine Conference ....................237
Games for Health .....................................237
Medicine Meets Virtual Reality........................238
Cyber Therapy Conference .............................238
Future Play...........................................238
Free Play: Next Wave Independent
Game Developers Conference.............................238
Christian Game Developers Conference..................239
Organizations............................................239
International Simulation and Gaming Association (ISAGA).. 239
The American Society of Trainers and Developers (ASTD) ... 239
Digital Games Research Association (DiGRA)............240
International Association of Games
Education Research (IAGER).............................240
Games for Change (G4C)................................240
Christian Game Developers Foundation (CGDF)...........240
Contests...........................................241
Hidden Agenda....................................241
Web Sites..........................................241
Publications.......................................241
Appendix B Serious Games Survey Results.........................243
Survey Notes.......................................243
Demographic Information............................244
Serious Game Projects..............................246
Serious Games-The Future...........................253
Conferences........................................255
Appendix c Bibliography.........................................259
Glossary...........................................265
Index
271
|
adam_txt |
Contents
Introduction.xv
Chapter! New Opportunities for Game Developers.3
Serious Games Can Reduce Risk by
Using Existing Technology and Content.4
Serious Games Can Keep Teams Busy between Retail Projects_7
Serious Games Can Experiment with Alternative Play Styles_10
Serious Games Can Experiment with Alternative Distribution . 11
Serious Games Can Open Up New Funding Possibilities.12
Serious Games Can Make You Part of Your Community.13
On the Other Hand.14
Conclusion.16
Chapter 2 Serious Games Defined.17
What Is a Game? .18
Where’s the Fun?.20
What Is a Serious Game?.21
More Than “Just Edutainment”.24
Why Use Serious Games?.24
What Can Serious Games Teach?.26
Conclusion.27
Chapter 3 Serious Games Design
and Development Issues.29
How Do Serious Games Differ from Entertainment Games?.30
Design Considerations: Assumptions to Avoid.31
Testing and Integration.36
Additional Design Issues.40
Importance of Fun.40
Getting Players to Play.42
Conclusion.43
Chapter 4 Military Games.47
Serious Games in the Military.50
Wargames, Simulations, and the Cold War.50
Simulators-the Other Wargames.54
Modern Training for Modern Wars.55
Developing Serious Games for the Military.65
Sensitive Information, Top Secret Data,
and Security Clearances.66
Technology Re-Use Issues.69
Developing for the Military.70
The Small Business Innovation Research (SBIR) Program.74
The Small Business Technology Transfer (STTR) Program.80
Pitching to the Military.80
Conclusion.82
Chapters Government Games .83
Survey of Government Games.84
National Agencies.84
Case Study—Fire Fighter Training.89
State or Provincial Agencies.92
State-Level Case Study-
Caltrans Project Management Simulation.94
Developing Government Games.95
Designing.96
Pitching.99
Local Level.101
Developing for the Government.102
Conclusion.109
Chapter 6 Educational Games .m
Games in the Classroom.112
Personal Computers, the Internet, and Edutainment.112
Why Use Games in the Classroom?.115
The Future of Games in the Classroom.119
Research into Games and Education.121
Getting into the Classroom Case Study—Power Politics III.122
Developing Educational Games.125
Design Issues.126
Fun in Games Case Study-Hidden Agenda Contest.137
Pitching Educational Games.139
Development Issues.140
Conclusion.142
Chapter 7 Corporate Games .145
Games at Work.146
Computers, the Internet, and E-Learning.146
Games and Gamers on the Clock.148
Going Beyond E-Learning Case Study-PIXELearning.152
Developing Games for the Workplace.153
Design Issues.154
Pitching.162
Entertainment to Training Case Study-Cyberlore Studios. 169
Development Issues.172
Conclusion.176
Chapter 8 Healthcare Games .179
Games for Physical and Mental Health.180
Hospitals and Medicine.181
Mental Health-Game Therapy.193
Treating Phobias Case Study-
the Virtual Reality Medical Center.195
Developing Games for Healthcare.197
Design Issues.197
Pitching.199
Development Issues.201
Conclusion.202
Chapter 9 Political, Religious, and Art Games.203
Political Games.204
Survey of Political Games.205
Political Game Case Study-PeaceMaker.209
Developing Political Games.213
Religious Games.216
Survey of Religious Games.217
Religious Game Development Case Study-
Tfie Interactive Parables.218
Developing Religious Games.219
Art Games.221
What Are Art Games?.221
Art Game Case Study-Waco Resurrection.223
Developing Art Games.225
Conclusion.227
Chapter 10 Final Thoughts.229
In Conclusion.232
Appendix A Resources.235
Conferences.235
Serious Games Summit D.C.235
GAM.E.S. Synergy Summit.236
The Interservice/Industry Training,
Simulation, and Education Conference (I/ITSEC).236
Visuals and Simulation Technology
Conference and Exhibition (ViSTech).236
Education Arcade Games in Education Conference.237
Games, Learning, and Society Conference.237
Video Game/Entertainment Industry
Technology and Medicine Conference .237
Games for Health .237
Medicine Meets Virtual Reality.238
Cyber Therapy Conference .238
Future Play.238
Free Play: Next Wave Independent
Game Developers Conference.238
Christian Game Developers Conference.239
Organizations.239
International Simulation and Gaming Association (ISAGA). 239
The American Society of Trainers and Developers (ASTD) . 239
Digital Games Research Association (DiGRA).240
International Association of Games
Education Research (IAGER).240
Games for Change (G4C).240
Christian Game Developers Foundation (CGDF).240
Contests.241
Hidden Agenda.241
Web Sites.241
Publications.241
Appendix B Serious Games Survey Results.243
Survey Notes.243
Demographic Information.244
Serious Game Projects.246
Serious Games-The Future.253
Conferences.255
Appendix c Bibliography.259
Glossary.265
Index
271 |
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spelling | Michael, David 1968- Verfasser (DE-588)137253346 aut Serious games games that educate, train and inform David Michael and Sande Chen Mason, OH Course Technology 2006 xviii, 287 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier "Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing and more." -- back cover. Microsoft Windows (Computer file) Computer games Programming Computerspiel (DE-588)4010457-6 gnd rswk-swf Lernen (DE-588)4035408-8 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Lernen (DE-588)4035408-8 s DE-604 Chen, Sande Verfasser aut Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016699212&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Michael, David 1968- Chen, Sande Serious games games that educate, train and inform Microsoft Windows (Computer file) Computer games Programming Computerspiel (DE-588)4010457-6 gnd Lernen (DE-588)4035408-8 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4035408-8 |
title | Serious games games that educate, train and inform |
title_auth | Serious games games that educate, train and inform |
title_exact_search | Serious games games that educate, train and inform |
title_exact_search_txtP | Serious games games that educate, train and inform |
title_full | Serious games games that educate, train and inform David Michael and Sande Chen |
title_fullStr | Serious games games that educate, train and inform David Michael and Sande Chen |
title_full_unstemmed | Serious games games that educate, train and inform David Michael and Sande Chen |
title_short | Serious games |
title_sort | serious games games that educate train and inform |
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topic_facet | Microsoft Windows (Computer file) Computer games Programming Computerspiel Lernen |
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