Serious game design and development: technologies for training and learning
Gespeichert in:
Format: | Buch |
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Sprache: | English |
Veröffentlicht: |
Hershey, PA
Information Science Reference
2010
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXI, 360 S. graph. Darst. |
ISBN: | 9781615207398 |
Internformat
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adam_text | Titel: Serious game design and development
Autor: Cannon-Bowers, Janis A
Jahr: 2010
Detailed Table of Contents
Foreword.............................................................................................................................................xiv
Preface................................................................................................................................................xvii
Section 1
Design Principles for Serious Games
This section provides several different perspectives on designing and developing serious games. Each
chapter offers a design principle or strategy that can be employedto enhance the effectiveness of serious
games. Several also include lessons learned drawn from specific serious game development efforts.
Chapter 1
Mini-Games with Major Impacts............................................................................................................1
Peter A. Smith, Joint ADL Co-Lab, USA
Alicia Sanchez, Defense Acquisition University, USA
The authors describe a strategy for developing mini games that can be embedded in game-based train-
ing. They also present descriptions of several case studies that used mini-games as part ofthe learning
strategy.
Chapter 2
Serious Storytelling: Narrative Considerations for Serious Games Researchers
and Developers......................................................................................................................................13
Rudy McDaniel, University of Central Florida, USA
Stephen M. Fiore, University of Central Florida, USA
Denise Nicholson, University of Central Florida, USA
This chapter discusses the importance of narrative in serious games. These authors contend that narrative
aids can help in game design in several ways, including: increasing the player s motivation to remain
in the game; stories can embed learning objectives; narrative can tie together elements in the game into
a coherent whole.
Chapter 3
An Adventure in Usability: Discovering Usability Where it was not Expected...................................31
Holly Blasko-Drabik, University of Central Florida, USA
TimSmoker, University of Central Florida, USA
Carrie E. Murphy, University of Central Florida, USA
This chapter describes the goals of usability and how it is traditionally performed using two populär
methods. It goes on to discuss appropriate usability measures for serious games.
Chapter 4
Development of Game-Based Training Systems: Lessons Learned in an Inter-Disciplinary
Field in the Making...............................................................................................................................47
Talib Hussain, BBN Technologies, USA
Wallace Feurzeig, BBN Technologies, USA
Jan Cannon-Bowers, University of Central Florida, USA
Susan Coleman, Intelligent Decision Systems, Inc., USA
Alan Koenig, National Center for Research on Evaluation, Standards and Student
Testing (CRESST), USA
John Lee, National Center for Research on Evaluation, Standards and Student
Testing (CRESST), USA
Ellen Menaker, Intelligent Decision Systems, Inc., USA
Kerry Moffitt, BBN Technologies, USA
Curtiss Murphy, Alion Science and Technology, AMSTO Operation, USA
Kelly Pounds, i.d.e.a.s. Learning, USA
Bruce Roberts, BBN Technologies, USA
Jason Seip, Firewater Games LLC, USA
Vance Souders, Firewater Games LLC, USA
Richard Wainess, National Center for Research on Evaluation, Standards and Student
Testing (CRESST), USA
This chapter describes a recent experience developing a serious game for U.S. Navy recruits to describe a
multi-disciplinary approach to serious game design. They describe their process in terms ofthe selection
of training requirements, the domain and the gaming platform; knowledge acquisition; story develop-
ment; game design; initial instructional design; assessment strategy; Software development; introductory
video; and review, refinement and testing.
Chapter 5
DAU CardSim: Paper Prototyping an Acquisitions Card Game..........................................................81
David Metcalf University of Central Florida, USA
Sara Raasch, 42 Entertainment, USA
Clarissa Graffeo, University of Central Florida, USA
This chapter describes the development ofa multiplayer card game that was first developed as a paper
prototype. The chapter provides a post-mortem ofthe iterative design process that included development
of varying levels of simple prototypes for initial design and playtesting, followed by evaluation of game
balance and refinement. They also cover the process they employed to digitize the game, and expand
the game to cover additional learning objectives.
Chapter 6
Kinesthetic Communication for Learning in Immersive Worlds........................................................102
Christopher Ault, The College of New Jersey, USA
Ann Warner-Ault, The College of New Jersey, USA
Ursula Wolz, The College ofNew Jersey, USA
Teresa Marrin Nakra, The College ofNew Jersey, USA
This chapter discusses a game design architecture that exploits the pedagogical potential ofa rieh graphi-
cal environment using a kinesthetic interface. The authors conclude by describing directions for future
testing and application ofthe kinesthetic input devices in serious games.
Section 2
Applications of Serious Games
Our coneeption of Serious Games is the use of games for any non-entertainment purpose, although the
preponderance of attention has been given to educational or learning games. In this section, we have
included several chapters that are not strictly educational in nature to highlight the fact that other
applications are possible. That said, we believe that the potential application of games to learning
(across settings and age groups) is vast and only beginning to be tapped.
Chapter 7
How Games and Simulations can Help Meet America s Challenges in Science
Mathematics and Technology Education............................................................................................117
Henry Kelly, Federation of American Scientists, USA
The author addresses three key issues in educational game design: (1) designing the course of Instruc-
tion so that it is both rigorously correct and constantly engaging, (2) ensuring that the System adapts to
the background and interests of individual learners, and (3) evaluating the expertise of learners in ways
that make sense to them and to future employers.
Chapter 8
Games for Peace: Empirical Investigations with PeaceMaker...........................................................134
Cleotilde Gonzalez, Carnegie Mellon University, USA
Lisa Czlonka, Carnegie Mellon University, USA
This chapter describes the use ofa video game to conduet empirical investigations designed to build
theoretical modeis of socio- psychological variables that influence dynamic decision making. Specifically,
an investigation on decision making in a dynamic and complex Situation, the Solution of international
conflict and the achievement of peace, using PeaceMaker, a populär video game, is presented.
Chapter 9
Play s the Thing: A Wager on Healthy Aging.....................................................................................150
Mihai Nadin, antE - Institute for Research in Anticipatory Systems
University of Texas at Dallas, USA
This chapter centers on the hypothesis that the aging process results in diminished adaptive abilities
resulting from decreased anticipatory Performance. To mitigate the consequences of reduced anticipatory
Performance, the addresses brain plasticity through game play.
Chapter 10
Re-Purposing a Recreational Video Game as a Serious Game for Second
Language Acquisition.........................................................................................................................178
YolandaA. Rankin, IBM Almaden Research Center, USA
Marcus W. Shute, Clark Atlanta University, USA
The authors report their efforts to re-purpose a recreational game as a serious game to promote learning
in the context of Second Language Acquisition. They outline the process of game transformation, which
leverages the entertainment value and readily accessible developer tools ofthe game.
Section 3
Games in Healthcare
Given the number ofhigh quality proposals we received in the healthcare area, we decided to create a
separate section to highlight this important area. The chapters in this section off er a sampling ofthe
types of Serious Games being developed in this area. These include: games being used in the therapeutic
process, games to promote healthy behaviors, games to train healthcare Professionals and pervasive
health games. These applications, as well as others related to healthcare, have the potential toplay an
important wie in the future of healthcare in the U.S. andacross the world.
Chapter 11
Application of Behavioral Theory in Computer Game Design for Health Behavior Change............196
RossShegog, UT-School of Public Health, USA
The chapter introduces serious game developers to processes, theories, and modeis that are crucial to
the development of interventions to change health behavior, and describes how these might be applied
by the serious games Community.
Chapter 12
Avatars and Diagnosis: Delivering Medical Curricula in Virtual Space............................................233
Claudia L. McDonald, Texas A M University-Corpus Christi, USA
The author describes Pulse!! The Virtual Clinical Learning Lab—a project designed to explore the use
of games in health care by developing a reliable and valid learning platform for delivering medical cur-
ricula in Virtual space. She uses the Pulse!! example to describe lessons learned in the general area of
collaboration, including issues such as funding, technology and evaluation.
Chapter 13
Using Serious Games for Mental Health Education...........................................................................246
Anya Andrews, Novonics Corporation, Training Technology Lab (TTL), USA
Rachel Joyce, University of Central Florida, USA
Clint Bowers, University of Central Florida, USA
The chapter addresses the mental health training and education needs of modern at risk populations
and discuss the potential of serious games as effective interventions for addressing those needs.
Chapter 14
Pervasive Health Games.....................................................................................................................260
Martin Knöll, University of Stuttgart, Germany
The author describes the potentials of serious game applications in a health context to improve user s
motivation, education and therapy compliance. He focuses on Pervasive Health Games , which combine
pervasive Computing technologies with serious game design strategies.
Chapter 15
Influencing Physical Activity and Healthy Behaviors in College Students: Lessons
from an Alternate Reality Game.........................................................................................................270
Jeanne D. Johnston, Indiana University, USA
Lee Sheldon, Indiana University, USA
Anne P. Massey, Indiana University, USA
The authors investigated the effectiveness of a prototype Alternate Reality Game - called The Skeleton
Chase - in influencing physical activity and Wellness of college-age students.
Section 4
The Way Ahead: The Future of Serious Games
This section includes chapters thatfocus on looking toward the future of serious games. Specifically,
it addresses how to establish a science of serious game design that is meant to stimulate research and
applications. In addition, it includes a commentary on the way ahead in Serious Games.
Chapter 16
Establishing a Science of Game Based Learning...............................................................................290
Alicia Sanchez, Defense Acquisition University, USA
Jan Cannon-Bowers, University of Central Florida, USA
Clint Bowers, University of Central Florida, USA
The authors offer a simple framework for organizing variables important in the learning process and
then discuss Undings from psychology and education as a basis to formulate a research agenda for game-
based training. The goal ofthe framework is to stimulate researchers to conduct systematic, appropriately
controlled experiments that will provide insight into how various game features affect motivation and
learning.
Chapter 17
The Way Ahead in Serious Games......................................................................................................305
Jan Cannon-Bowers, University of Central Florida, USA
The author summarizes the major themes that emerge from the previous chapters and offers some obser-
vations and presents suggestions for the way ahead in Serious Games and their application to important
societal challenges.
Compilation of References...............................................................................................................311
About the Contributors....................................................................................................................341
Index...................................................................................................................................................352
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spelling | Serious game design and development technologies for training and learning [edited by] Jan Cannon-Bowers ... Hershey, PA Information Science Reference 2010 XXI, 360 S. graph. Darst. txt rdacontent n rdamedia nc rdacarrier Video games Design Video games industry Technological innovations Game theory Computerspiel (DE-588)4010457-6 gnd rswk-swf Lernspiel (DE-588)4074167-9 gnd rswk-swf Entwurf (DE-588)4121208-3 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Computerspiel (DE-588)4010457-6 s Lernspiel (DE-588)4074167-9 s Entwurf (DE-588)4121208-3 s DE-604 Cannon-Bowers, Janis A. Sonstige (DE-588)140869492 oth HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020572216&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Serious game design and development technologies for training and learning Video games Design Video games industry Technological innovations Game theory Computerspiel (DE-588)4010457-6 gnd Lernspiel (DE-588)4074167-9 gnd Entwurf (DE-588)4121208-3 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4074167-9 (DE-588)4121208-3 (DE-588)4143413-4 |
title | Serious game design and development technologies for training and learning |
title_auth | Serious game design and development technologies for training and learning |
title_exact_search | Serious game design and development technologies for training and learning |
title_full | Serious game design and development technologies for training and learning [edited by] Jan Cannon-Bowers ... |
title_fullStr | Serious game design and development technologies for training and learning [edited by] Jan Cannon-Bowers ... |
title_full_unstemmed | Serious game design and development technologies for training and learning [edited by] Jan Cannon-Bowers ... |
title_short | Serious game design and development |
title_sort | serious game design and development technologies for training and learning |
title_sub | technologies for training and learning |
topic | Video games Design Video games industry Technological innovations Game theory Computerspiel (DE-588)4010457-6 gnd Lernspiel (DE-588)4074167-9 gnd Entwurf (DE-588)4121208-3 gnd |
topic_facet | Video games Design Video games industry Technological innovations Game theory Computerspiel Lernspiel Entwurf Aufsatzsammlung |
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