Serious games: foundations, concepts and practice
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Weitere Verfasser: | , , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
[Switzerland]
Springer
[2016]
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | xvi, 421 Seiten Illustrationen (farbig) |
ISBN: | 9783319406114 3319406116 |
Internformat
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Datensatz im Suchindex
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adam_text | Contents
1 Introduction......................................................... 1
Raif Domer, Stefan Gobel, Wolfgang Effelsberg
and Josef Wiemeyer
1.1 What Are Serious Games?........................................ 2
1.2 Motivation..................................................... 4
1.3 Terminology.................................................... 6
1.4 A Reference Scenario for Serious Games........................ 13
1.5 Overv iew of the Development Process of Serious Games...... 17
1.5.1 Game Idea and Game Design............................. IK
1.5.2 Game Architecture and Game Production................. 20
1.5.3 Game Adaptation Mechanisms............................ 22
1.5.4 Game Platforms........................................ 23
1.5.5 Game Authoring Environment............................ 24
1.5.6 The Game Development Team............................. 25
1.6 A Short History of Serious Games.............................. 26
1.7 How to Use This Book.......................................... 27
1.7.1 Organization of the Book.............................. 28
1.7.2 Readership............................................ 29
1.7.3 Teaching Suggestions.................................. 29
1.8 Summon and Questions.......................................... 30
Recommended Literature.............-............................. 31
References.......................................................... 32
2 Contributing Disciplines........................................... 35
Ralf Domer, Anna Lisa Martin-Niedecken. Mela Kocher.
Tom Baranowski, Michael Kickmeier-Rust Stefan Gobel.
Josef Wiemeyer and Paul Gebelein
2.1 Computer Science.............................................. 36
2.2 Art and Design................................................ 38
2.3 Psychology..........................*...................... 40
2.4 Didactics and Pedagogy........................................ 43
2.5 Stories and Storytelling...................................... 47
IX
X Contents
2.6 Interdisciplinary Collaboration........................... 49
2.7 Summary and Questions..................................... 51
Recommended Literature........................................... 52
References.....................................-................ 52
3 Design of Serious Games............................................. 57
Philip Mildner and Florian ‘Floyd’ Mueller
3.1 How to Design a Serious Game................................. 57
3.2 Game Characteristics......................................... 59
3.3 Defining a Game Scenario..................................... 62
3.4 Experimental Game Design..................................... 65
3.4.1 Practical Advice..................................... 66
3.5 Bringing Together Serious Content and Gaming................. 67
3.6 Game Mechanics............................................... 70
3.7 The Development Cycle........................................ 75
3.8 Conclusion................................................... 78
Recommended Literature............................................. 79
References......................................................... 80
4 Authoring Processes and Tools....................................... 83
Florian Mehm, Ralf Domer and Maic Masuch
4.1 Authoring Challenges......................................... 84
4.2 Authoring Approaches......................................... 85
4.2.1 Basic Approaches..................................... 85
4.2.2 Author Support Mechanisms. .......................... 86
4.3 User-Centered Design......................................... 89
4.4 Agile Software Development................................... 91
4.5 Authoring Tools.............................................. 94
4.5.1 Categorization of Tools.............................. 94
4.5.2 Toolchains and Ecosystems............................ 95
4.5.3 Example: Unity....................................... 97
4.5.4 Example: StoryTec.................................... 99
4.6 Summary and Questions....................................... 103
Recommended Literature............................................ 104
References........................................................ 105
5 Content and Content Production................................... 107
Florian Mehm and Benjamin Guthier
5.1 Overview.................................................. 107
5.2 Definition of Content....................................... 109
5.2.1 Triangle Meshes..................................... 109
5.2.2 Materials........................................... 110
5.2.3 Textures............................................. HI
5.2.4 Animation............................................ HI
5.2.5 Audio................................................ HI
5.2.6 User Interface Elements.............................. H2
Contents _ _ xi
5.2.7 Miscellaneous Assets.................................. 112
5.2.8 Combination of Assets................................. 113
5.2.9 Serious Content....................................... 113
5.3 Content Production Pipeline.................................. 114
5.3.1 Content Creation...................................... 114
5.3.2 Exporting............................................. 115
5.3.3 Optimization. ...................................... 116
5.4 Procedural Content Generation................................. 116
5.4.1 Basic Methods of Content Generation................... 118
5.4.2 Best Practice for Procedural Content Generation.... 119
5.4.3 Examples of Procedural Content Generation
in Serious Games...................................... 120
5.5 Content Management......................................... 120
5.6 Serious Content Integration.................................. 122
5.7 Summary and Questions......................................... 124
Recommended Literature.............................................. 124
References.......................................................... 125
6 Game Engines........................................................ 127
Jonas Freiknecht, Christian Geiger, Daniel Drochtert,
Wolfgang Effelsberg and Ralf Domer
6.1 The Architecture of Game Engines.............................. 128
6.1.1 Hardware.............................................. 128
6.1.2 Operating System...................................... 130
6.1.3 Platform Independence Layer........................... 130
6.1.4 Third Party Libraries................................. 130
6.1.5 The Engine Core..................................... 131
6.1.6 The Network........................................... 135
6.1.7 Resource Management................................... 136
6.1.8 Input Devices......................................... 136
6.1.9 Audio................................................. 136
6.1.10 Graphics and Rendering................................ 137
6. L11 The User Interface.................................... 138
6.1.12 Gameplay and Scripting.............................. . 139
6.2 Event Processing.............................................. 140
6.3 Animation..................................................... 140
6.3.1 The Animation Production Process...................... 141
6.3.2 Animation for Games................................... 143
6.4 Physics and Collison Detection. .............................. 144
6.4.1 Simulating Physics.................................... 144
6.4.2 Collision Detection................................... 145
6.5 Lighting...................................................... 145
6.5.1 Light Sources......................................... 146
6.5.2 Material Reflection (the Phong Reflection Model) .... 147
xu Contents
6.5.3 Shading Models..................................... 148
6.5.4 Atmospheric and Post Processing Effects............ 148
6.5.5 Global Illumination................................ 149
6.6 Shaders................................................... 150
6.7 Game Object Editors....................................... 150
6.8 Game Engine Support for New Hardware...................... 151
6.8.1 New Hardware Devices............................... 151
6.8.2 Virtual and Augmented Reality...................... 153
6.8.3 Support for New Hardware in Game Engines........... 153
6.9 Selection of a Suitable Game Engine....................... 154
6.9.1 Unreal Engine 4.................................... 155
6.9.2 Unity 5............................................ 155
6.9.3 CryENGENE 3........................................ 156
6.9.4 Other Engines...................................... 156
6.10 Summary and Questions..................................... 156
Recommended Literature.......................................... 158
References.................................................... 158
7 Personalization and Adaptation.................................. 161
Stefan Gobel and Viktor Wendel
7.1 Adaptation—Definition..................................... 162
7.2 Adaptation—Dimensions and Mechanisms...................... 164
7.2.1 Difficulty Adaptation—The Flow Concept............ 164
7.2.2 Player Modeling.................................... 167
7.2.3 Learner Modeling................................... 170
7.2.4 Adaptation Concepts and Algorithms
in Educational Games............................... 174
7.3 Adaptive Storytelling—Story Models, Interaction
and Sequencing............................................. 175
7.3.1 Story Models....................................... 175
7.3.2 Interaction—Interactive Storytelling............... 179
7.3.3 Sequencing—Linear and Non-linear Story Forms .... 182
7.4 Narrative Game-Based Learning Objects..................... 184
7.4.1 Conceptualization of Narrative Game-Based
Learning Objects................................... 185
7.4.2 Definition of NGLOB................................ 188
7.5 Adaptive Digital Educational Games—Best
Practice 80Days............................................ 190
7.5.1 Save the Earth..................................... 191
7.5.2 Bat Cave........................................... 200
7.6 Summary and Questions..................................... 203
Recommended Literature.......................................... 206
References...................................................... 206
Contents
xiii
8 Multiplayer Serious Games......................................... 211
Viktor Wendel and Johannes Konert
8.1 Introduction................................................ 211
8.2 Forms of Multiplayer Serious Gaming......................... 215
8.2.1 Multiplayer Types and Techniques.................... 215
8.2.2 Multiplayer Game Genres............................. 217
8.2.3 Multiplayer Interaction............................. 221
8.3 Collaborative Learning in Multiplayer Serious Games......... 223
8.3.1 Collaborative Learning.............................. 224
8.3.2 Computer-Supported Collaborative Learning........... 226
8.3.3 Game-Based Collaborative Learning................... 226
8.4 Multiplayer Game Design..................................... 229
8.4.1 Number of Players................................... 229
8.4.2 Persistence......................................... 230
8.4.3 Matchmaking......................................... 230
8.4.4 Competitive Versus Collaborative Gameplay........... 233
8.4.5 Game Speed and Flow................................. 234
8.4.6 Communication Between Players....................... 234
8.4.7 Social Issues: Toxic Behavior
and Virtual Property................................ 235
8.5 Summary and Outlook......................................... 236
Recommended Literature............................................ 237
References........................................................ 238
9 Player Experience................................................. 243
Josef Wiemeyer, Lennart Nacke, Christiane Moser
and Florian ‘Floyd’ Mueller
9.1 Introduction................................................ 244
9.2 User Experience as a Precursor of Player Experience......... 245
9.3 Psychological Models of Player Experience................... 247
9.4 Integrative Models of Player Experience..................... 253
9.5 Measuring Player Experience................................. 258
9.5.1 Physiological Evaluation............................ 259
9.5.2 Surveys............................................. 261
9.6 Fostering Player Experience................................. 262
9.7 Summary and Questions....................................... 266
Recommended Literature............................................ 267
References.................... -................................ 268
10 Performance Assessment in Serious Games........................... 273
Josef Wiemeyer, Michael Kickmeier-Rust and Christina M. Steiner
10.1 Introduction................................................ 273
10.2 Performance in Games—Concepts and Measures.................. 275
10.3 Online Assessment........................................... 283
xiv Contents
10.4 Offline Assessment.......................................... 290
10.5 Performance Assessment and Game Adaptation ................. 295
10.6 Summary and Questions .................................... 296
Recommended Literature......................................... 297
References....................................................... 298
11 Serious Games—Economic and Legal Issues........................... 303
Stefan Gobel, Oliver Hugo, Michael Kickmeier-Rust
and Simon Egenfeldt-Nielsen
11.1 Introduction: Status Quo of the Serious Games Market........ 304
11.2 Economic Issues—Market Analysis and Business Models .... 306
11.2.1 Market Analysis..................................... 306
11.2.2 Job Market and Qualification Programs............... 308
11.2.3 Market Access....................................... 309
11.2.4 Funding Schemes..................................... 309
11.2.5 Business and Distribution Models
for the Entertainment Sector........................ 310
11.2.6 Business and Distribution Models for Serious
Games............................................... 311
11.2.7 Cost-Benefit Aspects................................ 312
11.3 Legal Issues—Ethics, Gender, Data Protection and Privacy ... 313
11.3.1 Sensitive Ethical Aspects . ........................ 313
11.3.2 Privacy and Data Protection......................... 313
11.3.3 Gender Aspects...................................... 314
11.4 Summary and Questions....................................... 315
References....................................................... 317
12 Serious Games Application Examples................................ 319
Stefan Gobel
12.1 Introduction................................................ 320
12.2 Games for Training and Simulation........................... 329
12.2.1 VIPOL—Virtual Training for Police Forces............ 329
12.2.2 Lost Earth 2307—A Serious Game for Image
Interpretation...................................... 331
12.2.3 3DSim@GBT—Planning, Simulation
and Training........................................ 334
12.2.4 Mega Airport—Realistic Airport Visualizations....... 336
12.2.5 Ship Simulator—Rescue Simulation
for Enthusiasts..................................... 337
12.2.6 SchaVIS—Flooding Simulation and Prevention.......... 339
12.2.7 Seconds—Supply Chain Management..................... 341
12.2.8 Leam2work—a Higly Adaptable Company
Simulation.......................................... 343
12.2.9 Sharkworld—Professional Project Management
Training............................................ 345
12.2.10 Houthoff Buruma—Recruitment and Assessment....... 347
Contents
xv
123 Educational Games...................................... 348
123.1 Ludwig—Digital Educational Game for Physics.... 348
123.2 Physikus HD—Learn Adventure for Physics........ 350
1233 80Days—Adaptive Game (Prototype)
for Geography ............................... 351
123.4 Roma Nova—Teaching History with CG and BCI. . . , 353
123.5 Uni Game—Insights to Universities
and Campus Life................................. 356
12.3.6 Internet Hero—Learning the Pros and Cons
of the Internet................................. 357
123.7 Yes or Know—Combining Board Games
and Smart Play.................................. 358
12.3.8 Bionigma—Science Game for Protein
Exploration..................................... 359
12.3.9 Meister Cody—Educational Game
for Dyscalculia................................. 361
12.4 Games for Health...................................... 363
12.4.1 Play Forward—HIV Prevention..................... 363
12.4.2 Respir Games—Asthma Therapy..................... 366
12.43 BalanceFit—Balance, Coordination
and Strength Training........................... 367
12.4.4 Dance with ALFRED—Collaborative Dancing....... 369
12.4.5 NeuroVitAALis—Personalized Cognitive
Training........................................ 371
12.4.6 KickAss—Autism Game for Adolescents............. 373
12.4.7 Zirkus Empathica—Autism Game for Children....... 375
12.4.8 SPARX—Mental Health Game
for Youths Adolescents........................ 377
12.5 Societal and Public Awareness Games.................... 379
12.5.1 Missio for Life—Exploring the World’s
Social Problems............................... 379
12.5.2 Lotte—Holocaust Remembrance................... 380
12.5.3 Purpose—Racism and Sexism....................... 382
12.5.4 Utopolis—Democracy Simulation................... 383
12.5.5 Great Flu—Awareness Game for the Flu Virus...... 385
12.5.6 Global Conflicts—A Serious Games Series
for Social Studies.............................. 386
12.6 Pervasive Gaming, Cultural Heritage and Tourism........ 389
12.6.1 FreshUp—Pervasive Gaming in a Campus
Environment..................................... 389
12.6.2 REXplorer—Sightseeing Game...................... 391
12.63 logging Over a Distance—Healthy,
Pervasive Gaming................................ 394
XVI
Contents
12.7 Marketing Games....................................... 395
12.7.1 Quest for Oil—Branding Game.................... 395
12.8 Serious Games Archives................................ 397
12.9 Summary and Outlook................................... 399
Recommended Literature.................................... 401
References.................................................. 401
About the Authors............................................... 407
Index........................................................... 417
Ralf Dörner • Stefan Göbel • Wolfgang Effelsberg ■ Josef Wiemeyer Editors
Serious Games
foundations, Concepts and Practice
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 , “hntertaimnent Technology”, “Serious Game Design , “Game-based
Learning”, and “Applications of Serious Games”,
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id | DE-604.BV043851834 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:36:45Z |
institution | BVB |
isbn | 9783319406114 3319406116 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029262135 |
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physical | xvi, 421 Seiten Illustrationen (farbig) |
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publisher | Springer |
record_format | marc |
spelling | Serious games foundations, concepts and practice Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg, Josef Wiemeyer (editors) [Switzerland] Springer [2016] © 2016 xvi, 421 Seiten Illustrationen (farbig) txt rdacontent n rdamedia nc rdacarrier Serious game (DE-588)1046414801 gnd rswk-swf Serious game (DE-588)1046414801 s DE-604 Dörner, Ralf (DE-588)1047974126 edt Göbel, Stefan 1971- (DE-588)124492088 edt Effelsberg, Wolfgang (DE-588)139051643 edt Wiemeyer, Josef 1960- (DE-588)111775264 edt Erscheint auch als Online-Ausgabe 978-3-319-40612-1 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262135&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262135&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Serious games foundations, concepts and practice Serious game (DE-588)1046414801 gnd |
subject_GND | (DE-588)1046414801 |
title | Serious games foundations, concepts and practice |
title_auth | Serious games foundations, concepts and practice |
title_exact_search | Serious games foundations, concepts and practice |
title_full | Serious games foundations, concepts and practice Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg, Josef Wiemeyer (editors) |
title_fullStr | Serious games foundations, concepts and practice Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg, Josef Wiemeyer (editors) |
title_full_unstemmed | Serious games foundations, concepts and practice Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg, Josef Wiemeyer (editors) |
title_short | Serious games |
title_sort | serious games foundations concepts and practice |
title_sub | foundations, concepts and practice |
topic | Serious game (DE-588)1046414801 gnd |
topic_facet | Serious game |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262135&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262135&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT dornerralf seriousgamesfoundationsconceptsandpractice AT gobelstefan seriousgamesfoundationsconceptsandpractice AT effelsbergwolfgang seriousgamesfoundationsconceptsandpractice AT wiemeyerjosef seriousgamesfoundationsconceptsandpractice |