Processes and models for serious game design and development

Eelco Braad, Gregor Žavcer, Alyea Sandovar

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

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Abstract

A serious game needs to combine a number of different aspects to help the end user in reaching the desired effects. This requires incorporating a broad range of different aspects in the design, stemming from a broad range of different fields of expertise. For designers, developers, researchers, and other stakeholders it is not straightforward how to organize the design and development process, to make sure that these aspects are properly addressed. In this chapter we will dis-cuss a number of ways of organizing the design and development process and various models that support specific design decisions during this process, con-cluding with a discussion of design patterns for serious games.
Original languageEnglish
Title of host publicationEntertainment computing and serious games
EditorsRalf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
PublisherSpringer
Pages92-118
ISBN (Electronic)978-3-319-46152-6
ISBN (Print)978-3-319-46151-9
DOIs
Publication statusPublished - Oct 2016
EventDagstuhl Seminar "Entertainment Computing and Serious Games" - Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Wadern, Germany
Duration: 5 Jul 201510 Jul 2015
http://www.dagstuhl.de/de/programm/kalender/evhp/?semnr=15283

Publication series

NameLecture notes in computer science
PublisherSpringer International Publishing
Volume9970
ISSN (Print)0302-9743

Seminar

SeminarDagstuhl Seminar "Entertainment Computing and Serious Games"
Abbreviated titleDagstuhl Seminar 15283
CountryGermany
CityWadern
Period5/07/1510/07/15
Internet address

Keywords

  • computer games
  • serious game design
  • game development process

Cite this

Braad, E., Žavcer, G., & Sandovar, A. (2016). Processes and models for serious game design and development. In R. Dörner, S. Göbel, M. Kickmeier-Rust, M. Masuch, & K. Zweig (Eds.), Entertainment computing and serious games (pp. 92-118). (Lecture notes in computer science; Vol. 9970). Springer. https://doi.org/10.1007/978-3-319-46152-6_5
Braad, Eelco ; Žavcer, Gregor ; Sandovar, Alyea. / Processes and models for serious game design and development. Entertainment computing and serious games. editor / Ralf Dörner ; Stefan Göbel ; Michael Kickmeier-Rust ; Maic Masuch ; Katharina Zweig. Springer, 2016. pp. 92-118 (Lecture notes in computer science).
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Braad, E, Žavcer, G & Sandovar, A 2016, Processes and models for serious game design and development. in R Dörner, S Göbel, M Kickmeier-Rust, M Masuch & K Zweig (eds), Entertainment computing and serious games. Lecture notes in computer science, vol. 9970, Springer, pp. 92-118, Wadern, Germany, 5/07/15. https://doi.org/10.1007/978-3-319-46152-6_5

Processes and models for serious game design and development. / Braad, Eelco; Žavcer, Gregor; Sandovar, Alyea.

Entertainment computing and serious games. ed. / Ralf Dörner; Stefan Göbel; Michael Kickmeier-Rust; Maic Masuch; Katharina Zweig. Springer, 2016. p. 92-118 (Lecture notes in computer science; Vol. 9970).

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

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Braad E, Žavcer G, Sandovar A. Processes and models for serious game design and development. In Dörner R, Göbel S, Kickmeier-Rust M, Masuch M, Zweig K, editors, Entertainment computing and serious games. Springer. 2016. p. 92-118. (Lecture notes in computer science). https://doi.org/10.1007/978-3-319-46152-6_5