Processes and models for serious game design and development

Eelco Braad, Gregor Žavcer, Alyea Sandovar

Research output: Chapter in Book/Report/Conference proceedingContribution to conference proceedingAcademicpeer-review

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© Springer International Publishing AG 2016. 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 discuss a number of ways of organizing the design and development process and various models that support specific design decisions during this process, concluding with a discussion of design patterns for serious games.
Original languageEnglish
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
EditorsRalf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
Number of pages27
ISBN (Electronic)978-3-319-46152-6
ISBN (Print)978-3-319-46151-9
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

Publication series

SeriesLecture Notes in Computer Science


SeminarDagstuhl Seminar "Entertainment Computing and Serious Games"
Abbreviated titleDagstuhl Seminar 15283
Internet address


  • computer games
  • serious game design
  • game development process


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