Abstract
© 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 language | English |
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Title of host publication | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
Editors | Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig |
Publisher | Springer |
Pages | 92-118 |
Number of pages | 27 |
ISBN (Electronic) | 978-3-319-46152-6 |
ISBN (Print) | 978-3-319-46151-9 |
DOIs | |
Publication status | Published - Oct 2016 |
Event | Dagstuhl Seminar "Entertainment Computing and Serious Games" - Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Wadern, Germany Duration: 5 Jul 2015 → 10 Jul 2015 http://www.dagstuhl.de/de/programm/kalender/evhp/?semnr=15283 |
Publication series
Series | Lecture Notes in Computer Science |
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Volume | 9970 |
ISSN | 0302-9743 |
Seminar
Seminar | Dagstuhl Seminar "Entertainment Computing and Serious Games" |
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Abbreviated title | Dagstuhl Seminar 15283 |
Country/Territory | Germany |
City | Wadern |
Period | 5/07/15 → 10/07/15 |
Internet address |
Keywords
- computer games
- serious game design
- game development process