Processes and models for serious game design and development

Eelco Braad, Gregor Žavcer, Alyea Sandovar

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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.
Originele taal-2English
TitelEntertainment computing and serious games
RedacteurenRalf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
ISBN van elektronische versie978-3-319-46152-6
ISBN van geprinte versie978-3-319-46151-9
StatusPublished - okt 2016
EvenementDagstuhl Seminar "Entertainment Computing and Serious Games" - Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Wadern, Germany
Duur: 5 jul 201510 jul 2015

Publicatie series

NaamLecture notes in computer science
UitgeverijSpringer International Publishing
ISSN van geprinte versie0302-9743


SeminarDagstuhl Seminar "Entertainment Computing and Serious Games"
Verkorte titelDagstuhl Seminar 15283
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