Samenvatting
© 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.
Originele taal-2 | English |
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Titel | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
Redacteuren | Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig |
Uitgeverij | Springer |
Pagina's | 92-118 |
Aantal pagina's | 27 |
ISBN van elektronische versie | 978-3-319-46152-6 |
ISBN van geprinte versie | 978-3-319-46151-9 |
DOI's | |
Status | Published - okt. 2016 |
Evenement | Dagstuhl Seminar "Entertainment Computing and Serious Games" - Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Wadern, Germany Duur: 5 jul. 2015 → 10 jul. 2015 http://www.dagstuhl.de/de/programm/kalender/evhp/?semnr=15283 |
Publicatie series
Reeks | 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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Verkorte titel | Dagstuhl Seminar 15283 |
Land/Regio | Germany |
Stad | Wadern |
Periode | 5/07/15 → 10/07/15 |
Internet adres |
Keywords
- computerspellen
- ontwerp