Processes and models for serious game design and development

Eelco Braad, Gregor Žavcer, Alyea Sandovar

Onderzoeksoutput: Contribution 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.
Originele taal-2English
TitelLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
RedacteurenRalf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
Aantal pagina's27
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

ReeksLecture Notes in Computer Science


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