"Arvid, an ambitious and educated young man, meets Lydia, the daughter of a landscape painter, one summer and falls in love.
Author: Hjalmar Söderberg
Publisher: Marion Boyars
ISBN: UCSC:32106011335608
Category: Fiction
Page: 239
View: 215
"Arvid, an ambitious and educated young man, meets Lydia, the daughter of a landscape painter, one summer and falls in love. Lydia, however, has other suitors, and Arvid is frightened of being tied by his emotions. Years later, now trapped inside loveless
This book was originally published in 1970 by Viking Press.
Author: Clark C. Abt
Publisher: University Press of America
ISBN: 0819161489
Category: Psychology
Page: 176
View: 855
The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques. Topics include: improving education with games; educational games for the physical and social sciences; games for the learning disadvantaged; games for occupational choice and training; games for planning and problem solving in government and industry; and the future of serious games. This book was originally published in 1970 by Viking Press.
Provides information on how to take entertainment game development skills and adapt them to the design of serious games for education, training, and healing.
Author: David R. Michael
Publisher: Course Technology
ISBN: STANFORD:36105114525590
Category: Computers
Page: 287
View: 919
Provides information on how to take entertainment game development skills and adapt them to the design of serious games for education, training, and healing.
Describes the various types of serious games, including military, academic, and medical, and provides information on their economic potential, customer base, and design.
Author: Bryan P. Bergeron
Publisher:
ISBN: 1584504447
Category: Computers
Page: 452
View: 479
Describes the various types of serious games, including military, academic, and medical, and provides information on their economic potential, customer base, and design.
This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies.
Author: Babak Akhgar
Publisher: Springer Nature
ISBN: 9783030299262
Category: Mathematics
Page: 231
View: 576
This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.
Author: Marja Helena KankaanrantaPublish On: 2008-12-25
Even though games as such have been used in learning through ages, digital serious games, however, are still in the beginning of the process as the entire
field is only emerging. The focus of this paper is to analyze opinions, experiences
and ...
Author: Marja Helena Kankaanranta
Publisher: Springer Science & Business Media
ISBN: 9781402094965
Category: Technology & Engineering
Page: 206
View: 639
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.
Even experienced game developers sometimes have a hard time making their vision for a great game a reality.
Author: Daniel Schuller
Publisher: Cengage Learning
ISBN: 9781435456235
Category: C# (Computer program language).
Page: 439
View: 119
Even experienced game developers sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in compli
... doi:10.3233/SHTI200258 A Study of the Possibility of Detecting Pediatric Mild
Developmental Delay Through a Serious Game: A Randomized Cluster Trial in
Cambodia a Ho Heon KIM BSNa,1, Hong Wook KWON BAa,1, Sambath KAO MD
, ...
Author: L.B. Pape-Haugaard
Publisher: IOS Press
ISBN: 9781643680835
Category: Medical
Page: 1496
View: 235
Digital health and medical informatics have grown in importance in recent years, and have now become central to the provision of effective healthcare around the world. This book presents the proceedings of the 30th Medical Informatics Europe conference (MIE). This edition of the conference, hosted by the European Federation for Medical Informatics (EFMI) since the 1970s, was due to be held in Geneva, Switzerland in April 2020, but as a result of measures to prevent the spread of the Covid19 pandemic, the conference itself had to be cancelled. Nevertheless, because this collection of papers offers a wealth of knowledge and experience across the full spectrum of digital health and medicine, it was decided to publish the submissions accepted in the review process and confirmed by the Scientific Program Committee for publication, and these are published here as planned. The 232 papers are themed under 6 section headings: biomedical data, tools and methods; supporting care delivery; health and prevention; precision medicine and public health; human factors and citizen centered digital health; and ethics, legal and societal aspects. A 7th section deals with the Swiss personalized health network, and section 8 includes the 125 posters accepted for the conference. Offering an overview of current trends and developments in digital health and medical informatics, the book provides a valuable information resource for researchers and health practitioners alike.
Again, mockups or early technical demonstrators providing the principle
functionality of the serious game are developed to receive valuable feedback
from the end user side. Similar to classical software engineering processes, the
game ...
Author: Ralf Dörner
Publisher: Springer
ISBN: 9783319406121
Category: Computers
Page: 421
View: 172
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
This project is to develop a Serious Game for Internal Medical Practice.
Author: Gian Ming Tee
Publisher:
ISBN: OCLC:953546348
Category: Computer games
Page: 55
View: 480
This project is to develop a Serious Game for Internal Medical Practice. The broad aims of medical school training are to lay the foundations for a medical career and to provide junior doctors with appropriate knowledge and skills. Somehow, medical students still lack of experience and not have enough opportunity to treat patients. Nowadays, the application of digital games for training medical students is on the rise. So-called 'serious' game form training tools that provide a challenging simulated environment, ideal for future training. The main goal of this project is to create an immersive virtual hospital environment and simulate the interaction between doctor (player) and hospital facilities. User will use keyboard and mouse to control the movement of doctor to walk around the environment and give treatment to particular patient. This hospital simulation will be contributed in the serious game with environment setting and character interaction.
"C# Game Programming: For Serious Game Creation shows programmers how to write simple, clean, and reliable code step-by-step through the creation of a basic game.
Author: Daniel Schuller
Publisher: Nelson Education
ISBN: 9781435456235
Category: C#
Page: 425
View: 135
"C♯ Game Programming: For Serious Game Creation shows programmers how to write simple, clean, and reliable code step-by-step through the creation of a basic game. The game is built using C♯, a high-level programming language, and OpenGL, an industry favorite for graphics display. You'll get an overview of the methods and libraries used to build good games, learn how to use those libraries and create your own, and finally build your own scrolling shooter game. You'll even find tips and information on how to develop your own game ideas and you'll have an excellent code base to work with. C♯ Game Programming: For Serious Game Creation provides you with all the information you need to take your game ideas from concept to completion."--Resource description p.
Author: Stefan De WannemackerPublish On: 2012-10-03
However, research into the actual effects of serious games is rare. This paper
presents an effect study that was conducted in 2010 in order to evaluate the
learning effects of the serious game Mijn naam is Haas (My name is Haas) upon
...
Author: Stefan De Wannemacker
Publisher: Springer
ISBN: 9783642338144
Category: Computers
Page: 91
View: 999
This book constitutes the refereed proceedings of the Joint Conference of the Interdisciplinary Research Group on Technology, Education, Communication, and the Scientific Network on Critical and Flexible Thinking, held in Ghent, Belgium, in October 2011. The 12 papers in this volume represent extended versions of the 20 papers presented at the conference and selected from numerous submissions. The conference brought together scholars and researchers who study the use of serious games in educational settings from different perspectives, such as instructional design, domain specific didactics, cognitive and computer science.
Weber, 2006), serious games is a genre that explicitly focuses on education.
Thus, the genre has become associated with positively connoted features such
as seriousness, education, or learning. Consequently, this recently developed
genre ...
Author: Ute Ritterfeld
Publisher: Routledge
ISBN: 9781135848910
Category: Education
Page: 552
View: 692
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
Author: Publish On:
Learning & Retention in Adaptive Serious Games Bryan P. Bergeron, MD HST
Division Harvard Medical School & MIT and Accella Learning, LLC Abstract. Serious games are being actively explored as supplements to and, in some
cases, ...
HI- CHE •a BACKGAMMON FLIGHT SIMULATOR CHESS CUBE GAME Look to
Sinclair for the only $99.95 computer and the first Serious Games Package. A
special limited time offer. Call toll free today. What could be more challenging
than ...
Author:
Publisher:
ISBN:
Category:
Page: 148
View: 427
Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.
As the popularity of entertainment and mobile gaming continues to grow, so too
does interest in research around how games could be used to improve our daily
lives. Serious games are games that have been designed with a primary purpose
...
Author: Youngkyun Baek
Publisher: Springer
ISBN: 9789814560269
Category: Computers
Page: 186
View: 769
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018.
Author: Stefan Göbel
Publisher: Springer
ISBN: 9783030027629
Category: Computers
Page: 296
View: 902
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.