رکورد قبلیرکورد بعدی

" Developing serious games / "


Document Type : BL
Record Number : 1011774
Doc. No : b766144
Main Entry : Bergeron, Bryan P.
Title & Author : Developing serious games /\ Bryan Bergeron.
Publication Statement : Hingham, Mass. :: Charles River Media,, ©2006.
Series Statement : Charles River Media game development series
Page. NO : 1 online resource (xxvii, 452 pages) :: illustrations.
ISBN : 1584504447
: : 1584506407
: : 9781584504443
: : 9781584506409
: 1584504447
Bibliographies/Indexes : Includes bibliographical references (pages 423-440) and index.
Contents : ""CONTENTS""; ""INTRODUCTION""; ""CHAPTER 1 HISTORICAL PERSPECTIVE""; ""Introduction""; ""The Industrial-Military Complex""; ""Evolution of Serious Games in Medicine""; ""Computer-Aided Instruction""; ""Enabling Hardware""; ""Development Examples""; ""Significance""; ""Commercial Games and Computing Platforms""; ""Arcade Games""; ""Consoles""; ""Networked Desktop and Console Games""; ""Handheld Games""; ""Cell Phone Games""; ""Summary""; ""References""; ""CHAPTER 2 WORKING CONTEXT""; ""Introduction""; ""Contemporary Serious Games""; ""Games with an Agenda""; ""Activism Games""; ""Advergames""
: ""Business Games""""Exergaming""; ""Health and Medicine Games""; ""News Games""; ""Political Games""; ""Realistic Games""; ""Core Competency Games""; ""Repurposed Commercial Off-the-Shelf (COTS) Games""; ""Modified Games (Mods)""; ""The Value Proposition""; ""Economics""; ""Educational Effectiveness""; ""Case-Based Curricula""; ""Emergent Behavior""; ""Efficacy""; ""Social Impact Games""; ""Summary""; ""References""; ""CHAPTER 3 TECHNOLOGY TRENDS""; ""Introduction""; ""Hardware Platforms""; ""Computer Hardware""; ""Video Hardware""; ""Asset Acquisition Hardware""; ""Middleware""
: ""CHAPTER 5 BEST PRACTICES""""Introduction""; ""User Interface""; ""Physical Interface""; ""Graphical Interface""; ""Logical Interface""; ""Emotional Interface""; ""Intelligent Interface""; ""Emotionally Intelligent Interface""; ""Interface Dialogues""; ""Programming""; ""Languages""; ""Data Structures and Algorithms""; ""Program Flow Diagrams""; ""Code Review""; ""Working with Assets""; ""Asset Types""; ""Master Asset List""; ""Actor Descriptions""; ""Player Character""; ""Non-Player Character""; ""Vehicles""; ""Effectors""; ""Effector Matrices""; ""Level Design""; ""Level Maps""
: ""Communications Standards""""Wired Standards""; ""Wireless Standards""; ""Interoperability""; ""Advanced Distributed Learning (ADL) Initiative""; ""Aviation Industry CBT Committee (AICC)""; ""Coalition for Networked Information (CNI)""; ""Institute of Electrical and Electronics Engineers (IEEE)""; ""Instructional Management System (IMS) Global Learning Consortium""; ""International Organization for Standardization (ISO)""; ""Multimedia Educational Resource for Learning and Online Teaching (MERLOT)""; ""Schools Interoperability Framework (SIF)""; ""Summary""; ""References""
: ""Game Engines""""Connectivity""; ""Utilities""; ""Managing Complexity""; ""Business Strategies""; ""Business Technologies""; ""Development Technologies""; ""Summary""; ""References""; ""CHAPTER 4 STANDARDS""; ""Introduction""; ""Platform Standards""; ""Console Standards""; ""PC Standards""; ""Handheld Standards""; ""Cell Phone Standards""; ""Game Standards""; ""Game Genres""; ""Game Rating Standards""; ""Game Design Notation Standards""; ""Data Flow Diagrams""; ""Unified Modeling Language (UML)""; ""Asset Standards""; ""Graphic Formats""; ""Form""; ""Fonts""; ""Audio""
Abstract : Annotation With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry. Developing Serious Games is a practical handbook that details what's involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training & development. From there it continues with a discussion of the enabling technology trends, emerging standards, and the tools that promise to reinforce the current trajectory of development and user demand for serious games. The second half of the book emphasizes the economic realities of the serious games industry, including and evaluation of the market, the economic potential of the space, and the customer base. The book culminates with a serious game design document that illustrates the important differences between entertainment games and serious games. It also provides a look to the future of serious gaming from a developer's perspective. The book is written for students, established game developers, and professionals in related fields, such as modeling and simulation or instructional design, who are skilled in training with traditional approaches and tools. It is also applicable to programmers, graphic artists, and management contemplating or involved in the development of serious games.
Subject : Computer games-- Design.
Subject : Computer games-- Programming.
Subject : Computer games-- Design.
Subject : Computer games-- Design.
Subject : Computer games-- Programming.
Subject : Computer games-- Programming.
Subject : GAMES-- Video Electronic.
Dewey Classification : ‭794.8/1526‬
LC Classification : ‭QA76.76.C672‬‭B43 2006eb‬
NLM classification : ‭AP 99550‬rvk
: ‭DP 2600‬rvk
: ‭SU 500‬rvk
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