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Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf Dörner,Stefan Göbel,Katharina Zweig Textbook 2016 Springer Internation

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https://doi.org/10.1007/978-981-33-6617-6h in the area of entertainment computing and serious games. The chapter starts with defining key terminology. It then illustrates benefits and challenges in this area of research by discussing the development of educational games, one of the most recognized subsets of serious games. Describing and c
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From RDF to Natural Language and Backm in 1970, or indeed Ben Sawyer’s popularization of it in 2002. However, considering the rich history of purposing non-digital games, itself preceded by discussions of purposing play that are traceable to the work of Plato, it can be said that Serious Games is a contemporary manifestation of centuri
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Shen Wang,Thomas Weber,Dieter Schramml areas in game design by incorporating the different contexts of design and their use. In addition, we leverage these contexts to suggest four guidelines that support . in serious game design. We conclude by discussing a number of specific areas in which ethics plays a role in serious game design.
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New Instruments for Monetary Policy,ritical to recognize that academic research of serious games does not occur in a vaccum. Direct partnerships between universities and commercial organizations are increasingly common, as well as between research institutes and the contexts that their serious games are deployed in. Commercial product
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A Russian Sentimentalist: I. I. Dmitrievis. In this chapter we discuss the fundamental aspects that define a game and show how these aspects are captured by means of the so-called game development tools. In particular, we show: (.) how the various historical tools have always been intrinsically inspired by the dominant programming languag
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N.M. Karamzin’s Preromantic Periodas. All in common is the underlying software. This chapter gives an overview on the technical aspects of serious games including their software architectures and engines. As the general topic is manifold and the technical aspects of serious game software are quite comprehensive, this chapter covers
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https://doi.org/10.1007/978-1-137-30450-6ries to ground their work in theoretical framework. We draw on recent meta-reviews to offer an exhaustive inventory of known learning and affective outcomes in serious games, and to discuss assessment methods valuable not only for research but also for efficient serious game design. The implementati
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