Ballerina 发表于 2025-4-1 02:37:31

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MUTED 发表于 2025-4-1 06:13:06

Fields of Actions for Sustainable Growth,d. 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.

HALO 发表于 2025-4-1 11:24:22

A Russian Sentimentalist: I. I. Dmitrieves/paradigms that were the most popular at the time when the tool was developed; and (.) we discuss these tools by comparing their pro and cons (typically imposed by the chosen language/paradigm or the available hardware) in order to understand the most important requirements for their next generations.

prostatitis 发表于 2025-4-1 15:34:09

Pulling It All Together, End-to-End,rs in generating large amounts of content quickly and effectively. While game developers have had many tools and methods for creating content for standard computer games, this chapter will concentrate on the types of content specific to serious games.

GEN 发表于 2025-4-1 19:44:38

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热情赞扬 发表于 2025-4-2 02:39:32

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代理人 发表于 2025-4-2 05:04:29

Textbook 2016on and gives guidance for the next generation of researchers in this field..The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015. .

婴儿 发表于 2025-4-2 10:10:07

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拾落穗 发表于 2025-4-2 14:18:37

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