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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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Serious Games Architectures and Engines,as. 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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Games for Learning,ries 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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Serious Games Evaluation: Processes, Models, and Concepts,manent to serious games and can be stated as the key characteristic that distinguishes serious games from other digital games. Hence, verifying that a serious game has the intended effect on the players needs to be an essential part in the development process. This and the following chapters are the
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The Experimental Method as an Evaluation Tool in Serious Games Research and Development,ch and evaluation. It explains the main terms and rules of the experimental design, as well as points out the main risks and difficulties to avoid. The chapter also explains the differences in possible conclusions between true experiments, quasi-experiments, and correlational studies.
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Operationalization and Measurement of Evaluation Constructs,tion process. Hereby, advices will be given on what has to be measured and how to quantify an abstract concept. Thus, the chapter makes two main contributions. First, general data gathering methods are described and discussed in terms of advantages and disadvantages. Second, main psychological conce
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