標(biāo)題: Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf D?rner,Stefan G?bel,Katharina Zweig Textbook 2016 Springer Internation [打印本頁] 作者: 馬用 時間: 2025-3-21 17:58
書目名稱Entertainment Computing and Serious Games影響因子(影響力)
書目名稱Entertainment Computing and Serious Games影響因子(影響力)學(xué)科排名
書目名稱Entertainment Computing and Serious Games網(wǎng)絡(luò)公開度
書目名稱Entertainment Computing and Serious Games網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Entertainment Computing and Serious Games被引頻次
書目名稱Entertainment Computing and Serious Games被引頻次學(xué)科排名
書目名稱Entertainment Computing and Serious Games年度引用
書目名稱Entertainment Computing and Serious Games年度引用學(xué)科排名
書目名稱Entertainment Computing and Serious Games讀者反饋
書目名稱Entertainment Computing and Serious Games讀者反饋學(xué)科排名
作者: 實(shí)現(xiàn) 時間: 2025-3-21 20:56 作者: 吵鬧 時間: 2025-3-22 01:32
https://doi.org/10.1007/978-1-4471-5598-0ous games and presents the core challenges around designing and implementing such systems. Examples of how adaptability and adaptivity may be put into practice in specific application scenarios, such as motion-based games for health, or personalized learning games, are presented to illustrate approa作者: Eosinophils 時間: 2025-3-22 06:03 作者: 大暴雨 時間: 2025-3-22 10:21 作者: commune 時間: 2025-3-22 14:43
Games for Health,proving all areas of individual and public health. Recent research and early commercial releases deliver convincing evidence that playful applications and games for health in particular offer approaches that can help overcome the motivational barriers which often restrain successful health treatment作者: commune 時間: 2025-3-22 18:19
Serious Games Evaluation: Processes, Models, and Concepts,lenges which might occur in this context. In order to enable the reader to face these challenges, we present a framework of evaluation-driven design which offers guidance in the evaluation process. Other models which address different challenges are described before three examples of commendably eva作者: assent 時間: 2025-3-22 22:00 作者: 數(shù)量 時間: 2025-3-23 03:38
Social Network Games,c use is illustrated by connecting theories from both worlds and naming best practice examples. Furthermore, specific aspects in the design and development of SNGs are discussed. Examples are establishment of deep learning and critical issues as monetarization strategies of developers or toxic behav作者: 調(diào)味品 時間: 2025-3-23 06:55
Pervasive Games, to application and how that relates to budget and marketing efforts. Finally, it provides recommendations for further reading and some research questions towards using pervasive games in mobile educational research.作者: Uncultured 時間: 2025-3-24 01:54
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作者: 無所不知 時間: 2025-3-24 04:25
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作者: 反感 時間: 2025-3-24 07:51
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. 作者: Contort 時間: 2025-3-24 14:02
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作者: 牙齒 時間: 2025-3-24 17:36 作者: 有危險(xiǎn) 時間: 2025-3-24 20:04
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作者: 異端邪說2 時間: 2025-3-25 01:03
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 作者: certain 時間: 2025-3-25 04:37 作者: right-atrium 時間: 2025-3-25 11:18
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作者: 手段 時間: 2025-3-25 13:25 作者: 希望 時間: 2025-3-25 17:27 作者: 沖擊力 時間: 2025-3-25 21:30 作者: RECUR 時間: 2025-3-26 03:07
https://doi.org/10.1007/978-3-319-40916-0tion 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作者: 外來 時間: 2025-3-26 05:37
https://doi.org/10.1007/978-1-4471-5598-0ogeneous user groups in particular, since they can benefit from customized experiences that respond to the individual traits of the players. In the context of games, adaptivity describes the automatic adaptation of game elements, i.e., of content, user interfaces, game mechanics, game difficulty, et作者: amphibian 時間: 2025-3-26 08:53
Toxicants in Aqueous Ecosystemspts between gameplay and different interaction paradigms that incorporate and focus on the human body (i.e., body-based, natural and tangible interaction). It highlights challenges, potentials and pitfalls of physical interactions and discusses the role of the human mind-body relation as a fundament作者: 起波瀾 時間: 2025-3-26 16:28 作者: Aerophagia 時間: 2025-3-26 18:16 作者: organic-matrix 時間: 2025-3-26 21:48 作者: Climate 時間: 2025-3-27 02:31
https://doi.org/10.1007/978-3-7091-0730-0torytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling is presented including example experiences, authoring tools and challenges in the field combined with examples of serious games. This chapter closes co作者: 隱語 時間: 2025-3-27 05:53 作者: Cloudburst 時間: 2025-3-27 11:35
978-3-319-46151-9Springer International Publishing AG 2016作者: 凌辱 時間: 2025-3-27 16:12 作者: 發(fā)酵劑 時間: 2025-3-27 20:42 作者: notion 時間: 2025-3-28 01:45
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/e/image/311607.jpg作者: 殺人 時間: 2025-3-28 05:19 作者: Arboreal 時間: 2025-3-28 09:35
A Brief History of Serious Games,m 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作者: 可觸知 時間: 2025-3-28 10:53 作者: 信條 時間: 2025-3-28 16:40 作者: receptors 時間: 2025-3-28 19:48 作者: Grievance 時間: 2025-3-29 02:20 作者: ACME 時間: 2025-3-29 05:14
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 作者: Notify 時間: 2025-3-29 07:42 作者: Handedness 時間: 2025-3-29 11:39
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作者: Hemodialysis 時間: 2025-3-29 18:08 作者: 共同時代 時間: 2025-3-29 22:47
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作者: 范圍廣 時間: 2025-3-30 03:04
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.作者: 迅速成長 時間: 2025-3-30 06:07
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作者: Delude 時間: 2025-3-30 10:17 作者: 向外才掩飾 時間: 2025-3-30 13:25
Embodied Interaction in Play: Body-Based and Natural Interaction in Games,pts between gameplay and different interaction paradigms that incorporate and focus on the human body (i.e., body-based, natural and tangible interaction). It highlights challenges, potentials and pitfalls of physical interactions and discusses the role of the human mind-body relation as a fundament作者: 占線 時間: 2025-3-30 19:04
Affective Computing in Games,pace of a learning game could be adapted, or the quality of the interaction between the player and the game could be improved – just to name two examples. This Chapter aims to give an introduction to Affective Computing with the goal of helping developers to incorporate the player’s affective data i作者: Carcinoma 時間: 2025-3-30 23:35 作者: 顯赫的人 時間: 2025-3-31 04:47 作者: 蕨類 時間: 2025-3-31 08:15 作者: 有發(fā)明天才 時間: 2025-3-31 11:42
Ethical Stewardship: Designing Serious Games Seriously,ines 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. These include games in (a) a military context, (b) the consideration of privacy issues, and (c) the evaluation of game design choices.作者: corpuscle 時間: 2025-3-31 13:27
Serious Games Architectures and Engines,ectures and engines. As the general topic is manifold and the technical aspects of serious game software are quite comprehensive, this chapter covers the basic principles of and requirements for serious game software. It depicts selected software architectures and provides examples for game engines including a description of selected components.作者: Benign 時間: 2025-3-31 18:02 作者: indignant 時間: 2025-3-31 23:18 作者: Ballerina 時間: 2025-4-1 02:37 作者: MUTED 時間: 2025-4-1 06:13
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.作者: HALO 時間: 2025-4-1 11:24
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.作者: prostatitis 時間: 2025-4-1 15:34
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.作者: GEN 時間: 2025-4-1 19:44 作者: 熱情贊揚(yáng) 時間: 2025-4-2 02:39 作者: 代理人 時間: 2025-4-2 05:04
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 Schlo? Dagstuhl in July 2015.?.作者: 嬰兒 時間: 2025-4-2 10:10 作者: 拾落穗 時間: 2025-4-2 14:18