
Serious Games
Games that educate, train and inform
Résumé
erious Games: Games that Educate, Train, and Inform will help you learn how to take what you've learned in making games for fun and apply it to making serious games: games for education, training, healing, and more. It will provide an overview of all of the major markets for serious games. This overview will include examples of what has been done with video games in these markets, and what is anticipated in the future, including market scope, goals of each emerging market, game types offering greatest potential, the shortest route to market by category, development budgets by category, and barriers for developers to consider.
Benefits:
- Covers techniques to make entertainment-oriented games richer and provide a deeper experience.
- The focus on serious games continues to grow--from coverage in the media to conferences and buzz within the game development community.
- Provides an overview of the major markets for serious games, including current examples and future anticipation.
Sommaire
- New opportunities for game developers
- Serious games defined
- Serious games design and development issues
- Military games
- Government games
- Educational games
- Corporate games
- Healthcare games
- Political, religious, and art games
- Final thoughts
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Thomson |
Auteur(s) | David Michael, Sande Chen |
Parution | 28/09/2005 |
Nb. de pages | 300 |
Format | 18,5 x 23 |
Couverture | Broché |
Poids | 620g |
Intérieur | Noir et Blanc |
EAN13 | 9781592006229 |
ISBN13 | 978-1-59200-622-9 |
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