Intelligent Systems, Control and Automation: Science and Engineering Ser.: Design and Use of Serious Games by Pekka Neittaanmäki (2008, Hardcover)

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About this product

Product Identifiers

PublisherSpringer Netherlands
ISBN-101402094957
ISBN-139781402094958
eBay Product ID (ePID)71703870

Product Key Features

Number of PagesVIII, 206 Pages
LanguageEnglish
Publication NameDesign and Use of Serious Games
Publication Year2008
SubjectProgramming / Games, Software Development & Engineering / General, Computer Simulation, Industrial Design / General
TypeTextbook
AuthorPekka Neittaanmäki
Subject AreaComputers, Technology & Engineering
SeriesIntelligent Systems, Control and Automation: Science and Engineering Ser.
FormatHardcover

Dimensions

Item Height0.2 in
Item Weight37.4 Oz
Item Length9.3 in
Item Width6.1 in

Additional Product Features

Intended AudienceScholarly & Professional
LCCN2008-939845
ReviewsFrom the reviews: "Kankaanranta and Neittaanmäki (Univ. of Jyväskylä, Finland) provide an eclectic collection of 13 papers focused on the emerging field of serious games ... . The volume is divided into four sections ... . The papers are derived from presentations made at a serious games conference held in 2008 at the Univ. of Jyväskylä ... . it provides those who are currently engaged in or contemplating serious game development with potentially new insights and issues to consider. Summing Up: Recommended. Researchers/faculty and professionals/practitioners." (A. Chen, Choice, Vol. 47 (1), September, 2009), From the reviews: "Kankaanranta and Neittaanmki (Univ. of Jyvskyl, Finland) provide an eclectic collection of 13 papers focused on the emerging field of serious games ... . The volume is divided into four sections ... . The papers are derived from presentations made at a serious games conference held in 2008 at the Univ. of Jyvskyl ... . it provides those who are currently engaged in or contemplating serious game development with potentially new insights and issues to consider. Summing Up: Recommended. Researchers/faculty and professionals/practitioners." (A. Chen, Choice, Vol. 47 (1), September, 2009), From the reviews:"Kankaanranta and Neittaanmäki (Univ. of Jyväskylä, Finland) provide an eclectic collection of 13 papers focused on the emerging field of serious games … . The volume is divided into four sections … . The papers are derived from presentations made at a serious games conference held in 2008 at the Univ. of Jyväskylä … . it provides those who are currently engaged in or contemplating serious game development with potentially new insights and issues to consider. Summing Up: Recommended. Researchers/faculty and professionals/practitioners." (A. Chen, Choice, Vol. 47 (1), September, 2009), From the reviews:"Kankaanranta and Neittaanm ki (Univ. of Jyv skyl , Finland) provide an eclectic collection of 13 papers focused on the emerging field of serious games _ . The volume is divided into four sections _ . The papers are derived from presentations made at a serious games conference held in 2008 at the Univ. of Jyv skyl _ . it provides those who are currently engaged in or contemplating serious game development with potentially new insights and issues to consider. Summing Up: Recommended. Researchers/faculty and professionals/practitioners." (A. Chen, Choice, Vol. 47 (1), September, 2009)
Series Volume Number37
Number of Volumes1 vol.
IllustratedYes
Dewey Decimal794.82
Table Of ContentGame Production.- Three Approaches Towards Teaching Game Production.- Design and Architecture of Sidh - a Cave Based Firefighter Training Game.- Human-Centred Design and Exercise Games.- Children's Involvement in the Design of Game-Based Learning Environments.- Learning.- Designing Serious Games for Computer Assisted Language Learning - a Framework for Development and Analysis.- Competence Complexity and Obvious Learning.- The Attitudes of Finnish School Teachers Towards Commercial Educational Games.- Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games.- Social Perspective.- Let's Play Together with the Camera of Your Mobile Device.- AnimalClass: Social Networks in Gaming.- Multiplayer Interface for a Computer-Augmented Learning Game.- Technical Applications.- RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue.- VIPROSA - Game-like Tool for Visual Process Simulation and Analysis.
SynopsisSerious games offer an engaging, self-reinforcing context in which to motivate and educate the players. This book provides a multidisciplinary perspective on different aspects of the serious game field., Part I Game Production: Three Approaches Towards Teaching Game Production, by Tuomas Mäkilä, Harri Hakonen, Jouni Smed, Andy Best; Design and Architecture of Sidh - a Cave Based Firefighter Training Game, by Mikael Lebram, Per Backlund, Henrik Engström, Mikael Johannesson; Human-Centred Design and Exercise Games - User's Experiences of a Fitness Adventure Prototype, by Antti Väätänen, Jaana Leika; Children's Involvement in the Design of Game-Based Learning Environments. Cases Talarius and Virtual Peatland, by Tuula Nousiainen; Part II Learning: Designing Serious Games for Computer Assisted Language Learning - a Framework for Development and Analysis, by Bente Meyer, Birgitte Holm S rensen; Competence Complexity and Obvious Learning; Experience from Making a Language Learning Game, by Ellen Brox, Audun Heggelund, Gunn Evertsen; The Attitudes of Finnish School Teachers Towards Commercial Educational Games, by Minna Klemetti, Olli Taimisto, Paula Karppinen; Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games, by Pilar Lacasa, Laura Méndez, Rut Martíne; Part III Social Perspective: Let's Play Together with the Camera of Your Mobile Device, by Ekaterina Kuts, Carolina Islas-Sedano, Erkki Sutinen; AnimalClass: Social Networks in Gaming, by Harri Ketamo, Marko Suominen; Multiplayer Interface for a Computer-Augmented Learning Game, by Ari Putkonen, Markus Forstén; Part IV Technical Applications: RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue, by Narciso González, Igor Kalyakin, Heikki Lyytinen; VIPROSA - Game-like Tool for Visual Process Simulation and Analysis, by Tapani Liukkonen., During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players., During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.
LC Classification NumberTA174

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