Design of serious games


Mildner, Philip ; Mueller, Florian 'Floyd'



DOI: https://doi.org/10.1007/978-3-319-40612-1_3
URL: http://link.springer.com/chapter/10.1007%2F978-3-3...
Document Type: Book chapter
Year of publication: 2016
Book title: Serious games : foundations, concepts and practice
Page range: 57-82
Publisher: Dörner, Ralf
Place of publication: Cham
Publishing house: Springer International Publishing
ISBN: 978-3-319-40611-4 , 978-3-319-40612-1
Publication language: English
Institution: School of Business Informatics and Mathematics > Praktische Informatik IV (Effelsberg 1989-2017)
Subject: 004 Computer science, internet
Abstract: This chapter covers the topic of creating the design of a serious game. It first presents background information on games in general, and how they create engagement in particular—essential for serious games. The actual design process is similar to designing entertainment games; however, it differs when it comes to integrating the serious content itself. This chapter emphasizes these differences. It also presents solution strategies for how to create serious games. Beginning with an initial game idea, the steps of defining constraints for the game and adding suitable game mechanics are described. Finally, ideas are presented for how to organize the development process in a holistic approach, with a tight coupling of both the gaming and serious aspects.




Dieser Eintrag ist Teil der Universitätsbibliographie.




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