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.
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.

Design and Use of Serious Games
206
Design and Use of Serious Games
206Paperback(Softcover reprint of hardcover 1st ed. 2009)
Product Details
ISBN-13: | 9789048181414 |
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Publisher: | Springer Netherlands |
Publication date: | 12/14/2010 |
Series: | Intelligent Systems, Control and Automation: Science and Engineering , #37 |
Edition description: | Softcover reprint of hardcover 1st ed. 2009 |
Pages: | 206 |
Product dimensions: | 6.10(w) x 9.25(h) x 0.02(d) |