- Main
- Engineering
- Design and Use of Serious Games
Design and Use of Serious Games
Marja Kankaanranta, Marja Kankaanranta, Pekka NeittaanmäkiDuring 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.
该文件将通过电报信使发送给您。 您最多可能需要 1-5 分钟才能收到它。
注意:确保您已将您的帐户链接到 Z-Library Telegram 机器人。
该文件将发送到您的 Kindle 帐户。 您最多可能需要 1-5 分钟才能收到它。
请注意:您需要验证要发送到Kindle的每本书。检查您的邮箱中是否有来自亚马逊Kindle的验证电子邮件。