000 03853nam a22003855i 4500
001 283791
003 MX-SnUAN
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007 cr nn 008mamaa
008 150903s2009 ne | o |||| 0|eng d
020 _a9781402094965
_99781402094965
024 7 _a10.1007/9781402094965
_2doi
035 _avtls000336383
039 9 _a201509030259
_bVLOAD
_c201404300315
_dVLOAD
_y201402041348
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aTA174
100 1 _aKankaanranta, Marja.
_eeditor.
_9311571
245 1 0 _aDesign and Use of Serious Games /
_cedited by Marja Kankaanranta, Pekka Neittaanmäki.
264 1 _aDordrecht :
_bSpringer Netherlands,
_c2009.
300 _brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
490 0 _aIntelligent Systems, Control, and Automation: Science and Engineering ;
_v37
500 _aSpringer eBooks
505 0 _aGame 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.
520 _aDuring 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.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
700 1 _aNeittaanmäki, Pekka.
_eeditor.
_9310753
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781402094958
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4020-9496-5
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c283791
_d283791