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008 | 150903s2009 ne | o |||| 0|eng d | ||
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_a9781402094965 _99781402094965 |
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024 | 7 |
_a10.1007/9781402094965 _2doi |
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_a201509030259 _bVLOAD _c201404300315 _dVLOAD _y201402041348 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aTA174 | |
100 | 1 |
_aKankaanranta, Marja. _eeditor. _9311571 |
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245 | 1 | 0 |
_aDesign and Use of Serious Games / _cedited by Marja Kankaanranta, Pekka Neittaanmäki. |
264 | 1 |
_aDordrecht : _bSpringer Netherlands, _c2009. |
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300 | _brecurso en línea. | ||
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_atexto _btxt _2rdacontent |
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_acomputadora _bc _2rdamedia |
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_arecurso en línea _bcr _2rdacarrier |
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_aarchivo de texto _bPDF _2rda |
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_aIntelligent Systems, Control, and Automation: Science and Engineering ; _v37 |
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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 |
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710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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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) |
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