
The term serious games has become more popular for example in the fields of education, business, welfare and safety. What the concept itself means has stayed unsolved though most have agreed that serious games are games or game-like interactive systems developed with game technology and design principles for aprimary 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 anygenre, use any game technology, and be developed for any platform. They can be entertaining, but usually teach something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens. It ocuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism. Includes an overview of different aspects of serious games fields from a multidisciplinary perspective Authored by an international group of experts in the field
- ISBN: 978-1-4020-9495-8
- Editorial: Springer
- Encuadernacion: Cartoné
- Páginas: 220
- Fecha Publicación: 01/02/2009
- Nº Volúmenes: 1
- Idioma: Inglés