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Serious Games100%: Springer: Serious Games (ISBN: 9783319406121) 2016, Erstausgabe, in Englisch, Taschenbuch.
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Serious Games - Foundations, Concepts and Practice71%: Ralf Dorner: Serious Games - Foundations, Concepts and Practice (ISBN: 9783319406114) 2016, in Englisch, Broschiert.
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Preise201620192020
Schnitt 66,55 63,70 62,92
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Bester Preis: 3,67 (vom 13.03.2019)
1
9783319406121 - Springer: Serious Games, Foundations, Concepts and Practice
Springer

Serious Games, Foundations, Concepts and Practice (2016)

Lieferung erfolgt aus/von: Niederlande DE NW EB

ISBN: 9783319406121 bzw. 3319406124, in Deutsch, Springer, neu, E-Book.

61,70
unverbindlich
Lieferung aus: Niederlande, Direct beschikbaar.
bol.com.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the bo... This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.Taal: Engels;Formaat: ePub met kopieerbeveiliging (DRM) van Adobe;Kopieerrechten: Het kopiëren van (delen van) de pagina's is niet toegestaan ;Geschikt voor: Alle e-readers te koop bij bol.com (of compatible voor PDF of ePub). Telefoons en tablets met Google Android (1.6 of hoger) voorzien van bol.com boekenbol app. PC en Mac;Verschijningsdatum: augustus 2016;ISBN10: 3319406124;ISBN13: 9783319406121; Engelstalig | Ebook | 2016.
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9783319406121 - Springer: Serious Games
Springer

Serious Games (2016)

Lieferung erfolgt aus/von: Deutschland DE NW EB

ISBN: 9783319406121 bzw. 3319406124, in Deutsch, Springer, neu, E-Book.

Lieferung aus: Deutschland, Sofort per Download lieferbar.
Foundations, Concepts and Practice This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as Introduction to Serious Games, Entertainment Technology, Serious Game Design, Game-based Learning, and Applications of Serious Games. 25.08.2016, PDF.
3
9783319406114 - Ralf Dörner; Stefan Göbel; Wolfgang Effelsberg; Josef Wiemeyer: Serious Games
Ralf Dörner; Stefan Göbel; Wolfgang Effelsberg; Josef Wiemeyer

Serious Games

Lieferung erfolgt aus/von: Deutschland ~EN HC NW

ISBN: 9783319406114 bzw. 3319406116, vermutlich in Englisch, Springer Shop, gebundenes Buch, neu.

Lieferung aus: Deutschland, Lagernd.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”. Hard cover.
4
9783319406121 - Ralf Dörner; Stefan Göbel; Wolfgang Effelsberg; Josef Wiemeyer: Serious Games
Ralf Dörner; Stefan Göbel; Wolfgang Effelsberg; Josef Wiemeyer

Serious Games

Lieferung erfolgt aus/von: Japan DE NW EB DL

ISBN: 9783319406121 bzw. 3319406124, in Deutsch, Springer Shop, neu, E-Book, elektronischer Download.

71,72 (¥ 8.984)¹
unverbindlich
Lieferung aus: Japan, Lagernd, zzgl. Versandkosten.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”. eBook.
5
9783319406114 - Ralf D?rner: Serious Games - Foundations, Concepts and Practice
Ralf D?rner

Serious Games - Foundations, Concepts and Practice

Lieferung erfolgt aus/von: Deutschland DE HC NW

ISBN: 9783319406114 bzw. 3319406116, in Deutsch, Springer-Verlag Gmbh, gebundenes Buch, neu.

Lieferung aus: Deutschland, Versandkostenfrei.
Serious Games: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as `Introduction to Serious Games`, `Entertainment Technology`, `Serious Game Design`, `Game-based Learning`, and `Applications of Serious Games`. Englisch, Buch.
6
9783319406114 - Serious Games

Serious Games

Lieferung erfolgt aus/von: Vereinigtes Königreich Großbritannien und Nordirland DE NW

ISBN: 9783319406114 bzw. 3319406116, in Deutsch, neu.

48,18 (£ 42,33)¹
versandkostenfrei, unverbindlich
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.  Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.  Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Lea ...
7
9783319406121 - Josef Wiemeyer, Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg: Serious Games
Josef Wiemeyer, Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg

Serious Games (2016)

Lieferung erfolgt aus/von: Deutschland DE NW EB DL

ISBN: 9783319406121 bzw. 3319406124, in Deutsch, Springer, Springer, Springer, neu, E-Book, elektronischer Download.

Lieferung aus: Deutschland, in-stock.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Learning", and.
8
9783319406121 - Josef Wiemeyer, Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg: Serious Games
Josef Wiemeyer, Ralf Dörner, Stefan Göbel, Wolfgang Effelsberg

Serious Games (2016)

Lieferung erfolgt aus/von: Frankreich EN NW EB DL

ISBN: 9783319406121 bzw. 3319406124, in Englisch, Springer, Springer, Springer, neu, E-Book, elektronischer Download.

Lieferung aus: Frankreich, in-stock.
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to lear.
9
9783319406114 - Serious Games als von

Serious Games als von (2016)

Lieferung erfolgt aus/von: Vereinigtes Königreich Großbritannien und Nordirland DE NW

ISBN: 9783319406114 bzw. 3319406116, in Deutsch, Springer-Verlag GmbH, neu.

Lieferung aus: Vereinigtes Königreich Großbritannien und Nordirland, Versandkostenfrei.
Serious Games ab 71.49 EURO Foundations, Concepts and Practice. 1st ed. 2016.
10
9783319406121 - Serious Games

Serious Games

Lieferung erfolgt aus/von: Deutschland DE PB NW

ISBN: 9783319406121 bzw. 3319406124, in Deutsch, Springer International Publishing, Taschenbuch, neu.

83,49 + Versand: 7,50 = 90,99
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