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Serious Games - Foundations, Concepts and Practice
Ralf Dörner; Stefan Göbel; Wolfgang Effelsberg; Josef Wiemeyer
Springer International Publishing AG (2016)
Kovakantinen kirja
91,40
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ostoskoriin kpl
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Entertainment Computing and Serious Games - International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015,
Ralf Dörner; Stefan Göbel; Michael Kickmeier-Rust; Maic Masuch; Katharina Zweig
Springer International Publishing AG (2016)
Pehmeäkantinen kirja
51,40
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ostoskoriin kpl
Siirry koriin
Serious Games - Foundations, Concepts and Practice
Ralf Dörner; Stefan Göbel; Wolfgang Effelsberg; Josef Wiemeyer
Springer International Publishing AG (2018)
Pehmeäkantinen kirja
66,40
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ostoskoriin kpl
Siirry koriin
Virtual und Augmented Reality (VR/AR) : Grundlagen und Methoden der Virtuellen und Augmentierten Realität
Ralf Dörner (ed.); Wolfgang Broll (ed.); Paul Grimm (ed.); Bernhard Jung (ed.)
Springer Vieweg (2019)
Pehmeäkantinen kirja
36,90
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ostoskoriin kpl
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arc42 by Example - Software architecture documentation in practice
Dr. Gernot Starke; Michael Simons; Stefan Zorner; Ralf D. Muller
Packt Publishing Limited (2019)
Pehmeäkantinen kirja
37,80
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ostoskoriin kpl
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Mercury Contaminated Sites - Characterization, Risk Assessment and Remediation
Ralf Ebinghaus; Ralph R. Turner; Luiz D. de Lacerda; O. Vasiliev; Wim Salomons
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG (1998)
Kovakantinen kirja
179,00
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ostoskoriin kpl
Siirry koriin
Mercury Contaminated Sites - Characterization, Risk Assessment and Remediation
Ralf Ebinghaus; Ralph R. Turner; Luiz D. de Lacerda; O. Vasiliev; Wim Salomons
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG (2011)
Pehmeäkantinen kirja
179,00
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ostoskoriin kpl
Siirry koriin
Mobile Business - Märkte, Techniken, Geschäftsmodelle
Bernd Diederich; Thomas Lerner; Roland D. Lindemann; Ralf Vehlen
Gabler (2014)
Pehmeäkantinen kirja
52,80
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ostoskoriin kpl
Siirry koriin
Mobile Business - Markte, Techniken, Geschaftsmodelle
Bernd Diederich; Thomas Lerner; Roland D. Lindemann; Ralf Vehlen
Gabler Verlag (2001)
Kovakantinen kirja
96,90
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Serious Games - Foundations, Concepts and Practice
91,40 €
Springer International Publishing AG
Sivumäärä: 421 sivua
Asu: Kovakantinen kirja
Painos: 1st ed. 2016
Julkaisuvuosi: 2016, 02.09.2016 (lisätietoa)
Kieli: Englanti
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 andterminology 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”.

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