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Serious Games Application Examples

Göbel, Stefan ; Dörner, Ralf ; Effelsberg, Wolfgang ; Wiemeyer, Josef (2016)
Serious Games Application Examples.
In: Serious Games - Foundations, Concepts and Practice
doi: 10.1007/978-3-319-40612-1_12
Buchkapitel, Bibliographie

Kurzbeschreibung (Abstract)

Serious games are useful in a broad spectrum of application domains—ranging from educational games for younger audiences, to collaborative training and simulation environments for industry, or games for health and behavior change. Other examples include games for culture and tourism, marketing and advertising, participation and planning for public awareness, and social impact games covering societal relevant topics such as security, religion, climate, or energy. This chapter starts with a technology-driven approach to the broad field of serious games and an introduction of the most relevant application areas of serious games, with a rough summary of their characteristics in terms of domain-specific economic and technical aspects. Then, a set of selected best-practice examples per serious game application area is provided. Hereby, a coherent description format is used based on a first version of a metadata format for serious games introduced by Göbel in 2011, which considers typical descriptive elements for games used in game archives and game rating systems. Description elements contain the title of a serious game, its application area and target user group, its characterizing goal and a short description of the gameplay (including a snapshot), distribution info (including access to the game, supported platforms, and price), economic information (business model and development costs), quality information (evaluation studies, certificates, ratings, awards), and further information (point of contact, website, developer, publisher). Combining economic and quality information provides valuable indicators for potential customers about the cost-benefit ratio of the serious games.

Typ des Eintrags: Buchkapitel
Erschienen: 2016
Autor(en): Göbel, Stefan ; Dörner, Ralf ; Effelsberg, Wolfgang ; Wiemeyer, Josef
Art des Eintrags: Bibliographie
Titel: Serious Games Application Examples
Sprache: Englisch
Publikationsjahr: 26 August 2016
Ort: Berlin
Verlag: Springer
(Heft-)Nummer: 1
Buchtitel: Serious Games - Foundations, Concepts and Practice
DOI: 10.1007/978-3-319-40612-1_12
URL / URN: http://www.springer.com/de/book/9783319406114
Kurzbeschreibung (Abstract):

Serious games are useful in a broad spectrum of application domains—ranging from educational games for younger audiences, to collaborative training and simulation environments for industry, or games for health and behavior change. Other examples include games for culture and tourism, marketing and advertising, participation and planning for public awareness, and social impact games covering societal relevant topics such as security, religion, climate, or energy. This chapter starts with a technology-driven approach to the broad field of serious games and an introduction of the most relevant application areas of serious games, with a rough summary of their characteristics in terms of domain-specific economic and technical aspects. Then, a set of selected best-practice examples per serious game application area is provided. Hereby, a coherent description format is used based on a first version of a metadata format for serious games introduced by Göbel in 2011, which considers typical descriptive elements for games used in game archives and game rating systems. Description elements contain the title of a serious game, its application area and target user group, its characterizing goal and a short description of the gameplay (including a snapshot), distribution info (including access to the game, supported platforms, and price), economic information (business model and development costs), quality information (evaluation studies, certificates, ratings, awards), and further information (point of contact, website, developer, publisher). Combining economic and quality information provides valuable indicators for potential customers about the cost-benefit ratio of the serious games.

Fachbereich(e)/-gebiet(e): 18 Fachbereich Elektrotechnik und Informationstechnik
18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik
18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik > Multimedia Kommunikation
Hinterlegungsdatum: 20 Okt 2016 07:10
Letzte Änderung: 24 Jan 2023 13:54
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