Cover image for Developing Serious Games.
Developing Serious Games.
Title:
Developing Serious Games.
Author:
Bergeron, Bryan.
ISBN:
9781584506409
Personal Author:
Physical Description:
1 online resource (481 pages)
Contents:
CONTENTS -- INTRODUCTION -- CHAPTER 1 HISTORICAL PERSPECTIVE -- Introduction -- The Industrial-Military Complex -- Evolution of Serious Games in Medicine -- Computer-Aided Instruction -- Enabling Hardware -- Development Examples -- Significance -- Commercial Games and Computing Platforms -- Arcade Games -- Consoles -- Networked Desktop and Console Games -- Handheld Games -- Cell Phone Games -- Summary -- References -- CHAPTER 2 WORKING CONTEXT -- Introduction -- Contemporary Serious Games -- Games with an Agenda -- Activism Games -- Advergames -- Business Games -- Exergaming -- Health and Medicine Games -- News Games -- Political Games -- Realistic Games -- Core Competency Games -- Repurposed Commercial Off-the-Shelf (COTS) Games -- Modified Games (Mods) -- The Value Proposition -- Economics -- Educational Effectiveness -- Case-Based Curricula -- Emergent Behavior -- Efficacy -- Social Impact Games -- Summary -- References -- CHAPTER 3 TECHNOLOGY TRENDS -- Introduction -- Hardware Platforms -- Computer Hardware -- Video Hardware -- Asset Acquisition Hardware -- Middleware -- Game Engines -- Connectivity -- Utilities -- Managing Complexity -- Business Strategies -- Business Technologies -- Development Technologies -- Summary -- References -- CHAPTER 4 STANDARDS -- Introduction -- Platform Standards -- Console Standards -- PC Standards -- Handheld Standards -- Cell Phone Standards -- Game Standards -- Game Genres -- Game Rating Standards -- Game Design Notation Standards -- Data Flow Diagrams -- Unified Modeling Language (UML) -- Asset Standards -- Graphic Formats -- Form -- Fonts -- Audio -- Communications Standards -- Wired Standards -- Wireless Standards -- Interoperability -- Advanced Distributed Learning (ADL) Initiative -- Aviation Industry CBT Committee (AICC) -- Coalition for Networked Information (CNI).

Institute of Electrical and Electronics Engineers (IEEE) -- Instructional Management System (IMS) Global Learning Consortium -- International Organization for Standardization (ISO) -- Multimedia Educational Resource for Learning and Online Teaching (MERLOT) -- Schools Interoperability Framework (SIF) -- Summary -- References -- CHAPTER 5 BEST PRACTICES -- Introduction -- User Interface -- Physical Interface -- Graphical Interface -- Logical Interface -- Emotional Interface -- Intelligent Interface -- Emotionally Intelligent Interface -- Interface Dialogues -- Programming -- Languages -- Data Structures and Algorithms -- Program Flow Diagrams -- Code Review -- Working with Assets -- Asset Types -- Master Asset List -- Actor Descriptions -- Player Character -- Non-Player Character -- Vehicles -- Effectors -- Effector Matrices -- Level Design -- Level Maps -- Level Logic -- Archiving -- Assessment -- Nomenclature -- Protocols -- Reporting -- Summary -- References -- CHAPTER 6 TOOLS -- Introduction -- Design Software -- Hardware -- Development Hardware -- Data Acquisition Hardware -- Embedded Hardware -- Prototyping Software -- Serious Content -- Gameplay -- Game Engines and Development Environments -- Code Creation and Management -- Editors -- Compilers and Scripting Languages -- Utilities -- Middleware -- Asset Creation and Manipulation Software -- 2D Image Tools -- 3D Image Tools -- Video Software Tools -- Audio Tools -- Management Software -- Project Management -- Asset Management -- Testing Management -- Deployment Software -- Packaging -- Installation -- Documentation and Help -- Distribution Software -- Development Suites -- Achilles 3D Anatomy Trainer -- Augmented Reality Medical Simulator -- Summary -- References -- CHAPTER 7 SERIOUS BUSINESS -- Introduction -- Entertainment Games Industry -- The Numbers -- Trends -- Serious Games Market.

Business Models -- Markets -- Stakeholders -- Customer Base -- Technology Adoption -- Rising Expectations -- Human Resources -- Legal Issues -- Intellectual Property -- Government Contracts -- Medical Devices -- Risk Management -- Timing -- Strategy -- Knowledge Management -- Public Relations -- Summary -- References -- CHAPTER 8 SERIOUS GAME DESIGN -- Introduction -- Serious Game Design Document -- Overview -- Requirements Specification -- Purpose of Game -- Scope -- Goals -- Background -- Player Profiles -- Needs of the Supporting Organization -- Usability Requirements -- Use Environment -- Source of Entertainment Content -- Source of Serious Content -- KSA Requirements -- Business Requirements -- Technical Requirements -- Conceptual Requirements -- Game Features and Differentiation -- Feasibility -- Open Issues and Assumptions -- Technical Architecture -- Major Development Tasks -- Technical Analysis -- Platform Requirements -- Coding Style -- Compatibility Standards -- External Interfaces -- Distribution Media -- Multiplayer and Networking -- Saving and Persistence -- Data Security Plan -- Game Design -- Concept -- Game Features -- Setting -- Story and Backstory -- Characters -- Effectors -- Game Flow -- Screens and Menus -- Controls -- Options -- Sound and Music -- Level (n) Overview -- Level (n) Environment -- Level (n) Map -- Level (n) Fun Elements -- Level (n) Logic -- Level (n) HUD -- Level (n) NPCs -- Level (n) Effectors -- Level (n) Equipment -- Level (n) Vehicles -- Level (n) Cameras -- Level (n) Objectives -- Level (n) Introductory Material -- Level (n) Gameplay -- Level (n) Closing Material -- Level (n) Scoring -- Level (n) Cheat Codes -- Level (n) Assets -- Cutscenes -- Score Tracking -- Help -- Localization -- Programming -- Development Hardware -- Development Software -- Game Mechanics -- Asset Acquisition and Development -- ArtBible.

Master Asset List -- Software -- Testing and Debugging -- Code Review Procedure -- Testing Procedure -- Tools -- Deployment -- Packaging -- Documentation -- Setup -- Distribution -- Assessment -- Maintenance and Troubleshooting -- Touch Points -- Support Software -- Project Management -- Development Plan -- Human Resources -- Cost and Revenue Projections -- Legal -- Intellectual Property -- Risk Analysis -- References -- Appendices -- Summary -- References -- CHAPTER 9 OUTLOOK -- Introduction -- Serious Games Technology -- Augmented Reality (AR) Games -- Personal Games -- Social Games -- Emergent Games -- Pervasive Games -- Significance -- Career Opportunities -- Job Market -- The Numbers -- Quality of Life -- Global Competition -- Summary -- References -- APPENDIX A: GLOSSARY -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- X -- APPENDIX B: ACRONYMS -- APPENDIX C: FILE FORMATS -- APPENDIX D: SERIOUS GAMES DESIGN DOCUMENT OUTLINE -- APPENDIX E: A BRIEF BUSINESS PLAN PRIMER -- Executive Summary -- Vision and Mission -- Business Structure -- Product Strategy -- Market Analysis -- Marketing Plan -- Financial Plan -- Supporting Documents -- Reference -- APPENDIX F: RESOURCES -- Academia -- Business Development -- Conferences -- Game Design -- Game Engines -- Online Information Sources -- Intellectual Property -- Medical Organizations -- Military Organizations -- Multimedia Sources -- Must Play -- Must Reads -- Books -- Magazines -- Niche Reads -- Books and Monographs -- Magazines -- Standards Organizations -- Training and Development Organizations -- Vendors -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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