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Serious Games: Games That Educate, Train, and Inform (Englisch) Taschenbuch – 10. Dezember 2005

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Part 1. What are Serious Games? 1. New Opportunites for Game Developers 2. Serious Games Defined 3. Serious Games Design and Development Issues Part 2. Serious Games Markets 4. Military Games 5. Government Games 6. Educational Games 7. Corporate Games 8. Healthcare Games 9. Political, Religious, and Art Games 10. Final Thoughts Part 3. Appendixes Appendix A: Resources Appendix B: Serious Games Survey Results Appendix C: Bibliography


"Serious Games: Games that Educate, Train, and Inform" will help you learn how to take what you've learned in making games for fun, and apply it to making "serious games": games for education, training, healing, and more. It will provide an overview of all of the major markets for serious games. This overview will include examples of what has been done with video games in these markets, and what is anticipated in the future, including market scope, goals of each emerging market, game types offering greatest potential, the shortest route to market by category, development budgets by category, and barriers for developers to consider.

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Amazon.com: 3 Rezensionen
13 von 14 Kunden fanden die folgende Rezension hilfreich
Superb Overview for both Novice Games, and Non-Gamer Sponsors of Games 25. Februar 2007
Von Robert David STEELE Vivas - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
This book is exactly what I hoped for when I ordered it from Amazon. In fact, it is much more. The first part, in three chapters, talks about new opportunities for game developers, defines serious games, and talks about design and development issues.

Then the book surprises. It has entire chapters on EACH of the following: Military Games, Government Games, Educational Games, Corporate Games, Healthcare Games, and a chapter on Political, Religious, and Art Games.

Following final thoughts, the book surprises again. The appendices are world-class. Appendix A is a tremendous listing of Conferences (13 in all), and Organizations (6), Contests (1, Hidden Agenda, $25K prize--we need MORE); web sites (6, less impressive than I hoped), and publications (5). Appendix B is a survey with results, and Appendix C is a very fine bibliography as well as a very helpful Glossary of terms in the field, and an index.

Ever since I saw the US Army sponsor the Serious Games summit, and then saw the emergent success of Games for Change, I realized that we were at the beginning of a major explosion of innovation that could change the world.

In my view, Serious Games need to become the new hub for life-long education, for inter-cultural understanding, and for simulating belief systems, including evil belief systems, at both the macro and micro neuroscience levels. The Earth Intelligence Network was just created this year in order to feed free real-world public intelligence to all Serious Gamers as well as to Transpartisan policy and budget developers.

In my humble opinion, Serious Games is the next big leap in the global Internet, especially when integrated with the Way of the Wiki such that open source software standards can allow games on every threat, every policy, every budget, every location, to interact and to empower the public with tools for sense-making and consensus-building that were once limited to a small elite.

This book was everything I hoped for, and much more. I am not now and never intend to be a game developer. I want to see Serious Games expand from isolated toy-like games that focus on one small issue in isolation, to a vibrant "Co-Evolution" Sphere that in an increasingly accurate representation of the Earth, past, present, and future. This book is my ground zero in observing this field, and I have very high hopes for the future of Serious Games.
7 von 9 Kunden fanden die folgende Rezension hilfreich
An invaluable resource for anyone interested in Serious Games 16. April 2006
Von Ricardo J. Rademacher - Veröffentlicht auf Amazon.com
Format: Taschenbuch
As a Serious Game Developer, I am keenly aware of the state of our industry, of our movement. We have in a few years achieved a meteoric rise in exposure and progress but this is not enough. There are a multitude of new ideas and projects that don't know what is out there, that don't know we are out there. There is much still to be learned and only by knowing what is out there here and now can new (and old) projects hope to succeed in this nascent field.

Enter this book.

David Michael (author of "indie game developers survival guide") and Sande Chen have provided an indispensable review of this area in their book "Serious Games: Games that Educate, Train, and Inform". Touching upon all the major areas, they provide a blanket survey of the past and present efforts in this arena, introducing us along the way to the people and the companies that are changing the landscape of video games into something that transcends entertainment. The reading is light and the pace is brisk. The content is clearly broken up so that a person can skip straight to their area of interest or read it front to back and take it all in. The coverage is complete and I feel that no area of the Serious Games space was missed.

I wish I would have had this book three years ago when I started my projects. I would have had a much better idea of where I'm coming from and where I'm going. I am thankful to David and Sande for putting this book together in hopes that future developers will not have to struggle as much as I have.
4 von 6 Kunden fanden die folgende Rezension hilfreich
A good start but wants a bit more.. 23. Juli 2006
Von Simon Egenfeldt-nielsen - Veröffentlicht auf Amazon.com
Format: Taschenbuch
The book provides a good overview but stays on a quite overall level without really getting deep into the important problems in the serious games space. It seems a bit US-centric. But definitely a good companion for anyone wanting to do serious games.
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