Contributing Disciplines

Creating entertainment games is always an interdisciplinary effort, and becomes even more pronounced when serious game creation involves experts from a specific subject area or supporting disciplines, such as pedagogy. As these experts can come from almos

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Games Foundations, Concepts and Practice

Serious Games

Ralf Dörner Stefan Göbel Wolfgang Effelsberg Josef Wiemeyer •



Editors

Serious Games Foundations, Concepts and Practice

123

Editors Ralf Dörner Department of Design, Computer Science and Media RheinMain University of Applied Sciences Wiesbaden Germany

Wolfgang Effelsberg Lehrstuhl für Praktische Informatik IV University of Mannheim Mannheim Germany

Stefan Göbel Multimedia Communications Lab - KOM Technische Universität Darmstadt Darmstadt Germany

Josef Wiemeyer Institut für Sportwissenschaft Technische Universität Darmstadt Darmstadt Germany

ISBN 978-3-319-40611-4 DOI 10.1007/978-3-319-40612-1

ISBN 978-3-319-40612-1

(eBook)

Library of Congress Control Number: 2015938750 © Springer International Publishing Switzerland 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland

Preface

Entertainment, fun, challenge, motivation, excitement, and interest: These are some of the positive associations people have when they think about computer games. Recent developments—from powerful graphic processing units, smartphones and other mobile devices, to novel interaction devices such as 3D cameras or VR glasses—all increase the chances that the next generation of digital games will be able to strengthen these positive associations. This makes it even more tempting to think about how to use digital games for purposes other than “just” playing. Who would not want to use software, e.g., for learning that is entertaining, fun, challenging, motivating, exciting, and interesting? Who would not want to develop such software? Who would not want to provide such software to others? A serious game is a name given to computer software that tries to achieve just that. While some people think that serious games and games for learning are synonymous, digital games can be used for “ser