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Processes and Models for Serious Game Design and Development

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Entertainment Computing and Serious Games

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9970))

Abstract

A serious game needs to combine a number of different aspects to help the end user in reaching the desired effects. This requires incorporating a broad range of different aspects in the design, stemming from a broad range of different fields of expertise. For designers, developers, researchers, and other stakeholders it is not straightforward how to organize the design and development process, to make sure that these aspects are properly addressed. In this chapter we will discuss a number of ways of organizing the design and development process and various models that support specific design decisions during this process, concluding with a discussion of design patterns for serious games.

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Correspondence to Eelco Braad .

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Further Reading

Further Reading

A number of books can be suggested as further reading on the topics addressed in this chapter.

  • Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. CRC Press. This book presents a pragmatic approach to creating games, emphasizing early (paper) prototyping, evaluation with players, and using the feedback obtained to improve the game iteratively.

  • Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. John Wiley & Sons. This book brings together underlying theory and practical examples of using game design for learning.

  • Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press. This book presents an extensive overview of game design theory through the use of a large number of different lenses to view to game through.

  • Adams, E., & Rollings, A. (2007). Game design and development. Person Education, Inc., Upper Saddle River, New Jersey. This book presents both game design theory and development approaches, detailing specific considerations for a wide number of established genres.

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Braad, E., Žavcer, G., Sandovar, A. (2016). Processes and Models for Serious Game Design and Development. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science(), vol 9970. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_5

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