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Entertainment Computing and Serious Games

International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers

  • Ralf Dörner
  • Stefan Göbel
  • Michael Kickmeier-Rust
  • Maic Masuch
  • Katharina Zweig

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

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 9970)

Table of contents

  1. Front Matter
    Pages I-VIII
  2. Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust
    Pages 1-16
  3. Phil Wilkinson
    Pages 17-41
  4. Alyea Sandovar, Eelco Braad, Alexander Streicher, Heinrich Söbke
    Pages 42-62
  5. Phil Wilkinson, Thomas Joseph Matthews
    Pages 63-91
  6. Eelco Braad, Gregor Žavcer, Alyea Sandovar
    Pages 92-118
  7. Mohamed Abbadi
    Pages 119-147
  8. Heinrich Söbke, Alexander Streicher
    Pages 148-173
  9. Rahul Dey, Johannes Konert
    Pages 174-188
  10. Michaela Slussareff, Eelco Braad, Philip Wilkinson, Björn Strååt
    Pages 189-211
  11. Jan D. Smeddinck
    Pages 212-264
  12. Katharina Emmerich, Mareike Bockholt
    Pages 265-283
  13. Katharina Emmerich, Natalya Bogacheva, Mareike Bockholt, Viktor Wendel
    Pages 306-331
  14. Alexander Streicher, Jan D. Smeddinck
    Pages 332-377
  15. Benjamin Guthier, Ralf Dörner, Hector P. Martinez
    Pages 402-441
  16. Johannes Konert, Heinrich Söbke, Viktor Wendel
    Pages 442-474
  17. Leif Oppermann, Michaela Slussareff
    Pages 475-520
  18. Antonia Kampa, Susanne Haake, Paolo Burelli
    Pages 521-539
  19. Back Matter
    Pages 541-541

About this book

Introduction

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.

The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015. 

Keywords

educational games game-based learning intelligent tutoring systems serious game design social network analysis affective computing AI augmented learning commercial games digital game-based learning distributed architecture entertainment computing experimental design games for health games for social change mobile technology pervasive games simulation-based learning technology enhances learning video game design

Editors and affiliations

  • Ralf Dörner
    • 1
  • Stefan Göbel
    • 2
  • Michael Kickmeier-Rust
    • 3
  • Maic Masuch
    • 4
  • Katharina Zweig
    • 5
  1. 1.RheinMain University of Applied Sciences WiesbadenGermany
  2. 2.Technische Universität Darmstadt DarmstadtGermany
  3. 3.TU Graz GrazAustria
  4. 4.University of Duisburg-Essen DuisburgGermany
  5. 5.TU Kaiserslautern KaiserslauternGermany

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-46152-6
  • Copyright Information Springer International Publishing AG 2016
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-319-46151-9
  • Online ISBN 978-3-319-46152-6
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • Buy this book on publisher's site