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Serious Games pp 107-125 | Cite as

Content and Content Production

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Abstract

Once a game design has been created and production begins, a game development team’s two main activities are programming and content production. While a relatively small, experienced programming team can provide the necessary support for a state-of-the-art game, an art department and other departments have to produce the game content. In this chapter, we examine the production of content, including an analysis of what kinds of content exist in serious games, technical implications of the different kinds, and content production management. We also provide an introduction into procedural content generation, i.e., techniques to produce content algorithmically. Finally, we provide considerations for integrating serious content, and how the integration should be reflected in the organization of the overall game production.

Keywords

Game Design Content Production Triangle Mesh Educational Game Game Engine 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Recommended Literature1

  1. Chandler H (2008) The game production handbook. Jones & Bartlett Learning. For readers interested in the practical side of game production, we recommend this book, which covers the entire process of game production. Furthermore, the books by Bates (2004) and Cohen and Bustamante II (2009) are suggested Google Scholar
  2. Shaker N, Togelius J, Nelson M (2015) Procedural content generation in games: A textbook and an overview of current research. Springer, Berlin/Heidelberg The “PCG book” is a compilation of research topics on procedural content generation. This thorough summary of the topic is available for free on the website of the book, http://pcgbook.com/ , and is highly recommended reading in this field
  3. Harteveld D (2011) Triadic game design—Balancing reality, meaning and play. Springer, Berlin/Heidelberg. Concerning the requirements of serious game content, we refer the reader to Chapter 3, “Reality” of Harteveld’s (2011) Triadic Game Design, in which the author examines the properties of serious game content in more detail Google Scholar

References

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Technische Universität DarmstadtDarmstadtGermany
  2. 2.University of MannheimMannheimGermany

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